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mrjacobean

Alpha Team Vanguard
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Posts posted by mrjacobean

  1. Well, the stuff you might not want in cosmetics (cat ears, wings, tails etc.) could be a product of some form of gene modding (because future-science). The alternative is you could make those cosmetic items holographic (I would love to see some Tyrael style holographic wings for my jetpack).

  2. to add to my point, if youre in a chill organization, and the people who are backers in it like you, they can gift you some DAC's too, so be sure to make friends along the way ;)

    To again add to your point, the amount of quanta in the game will not be affected by hyperinflation since there is a limited money reserve that expands and contracts with the player-base (managed by the dev team).

  3. Just to clarify the earlier quote:

     

     

    About how bubbles being powered: If we keep the current design (but as it is under development, it might change a lot), there might be 2 kinds of bubbles: the one is a permanent energy shield that can protect an area or a space station. This one will most likely be powered by a power source. If this bubble is damaged at a critical level or shutdown, this might trigger the second type of bubble: a temporary (24 or 48h) indestructible bubble immune to sabotage, meant to let the owner of the area react to the aggression or sabotage (because when this happens, it could be in the middle of the night, or when he/she is at work, not in front of the computer, and we don't want to worry people with attacks when they are offline).
  4. I see the title only. So opinion based on that.

     

    Personally I like idea, but this could set different players in unfair possition. Some people very easy solve these tasks, some have no idea how to do it. If to create them easy as NoManSky's one, this is pointless.

     

    So there are two sides of the coin in this idea.

     

    Thanks,

    Archonious

    The same can be said of building a construct. Some people are minecraft veterans who build these massive structures that look amazing, and then there are people who build floating cubes. There needs to be an element where real world skills come into play with hacking being maths and building being... whatever that is. Want to find out how to do it, learn it. If you can play the game, you can access the internet. If you don't want to, hire someone who can. 

  5. The irony is strong in this one. Are you not willing to argue further? Then stop replying or something. You are not going to get anywhere with personal attacks and accusations.

    Yeah, the only way to win this argument is not being involved. It should not be an argument about how the games mechanics should be, but rather a debate showing the pros and cons of different designs where NQ can then draw a verdict. Name calling and personal insults should never be involved. I may be a hypocrite (in fact, many of us are from time to time) but that does not change the fact that we get nowhere when we do not keep this civilised.

     

    Anyway, there are solutions to the multi-boxing turret spam (this isn't EVE, think outside the box). If they are short range, use space artillery. If they are using space artillery, use a bomber squadron. If there is no way around them, hit somewhere else (improving your defense somewhere means you will lack defense elsewhere), such as when the enemy is blockading a gate with static turrets, use a different jumpgate, hit somewhere else or send scrap for them to shoot at so they waste ammo (the tactic used depends on the person in charge). Please note that only static constructs (bases and space stations) would have the ability to have auto turrets, and being static means that they CANNOT MOVE (no jumping, no moving out of position, nothing). I believe that multi-boxing will still be possible in DU, but not feasible. DU is too involved in its interaction for that to be efficient (whereas EVE is just turn-based combat with auto-fire enabled).

  6. "In future expansions, we will try to implement a way for you to control several weapons at the same time in a tactical view, and script how you coordinate them."

    So instead of the player being the gunner, they are a gunnery officer. They would be able to 'command' multiple guns at once (lock and fire), but the guns would all be linked to a control group and fire at one target at a time (each gunnery officer could only control one control group of guns, and the amount of guns could be dependant on skill training). This would make the crew size to ship size logarithmic, but then again the ability to field larger crews gets exponentially higher since you all have to be there at the same time.

     

    As for the OP, I would say that auto turrets work for bases and stations (static constructs) since they don't move (and are easier to hit). You want at least some defense for your small group wilderness base for when you are all offline. Same works for stations, since you can create turret platforms (and spam them if need be) that can dissuade bandits from hitting your massive station, but does not really stop a military fleet since their guns will likely out-range the platforms (or hit them from orbit if they are planetary, think space artillery).

  7. No it does not.

    But having to join an org is sort of "forcing" people down a certain path. Its not because its cool or convenient that it would be desirable or good for the overall game. I dont think we can really judge the impact either way right now.

     

    Me personally I wouldnt really mess with the mining itself. I would explore ideas for creating elements that enhance the mining gameplay. Or an element that has a benefit of some type, but the speed/efficiency of gathering the ore would stay the same for everyone. Either way its a tricky thing to balance because it would affect the entire economy. And I dont think its fair to tell Timmy he must join an org, but thats just my opinion.

     

    Mining is more then just digging and collecting ore.

    Thing is, they aren't forced to join an org. There are other ways to make money when all you can do is walk, scan and hand mine. You could do courier missions from mission boards placed by other orgs (ones that don't require a ship), go around the planet in a cheap but fast ship and scan areas for resources and sell the data, or loan out a mining ship and mine yourself. The path of least resistance for new players will change as the in game economy changes, and the mid-late game is more likely to favour org related paths than non-org related paths. Its simply because you start on a highly developed world. I mean, you could even take a transport to a fringe world and mine there (since resources on the outer systems will be in shorter supply, and therefore more profitable).

  8. Of course after seeing how quick mining can be with just a player, it would also make me wonder how you could make a drill that is more effective than the players ability to mine so quickly.

    The ability to dump the resources instantly into the cargo bay, instead of having to interrupt the mining every time your inventory is full

  9. The issue is that an element for mining drives out the beginning miner out of the market.

     

    Its a time vs cost vs supply problem.

    Which is why you would join a mining corp or do mission board stuff later. Mining does not have to always be point one in the player progression track.

  10. I meant only being notified of the implant is actually being hacked; if a player dies, they won't know whether or not the person that kills them has the ability or desire to steal their RDMS tags. If you're on a spaceship which blows up and a day later some looter goes into the wreckage and hacks your tags, YOU certainly couldn't warn anyone of that, but if there is some form of automatic warning then at least the tag owners have a chance to react.

    Maybe this could happen if the implant is upgraded with advanced security, or that you are only warned if the hacker does poorly but still succeeds (where a higher security level makes it harder to do it undetected).

  11. The same with buildings if a payer who built say a house only to think he or she doesn't like the game and was then to leave the game and never to return then house should breakdown  overtime.

    About the buildings, unless they are in a territory unit's AoE or in the safe zone, then they can just be salvaged by other players straight away (no need for decay). If they are in a safe zone or TU, the owner of said TU (if not them) can just take down the building (if they are the owner of the TU and leave, someone will just take it from them via war declaration). Whether this can be done in a safe zone or not is unknown (can owners of a TU in a safe zone take down other player's buildings inside it).

  12. EVE's hacking minigame is Minesweeper 2.0.  And some of EVE's hacking "maps", are out right impossible to solve (the infamous Medieval Breaking Wheel one).

    There could still be value there. Even if it is not used, something can be learnt.

     

    I would say that the interval for failure would be based off the rank of your hacking and the rank of the device being hacked. could go all the way from 1 second to 20 for an interval (extremes)

  13. I read somewhere that a video game incorporated some mini-game that helped biologists with something on the microscopic level (can't remember what). Maybe there could be a researching mini-game where you process the data you have collected into usable information (research points, if you will), and the mini-game could help real scientists and researchers process data by outsourcing it to players.

  14. Good point. The solution, could be that "if you remain inert while decyphering, the puzzle changes".

     

    So, once you start the hacking minigame of a game of sudoku, you gotta always manually cycling through the possible signs / numbers / glyphs /whatever in a cell at a time, if you remain inert for more than 4 seconds, the pattern resets and changes.

     

    And on top of that, have a flat overall timer for the whole thing to take place. The "inert" cycling, may be 4 seconds, while the Overall Hacking window of opportunity may vary depending on the level of difficulty.

     

    Another way to deter the use of 3rd party programs (not things like Sudoku Solver Online sites, the inert part takes care of that ) is for NQ to NOT give access to that the hooks associated with the puzzles so no APIs are being built on it. 

     

    And hey, it's a team game, if someone has a friend and they coordinate, with the "hacker" keeping the pattern going, while their friend is googling the answer (somehow having figured a numerical correlation between signs and numbers to have predtermined answers) then it's acceptable. That's actually some James Bond level of cooperation.

    There are many situations where this would bite people in the ass. For example:

    - Your wireless mouse runs out of power, hack failed. 

    - You go to drink with your off hand, miss-clicking and ruining the puzzle

    - You get pulled away from you computer by another person

     

    From a veteran's perspective, what about the way EVE deals with salvage scanners and artefact scanners? Would that be a good minigame for hacking?

  15. R&D for new TECHnology will revolve around finding new materials by combining them AND skilltraining.

    The research part, where you unlock techs.

     

     

    You have to train skills for, lets say, 6 months in order to build and use the element "ftl drive" and you need "construction V, energy management X" plus the resources "uberfastium" and "extremedurablium" to build it. 

    The construction part, where you need the tech and skills to make it.

     

    I would say that you don't NEED the tech or skills to USE a device, but having both the tech and the skills will give you improved stat bonuses like reduced cooldown for an ftl drive or improved mining efficiency on a mining drill (i.e. the improved stats are the base numbers, but worded as an improvement because psychology).

  16. If you research something, you should be able to give it to another player (if someone has already found out how to make a warp drive, they can teach you). There could be a non-profit org that anyone can join that simply procures and provides research. It would be good as the society this game would have would change which techs get researched first.

     

    Techs should not be mistaken for skills. Skills are trained, techs are learnt. To create something, you need to know how to make it (via schematics/techs) and be trained enough to make it (skills).

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