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Nebenfigur

Alpha Tester
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Posts posted by Nebenfigur

  1. 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.
  2. 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.

  3. 19 hours ago, Nebenfigur said:

    lock and fire only. But locking a target is most likely pointing at it.

    Quote

    Could we get a bit more information about how combat is intended to work?

     

    A: It's too soon to give a lot of details, but here are the basics: what we can say is that it will be much more about tactics than reflexes, in part due to the fact that targets will have to be locked and then fired upon. This won't change as it is a technical constraint to make large-scale battles possible. In Ship vs Ship combat, we will intend to make it valuable to have a crew onboard a ship with several people managing weapons and a central command room to help coordinate the action. As ships will be destructible (as they are made out of voxels), we have currently several ideas in mind to develop combat in some unique ways. For example, the ability  to breach a hull and board an enemy ship. This if of course just an idea at the moment, as we still need to ponder if we can implement such gameplay in a meaningful and balanced way.

    2

     

    https://www.youtube.com/watch?v=QeZtqoydXpc&ab_channel=DualUniverse

    https://youtu.be/efu_129hI9o?t=11m44s

     

  4. 4 hours ago, Nebenfigur said:
    Quote

    -if both sides have scouts, they would just constantly switching their equipment to the best fitting without ever attacking.

     

    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.

     

    3 hours ago, Veld said:

    Then so be it. There isn't anything stopping people making cuboid ships with no flair whatsoever outside of the context of stealth.

     

    It's stopping people from building anything else. Because everything else is easier to detect.

  5. 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:

    21 hours ago, Nebenfigur said:

    -if both sides have scouts, they would just constantly switching their equipment to the best fitting without ever attacking.

     

    It's like playing Rock-paper-scissors and knowing the answer of the opponent and he knows yours.

  6. -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.

  7. On 4/5/2018 at 1:11 AM, AzureSkye said:

    Why is there any need for a separate bounty hunting system? This whole premise should be covered under a player contracting system. 

     

    If you want to place a bounty on someone, you create an Open contract with a target, price, and request specified. With a Smart Contract system, the bounty will automatically complete once conditions are met.

     

    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.

  8.  

    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.

     

  9. 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])

  10. 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.

  11. 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.

  12. On 27.9.2017 at 4:30 PM, Miamato said:

    I understand the purpose of it, and agree this is proved to be working. What I was thinking about is to make this specialization less dependent on ingame skill system but more on player personal skills. In other words if you are scanning for some ore - you should not just have a proper skill, but rather depending on ore rarity know theory how and where to find it, be successful at scanning minigame, etc. This will add more value for your actual game play knowledge and make people keep secrets inside their corporation about some special algorithms that work better to achieve some resources, design vehicles, etc. 

    Anyway it's just one of options :)

    Seems there is already personal skill. 21:00-27:00

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