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huschhusch

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  1. Like
    huschhusch reacted to Hextaku in Custom Personal Defense Weapons   
    Even if I prefer projectiles, I think hitscan would be the only right for Server performance.  

     
     
    I would like to see a System with different Weapon bases. So instead of one pistol, there should be different types of pistols(Like P01 a light Pistol , SP a medium Pistol, Pxyz a heavy pistol, etc) and every base should have different modding options like scopes etc. The base should also define the "Space" you can design by your own with voxel, so that you can see,  or at least estimate, what Weapon Type/Base is used.
    I know that this would be a very complex System, but it would be the best solution, at least in my Opinion.
  2. Like
    huschhusch reacted to NQ-Nyzaltar in PvP System   
    Hi everyone,
     
    It seems the DevBlog was not clear enough on some points.
    We have said it many times before, and we'll continue to say it again:
    While many players wants to see Dual Universe with a dominant gameplay aspect, it's important to understand that it's NOT the case. 
     
    Building gameplay is as important as Combat gameplay. Not more, not less. Balancing both won't be easy and we are aware of it. No, Building is not the major feature of Dual Universe. If the Building aspect has been made first, it's only because, it was making total sense to start the development with this part: we are pretty much in R&D field regarding the Voxel technology. It was an essential piece of tech to build the base of the game: Voxels were necessary to create editable planets in the first place. Then the logical next step was to develop tools to give players to manipulate voxels. That wouldn't make sense to develop Combat gameplay before the two previous steps because, there wouldn't even something to destroy, or even an environment where the combat could happen.
     
    The order in which the features are developed are NOT by order of importance.
    It's just a matter of logical game development roadmap.

    We have no plan to make Dual Universe a total free for all PvP game, just as we won't make it a whole game universe safe, just because some players want to explore it completely without taking any risk. While we don't plan to make our game some kind of "EVE Online 2.0", we don't want either to make a "No Man's Sky 2.0". We understand this may not appeal to everyone taste, and we totally understand that. However, if there is something that is very unlikely to change, it's the fact that there's no intention to catter to only one specific category of players. 
     
    A final word about the griefing and the mindset of the community. Our point of view is that griefing mainly proliferates when it's an easy way to get rewards with little effort, not necessarily because many people really wants to play that way. Of course, there are people who like to grief just for the enjoyment of annoying other players but we are convinced they're not a majority. If game mechanics are designed in such a way that griefing doesn't give easy rewards, then griefing will be naturally limited. 
     
    Why not simply remove the possibility of griefing, then?

    Yes, it would be clearly easier and quicker to remove the ability to grief other players, but while we have no intention to encourage griefing, removing it totally would go against the very definition of the sandbox concept: players are free to interact in the way they want. If we remove any kind of interaction, then we are not in a Sandbox MMORPG anymore: we would be in a Theme Park one. And that is not Novaquark's vision. We want a game universe where bad behavior is discouraged by game mechanics and heavy in consequences if a player still choose to do so, than arbitrarily forbid the said behavior. We want players to be free but also to live with the consequences of their choices. That's what Sandbox mean to us at Novaquark.
     
    Best Regards,
    Nyzaltar.
  3. Like
    huschhusch got a reaction from John in [DevBlog Feedback] Our thoughts on Territory Protection Mechanics   
    I like that more:

  4. Like
    huschhusch reacted to NQ-Nyzaltar in [DevBlog Feedback] Our thoughts on Territory Protection Mechanics   
    Hi everyone! 
    Here are some answers to your questions and additional information to your feedback

    @FleetAdmiralCoke
    We are not sure to understand what you call "safe building zones to very small areas in very specific places". Moons having MSA will have thousands of territories each. Arkship Secure Areas will also contain thousands of safe territories. Those are not particularly "very small" areas. Planets will be huge, and safe areas, while limited, will be huge too.
     
    About choosing the location of a city outside the MSA and the ASA, it has never been confirmed that we will let players choose a place for a city, then make it officially invulnerable. The idea may have been mentioned somewhere, but it was just an idea and with this idea comes a lot of issues of game balance. The most obvious possible abuse is the following: 
     
    If we let players choose which location should become permanently safe, then you will have very big organizations, able to mobilize hundreds or even thousands of players installing invulnerable cities just next to their smaller opponents, giving endless possibilities of harassing theme easily. That would give an unfair advantage to big organizations. Abuses can be made by installing invulnerable cities on high value resources with no revert that once it has happened. Unless we find a reasonable way to prevent such issues, it's unlikely that the Secure Areas location could be decided by players.
     
    Now, all the explanations above are for MSA and ASA, for areas 100% safe with no exception.
    However, that won't prevent players to build heavily protected cities in Unsecure Areas. A city built in an Unsecure Area will still have a chance to be attacked and destroyed. We won't start to give details here of what could be reinforce defense for such cases (cities in Unsecure Areas) but it could be the topic of a new DevBlog in the future. The present DevBlog was released mainly to answer the recurrent questions of "Will Dual Universe be a complete Free For All game ?", the answer is "No, there will be room for very different player types, but it doesn't mean it will appeal to everyone either."

    @Lethys
    - If we were to use domes instead of bubbles, what would happen if an agressor starts to dig a tunnel under the dome?
    - About DPS saturation and the risk of player blobs, we will take that into consideration. For now, it's still too early to confirm how PvP Mechanics will work.
    - MSA can't be placed anywhere as those will be located on specific moons, decided by Novaquark.
     
    @Hades
    It's still too early to give details on the final mechanics for the Protection Bubble. As said to FleetAdmiralCoke, this Devblog was meant to address recurrent questions from newcomers. We won't give right now the details regarding the protection bubble.
     
    @AeonReign
    Well, for game balance reason, basic protection (protection bubble mechanics) should be affordable and not that expensive, otherwise playing in Unsecure Areas will be only viable for people that never disconnect from the game (and we don't want to encourage such behavior).
     
     
    @Takao
     
    Thanks for reporting the typos.
    1) In Arkship & Moon Secure Areas, you CAN'T claim an already claimed territory, for obvious reasons.
    2) If you install Forcefields in a certain manner, it may lead to a situation where you can prevent people to enter a territory.
    3) MSA won't be on every moon. There will be MSA only on moons decided by Novaquark.
    As said to Hades, we won't go into details for now.
     
    @PerksPlus
    Moons with MSA won't be next to planets with valuable resources.
    Or else, it would nullify the concept of "risk vs reward".
    Moons with MSA will be near planets with ASA, or with low valuable resources.
    That means that if some pirate want to ambush miners gathering valuable resources, he will need some time to go back to the safest area (and plenty of time to be intercepted). Moreover, we are considering also game mechanics that could discourage greatly the behavior "Go In/Go Out" from a Secure Area abusively, just to ambush people without taking any risk.
     
    @Shadow 
    @Ben Fargo
    We won't go into the details of the Protection Bubble mechanics yet.
    As said to Hades, this Devblog was meant to address recurrent questions from newcomers.
    There will be another Devblog later giving more details on that aspect, and it will most likely be when we will talk about PvP
     
    @Zamarus
    The difference between ASA and MSA:
    - ASA will get have basic, low-value material in the ground. Players who just want to build things without being bothered by PvP (and aren't interested to compete with other players in terms of construct optimization or combat) will be advised to stay in this type of safe area.
    - MSA are Safe Areas with no other perks than being a safe place. So yes, if you want to build in Sanctuary Areas, it will necessitate to bring resources from outside.
     
    @lethak
    @yamamushi
    @LittleJoe
    Of course, we have considered APIs.
    But as already said before, it means additional development time (far more than just an email alert) and we want to stay focus on the features promised during the Kickstarter first, for the official release. However, there is a high chance that the dev team plan something on this topic once the game will be launched (we prefer to take the proper time to develop one if we want to avoid issues)
     
    @mrjacobean
    @Kurock
    - There will be MSA only on moons decided by Novaquark, nowhere else.
    - If a moon has a MSA, it will cover the whole moon (unlike ASA, which will cover only a part of the planet where it's located).
    - No, "Sanctuary tile" can't be taken by military means, just like territories in an ASA.
    - Moons with a MSA will be always near a planet having an ASA (there might be reasons for that reccuring "coincidence") so only near no to low value resources, nowhere near high value resources.
    - Yes, We plan some means to gain ownership of a Sanctuary tile that is occupied by a owner inactive for a long time (and one of the current idea considered is that inactive user assets will be archived but not lost. The inactive user would just lose the ownership of the territory).
     
    @supermega
    Sending a notification to a Discord in case of agression has been added in the Feature Suggestion list and will be discussed with the developer team. However, depending of the feasibility and the amount of time to develop such a feature, it may or may not be implemented. If the idea is validated, it may also be implemented after the official release.  In any case, thanks for giving the idea!
     
    @Setzar
    the "Force Field" Unit doesn't create a "Safe Zone" (if we stick to our definition of Safe Zone in Dual Universe), it's indeed more like a barrier that prevents entry from unauthorized entity. 
     
    @CyberCrunch
    This is a bit too soon to talk advanced game mechanics regarding cities located in Unsecure Areas.
    Let's just say that the dev team is currently thinking of something that has similar points with what you suggested (not to the point to make permanent Safe Areas decided by the players though), but again, we will talk advanced mechanics in another DevBlog. This one was made to give only the basics
     
    @Fins_T
    We have several Ogame players among Novaquark staff so we know (and understand) what you're taking about
    We totally agree that needing to check regularly if you're attacked is tiring (even if there are fleetsaving strategies and the use of moons to temper that) and that's why Protection Bubble mechanics, with email alert/notification will be put in place: to inform you only when necessary without having to check constantly in-game if you're attacked or not, and giving you the opportunity to manage your real life without being permenanently worried of what's happening to your assets in-game.

    However, in terms of gameplay, combat mechanics will far more similar to EVE Online than Ogame: You can't just assume in advance what will be the strength of the defense, the number of player coming to defend a territory, etc. Moreover, one player can't have an overwhelming force built by himself alone. So, a combat result will be far less predictable than in Ogame. Player numbers, the involvement, and the skills of each of them are all factor that will impact victory or defeat, because no matter how much spaceships has... it can only use one at a time, and even a huge battleship with lots of weapon turret won't be used efficiently by a player alone.
     
    We don't plan to copy Ogame much in this regard, because in Dual Universe, you play a colonist, not a governor managing an empire with many planets and a whole fleet at your command from the start (unless you achieve the difficult goal of having many real players accepting your rulership to colonize planets and pilot the said fleet under your command, but even then, there will be natural limits of how much firepower you will be able to bring to take down opponent bases).
     
    Best Regards,
    Nyzaltar.
     
  5. Like
    huschhusch got a reaction from Omfgreenhair in What will you do in the early days after launch ?   
    English (Google Translate)   I'm looking for a nice wife and start a clan. He then sells ships.     Die Waldfee  
  6. Like
    huschhusch reacted to Hotwingz in Should Marketplaces Have Lua Scripts/Have APIs?   
    Personally I think if you want to interact with the market you should log in and play the game. 
     
    An api to look at prices would be something many people would enjoy. But I'm strongly against being able to use it to buy or sell items without logging in. 
     
    Or automate actions, that smells too much like botting. 
    As far as I understand it. 
     
  7. Like
    huschhusch reacted to SirJohn85 in DU Memes   
    My first reaction when I saw the pirate outfit:
     

  8. Like
    huschhusch reacted to Razorwire in directional thrusters   
    500 years is huge at this point in time. You can't look back for pointers either, since technological progress is not linear, it's exponential. Citing the crossbow is a bit disingenuous, as it's pretty good at doing what it does. Better to think about something we can only just do, and see how that worked 500 years ago, like getting me to listen to your favourite band/composer's latest piece in seconds from my car compared to going out and finding a performance and waiting weeks or months to both physically attend it. On top of that, we've not got a huge drive for survival and space technologies right now, not like a "cataclysm threatening the entire Earth" kind of drive anyway. It is most likely that thrusters, ship systems and life support all got a huge boost in both scientific interest and funding in the run up to the evacuation.
     
    I disagree that the DU tech is grounded; millennia-long cryo-sleep, ships that fly sub-sonic and hover in atmosphere and gravity using only thrusters with (relatively) tiny fuel tanks, nano-tech, ultra-miniaturization and re-expansion, plus we've got FTL and jump-gates on the horizon... At the same time, you've got little automation, manually controlled turrets, restricted telepresence etc. In short, we have a whole bunch of stuff we can't see a way to get to from here, and a lack of a bunch of stuff we can do right now.
    Not my definition of grounded, but, and this is the important bit, it doesn't have to be in order to be fun.

    As for EM drives in DU, yeah, they could work as expensive stealth engines, or as alternatives to other types to keep your fuel requirements down at the cost of seriously reduced thrust, or low thrust for low weight, or... Balance it how you like, plenty of niches it could fill.
     
    Writing this I realise that I actually only care that we have a choice between variants of parts, and reasons to make those choices. Do I want to keep the fuel cost down, or keep high acceleration? Frankly it doesn't matter to me at that point whether I'm choosing between conventional or EM drives, or whether the choice is between H2O2 or Hydrazine propellants, or even between Variant-A and Variant-B. As long as the choice is there and I'm not just stuck with Small, Medium and Large versions of the same engine.
  9. Like
    huschhusch reacted to Warden in My biggest worry about this game   
    Some of those aspects sum up my thoughts about it.
     
    To give anyone reading this a better understanding: I don't even consider myself as a hardcore PVP'er or some "badass", or whatever.
     
    If I had to summarize, I'd rather focus on creation than destruction. And yet I can't help to agree with some here that some people would consider PVP-focused. In my opinion, some here currently seem overly nervous about an undefined future of DU and some arguments in the debate, on both sides I suppose, seem somewhat exaggerated at times - maybe just to prove a point or because they have that actual fear? I can't tell or look into people's heads, but only wonder.
     
    Then again, I suppose my background is a bit different. While I favor creation I ran around PVP / potentially-lose-it-all environments. DayZ, MC, ARMA 1 to 3 (RPG servers), etc. In MC, random people attacked our base (and there were some sort of safezone mechanics, temporary or depending on certain factors).
     
    Complaining about those particular threats didn't make them go away. Surviving and fighting them actively usually did the trick in MC, and in other games if it was not possible, evading them was an option. An DayZ RP server is a good example I can give to people. There, currently, a bunch of criminals and communists banded together trying to establish a new state. They want to also disarm people of certain weaponry, causing a large ruckus and lots of heated debates on the radio and maybe in person.
     
    Nobody would think of complaining about it, as it's part of the setting and "roleplay" or gameplay. They have many people and you either try to hide or organize a fight and find allies, what some people do. It's simply part of the game to have abstract or specific threats.
     
    If we can all agree on that, what are we generally arguing about? Some harder safe zone mechanics will be in the game, but not easily obtainable by loners or perhaps smaller groups - which seems fair to me. There'll be risks and rewards, compromises, mechanics, and something for everyone. But sometimes someone wants to annoy you or bring you down because you stand in their way.
     
    Do something about it actively, evade or, either way, simply accept that it could happen and that it is part of the game. The people that attacked us in Minecraft surely didn't want to get "wiped" or vaporized by us after attacking us unprovoked, but that's also part of the game and exactly something you can do if someone attacks you: Fight back.
     
    ----------------
     
    To summarize, it will likely not be that bad as some imagine it. And if something becomes bad, the players (in general) can still try to find a solution or counter-action to this. That's part of 'emergent gameplay' after all I suppose.
  10. Like
    huschhusch reacted to blazemonger in The Worth of DACs   
    of course we can.. it's 42 .. It's always 42
  11. Like
    huschhusch reacted to DarkHorizon in Massively OP's Best Indie/Crowdfunded MMO Game of 2017   
    Massively OP is running a poll on what MMO game people think was the best from 2017 and Dual Universe happens to be on that list. Show your support for DU and cast your vote! 
     
    Wow you guys, in just over three hours, we've gone from the bottom third with 2% of the vote (14 votes) to second place with 24% of the vote (269 votes)!!  Give NQ an awesome and well-deserved christmas present!
     
    Seven hours and we got the lead, now we just got to hold it so keep spreading the word! Heck, steal your parents/siblings/spouses phone and cast a second vote! Jk don't really vote twice, thanks for the support tho! <3
     
    Ahhh, over 150 votes while I was sleeping, good job everybody. We have a solid 31% of the vote, can we go for a full third of the vote! Keep up the support!
     
    Well over six-hundred now, that's awesome!
     
    An additional 20 votes came in overnight, merry Christmas NovaQuark? 2,127 votes have been cast thus far and voting ends on the 5th so keep it up!

     
    It's been over a week since I last updated this due to the holidays (hope you all enjoyed!) but today is the last day of voting and DU is still in the lead having tacked on over an additional hundred votes since the update on the 25th! 
     
    Whoot, poll closed with 760 votes! Congrats NQ!
  12. Like
    huschhusch reacted to yamamushi in MassivelyOP Best Crowdfunded MMO of 2017 Awards - Please Vote!!!   
    Sorry (but not really sorry) to post this here, but I think it would be a great boost to Dual Universe if everyone would take a few seconds out of their day to vote for it as the top crowdfunded MMO of 2017 in the MassivelyOP poll here:

    http://massivelyop.com/2017/12/22/massively-ops-best-of-2017-awards-best-indie-or-crowdfunded-mmo/


    We're currently sitting at 95 votes with 12% of the total, surely we can do much better than that :-) 
     
    Not to mention that Elite shouldn't even be on the list considering how many years ago it came out... 
  13. Like
    huschhusch reacted to Costanius in So about that new website...   
    Isn't this forum and community website supposed to be the main info hub and gathering point of the community and the pre-alpha-testers? Where all info should be posted (first) ?
     
    NQ, please don't neglect the forums in favour of twitter and facebook! Imho only forums enable proper discussions and an accessible and ordered store of information for a longer period of time.
  14. Like
    huschhusch reacted to Ryoko_Takahashi in in-game Pets   
    I actually prefered the original lvl1 concept art/video. It has more of a Ghost in the Shell kind of feel. The one on the right side from the new tweet feel way too much like CHAPPiE to me. 
     
     

  15. Like
    huschhusch reacted to Forodrim in in-game Pets   
    yes, and that is perfectly fine. I would love however elements as a "base" element for drones. Especially the leg elements, both two an six legged ones. Then you can use them to create and program your own drone.  
  16. Like
    huschhusch reacted to Lord_Void in So about that new website...   
    It looks fantastic! I hope to see more makeovers like this
     
    One little nitpick though: I think they should change some of the "everyone"s and "everything"s to 'anyone' and 'anything'. For example: "Everyone can be tomorrow’s greatest innovator and rule the world with their product designs, or production factories." I get they are trying to hype people up and do some marketing and such, but this just sounds ridiculous to me. Anyone could be the the greatest innovator, but not everyone could be the greatest at the same time. Same thing for leadership. Anyone can lead an organization, but not everyone can lead. Some people have to follow or there is no point in leading. 
  17. Like
    huschhusch reacted to Capsuna in I just made a new desk for my computer!   
    I just made a new desk for my computer, but i measured wrong and it can't fit up the stairs... Oh well, I guess it can just go in the Dining room... I cut this tree down in my front yard, and because it looked so cool, i learned how to make stuff!

     

  18. Like
    huschhusch reacted to vertex in Ship Design Atelier (Holo Deck)   
    First I want to gather distance from what has been raised already: creative mode and the like. I have searched and found the "Creative Mode" thread and while it kinda addresses the same issue, I consider it another "game mode" that would be separate from the "real" universe (ehem... just let me use the term "real" without quotes from now on - don't slap me).
     
    Atelier? Holo Deck? Holo Dock? Holo Shipyard?
    I guess I don't need to describe the atelier (holo deck) in detail - you all know the Star Trek Holo Deck, where people can create a holographic illusion that they can even interact with, or take damage from if security protocols have been disabled - it looks and feels real, but really is just an illusion/projection within a limited area.
     
    What makes this different from Creative Mode?
    Applied to Dual Universe and the role of ship designer it would mean that the designer could start by building a first atelier (static construct) which may be rather small, but lets him create concepts of dynamic constructs that fit into the room. I think the Star Trek Holo Deck is infinitely large when switched on, but this would create a "seperate world/instance" within the real world of DU and I think that would imply many issues and players hiding in a tiny spot that inside might be huge. Don't know.
     
    Second reason why I think the atelier should be just as big as the inside of the construct: designers would start small and work their way up. As this is a game and you probably aim for some kind of progression, it would be sensible to not have the one week old player design a Star Destroyer (executor- or eclipse-class, hehe) in his tiny 3x3m atelier.
     
    Third reason: it's a building in the real world, visible by other players. It adds prestige, too. It's where your company works and where other players (friends, clients) may be granted access and look at your progress.
     
    But how on Alioth would one fit an executor class star destroyer into a building that has to fit into a TCU tile!?
    Good thing you ask! Because you don't and because you shouldn't. Two reasons:
    You don't really want to have ships of this size equipped with atmospheric thrusters to launch from a planet. Once the designer progresses to a point where he could build something like this, he'd have his own space dock - he'd have his own "holo atelier shipyard", where giant rails run along starboard/backboard, topside/keel, bow/stern, which mount projector equipment to get the planning phase done.  
    Resources/Maintenance?
    You'd have to feed the atelier with power to run the projectors - but those projections don't need material as you can't take them away anyways. You might want to secure your endeavours tho as you leave the safe zone to create bigger stuff.
     
    More benefits?
    you could configure the projector to disable clipping and or reduce opacity you could switch to wireframe, which would be bliss (if you ever created a 3d model using design software, you know it can be hard to track down hidden surfaces that don't serve any purpose, but just bloat your model) you could switch voxels on/off as well as components on/off (easier to link fully enclosed components if no voxels are in the way) you could move, raise or lower the construct without having to worry about gravity you could switch to simulation mode in order to enter a projected cockpit and move some meters around within your atelier - speed off and your character will smash into the wall, while your construct swooshes through it and is gone (so you need to reset relative projection position) you could have guides (lines/planes) projected to your workspace - lines to align stuff and planes to view cross sections or set a mirror plane, without having to calculate double/triple/quad resource cost (as there are no resource costs) everything this device can do for you would neither break the consistent universe, nor have people vanishing into thin air, because they suddenly are in "a different game mode" of course you could still just start building - trial and error, get that thing in the air and all that - but you'd be lacking some tools and it would have the full cost in resources Freedom of Choice! This would be an option to excel at something you love - at the same time it would not be mandatory. Your choice, mate! immersion, immersion, immersion..  
    Modularity of design and construction
    All holographic constructs would be just that - hollow projections. They would not take up real space. This means you would place your projector/-s, start designing your construct and at the same time you could in fact place the core unit where you just planned it and start building the real thing as if you did a colour by numbers ("Malen nach Zahlen" in German). Your company/organization could take in someone specialized on construction/building, who helps on this process.
     
    Projectors would be an asset just like doors or cores or engines - they would need players to build them, they would need resources to be built, they could have limited projection capacities in "supported construct dimension and/or volume" - again this means scalability - this means progressing through the game - this means having something to achieve, to work for. The largest stuff doesn't come cheap, but the biggest XXL of projectors coult have clustering capability, so you could connect it with other XXL projectors to create the giant holo shipyard atelier I mentioned above.
     
    Final statement
    I'm not 100% sure if I thought of everything - but seeing the threads around creative mode, offline mode, single player stuff, creators needs, clients needs, freelancers needs, and the polarization it sometimes causes, I think this is a direction that could serve the needs of all sides. Designers could create blueprints while they wouldn't vanish from the rest of the world, but be an essential part of it.
     
    I did the search - maybe this has been here already? I hope I didn't miss it. Yeah, I've seen the note in the "Creative Mode" thread, that something like this "might" come as an addon after release. No problem with that! It's just an idea and open for discussion. Please, add your thoughts - I'm craving for feedback, as I've got a hunch this could be awesome.
     
    Merci pour votre considération.
  19. Like
    huschhusch reacted to Morand in Ship Design Atelier (Holo Deck)   
    This topic is only about design, not production, and I agree with most of the points on the 1st post.
     
    This game want to be hard for everyone, but it want to be realistic as well. And you can't think that build an entire ship from scratch with real materials is realistic.
    Today, engineers are designing full products in 3D on computers before to start building it to ensure that the building phase will cost as little as possible. In the future, you can be 100% sûre this approach will be the same, even more in DU if you have to hire many people to defend your shipyard.
     
    Having a kind of "Holo deck" in DU with no material cost and no real matter is a realistic and good solution for designers, and it doesn't remove the difficulty to design, nor to build. And it is also a good way to allow multiple people to work on the same project (equivalent as the actual system).
     
    Another good point about this system, since matter is only photons, is that you could anytime unload a project from a "holo deck" to load another one. So multiple team could work in the same "holo deck" at different hours.
  20. Like
    huschhusch reacted to Hades in where is september devblog?   
    If NQ releases content about the tests, that is their prerogative.  Just because there is a NDA does not mean NQ cannot share info with the public.  We can't release anything, they can 
  21. Like
    huschhusch reacted to Mortalpath in What is the name of our home star/system?   
    How about Diplós? It's greek for dual (which i think is fitting), it's easy to remember, and i think it sounds cool. What do you guys think?
  22. Like
    huschhusch reacted to TheLongWorm in economic balance   
    You need an Specific amount of different materials in real life as well to build Cars and Plains but that is not what im talking about is how much should the material overall Cost to build Spaceships etc good now Space Ships an station could have different prices because they would need different materials but that was not the point as well i was just talking about Cargo ships and Fighters.
     
     
    You're right im a little bit to early with that stuff, but the point was to set the motivation to test those different settings to get the best possible game experience for all and for that i think its not to bad to know what people want.
  23. Like
    huschhusch reacted to Dxeo in KO Mechanic   
    Hmm, personally I'm not a big fan of the KO mechanic. In normal situations a KO mechanic would not be a huge game changer. However, in a big war the KO mechanic would be incredibly annoying, if someone receives fatal damage, they should die. I am not against adding weapons that are made to incapacitate the enemy instead of killing them, but an overall KO system is not to my liking.

    Now I say it's not to my liking though I'm not against the idea of having it, but the version I would recommend is the timed KO state. If someone gets KO'd, they would fall down, and a timer would start ticking before they "bleed out" and die, if they receive damage in this state the timer would move faster. If a person is "revived" in time, they would get back up on their feet but with a massive debuff that would require a med-kit of sorts to rectify. Even after the med-kit, they would still maintain some of the debuffs. People who go down the medical skill tree would be able to lessen the effect of the debuffs, as an added mechanic. Some might call this a bit "extreme" though this is the system I would like to see if KO gets added.
  24. Like
    huschhusch reacted to Panzrom in What is the name of our home star/system?   
    Nova
    Latin: stella nova = new star
    We are calling ourself Noveans. And... Nova Quark.
  25. Like
    huschhusch reacted to DarkHorizon in What is the name of our home star/system?   
    Throughout time, man has looked up to the sun in awe of its majesty and beauty. It brings light to our eyes and warmth to our skin. It allows trees to photosynthesize lethal gas into breathable air and beautiful flowering plants such as the sunflower face it as it makes its journey across the sky.
     
    The sun has been worshiped as a god and goddess, carried forth on a boat, then a chariot, and brought forth into war on shields and flags of the ancients.
     
    The sun has brought us life, fast forward a millennium or two to the year 2000 and humanity had, on the whole, ceased to regard it in their everyday life. It became, predictable, one might say. Expected to set and rise again the next day without fail. Many chose to forget about it as we looked not towards the stars above, but to the false stars we had created and risen up down below.
     
    Those who kept looking up above had given it many names over time, but before we left our cradle of life, we knew our home star as Sol.
     
    As denizens of a new world, what shall we call our home star?
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