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magnatron

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  1. Like
    magnatron reacted to Kiklix in Payment model & The 3rd market of irregular income.   
    I work freelance/contractual and I understand greately how when the times are good, they are good and when they are bad they are BAD. That being said, the price of a game sub is usually not much more than the price of 1 lunch. I understand when times are rough that 15 bucks is the difference between eating and starving but I have still found a way to pay for game subs, either through additional work, through a friend paying or through selling off CD's DVD's etc.
     
    The bottom line is that, at the end of hte day you like to get paid for your sevices, Novaquark will not be any different. MMO's have overhead, they have bills to pay as well.
     
    I say this not to be callous but just to be honest. It's not a luxury companies responsibility to offer a free product to people who do not have the means to pay for it.
     
    If Dual becomes a monthly subbed game, then I would suggest when the times are good, you pay for a year up front. People do it all day long in wow and it saves money in the long run.
  2. Like
    magnatron got a reaction from Gerald_Deemer in Sounds too good to be true!!! o_o   
    1. all ships will be made by the players and presumably editable by players seeing as they made them with voxels and elements. no idea on the maximum number of rendered ships in an area yet, not sure on how voxel destruction is going to work.
     
    2. this is going to be a single shard MMO, i assume no player cap.
     
    3. not a lot of info yet, we assume mats will be gathered by digging in the ground or mining asteroid after we get to space.
     
    4. seems there will be unlockable stuff, as its beens aid it will take us months to gain the tech to make spacecraft after release.
     
    5. not sure on PVE yet, but i think its safe to assume there will be at least some.
     
    6. this is going to be a sandbox MMO, you play co op if you want to or lone wolf if thats your thing.
     
    7. yes, world is divided into 1 km hex's and you can install a territory unit to gain control of a hex. you will also be able to attack other peoples territories.
     
    8. not really sure yet, havent seen a whole lot on that topic yet.
     
    9. yes plenty of content for play without your ship...seeing as they said they want it to take over a month for people to progress to the point where they can build a ship.  i would assume there will be something for us to do before we can build a ship.
     
    10. im sure there will be someway to set your spawn point to the base you have built.
     
    11. havent seen much info in comms systems yet.
     
    12. not sure yet.
     
    13. sort of sounds like they are thinking of going with a system similar to eve.
     
     
    if i where i would take some time to browse through the devblogs as they go into a lot more detail on these topics.
  3. Like
    magnatron got a reaction from dakdyder in Sounds too good to be true!!! o_o   
    1. all ships will be made by the players and presumably editable by players seeing as they made them with voxels and elements. no idea on the maximum number of rendered ships in an area yet, not sure on how voxel destruction is going to work.
     
    2. this is going to be a single shard MMO, i assume no player cap.
     
    3. not a lot of info yet, we assume mats will be gathered by digging in the ground or mining asteroid after we get to space.
     
    4. seems there will be unlockable stuff, as its beens aid it will take us months to gain the tech to make spacecraft after release.
     
    5. not sure on PVE yet, but i think its safe to assume there will be at least some.
     
    6. this is going to be a sandbox MMO, you play co op if you want to or lone wolf if thats your thing.
     
    7. yes, world is divided into 1 km hex's and you can install a territory unit to gain control of a hex. you will also be able to attack other peoples territories.
     
    8. not really sure yet, havent seen a whole lot on that topic yet.
     
    9. yes plenty of content for play without your ship...seeing as they said they want it to take over a month for people to progress to the point where they can build a ship.  i would assume there will be something for us to do before we can build a ship.
     
    10. im sure there will be someway to set your spawn point to the base you have built.
     
    11. havent seen much info in comms systems yet.
     
    12. not sure yet.
     
    13. sort of sounds like they are thinking of going with a system similar to eve.
     
     
    if i where i would take some time to browse through the devblogs as they go into a lot more detail on these topics.
  4. Like
    magnatron got a reaction from Anasasi in Planetary/Large Defense Systems   
    sorta sounds like the shields on the player own structures in EVE. witch i have to say i HATED dealing with those things in eve unless we where flying with 100's of other players it felt like you just sat there for hours shooting at a bubble in space. i don't think it should be mind blowingly easy to take things, but if no one comes to defend it shouldn't take hours of sitting there shooting a shield .
     
    maybe a fuel requirement, and if no one is around to keep the fuel take topped off the shield will fail rather quickly. let say a shield has 1 million HP and 20 minutes worth of fuel. if there are players to defend they can keep the fuel tank topped off and the attackers will have to burn through a million HP while dealing with the defenders attacking them. if no players show up to defend the shield systems fails and falls offline after the fuel supply runs out after 20 minutes of heavy bombardment. also perhaps use the idea of reinforced mode from eve where once the attackers take the shield down the territory goes into reinforced mode for a set period of time, at witch point the system will notify the members of that organization what time they need to be at the base to defend. once reinforced mode ends the battle is on and the player will have the final fight to determine who will own that territory.
     
    also allowing people to pick a time slot for what time of day reinforced mode would end could be a nice way to stop people from preying on those in different time zones. as its rather hard to defend when you need to be in bed sleeping for work the following day. this way a group can always be sure that they at least don't have to worry about people taking territory while they sleep, and it will be the burden of the attackers to play outside of their typical schedules.
     
    as far as turrets and point defense, i say the more the merrier approaching a well defended territory that is hostile to you should be very dangerous in my opinion. but at the same time expensive on mats ammo and power, would be a nice trade off that way it take a lot of infrastructure to run a truly large array of static defensive weapons.
     
    well i guess thats enough food for thought for the time being, i would like to point out these ideas have come from other games.
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