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mrjacobean

Alpha Team Vanguard
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Posts posted by mrjacobean

  1. Let's all hope that one day, NQ will decide to add swords in game as well, with "stances" for combat and timed attacks, so we can have honorable duels like gentelemen.

    But what about pistols at dawn?

  2. Ship weapons are unlikely to be at release, and the game is not using your regular FPS (see Call of Duty) player vs player combat. There is likely going to be a rifle and a pistol at the start of alpha, but what I am hoping for is a modular weapon system (think create your own guns by combining parts, like a more complex version of Fallout 4's weapon mods).

  3. ... what do you mean by "it would be more realistic". Have you died IRL and respawned with amnesia?

     

     

    We have enough 'Realism' already. The word has turned into 'Cinematic' when used to describe video games. We do not play a game to watch a movie. We do not try to escape reality to get more of reality (there are other places where it could work). What is important is good gameplay. Taking away skills permanently is not something many people will appreciate (what happens when someone spawn camps you again and again? You lose ALL progress).

     

    As I have said before:

     

    I believe there is a thread about some other ideas on how to give player death actual meaning (This one focusing on temporary debuffs). Here: https://board.dualthegame.com/index.php?/topic/10334-trauma-mechanics-and-emergent-gameplay-consequences/

     

    Temporary debuffs take away the Zerg Rush approach whilst not forcing you to retrain skills. It also gives most of the positives and none of the negatives of what OP has proposed (people wasting ships to 'see if it works' will always happen). And in lore terms, consider it quantum travel sickness (the process of respawning is that a respawn node switches you with a identical, but dead, version of you via quantum teleportation).

  4. Very true, they could be in the game without finishing their technology or mechanics. There could simply be placeholder gas giants for later! That's a good idea.

    That's why they call me... Hmm. They don't call me anything. Ah well...

  5. I think Gas Giants would come in an expansion (it is cool, but not vital). The problem would be that only new systems would have them. Alternatively, you could have gas giants in the game but if you approach them they tear your ship apart (so they are just locations, not voxels), until they release the tech (expansion) to enter them.

  6. In theory we won't even get to orbit for the first few months of the game. I have the nifty idea of a balloon type ship that moves about the planet. Over time as tech advances additional layers and tech get added on, so eventually it becomes a giant space station with the old wooden airship hull inside somewhere.,

    I think you severely estimate the determination of some orgs, getting an outpost on another planet first is going to be important (imagine, only your org on the planet, with plenty of time to get some space superiority)

  7. what about structures such as walls taht would nto need energy consumption how would the system detect that from normal energized structures?

    Then the walls cannot have ownership, therefore no protection. If you are making a perimeter wall, it is likely you will have it attached to a generator anyway to power spotlights and auto turrets, or at least have it attached to a building inside it that does have a generator

  8. I think that most people are going to own a multi-purpose (personal) ship, one that has ftl capability, a decent sized cargo hold, some weapons, atmospace flight, etc. (to what balance depends on the player)

    It is more common for orgs to have the specialised vessels, like pure combat vessels, carriers, mining barges, cargo haulers, troop transports etc. because they have the resources to field multiple ships at once, and the variety of ships complement each other (a carrier is useless if there is only one pilot). I imagine that BOO (and other orgs with a relaxed structure) will field personal ships instead of structured fleet due to the nature of such orgs.

  9. While mining is going to be a detrimental part with playing dual universe, i hope to see solutions to make it where planets don't look like they have been stripped mined for thousands of years. I especially believe Alioth will be a victim to poor landscape as everybody starts there and needs to mine to get up on their feet.

    That's what alpha and beta are for, testing solutions so you don't have to

  10. I think that anyone who can be locked onto has a small indicator on their body, and you can select that indicator to scan them and find out who they are. Maybe some information (like clan and maybe name) can be hidden by the target. You could also set certain people to just display that information WoW style, but it should be a whitelist not a blacklist feature

  11. "

    I pull the plug of your internet. Leaving you lost in the misleading virtual reality you think you exist in. 

     

    Breaking your servers, I leave you in a loop of deep sleep. 

     

    All that's done, I assume the lotus position on the craters of the hill.  

     

    The wind blows gently under the grey sky.

     

    Peace, be still. I am the King of the Hill.

    "

    I achieve enlightenment through deep sleep and finally return to my 'real' body through realisation that this world is not real.

     

    I walk up to the hill and sit beside you, free of unbalance.

     

    I am now the watcher of the hill

  12. What I was mostly, badly, trying to talk of was abandonment. If it's possible to stock energy, and that's done, but a player stops playing... then that structure/whatever is left till the energy runs out. However long that may take (or until broken into, etc...). The decay, I was speaking of was not structure decay, but "protection" decay... so, you can stock pile energy, but if you don't log in then the shields go down after 30 days, or something else similar, etc... Hence the "vacation" mode, or way to reset this timer remotely for times when you need to be away extended.

     

    This type of decay is totally dependent on there being a way to create batteries, reactors, etc... as power sources. So, not likely early on, but something that could be feasible.

     

    This may make more sense for structures than ships (if there's a difference in the code between them). Or make it much easier to take over... I've played some games where you would find ton's of small structures around the landscape until they implemented a similar decay where anyone could destroy them if the owner hadn't logged in after X amount of time.

     

    -M

    You don't need an artificial timer if you have a power requirement for the shield. Renewable power alone will not be sufficient to power one and you could have renewable power plants require maintenance otherwise they break. So the shield will go down once the net energy of the construct goes negative (no fuel/inoperable power plants) and the capacitors run out. Once a shield is down, you can just destroy the construct with ease, unless it is on owned land (I think TUs still require power to function). If you are part of a large org, you don't need to sign in to maintain stuff. If you are by yourself, you won't have a immobile base (a ship is better), so you can just store the ship at an org that rents out hangar space for people who go on holiday or who need to leave the ship, but want to keep it for later.

  13. Time Travel? I'm The Captain, 102617454th cousin to The Doctor. I am King of the Hill by default.

    I was thinking that number was somehow mathematically significant, damn you twerk!

     

    I hack the simulated reality we live in to make you exist no longer!

     

    I also hack in a throne on the hill, sit on it, and become the King of the Hill.

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