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mrjacobean

Alpha Team Vanguard
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Posts posted by mrjacobean

  1. 3 hours ago, MaltoSigma said:

    I think there is a misunderstanding...
    Why would someone lock a door element, if it can be deleted with the click of a mouse button anyway.

    Because those without permission will not be able to go into build-mode and take down the door (no build permission). Instead, they will have to break the door through some other method, which should take longer and attract attention.

  2. 9 minutes ago, boots_1588 said:

    "In addition, these threads will close since you are replying to it way after it has been deemed dead." Ok but why is it that this isn't already closed it didn't say anywhere this thread is dead and if I start a new one the myrlin dude will come and close it and say there are way too many threads about it already.

    Usually if a thread hasn't had a reply for at least several weeks its is considered dead. Some of the threads you have been replying to had their last reply during 2016, hence why the thread was locked down for necroposting. It is also easier on the moderating team if they just leave the thread open, especially since there were only a couple of community managers moderating the forums until a few months ago (can't remember the exact date).

     

    Try finding a thread on the topic that has had continuous activity (not a necroposted thread) and reply there, or if you keep having trouble, you could ask one of the moderators to help you out via private message.

  3. 21 minutes ago, boots_1588 said:

     

    ?Still, the subscription thing is scaring  people away, I agree with the like stop smoking thing or don't spend 10$ on a Big Mac or whatever, but can someone tell me why for example fallout 76 doesn't have a subscription model?? It's multiplayer right?? https://www.giantbomb.com/forums/general-discussion-30/can-mmos-still-justify-a-subscription-fee-555534/

    Usually a subscription is used to pay for servers and development. MMOs tend to last a lot longer than your average Fallout game, hence why Fallout 76 shouldn't have subscriptions (EDIT: Fallout 76 might have a subscription, similar to Elder Scrolls Online. However, due to the type of MMO that it is, it might include free to play elements, whereas they wouldn't be as suitable in Dual Universe ). In a game like Halo (also multiplayer) the server and development costs after release are paid by those who purchase DLC and, these days, micro-transactions. The Dual Universe developers don't want the downsides that DLC or micro-transactions have, and they want the game to last, hence a monthly subscription.

     

    13 minutes ago, boots_1588 said:

    Thing is some people want to make a one time payment, I personally don't care weather it is subscription or not, but literally like 5 of my friends were like  "I'm not getting that" some people want to pay once and be able to play whenever as long as they want without having to worry about cutting coffee or something out of thier life. 

    I understand why people wouldn't want to pay a recurring fee to play a game, however it means that they can try the game for a lot less ($15 instead of $60) before they commit more money to it. Also, there is an item in game that will give you a month of free time, so once you can get a steady stream of it you don't have to worry about paying the subscription as much.

     

    In addition, these threads will close since you are replying to it way after it has been deemed dead. I recommend you compile everything you want to reply to and make a new thread that contains the links to these threads. Also, most of these threads will not have all the recent information regarding the game, so statements made in them are more likely to be inaccurate.

  4. I very much approve of the categories of territory tiles. I think sanctuary tiles are a great idea, but I have a few questions:

     

    Will the MSA be located on only moons, or are they meant to be found on every planetoid aside Alioth? (and if only moons, will there be an ASA on the planet instead?) 

    Will there be multiple groups of sanctuary tiles spread across the surface? 

    Can Sanctuary tiles be taken as part of a war?

    If not, is there a way (direct or indirect) to gain ownership of a sanctuary tile when the owner is uncooperative or gone? (and would Sanctuary Control Units make a difference?)

  5. 3 minutes ago, blazemonger said:

    You forgot the "/s"  as you must not be serious in thinking he has any actual experience or skill in PVP.

    I think you might be underestimating him. Don't let your 'hatred' of those who disagree stop you from thinking straight. Attacks against character are only useful if you want to undermine their ability to reason (and therefore bait them into doing what you want them to do). And attacking Twerk's character means you lose, since it is usually a last resort (it is also what he wants you to do).

     

    Be rational, play devil's advocate, learn when to back down (I go by the phrase "If someone disagrees, check again to see if you are right").

  6. 2 hours ago, Tententai said:

    Would be fun to have a device allowing you to edit other organizations' Lua scripts or re-wire their components. This would open up many possibilities like having spies or stealth commandos preparing an attack with traps and sabotage.

    For spies: you get someone to infiltrate their ranks until they have access to those systems.

    For Commandos: you place explosives or hack their systems to disable them (hack/destroy respawn node, start attack)

  7. 4 hours ago, CaptainTwerkmotor said:

    FC and doing nothing else?", yeah, see, that's called "following orders", it's part of being in an organised group. Like the Band of Outlaws.

     

    21 minutes ago, CaptainTwerkmotor said:

    But hey the,Band of Outlaws is not beneath baiting with fake space-trucks. We love a good fight, but we love even more a fight that is not seen coming when the other guys attack us.

    If I didn't know any better, I would say you are trying to promote Band of Outlaws

    Or perhaps I don't know better. Either way, I call it 'subtle'...

  8. @Vorengard, mind calming down? I can see the heat you are generating from the next system over...

     

    Now then...

    2 hours ago, Vorengard said:

    I would take the Trinity over EVE's static and boring meta any day. Sitting in fleet and following the FCs primary isn't engaging gameplay. It's only fun at all from the grander strategic standpoint of winning vs losing. DU should do more.

    DU will do more, simply because of the ability to innovate more. EVE's system (from what I can infer) ran out of room to innovate new tactics and loadouts due to the finite amount of different 'assets' (ships, guns, etc.) available. The 'Meta' is static because the system has been analysed for over a decade with little player input to change it in a major way. Now, in no way is the list of DU's 'assets infinite', but it is MUCH larger due to it's control system and the ability for players to actually DESIGN the ships they build. Sure, standing fleets will probably follow standard protocol, but since you need multiple people to fly a ship (not counting strike fighters) not everyone is doing the same thing. The holy trinity won't really hold much sway, because unless they add a 'magic' repair beam that is effective in combat, ships will only be able to be fully repaired either when docked to a station or when they rendezvous with a repair ship (this means, no healers in the trinity).

     

    For reference, I imagine that DU will act much like The Expanse (though, at quite a bit larger scale). Massive fleets probably won't be maintained by one faction (not enough effective manpower) and DU has a lot more ground to cover than those in EVE, so it is unlikely they will pool all their resources into one fight (but, if they do... I imagine several groups will take advantage of it)

  9. 9 minutes ago, NanoDot said:

    But those types of ground-assault hover-vehicles would either have to be built on the planet before an assault takes place, or else transported in space-capable transports.

    And thus why logistics is vital when in war. You could also bring the materials to build them with you and have engineers construct them in the field. Another alternative is raid an enemy supply depot to steal theirs, but I digress.

     

    These support platforms are going to have to be built by the players in the form of constructs, and building a static platform is much easier than building a mobile one. Heavy Weapons Teams could carry the materials to place down the turret and then man it when needed, and tear it back up when it is time to move.

  10. 35 minutes ago, NanoDot said:

    OK, so infantry will need special goggles to "see" stealthed players and kill them.

    Got it.

     

    Now, back to the main news of the day: "Which mechanisms can we use to balance conventional warfare, given the apparent imbalance between the power of infantry and constructs ?"

    Have different damage types (different damage sphere shapes)? Use weapons the target is vulnerable to? Use AP rounds? It really depends on what you want to damage. At the end of the day, you will be going up against a superior foe if you want to go toe to toe with a tank/aircraft/spaceship. Surprise, deception and underhanded tactics are how you win against them.

     

    There are things like infantry carrying AA or AT weapons, but the trick with those is they have severely limited ammo and are quite obvious.

  11. 2 minutes ago, NanoDot said:

    Except that none of those examples involved anything to do with stealth technology !

     

    Good old-fashioned "cover of darkness", element of surprise and ruse tactics don't require stealth suits...

     

    If stealth tech is ever used in DU, it has to be limited to a small set of highly specialised applications, not become the "go-to" tactic for boarding actions or base captures, for instance.

    Why send a fleet if 5 space ninja's can do the job equally well ?

    A Stealth Suit is usually active camouflage, not ha can never see me. Thermographic vision can see them easily (depending on environment)

  12. If you have played space engineers, you would have seen how connectors work. You put them together and they allow item transfer. Well, we could use something similar, though a bit different.

     

    Say we have a nanite connector. It's like a connector, but it has a range of, say, 5m. If you have a pair of nanite connectors within 5m, then they would be able to transfer items between themselves. Using LUA, we could assign an input inventory and an output inventory for that connector, so anything in the input would be transferred over when active and the output will grab any items that are deposited into the connector. This is of course providing that there is enough space, otherwise items will not be transferred. We could also have players interact with them, giving them the ability to deposit items into the output cargo of the connector.

  13. Alternatively, when declaring war, you must decide which TUs to attack, which will be set as war goals. Each war goal has a cost value associated to it, and the objective of that war goal influences said cost. For example:

     

    - If the war goal for a TU is set to raid, you can attack anything on that tile, but the TU itself remains unconquerable and indestructible.  You can still destroy buildings and loot containers though.

    - If the war goal is set to destroy, you cannot capture the TU, but you can destroy it, rendering the territory uncontrolled.

    - If the war goal is set to capture, you can capture the TU

     

    Now, for each war goal you have, it increases the conflict points of that war. The purpose of this is two fold. First, the defender can set war goals against your territory, with the points from those war goals being less than or equal to the conflict point total made by the attacker. Second, the more conflict points a war deceleration has, the longer it takes for the war to start and the longer the war is allowed to go on for. This also works in the way that if you are raiding an area, you may only choose to have one raid war goal, which means it takes a short amount of time to have the protection dropped, but it also limits the amount of time you have to do damage/loot.

     

    EDIT: To clarify for this example, TUs have inbuilt protection that activates after it is powered

  14. PvE content is essentially PvP content without (or limited) other player involvement. Such activities include exploration, building, mining and salvaging. However, it is likely that during PvE activities you will encounter PvP content (since negotiations are also PvP), for example being attacked by pirates or being questioned by a border patrol. 

  15. Just now, wizardoftrash said:

    What I was suggesting was more walking to walking around with a sign or billboard saying "MiningLV3" so that a nearby player might spontaneously ask you to join up for a trip, and bingo, quick and simple cooperation.

    So, custom title (which you can put anything in) and a bio card that is your public character information. Sounds pretty good

  16. Just now, CaptainTwerkmotor said:

    Yeah, which is the issue the biocard solves. You look up an applicant's skills and you see "Wizard has trained he skills I want for my group and the job we do, Wizard is hirted".

    Think of it as an in-game resume the idea of a biocard.

    DU may not be EVE, but JC Baillie said they want EVE's metagame, not WoW's, so no silly class icons or l3g0nd4ry cosmetics or titles. 

    Heck, EVE even allows you to set your own title xD

    Would the bio card be automatic, and if so, could someone put false information on there or omit some previous actions?

  17. 14 minutes ago, Primary said:

    But star gates defy laws of physics more than a lot of other things that  DU is doing

    one word: respawn...

    it is literally stealing bodies from other timelines.

     

    <Errant Thought>

    Hey, we could have stargates act like massive warp accelerators. That goes along with the use of warp drives, right?

    Hmm... We could have it so star gates can send you to another system in a very short amount of time, but it would be one way, requiring pairs to have a two way connection...

    </Errant Thought>

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