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FireSoul

Alpha Tester
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Posts posted by FireSoul

  1. Well since it will be as realistic as possible I doubt they would do that. I mean if its a text you can just use Google translator like now. 

    And if someone speaks to you you could hire a interpreter. 

     

     

     

    Bueno, ya que será lo más realista posible, dudo que lo hagan. Quiero decir, si es un texto, puedes usar el traductor de Google como ahora. Y si alguien te habla, podrías contratar un intérprete.

  2. Since I have been around here from the end of 2016 I might as well write a juicy introduction of myself now.

    Hello!

    and welcome to my minecraft youtube chan... wait wrong website.

    Well that was enough cringe don´t you think?

     

    Anyway. Funny story, well actually a pretty sad one when I think about it.

    Remember when Alpha 2 launched? Yeah me neither cause I totally missed it.

    NOW I read an email from NQ which I kinda ignored at that time where they welcomed me to the glorious launch of alpha 2.

    Obviously it´s my fault there.

    At least I have another 2-3 months to test it... if I have time besides my occasional work at weekends and university ofc.

    But thats another story!

     

    Anyway. Where were we? Yeah right I was about to introduce myself so I´ll keep that short and simple.

     

    Name: FireSoul (but you can call me Simon ^^)

    Gender: DID YOU JUST ASSUME...! jk

                   Male

    Age: 20

    What brought me here: The hell of a man @Will_i_craft

    Org: VMS (Vortrex Mining and Science, I know long name. Just call it VMS)

    Games: Tactical Shooter such as ARMA, CSGO 

                  Strategy games like Stellaris, Age of Empire, Medieval 2 TTW,...

                  and of course Sandbox games like Space Engineers or Minecraft.

    What I want to do ingame: Surely not mining ¯\_(ツ)_/¯, but transportation trading and marketing.

     

    Thats all I have to say ladies and gents!

     

    Cya in the Game or in the Forum!

     

     

  3. So you basically mean a ship which could be decoupled into 3 seperate parts or one which composes of these 3? 

     

    Anyways. From what we know so far "AI"-drones are not possbible however remote controlled ships are. But I don´t know the range of them.

    As for the "sniper" and gun "ball" nobody knows because neither CvC nor PvP is implemented yet. 

    If I had to make an assumption anything but the decoupling is possible (assuming that you meant that). 

     

    Since I´m not in Alpha and with the NDA thats frankly all of the information you´ll get. 

     

     

  4. On 5/17/2019 at 4:47 AM, LeineDearg said:

    My idea is to allow an organization to use Resource Tokens to pay it's members for helping the organization to grow. Basically the organization is in need of a large amount of resources, or a service, so the organization issues a quest(s) for parts of what ever good or service.  Instead of paying in currency, the organization pays out in these resource tokens. 

     

    First off this similar ideas have been mentioned in different ways in the forums.  While there may be more, I wanted to make sure to link at least the ones that I have found already.

         An example of Stocks https://board.dualthegame.com/index.php?/topic/14142-physical-financial-securities/&tab=comments#comment-95277

         Example of player created resource tokens http:// https://board.dualthegame.com/index.php?/topic/607-resource-tokens-for-player-item-trading/&tab=comments#comment-4271

     

     

    Second A Scenario

    A new organization needs resources (lets say 10,000 units of iron) to get off the ground. However, being new this group, lets call it Orbit... I am really bad at naming things and the gum is sitting in front of me right now ok!.. don't judge me...  Anyways, Orbit  does not have enough money to pay its members for a quest. Also Orbit wants to keep track of who actually does the must work for the Organization to award those members later. So Orbit starts a quest for its members that pays out 100 "Orbit Resource Tokens"  for every 100 units of iron that is delivered. The players that does the most work get the most Orbit Resource Tokens.  

     

    Some time has past and Orbit gets access to extra fuel. There is not enough fuel to give out to every member, so the group sells 'X' units of fuel for 'Y' number of  Orbit Resource Tokens. Again the player that has the most Orbit Resource Tokens can purchase the most fuel.

     

     

    Basics:

    The way it works is that every organization has access to a specific amount of resource tokens. For example Orbit as a new Organization has access to 100,000 resource tokens that it can issue out for quests in place of in game currency or objects.

     

    The value for these tokens depends on what ever the organization is willing  to assign them. So it could be everything from nothing to a one time prize of 1 DAC.

     

    Some thoughts on these tokens:

    • Each organization only has access to a limited number of tokens
    • Number of tokens can be scaled based on Organization size or some sort of leveling system
    • The intended way for an organization to get bask the tokens through either a trade, the barter system, or a quest
    • Tokens can only be set up to trade to other members or allies of the Organization
      • This includes trading between players in the same organization that does not involve a quest
    • Either Tokens are non physical item to prevent theft from PK, or
      • any tokens not in a current member's inventory after 14 days are automatically refunded back to the organization
    • A player leaving the organization would automatically see  their stored tokens refunded  back to the organization after 7 days 
      • This time frame could be changed by the founder, or their designee player in charge of tokens (token master, quest master, Mister Fred)... did I mention that I am bad at naming things
    • No in game requirement for a Organization to use tokens
    • No in game requirement for a Organization to pay players back for tokens
    • No in game requirement  for a Organization member to give back any tokens
    • More Tokens cannot be made by the organization

     

    That is pretty much it. I thought that I would share my idea and did not spend a lot of time to see anybody better at naming things already shared it in the forums. If I missed a discussion I apologize. 

     

     

    You could do that by easy LUA coding where the tokens would become obsolete.

    Lets say that a miner mines some ore and puts that into the resource container. A Lua script could identify who put it in there what resource and what amount. After that it calculates the income based on the market price (with some adjustments of course) and saves it in the Orgs network. Maybe even on the (possibly created) org website.

    After the org has enough money they can simply pay the individual miners the calculated amount in Quanta. 

  5. Well animal keeping probably won´t be implemented for several reasons. That´s why I thought a synthetizer would eliminate the problem right away. 

    As for the farming machine I thought that soil must be added after some time so that it can function properly. Otherwise the yield would drop drastically. That would prevent automatization. Additionally the machines should be more or less expensive to prevent that everyone can build them right away.

    They are thought to be some mid to end game stuff so ppl have to get food from animals and wild plants first. 

    Maybe the farming machine could be upgradable so the standard one would be great for the early game and after upgraded provide more yield. 

  6. Hello there (General Kenobi)!

     

    I was recently thinking about farming and the social and commercial impact of it. Of course farming is complicated to implement especially in a game like DU but I was thinking about a method that could actually work. 

    I thought about a farming tower/machine in which plants grow and produce a fix yield. This machine would require soil, for example forest soil  which could affect the yield/growth rate of the plants and thus give them a multiplier depending which crop grows the best on each soil. Of course plants need water which would be given through pipes and light which would require electricity. To cultivate a crop you will need seeds which could be found in the wilderness and thus be classified for example as very rare, rare, common, etc. . If the machine is provided with all the requirements at first it would produce no yield, after some time passed the yield could increase every day which would lead to max yield after a certain time depending on the rareness of the crop.

    Of course farming is nothing without animal products. Due to the fact that animals would hardly be implemented in DU another machine could come in handy which I would call the "Synthesizer". 

    This machine produces animal products such as eggs, milk or meat artificially. The machine would use water and of course nutrients which get provided by the farming machine to produce the already listed food.

     

    Of course this isn´t something most of the people understand about farming but even today farming towers are a real thing as like as the production of meat without an animal involved. 

     

    I know there are already some suggestions about farming and IF NQ decides to implement that feature I think this Idea would be the best way to do it.

     

    What do you think about this Idea?

     

  7. Hello there! 

     

    I was recently thinking about functional Elements in the game and came up with the, I hope not already mentioned idea that the functional elements could be "worn out" after a certain time of use.

    For example;

    If you use the same engine for 100+ hours the performance of it decreases. Or

    If you use the Radar for a certain time the range decreases.

    etc. etc. 

     

    What do you think?

  8. I´m sorry right away if there´s already existing a topic about this.

     

    Well we know that its possible to build an entire city full of houses, skyscrapers, shops etc. but how does it works with flats or renting territories? 

    Well if I want to live relatively cheap in flat, I would imagine that I could customize that specific flat to my desires. So if thats possible how NQ gonna implement that? Because you have to rent a specific territory part to a player so that he can customize it, but also still remaining your property.

     

    Maybe thats way too complicate to implement, and its only done "manually" by the players.

     

    So what do you think?

     

    Btw sry for eventual errors in the text ^^

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