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Robert_Brightstar

Alpha Tester
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Posts posted by Robert_Brightstar

  1. For banking service, I would like to know do you have to physically be there to perform a loan transaction or can it be done electronically.  I ask because, lets say John Doe is looking for a loan but the Banker is offworld, exploring, mining, building, etc.  Can the banker still provide the loan electronically.  Same for collecting payments, how would that be handled?  Is there a mechanism to handle that?  Can you email funds?  Maybe a terminal can be made like an ATM machine?

  2. Just to throw my 2 cents.  I think only a backer should have the right to create an organization, which is the "best case" solution for this problem.  Also, if you're serious about creating an organization then the small fee should not hinder your decision or interest in joining the game.  As for the possibility of losing out on some money, that's always a risk gamers take when buying into a game.  For this game, it wouldn't be such an expensive risk.  Of course, I'm hoping for a big payoff when the game starts.  :D

  3. You could probably build an escape pod as a separate construct, so you wouldn't have to have engines to destroy blocks. 

     

    Perhaps instead of a construct the escape pod could be an element like the engine or cockpit.  It would release upon activation and descend down to a designated area on the planet or in space.  Hopefully, the escape pod will be small enough and thus hard to hit (and increase the chance of survival).

  4. Here's how I see/plan on how a city will be built.  First, everyone will want a place to call home, so the community builds their homes close together and starts a neighborhood.  Then some marketplaces are added to stir the economy.  Finally factories, spacedocks, and other facilities added on.  Throw in some interesting places and advertising and before long you'll have a city built without even realizing it.

  5. If the automated turret is an element (pre-made) and you add a script to it, can you make a new blueprint of it with the script.  This way you can sell it or make copies of it.  Or do you have have to copy the script and place it on each element you have or want to sell?  I'm trying to see how I would handle customized turrets for myself and customers. 

  6. I'd go as far to say that attributes provide bonuses, ala Fallout series. Strength provides more stability when firing heavy guns and perceptionp roviding accuracy with weapons, like adding range on a weapon's optimal range. And hey, if and when the melee system comes, the same attributes can be adjusted for different melee weapons, but that's a stretch of the imagination, not something that can be on launch as far as the devs have commented on it.

     

    I like the Fallout idea about bonuses provided dependant on the attribute level.  The bonuses I could see being reset due to something new introduced into the game, such as melee, but not the attribute level themselves.  (Ex: you put 3 points into strength, 1st pt - your carrying capacity increase, 2nd pt. - you do more dmg, 3rd pt - your health increases.  Now melee is introduce and the bonuses may chance like: 1st point - you can use bigger weapons, 2nd pt - health and fatigue levels go up, 3rd pt - whatever.)  However, you still keep the 3 points in strength and it should not change.

  7. Forgive me if something like this has been suggested already, I only read about 2 1/2 pages worth of responses but I'd like to says a few things.

     

    1 - Since we are training skills via the Arkship through a brain implant and we're advanced enough technologically, couldn't it be we're learning the skills like "the matrix" where its not just reading but there's some mental holographic or dreaming going on in your head where you "think" you're holding an object or performing an action, etc. and therefore it feels lifelike so when you perform said skill in real life it feels like you've done it before.

     

    2 - In order for characters to feel different, specialized or unique, I'm hoping there will be so many skills available that no one will ever be an exact duplicate as one another.  I'm hoping NQ develops a huge and diverse skill tree that no one in 20 years could learn it all.  There will always be those common skills everyone needs to learn but past those few is when players become different.

     

    3 - If attributes are to be used, then let it be many attributes.  The more there is, the more unique a character will be.  Also, limit the amount of points that are distributed thus making that players attribute choice for the character very important.  Make it extremely hard to increase an attribute or else everyone will just catch up to everyone eventually.  Finally, NO RESETS OF ATTRIBUTE POINTS.  Once its done, its done.  This is a mistake I think EVE online did (several times).  You want different attributes set, make a new character.

     

    4 - In conjunction with the skill learning above, I would suggest some form of upgrade or requirement to advance to the next level/master level/or whatever.  The upgrade or requirement could be a physical item that is required (and hard to find/get/make) or some action that needs to be performed or an upgrade to the brain or something that would cost a fortune (something not easily attainable) or a combination of all of the above.  This would make being a Master "<insert skill>" something worthwhile with a great sense of accomplishment.  Not to mention he/she will be sought out for their specialty.

     

    Just my thoughts on this matter.

  8.  

    Mind you, there's no such thing as "capital ship" in DU. There's no premade class fo ships that can fit the module. It's a wattage requirement. If it's met, the ship can fit the Jump Drives. That means, some feautres like... I don't know, weaponry for example, will have to bef forefeited, as the wattage is barely there for the propulsion on the ship and its jump drive. 

     

    I agree, there is no capital ship in DU.  What if you set a cooldown period on big energy items like weapons, shields and propulsion right after you've used a jump drive. It would be unavailable to use for a little amount of time.  This is where armor becomes useful.

     

    For defenders - it gives them early warning and time to prepare defenses, call for help or time to haul ass out of there (drop stuff and run).

     

    For aggressors - you can jump to any area (accuracy dependent on skill) but trade off is you're not ready to fight immediately, so bring friends or be ready to be pummeled a bit.

     

    Regarding cooldown period, the more power used to jump the longer the cooldown period (regardless of ship size).  Only exception are stargates, as ship coming through them are not affected by cooldown.

  9. I wonder if there will be some sort of security deposit required, kinda like how EVE online does it.  Only issue with that is how to determine the value of the cargo.  Do you place a value on the whole thing if its a construct or on the individual pieces that make it up.  Regular cargo should be easy enough to figure out.

  10. You get a choice of respawning on your Corp / Personal RN, or the Arkship's - public - RN.

     

    Warp is not "125213651261 AUs per milisecond" . Takes time. The word is it would take a week to a month to get to another star system at max warp. They speak of stargates that act like quantum wormholes betwen star systems and a probe system - the probes travel at the speed of warp, so again, a month to a week for them to land, enabling for a jump to them. Witohut warp, planet to planet travel will takes , again, days or a week. But with warp it can become a tens of minutes worth of a process - you know, so piracy can be a thing as well. The game has a unique tech behind that makes the vastness of space actual p unlike EVE, which is a collage of instances per server-system.

     

    Food is not certain, or any "fuel for the player". Only word is players use calories to power their nanoformer, any and all claims after thatt are assumptions. Calories, require food or a source of "fuel" to build on them.

     

    Ok, a couple of follow up questions.

     

    So we'll get a personal RN when we start the game or is it something we have to build; also is there a limit to how many we can have?  Same question for Corp RN.

     

    It seems that stargates may become campsites for pirates and such.  Does a stargate belong to the player/corp who placed it there; can they build defenses to protect the general area around the stargate?

     

    Beware of cannibalism for fuel/food (not  a question)   :blink:

  11. I have a few questions if I were to live a nomadic/hermit life.

     

    Space travel - I build a spaceship.....is it only fast enough to move between planetary systems or can they travel to another star system and is there a top speed?  I keep hearing the word Stargate and wonder is this the only way we can move to a star system?  Are there no warp drives or something we can acquire/develop later on?

     

    Defense against aggressors - a ship should have shields, and if the "owner" of the ship is offline and the ship is attacked, then the shields would kick in and last 24 hrs (assuming it has enough power to maintain the shields) and go down after 24hrs UNLESS the owner logs back in, which would then reset the timer when the player logs offline again.  Eventually the shields can be overcome or player runs out of resources/power to maintain the shields but I think it would suffice to keep the ship safe from a couple of stray troublemakers while the player is offline.

     

    Food supply - is this a non issue?

     

    Death - ok, so I have my ship, I'm flying away minding my own business and BOOM...i get attacked and die.  Do I respawn on my ship if I have a RN on it?  What if the ship is destroyed with the RN and I'm like 4 star systems away....where do I respawn, back at the Arkship?  That doesn't make much sense.  My conciousness is traveling back several light years back to the start?

     

    Just some of my thoughts.

  12. Put shields around the wooden space and viola, no problem.

     

     

    Now, back to the original subject regarding mining and storage.  Will the same tool be used to collect minerals, plants, food (will food be used in this game?), and liquids (like water)?  How much can be mined and stored in your personal inventory?  Can the material be moved and placed or stacked elsewhere?

  13. Will there be an way to determine who is an enemy/aggressor and/or a way to program a script to open fire on a target if its an enemy or if fired upon?  This would be useful when offline or if your away from your asset in order to protect your stuff from ground or space attacks.

     

    Also, will there be a need for electronic countermeasures, anti-missiles and such?

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