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Godrath

Alpha Tester
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Posts posted by Godrath

  1. Arkification

     

    Lightly touched on by the TU devblog post, and encouraged to open a dialog about their use. All further comments are my own opinion drawn from my years as a gamer.

     

    The greatest benefit for having an Ark Zone is a second area to have your builders, solo players, new people, generally non pvp people a place to settle. This would clear up the first Ark Zone later in the game, when ...hopefully... there will be a much greater player base to work with.

     

    Now this Ark zone would be owned by a player or organization. I would hope that a community oriented person or org would be placing this new Ark Zone. The atmosphere an Ark Zone promotes is a sence of safety and community. The great minds that have build gorgeous castles, city replicas, and to scale ships from TV and what not will finally have a place to take months on their projects.

     

    It is of my opinion that Ark Zone tokens should be the way to go. Novaquark dictates the amount of Ark Zones allowed in the world, and releases them as needed. Maybe with a global news cast about a token being found so it would be up to our explorers to go find them.

     

    Relevant links

    https://devblog.dualthegame.com/2015/07/24/territory-control/

    https://devblog.dualthegame.com/2014/09/13/arkship-security-or-where-does-pvp-starts/

    https://devblog.dualthegame.com/2017/03/31/organizations-purpose-management/

     

    Thoughts?

     

  2. IMO...I don't see them making optics a thing. With the way their server works i think they are going to promote close range, in your face fights. Long range shots may be possible, but the targeting mechanic they want to use will make firing at a distant target very hard. Which come to think of it, denys targeting subsystems of a ship. Looks like you would be targeting the pilot and your shots will drift, and in that way may hit subsystems.

  3. They look to be drawing from how most crafting game systems are doing it. SE, MC, being the closest i have seen to what they showed in the April dev video. Common mats able to be crafted on you through your nano former, and higher grade mats needing a construct or factory/crafting block to be processed.

  4. My big issue is if there are huge lumps of ore, we are going to need elevators or trucks to move vast amounts of ore up to the surface. Allowing up scaling of the mining process rewards people for playing longer. It should be a motivation for people to go from mining with their hands, to tools, to small vehicles, to mining constructs that are much more efficient form of mining the resource, store it inside, and transport it to the surface for processing.

     

    And from a military standpoint I would like to see a way to block or prevent people from mining in your area....If i remember right there was a territory system going to be developed? Mining out an area and placing walls of super dense material to block people from getting into your mining shafts are going to happen, but if we had a territory system there would become a reason for people to fight over resources.

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