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Posts
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Everything posted by Nebenfigur
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Idea: ammunition with: ~5% extra dmg and ~1%dmg to the surrounding. surrounding means: in a sphere around the weapon/ship to all ships/structures. Expected effect: It's supposed to be some sort of drug. Most people will want to get an extra dmg boost. Most groups/orgs/corps will want to ban it because a dude damaging all group member is pretty annoying.
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Hi, I didn't add a 50:50 joker answer for obvious reasons. Let's see what comes out.
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It's confirmed Territory Units going to have an automated "being attacked" message. But I expect same is possible with ships/structures and scrips. Sending this message from one terminal to another (for example a police station) should be possible. How the report looks like is up to you and the possibilities of the scrip.
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https://www.youtube.com/watch?v=QeZtqoydXpc&ab_channel=DualUniverse https://youtu.be/efu_129hI9o?t=11m44s
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Robotic workforce and fatorys
Nebenfigur replied to unown's topic in The Gameplay Mechanics Assembly
AI/LUA/robots will be unable to fight/mine/build. There are some exceptions, but I'm too lazy to list them.- 29 replies
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- robot
- slave labor
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(and 1 more)
Tagged with:
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lock and fire only. But locking a target is most likely pointing at it.
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It's like playing Rock-paper-scissors and knowing the answer of the opponent and he knows yours. To clarify: The fleet changes the equipment. It's stopping people from building anything else. Because everything else is easier to detect.
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If stealth is just adding nothing to a ship, no one would build anything else than a pilot seat with a truster bolted at the back. I don't think stealth should be just a cloaking device, but something like it would make them bigger/expensive/and more specialized than just a brick with trusters. And as I said before: It's like playing Rock-paper-scissors and knowing the answer of the opponent and he knows yours.
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-this would only be true for wars between clans. Random encounters, piracy or basically every fight without scouting beforehand is still gambling. -if both sides have scouts, they would just constantly switching their equipment to the best fitting without ever attacking.
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I think 4 types of detection wouldn't enforce tactic, it would only enforce gambling.
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Bounty Hunting System: A criminal deterrant or RP device?
Nebenfigur replied to Kurock's topic in General Discussions
agree. Btw a more complex system is only able to harm the aggressing player and it's easy to bypass the penalty with a second acc. -
In Lua, you can only use functions implemented by the developer. So you can only open/close doors, etc.. You wouldn't be able to use an attack function.
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Static objects have there own core units. https://dualuniverse.gamepedia.com/Core_Units
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automated defence doesn't have to be scripted defence.
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Do you mean something like this?
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Did you really delete the "Nein" option out of your survey? Shame on you.
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I think the difference between CaptainTwerkmotor's idea and the classic cloak is the range. Classic works at all distances till you crash with the ship. A dynamic resolution would make a bigger difference in distance, so you could cloak for short range or just long range sensors. Correct me if I'm wrong.
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I think there will be an easier way to have gravity on the ship. Like just the alignment of the core unit of a bigger size. However, they already have a system for gravity. Maybe it will become more complex after release. (Remember the video is 1 year old and it's would be a "static core unit"[I think... I don't know how it's built])
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Here is my opinion as well: Travel: 12 hours traveltime would be a lot of dead time. I heard there are people in EVE who like to suck look 8 hours a day on a asteroid, but I dont think it would be fun. The only way to avoid being bored are multi acc as it happens in EVE. Big ships: I agree Blueprints: There will never be "the perfekt design". Every organisation would want to have there own unique design/scout/etc. and there are a lot of people who want to build there own ideas.
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Weapon Customization (Modular turrets/weapons)
Nebenfigur replied to Jmaster's topic in The Gameplay Mechanics Assembly
In this case you only need different weapons, no need to build them by yourself (with Barrels, Magazine, etc.). -
Partially discussed here:
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There could be a full lootable mechanic, if your inventory gets damaged in the moment you enter unconsciousness. In this case KO wouldn't just be a "eat medkit and go" mechanic and you wouldn't need debuffs.
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Seems there is already personal skill. 21:00-27:00