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PolishFernix

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  1. Like
    PolishFernix got a reaction from gyurka66 in Fernix's idea box #1   
    First of all, i think you completly misunderstood my argument, i never claimed that NQ should have anything to do with in game politics.
     
    Second, radio stations, deosnt matter if thats multi or single, music is music, hence why while driving in a car you can either listen to what you put togather, or you can listen to one of dozens radio stations. Again, completly missed my argument.
     
    Third.yes, some people don't have time to dig through dozens of of sources, THAT IS WHY YOU HAVE TV NEWS AND NEWSPAPERS, and yes, they cover stuff they deem important! How dare they! Giving us stuff that we might find interesting and useful! That's disgraceful!
     
    4th. I never said that DU is a single player, in fact, i proposed a feature because it's multiplayer, at this point i'm not sure if you actually read my post, or did you read some twisted version of it.
     
    5th. "Why did X-Org went after Y-Org" , according to you "Y-Org was bad, cause Y-Org is bad, you don't need the details". That's not how poltiics work. Nothing is ever simple."
    Der fack is this? And how is that "according to me?"
    you seem no to be able to understand how news reporting works.
    So, i will try to explain it to you real fast. An unaffilated with either side newspaper might report it like this.
    "Border dispute has turned into a full war after weeks of mounting tensions bewteen Y and X, both sides accuse each other of attacking each other through indirectly sponsored pirates, in the opening battle, X have crippled the Y defense fleet in system Z, but when reinforcements arrived, X fleet has been pushed back from the system's colony. Mining guild K has issued a warning to all civilian ships mining within close proximity to not approach system Z." This is one way to cover it, a very short way, but it is as unbiased as it can be and it conveys the message, plus i don't have time to write a full story on theoretical event just to strenghen ny argument, my point is made. I said that newspapers could be used as propaganda by organizations, not that ALL will BE used as propaganda.
     
    6th. Text does not take much space, your argument about the server having to store few thousands line of tex is ridicolus, and if it would only store the current edition of the newspapers, it would be difficult for it to take up more than the files related to one planet. this argument is simply moronic.
     
    7th point.Why are you so hung up on newspapers not giving any context, did you ever even read a newspaper? Your last aegument doesn't make ANY sense.
     
    8. Your argument about the clan from EVE at least has some logic. So i'll go with Orwellian thinking here a little.
    If the majority of players think something is good, that means 2 thing, either it is good, or they are misinformed, if it's the latter, then there should be means to explain that they are wrong, change their opinion. If you're unable, that means either people are idiots or your argument isn't good enough. Some would say 'So what if they sometimes act like goons, when x happens, they do Y' every opinion is subjctive, people focus on stuff that matters to them, not you, hence why appearently some like them, because there is something about them to like.
     
    All in all, your arguments seem to be based on some completly misrepresented form of my arguments and my idea, i do not understand why or how, because i'm fairly sure that except for my slight grammar and spelling errors, my arguments were decently made.
     
    Fernix
     
  2. Like
    PolishFernix got a reaction from gyurka66 in Fernix's idea box #1   
    While i can somehow agree about in-game comms and tutorials, when i talk about newspaper and radio, i mean giving us the possibility, as mentioned, by players, for player, simply allowing us to create a newspaper and sell it in game, NQ wouldnt write it, they only would have to add a possibility to do it, same with civilian radios, they would be a nice addition to the game.
    I know we're talking theory, but if this game DOES kick off, such things will be in relatively high demand, because politics, policies and conflicts will influence economy and by that, everyone. And forums in this case won't cut it, it's simply ain't gonna be good enough or fast enough.
  3. Like
    PolishFernix got a reaction from gyurka66 in Fernix's idea box #1   
    Basically, this is something that is sort of a must have for a game that will be getting more and more complex as it develops.
     
    Unless a huge game reset is planned when the game is released, it will be very important for new players to get their bearings, for this they will need some sort of tutorial, i'm not talking about game and interface tutorial, but a community tutorial, current political, economical and social landscapes explained in some degree.
     
    For example, information about planets, cities, more powerful empires/organizations/corporations, explained basic stuff about procuring and selling resources, companies, but also information about jobs, since the economy is player driven, it means that a job board of sorts would have to be made available with information which organizations are hiring and what skills they require, that could be anything from pilots and soldiers, to miners or construction workers. Also information about distances and travel in-game would be a very welcome addition, so new players can better understand the game. Basically, an in-game wikipedia plus basic information about the current politics(this would require an algorithm or a human to write it as it changes).
     
    Another thing that would be useful to new player when joining the game for the first time, would be newspapers. Written by players, for players. As the game develops, empires and politics will be established, newspapers will allow to inform people about current events in the galaxy, or a specific system, or a company, or even used as an Imperial propaganda machine.
    Radios would be an addition to spaceships, bars, stations etc. allowing the owner to choose the station he wants to listen to. The range of said radio stations, that's what's tricky, it would require a specific architecture to be build, specific antennas, signal boosters, receivers in other systems etc. but it would also mean we can implement that into the in-game military forces.
    For example, we have a Federation with a huge territory and a rival in the region, the radio system i'm proposing would allow a little laggy(the more stations and distance the signal goes through, the more signal lag you would get) all sensory data and positions would be sent to the sector command (i'm creating this structure while i'm writing this so don't go all "this is not how the game works now" on me, this is only an idea on new features in-game, which are not too hard to implement) and relayed to the high command for example, the in-game radio would mean that patrols can communicate with their higher-ups in the HQ by voice chat as well, or text if that's their policy.
    Now, you want to start an attack, but there are enemy forces in the area, so you take out their comms relay, the Federation A looses it's contact with its forces in the region, and is virtually blind while Empire B is launching a full scale invasion. Before the word goes up the chain of command, Federation A can loose a lot of ground, or it can batter the Empire forces, no one knows, but being able to effectively knock out enemy comms and sensors is a vital part of waging war.
    BEFORE some people point out that it can be substituted by discord, TeamSpeak, skype, whatever. It Can Not. Let's jump into the future, one year forward let's say, we have 1 000 000 players, and let's say there is an organization with 3000 people online on avg entire day, which is not really hard, good luck coordinating that by teamspeak. A military-like comm system is required in-game for the military fleets to function. This would also allow us a new aspect of game: hacking.
    Hacking and spying to be exact, trying to infiltrate the enemy and get information from their systems, redirect some communication if you're attacking, making sure reports don't reach the main command for some time, or selling information to pirates about patrols in the region, so they can evade them, or getting blueprints and schematics for a military outpost you wish to invade, or hacking their comms and listening in, learning their secrets. It's natural that sooner or later, organizations will try to hide locations of some of their projects, bases, labs,(i'll write about developing new technologies some other day) mines, shipyards (take out those, the enemy can't replenish their numbers that easily) and hacking the enemy and infiltrating him will let you get the information. With hacking, we can actually base that on real life security and real life hacking, with improved graphics of course.
    Jamming enemy comms would also be nice.
     
    If we're trying to merge Space Engineers, EVE, Star Citizen, Stellaris (creating empires) and few other ideas, we need to have some sort of a system to introduce new players, and we need to expand the possibilities as much as we can, we need to make this game as realistic as it's possible, player-made radio stations and newspapers would certainly be an interesting addition, giving us dozens of new possibilities on what to do in Dual Universe world, this would allow to make kiosks with info, or radio stations, we would need people to speak on the radio, interview important people, and people would actually listen and read, because information is the key to many branches in economy, if there are reports of pirates in system A, people will react to that information, and move to system B where there are patrols established by some organization, or they will hire protection, so they can mine in that system or use it as a shipping lane. Flow of information is the key in establishing economy in space.
     
     
    Soon i will follow with more ideas, this time about medical sciences in-game.
     
    Also, i would love to hear what you guys think about my idea, i do like constructive criticism, so feel free to criticise.
    And, this language is NOT my native language, so sorry for grammar and spelling errors, but it shouldn't be more than a little annoyance.
     
     
    Fernix
     
  4. Like
    PolishFernix got a reaction from Sketch in Fernix's idea box #1   
    Basically, this is something that is sort of a must have for a game that will be getting more and more complex as it develops.
     
    Unless a huge game reset is planned when the game is released, it will be very important for new players to get their bearings, for this they will need some sort of tutorial, i'm not talking about game and interface tutorial, but a community tutorial, current political, economical and social landscapes explained in some degree.
     
    For example, information about planets, cities, more powerful empires/organizations/corporations, explained basic stuff about procuring and selling resources, companies, but also information about jobs, since the economy is player driven, it means that a job board of sorts would have to be made available with information which organizations are hiring and what skills they require, that could be anything from pilots and soldiers, to miners or construction workers. Also information about distances and travel in-game would be a very welcome addition, so new players can better understand the game. Basically, an in-game wikipedia plus basic information about the current politics(this would require an algorithm or a human to write it as it changes).
     
    Another thing that would be useful to new player when joining the game for the first time, would be newspapers. Written by players, for players. As the game develops, empires and politics will be established, newspapers will allow to inform people about current events in the galaxy, or a specific system, or a company, or even used as an Imperial propaganda machine.
    Radios would be an addition to spaceships, bars, stations etc. allowing the owner to choose the station he wants to listen to. The range of said radio stations, that's what's tricky, it would require a specific architecture to be build, specific antennas, signal boosters, receivers in other systems etc. but it would also mean we can implement that into the in-game military forces.
    For example, we have a Federation with a huge territory and a rival in the region, the radio system i'm proposing would allow a little laggy(the more stations and distance the signal goes through, the more signal lag you would get) all sensory data and positions would be sent to the sector command (i'm creating this structure while i'm writing this so don't go all "this is not how the game works now" on me, this is only an idea on new features in-game, which are not too hard to implement) and relayed to the high command for example, the in-game radio would mean that patrols can communicate with their higher-ups in the HQ by voice chat as well, or text if that's their policy.
    Now, you want to start an attack, but there are enemy forces in the area, so you take out their comms relay, the Federation A looses it's contact with its forces in the region, and is virtually blind while Empire B is launching a full scale invasion. Before the word goes up the chain of command, Federation A can loose a lot of ground, or it can batter the Empire forces, no one knows, but being able to effectively knock out enemy comms and sensors is a vital part of waging war.
    BEFORE some people point out that it can be substituted by discord, TeamSpeak, skype, whatever. It Can Not. Let's jump into the future, one year forward let's say, we have 1 000 000 players, and let's say there is an organization with 3000 people online on avg entire day, which is not really hard, good luck coordinating that by teamspeak. A military-like comm system is required in-game for the military fleets to function. This would also allow us a new aspect of game: hacking.
    Hacking and spying to be exact, trying to infiltrate the enemy and get information from their systems, redirect some communication if you're attacking, making sure reports don't reach the main command for some time, or selling information to pirates about patrols in the region, so they can evade them, or getting blueprints and schematics for a military outpost you wish to invade, or hacking their comms and listening in, learning their secrets. It's natural that sooner or later, organizations will try to hide locations of some of their projects, bases, labs,(i'll write about developing new technologies some other day) mines, shipyards (take out those, the enemy can't replenish their numbers that easily) and hacking the enemy and infiltrating him will let you get the information. With hacking, we can actually base that on real life security and real life hacking, with improved graphics of course.
    Jamming enemy comms would also be nice.
     
    If we're trying to merge Space Engineers, EVE, Star Citizen, Stellaris (creating empires) and few other ideas, we need to have some sort of a system to introduce new players, and we need to expand the possibilities as much as we can, we need to make this game as realistic as it's possible, player-made radio stations and newspapers would certainly be an interesting addition, giving us dozens of new possibilities on what to do in Dual Universe world, this would allow to make kiosks with info, or radio stations, we would need people to speak on the radio, interview important people, and people would actually listen and read, because information is the key to many branches in economy, if there are reports of pirates in system A, people will react to that information, and move to system B where there are patrols established by some organization, or they will hire protection, so they can mine in that system or use it as a shipping lane. Flow of information is the key in establishing economy in space.
     
     
    Soon i will follow with more ideas, this time about medical sciences in-game.
     
    Also, i would love to hear what you guys think about my idea, i do like constructive criticism, so feel free to criticise.
    And, this language is NOT my native language, so sorry for grammar and spelling errors, but it shouldn't be more than a little annoyance.
     
     
    Fernix
     
  5. Like
    PolishFernix got a reaction from Carrefour in Fernix's idea box #1   
    Basically, this is something that is sort of a must have for a game that will be getting more and more complex as it develops.
     
    Unless a huge game reset is planned when the game is released, it will be very important for new players to get their bearings, for this they will need some sort of tutorial, i'm not talking about game and interface tutorial, but a community tutorial, current political, economical and social landscapes explained in some degree.
     
    For example, information about planets, cities, more powerful empires/organizations/corporations, explained basic stuff about procuring and selling resources, companies, but also information about jobs, since the economy is player driven, it means that a job board of sorts would have to be made available with information which organizations are hiring and what skills they require, that could be anything from pilots and soldiers, to miners or construction workers. Also information about distances and travel in-game would be a very welcome addition, so new players can better understand the game. Basically, an in-game wikipedia plus basic information about the current politics(this would require an algorithm or a human to write it as it changes).
     
    Another thing that would be useful to new player when joining the game for the first time, would be newspapers. Written by players, for players. As the game develops, empires and politics will be established, newspapers will allow to inform people about current events in the galaxy, or a specific system, or a company, or even used as an Imperial propaganda machine.
    Radios would be an addition to spaceships, bars, stations etc. allowing the owner to choose the station he wants to listen to. The range of said radio stations, that's what's tricky, it would require a specific architecture to be build, specific antennas, signal boosters, receivers in other systems etc. but it would also mean we can implement that into the in-game military forces.
    For example, we have a Federation with a huge territory and a rival in the region, the radio system i'm proposing would allow a little laggy(the more stations and distance the signal goes through, the more signal lag you would get) all sensory data and positions would be sent to the sector command (i'm creating this structure while i'm writing this so don't go all "this is not how the game works now" on me, this is only an idea on new features in-game, which are not too hard to implement) and relayed to the high command for example, the in-game radio would mean that patrols can communicate with their higher-ups in the HQ by voice chat as well, or text if that's their policy.
    Now, you want to start an attack, but there are enemy forces in the area, so you take out their comms relay, the Federation A looses it's contact with its forces in the region, and is virtually blind while Empire B is launching a full scale invasion. Before the word goes up the chain of command, Federation A can loose a lot of ground, or it can batter the Empire forces, no one knows, but being able to effectively knock out enemy comms and sensors is a vital part of waging war.
    BEFORE some people point out that it can be substituted by discord, TeamSpeak, skype, whatever. It Can Not. Let's jump into the future, one year forward let's say, we have 1 000 000 players, and let's say there is an organization with 3000 people online on avg entire day, which is not really hard, good luck coordinating that by teamspeak. A military-like comm system is required in-game for the military fleets to function. This would also allow us a new aspect of game: hacking.
    Hacking and spying to be exact, trying to infiltrate the enemy and get information from their systems, redirect some communication if you're attacking, making sure reports don't reach the main command for some time, or selling information to pirates about patrols in the region, so they can evade them, or getting blueprints and schematics for a military outpost you wish to invade, or hacking their comms and listening in, learning their secrets. It's natural that sooner or later, organizations will try to hide locations of some of their projects, bases, labs,(i'll write about developing new technologies some other day) mines, shipyards (take out those, the enemy can't replenish their numbers that easily) and hacking the enemy and infiltrating him will let you get the information. With hacking, we can actually base that on real life security and real life hacking, with improved graphics of course.
    Jamming enemy comms would also be nice.
     
    If we're trying to merge Space Engineers, EVE, Star Citizen, Stellaris (creating empires) and few other ideas, we need to have some sort of a system to introduce new players, and we need to expand the possibilities as much as we can, we need to make this game as realistic as it's possible, player-made radio stations and newspapers would certainly be an interesting addition, giving us dozens of new possibilities on what to do in Dual Universe world, this would allow to make kiosks with info, or radio stations, we would need people to speak on the radio, interview important people, and people would actually listen and read, because information is the key to many branches in economy, if there are reports of pirates in system A, people will react to that information, and move to system B where there are patrols established by some organization, or they will hire protection, so they can mine in that system or use it as a shipping lane. Flow of information is the key in establishing economy in space.
     
     
    Soon i will follow with more ideas, this time about medical sciences in-game.
     
    Also, i would love to hear what you guys think about my idea, i do like constructive criticism, so feel free to criticise.
    And, this language is NOT my native language, so sorry for grammar and spelling errors, but it shouldn't be more than a little annoyance.
     
     
    Fernix
     
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