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Bitmouse

Alpha Tester
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Everything posted by Bitmouse

  1. This could all be done with a separate NQ hosted instance. For real testing of constructs they would have to provide this or a simulacrum.
  2. - splitting the community into builders who just want to build and a everyone else No. I have already stated that it may attract players who wouldn't play otherwise and those that want the community experience will still play on the main server. - RL piracy. Those guys who take money from nq to get smth they want Piracy cannot be guaranteed to be avoided. I am saying that there are scenarios in which NQ could orient itself to benefit from piracy if it arises. (think disgruntled employ scenario and other possibilities) - pirate servers (again splitting the community) See previous. - pirate servers (people who play there DON'T pay nq as they should, so they're RL pirate too) See previous. - You defend those guys because "hey, they couldn't pay for a sub so it's not that bad. At least they can play DU. But yeah, sucks for nq because they lose money" It's not so much a defense as a reality. You can't control everything all the time. Knowing that in the entire world, there will always be some form of piracy, you can either acknowledge that fact and adapt to or not.
  3. This discussion has already gotten to the point where we are talking about some sort of NQ hosted created instance.
  4. I just want to be clear, that generally, some good thinkers have been in favor of piracy and have seen it's place in a legitimate economy. In this case piracy is something that they are likely going to avoid,due to the online nature of their game (sans leaks or other unforeseens). That being said, since piracy, may and in other cases has occurred, there are ways that it can be used to the benefit of the company. An example is companies who have released cracked version of their own professional enterprise software as a, "trial," for those that wouldn't/couldn't buy it knowing full well that to utilize their product in any commercially viable way, they would first have to buy it. However, instancing this mode online solves these concerns.
  5. I don't have the brain power atm to address your two previous posts, but I will try to. I will just say for now that I still think it adds more to the game than it takes away, and I will explain why.
  6. Perhaps offline mode is the wrong terminology for me to have used, as the offline component isn't relevant. The component which is relevant is the capacity to build/revise creations and export to blueprint. This could be integrated into a system wherein the user still had to login, circumventing many of the concerns you mentioned. In fact it could be hosted on a low resource server to address all the concerns, however, would that really be necessary? Is piracy more possible with a client hosted creative mode? If no then it would bring more content and people to the game than it would likely take. Is piracy a bad thing for a game? Many industries build piracy into their profit models and account for it as a form of loss. Piracy wouldn't take away from the main thing that Novaquark can offer which is access to the game's main population. This is akin to World of Warcraft and the various pirate servers. What's more is that the pirate servers can't keep up technologically. It is likely that this form of piracy accounts for a percentage of the main games population that is in the lower end of single digit percentages and many of these people are people who wouldn't or couldn't afford to play the main game.
  7. "It is true that there may be a class that would play the game only in this limited creative mode. However, this may not be a significant portion of those who would prefer to play online and may actually bring more people/creativity to the game." quoted from previous post, after this poster posted.
  8. The offline mode could be built into the main engine. I think this would solve the piracy concerns. One of the main features is to try out ideas and cut down on the in game cost of redesign and error correction, especially in massive systems. Also, the ability to fly continuously and not use resources cuts down the need to build struts or build in space (which may be prohibitive at first). Blueprints are already going to be a part of the game. So we have to acknowledge the fact that superweapons are most likely at times going to pop out of nowhere.
  9. NQ already stated that this is a possibility: I am pointing out the arguments for this mode. It is true that there may be a class that would play the game only in this limited creative mode. However, this may not be a significant portion of those who would prefer to play online and may actually bring more people/creativity to the game.
  10. This concept isn't for single player. It is a tool for multiplayer.
  11. Giving the user something to do is the honey which brings them to test the game, it can be made to serve the development cycle.
  12. I agree that the server tech is the most important thing. I am not so much feeling impatient as I think this is a feature which should be in the game and could be implemented before release.
  13. I should be more clear on my overall intent. A creative mode would be a feature for the game. The capacity for designers to seamlessly build and test designs, with importable blueprints, would be an ease of use feature that would allow citizens to more quickly move into the exploration/population phase of the game. Having played Empyrion, I found that when I moved into creative mode to building my spaceships/bases that it was an, "A-ha," moment, why wasn't I doing this before. It is a feature that is a better tool for content creation.
  14. The current game mode is a creative mode without the need for resources. NQ stated that blueprints from the alpha/beta will be useable at launch. This change would allow users to utilize the game engine without having to stress their servers. More bugs may be discovered in the engine. Also, it would increase the useable time for building, which is the main feature currently available during pre-alpha.
  15. An in game Construct Creator would give designers the capacity to efficiently build, test, and iterate designs. This could be done in a way that utilizes current technology slated for development in the game. One method would be to use reformat-able zones. Players would spawn into these zones with a tool set similar to what is being implemented in pre-alpha. After the play session the zone is formatted.
  16. Would it be possible to create a mode of the game that is like, "god mode," for the purposes of creation, with the capacity to import blueprints? Or a similar external app that runs on the games engine, with the same capacity?
  17. Hey guys, I made a video to familiarize others with the way constructs deconstruct in Empyrion. Maybe this will spur some more thoughts for Dual Universe?
  18. Hello, TLDR: Ships as 1 unit, collision makes the ship of lower kinetic energy 2 units, the destroyed portion and the surviving portion, destroyed portion originates from point of impact. Using maths to see a construct as 1 unit of kinetic energy (mass*velocity) as it collides with another ship (mass*velocity) the ship of lower kinetic energy could be divided into 2 units the surviving unit and the destroyed unit, this division could occur as a percentage (the damage cause by collision) and a shape (the rough shape of the other ship). This should yield relatively low server overhead, especially if collision damage is limited to ships above a certain size (capital ships only) thus eliminating the value (in general), of mass torpedos. If this was simple enough as to allow sufficient server overhead collision damage could be mutual, and percentages of each ship could be destroyed using the method described above.
  19. I would like to see a creative mode where players may work on joint projects out of game.
  20. Adding onto a previous post I had about being able to save constructs as blueprints I would like to see the capacity to snap blueprints onto existing constructs as subassemblies
  21. Bitmouse

    Blueprints

    I apologize if this idea has already been posted. I would like to see the capacity to save constructs as blueprints
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