Jump to content

DevisDevine

Alpha Team Vanguard
  • Posts

    539
  • Joined

  • Last visited

Posts posted by DevisDevine

  1. Welvome.  Youll find many of us have similar backgrounds. 

     

    I played eve around the same timeframe. Then Minecraft, followed by games like SE, starmade, empyrion, and avorion. The building was great but none had the immersive aspect of eve, until DU.

     

    It is truely impressive what they are doing, and theres so much more being developed.  Make sure you get discord access before the test. Join us there and youll get help more redially. 

  2. On 9/13/2018 at 9:26 AM, SimonVolcanov said:

     

    I play mostly shooters, strategy, logistics games (and never will I enjoy driving/flying. I suck at that)

    Oh, and a rhythm game called Osu, which is currently my second-most played game time-wise 

     

    Heres what you do.

    1. Get frontline Fuel of War

    2. Play a single player skirmish on a map with aircraft. 

    3. Steal aircraft

    4. Crash 

    5. Play for hours repeating steps 3 and 4 until 4 doesnt happen again. 

     

    And this is how I learned to fly on keyboard and mouse. 

  3. Hmm, I feel I've posted this before. 

    For the sake of keeping it 'short' I'll only list PC games I've played a lot of, lets say 50hrs +.

     

    EVE, by far the most, I'm sure I've logged a year online time when I played. 

    Minecraft, some vanilla but mostly FTB

    Runescape

    Nexus The Jupiter Incident (first space game I played and I was hooked)

    Gunz

    WOW (maybe 51 hrs tops, it went through some dark times dont judge)

    Sup Com FA

    Starcraft

    DOTA

    LOL

    Overwatch

    COD: Modern Warfare

    Warframe

    Terreria

    7 Days

    Empyrion (really early access)

    Space Engineers

    Starmade

    Cracktorio... I mean Factorio

    Rise of Nations

    Avorion

    KSP

    X3

    Osiris

    Ark

    Homeworld

    Garrys Mod

    Doom

    Creeper World 3

    Planetside

    Frontlines Fuel of War

    Dig or Die

    Dungeon Defenders

    Global Agenda

    Sins of a solar Empire

    C&C

    Boarderlands

    Portal 1&2

    Robocraft

    FortressCraft

    Beseige

    Rift

    Banished

     

    Im sure I missed a few but I'll stop there to keep it short. And there are many more I've played for shoet peroids. 

     

     

     

  4. 41 minutes ago, yamamushi said:

    I know there are many in the community that really don't like me at all, 

     

    Hey, I wouldnt sat I dont like you at all, I only despise 98% of you. 

     

    Glad to see while I've been gone you've still been here as dedicated as always. Great work. 

    Now if only people use discord for actual voice coms. I get lonely talking to myself. 

  5. I support this. I have asked about the ability to buy DAC a few times, but never got a yes or no.  I would like to have some more DACs for in game, and for me to support at a higher tier would cost a lot.  

    Ive considered pledging under a new name, but thats giving me another game access I dont need.

     

    No, I am not sure if NQ will go for buyi g alpha for another, certainly not stage 1. While you may intend to give it to someone who cares, others wont always do the same.  But I would think beta wouldnt be a problem. 

  6. In response to those with scinerios where you log back in at the ark, this is a bad idea. 

     

    Unless it acts as if you died and cleared your inventory in the same manner as death, this would be abused.  

     

    Say Im off in another system and need to trade at the ark.  I just have somone delete the construct Im on after I log and appear there. Cuts my travel time in half. 

     

    And having people kicked from a construct when ownership changes, logged off or not, is immersion breaking.  Remove their access, sure. but whatever happens to your physical body shouldnt care how permissions change.  

  7. My thoughts on this, a partial response to vorengard, is we need variety, not complexity.  

     

    It doesnt have to go into detail of each fuel having 20 stats to monitor.  But, have more than 2 types which 1 is a clear winner, like the eve example.  

     

    I did like how you relate it to factorio and some of its systems, and mods bring this out even more.  Also Minecraft FTB mods. Look at the varity of fuel types available.  some more complex than others and most times there wasnt a clear best for all players.  

     

     

    there should be some fuels that are cheap and easy to make but poor performance, Tier 1 This could be in terms of energy density or burn rates for isp, depending how DU will design it.  these could include renewable forms like a fuel made from biomass and easy to find like unrefines coal or oil equavilents.  

     

    Then there should be step ups,T2 ,  an obvious way to go once established. pretty much any alliance will wanna produce these asap. And could be a specilazation for someone to resel.  Refined oil and biofuel is an example.  More setup required to make but higher emergy density, better burn rates, etc. 

     

    Then theres the high end high setup line. Weather it be some exotic fuel specific to DU or compact fusion reactors for electric engines like an EM drive.  

     

    Note there could be several fuel types of each tier with different processes to produce. This gives a tier for noobs to use when starting out so they arent forced to rely on existing players to get started. Then a good balance fuel for established players and corps to go for once established.  The a top tier that requires high investment to get that little bit extra out of. Something the larger corps and alliances may wanna invest into.  I look at it similar to eve as the top tier meta, T2, and faction/officer mods.  

     

     

    Now I didnt mention solar as it is a power source not a fuel. But if we have electric engines these could be used to.  And solar could stretch to every tier, just better quality solar panels as you have better tech.   Also for pure power, wind and hydro are obvious choices.  Fission reactors for nuclear I would put in a T2 level. Not to complex but requires infrastructure for maintaining a safe reaction.  From this, thermo electric RTG devices could be produced.   And for a T3 power, fusion reactors are complex to get a net power output but safe and can be compacted in size more.  

     

    And if we want to go further, quantium taps, or ZPM as many may know them from stargate, could produce enormous amounts of power but also extremly dangerous as current theories require 2 micro singularities to extract power from them. One slipup and you destroy yourself. 

  8. 22 hours ago, Kurock said:

     

    2) Merging Constructs. Again, a handy thing to have, for example, to build large sections of a ship in different locations and then bring them together and join them in a central one. But it is not required when a ship is cut in half by attacks. The two "halves" will still be considered a single construct and still fly together.

     

     

    Are you sure about this?  Has this been confirmed or suggested by Devs?

     

    I get that it would be less calculations, but its a bit immersion breaking. Staremade does this, but games like SE doesnt. SEs system is more realistic. 

     

    Im not even sure if you can cyt a ship in half using guns.  Some of the damage mechanics havnt beem fully stated. However you could be building a ship and remove the wrong piece, cutting a chunk off.  

     

     

     

  9. As stated, atmo womt be a thing, at peast for a while. 

     

    Someway to flip a construct is needed, the nanoformer could have this function, but I havent heard it discussed. 

     

    I completly agree on merging constructs. I hate game where if you ship gets cut in half you have to rebuild it rather than merge the pieces back together.  Especially if we wont have salvaging for a while.  

  10. 4 hours ago, Volkier said:

     

    But wouldn't that be configurable from the ship - for that specific ship? Or any construct (ie. base / warehouse)? I mean it makes every sense that it will be the case, rather than some 'central command' somewhere. Not only is the idea of someone having full control over a tag of every single construct in a massive alliance an insane and outright near impossible concept to implement, but it just seems like a needlessly painful and difficult way of doing something, that creates the very problems you describe above. Obviously someone can mess around with your tags to prevent you from stealing any more constructs from your alliance - as an example - which would make sense of course (you've been found to be rebelling against your overlord, and your overlord decided to revoke your automatic access to their shit), but I don't think a system that will "automatically grant access of everything you build, to your entire corp / alliance" would make it into the game. You would likely have the ability to set the access of your constructs to specific friends, corp, alliance or w/e - and someone hijacking your ship would (or at least should) be able to change that in the ship's / base's console. 

     

    I didnt mean for it to sound like an automatic thing.  Stuff you build isn't what I was refering too, you have control over that RDMS tag system.  I meant alliance assets, ships donated to or built by the alliance. 

     

    Since we dont have the RDMS system to play with we can be sure of the specific details. But I suspect the general way of doing it is you will be assigned an RDMS tag by your alliance. Maggot, Maggot with Potential, Fly, Irridiated Fly, Mutated Fly, Half-man/Half-fly, poor excuse for a man, etc.  Whatever, Just some sort of tier system. 

    Then, on alliance assets you set access based on those tiers. So Maggots arent allowed in this area, but anyone thats a Fly or above can. And you have to be a poor excuse for a man or better to fly an alliance ship. 

    So without those tags you loose access, and since those are alliance org tags, it makes sense they can be revoked, thus removing your access to the construct that required it. 

     

    Now you could impliment limitations on how quickly those tag changes take effect, but that only solves you being stranded dead in the water.  Afterall, you stole that ship fair and square. I think looking into ways of implimenting RDMS hijacking adds depth to the gameplay. So instead of just blowing up thr Melinium Falcon, I steal it and use it to attack you and lead my rebelion. 

     

    This flows up to the alliance as well.  For simplicity, lets say your alliance was like a dictatorship with 1 leader. 1 guy holds the power to do as he pleases, which would mean control of the RDMS tag system for assets. Well 95% of the people are sick of him and want a new leader.  IRL this is somewhat sime, they kill him, removing him from power, taking control of all assets he controlled. Now there may be a few loyalist who keep hold of some assets and resist, but the rebel leader has physical control over most assets, thus owns it.  

    Now sure, were not just dealing with with a barrel or fuel or an AK-47. Ships have some intelligence in their software and can resist as well. But adding in a means to crack an RDMS tag is like allowing you a means to hack a gavernment server for data. And it brings RDMS from some external metagame feature that breaks immeraion to a fully intergrated feature in the universe.  

     

    And that would let you have coups and overthrow Hitler or just dump all his tea in the harbor so the fishies can have some Earl Grey to live forever like the captian. 

     

     

    I feel I missed something completly but its early and Ive rambled eneough.

     

  11. 5 hours ago, Volkier said:

    Would it not be best to leave these kinds of things (ie. what kind of government structure an organisation or an alliance wants to have) to the organisations and alliances? Some may be more democratic, electing their leaders. Others may be a more anarchistic, be a full monarchy, or simply have a dictator like rule. Wouldn't it be better to have this kind of choice and options for people, rather than structuring an artificial system that says "this is how you manage your group".

    I don't think this was ever about a structuring system.  From everything we've seen, you will configure your org however you please. 

     

    With RDMS, theres someone in control of the tags, for things like assets and whos in what position.  This thread is about the ability from those within the group to somehow sieze power of said group. Which means the RDMS tags.

    Even stealing a ship will be pointless if RDMS tags can be configured remotely, or set in such a way access is dependent on some external factor, like membership in a corp. I could just revoke your access and leave you dead in the water. (Get the gun maw, I smell city slickers!) I can see the argument for having hackable RDMS tags in some manner. 

  12. Good question. I would think in a dictator like situation and the tags, no. Just have to recreate the org. But in a board of directors type scinerio yes.

     

     

    Interesting concept I think would be cool to have.

×
×
  • Create New...