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Code24

Alpha Team Vanguard
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Everything posted by Code24

  1. Yeah keeping all ark zones neural could be a good idea. Having orgs control their own arkzone would give them a distinct adavantage over those who orgs who don't have one, Your idea would also make it so that the amount of ark-zones would grow proportionately to the distance that players had expanded outwards. The thing about alien ark tokens I never liked is that they don't fit into the lore. We know that the humanity has discovered the ark tech because it is on the Novark, so it seems a stretch that aliens would have left the exact same technology laying around. I would certainly favor it as a game mechanic though.
  2. I don't think we have a definitive answer on this yet. Territory in space should work similarly, just with bubbles or spheres instead of hexes. I've though about ark tokens in space, but I think they are more appropriate for planet territory because space is just so much more vast, and constructs on planets will be much harder to hide. Automated turrets will have a big part to play in defending constructs that are not in an ark zone.
  3. Arkification tokens (shielded territory) and territory claims will be two separate things. Territory will give organizations ownership over constructs and land (control over what is editable). And Ark zones will be much more rare and will actually protect constructs from damage..
  4. I very much like the body of the bomber. I might change the engines a bit hough because their cylindrical form sort of clash with the style of the rest. Also maybe make them a bit smaller? Overall a nice design!
  5. I actually don't think that's true. I don't have a link for you but I'm pretty sure that the devs have mentioned and are open to having alien artifacts spread through the universe. In his latest interview, JC also hinted that there will be a larger 'story' that will be gradually uncovered by players over the years. I can only assume this means that there will be something out there for us to discover. It could be ancient structures, anomalies, fossils, historical records or alien technologies... We just don't know yet.
  6. Good point, I hadn't quite thought that far. I sometimes forget that game mechanics can't always reflect real life...
  7. Hell yeah, there needs to be some drugs for pirates to smuggle right? You should get a buff from them but gradually become addicted to them the more you use them. You would then need a constant supply chain if you want to continue getting high off them. They just need to have enough of a negative influence for governments to want to outlaw them. Otherwise there would be no point in smuggling them...
  8. This is why I would advocate for building cities under player made ark zones. It would still be possible to attack and disable the ark zone with an overwhelming force, but it would make cities much harder targets. Also, the setup of the ark zone would take around a week (I think NQ said that somewhere in the forums) so defensive measures, like setting up turrets and using security forces would be necessary to get the city going.
  9. Thanks folks, you guys write the best testimonials! I'd like to present the first ship blueprint we are releasing to the community: the Deus Irae Class. We hope to regularly make new blueprints (perhaps weekly) so stay on the lookout!
  10. I know the idea of of having a bunch of ark zones is not very popular around here... But I've always liked the idea of a large city and an ark zone going hand in hand. I'm not saying that all cities should start by creating a player made ark zone, but that arkification should be the eventual goal of any large settlement. As has been confirmed by the dev's, player made ark zones (if they are implemented) will require butloads of resources and maintenance costs to keep them going. The reason I feel they go hand in hand with cities is that neutral/protected areas will naturally draw players as a place to start businesses and make constructs. I think that many of the pressures that lead to the flourishing of cities can actually be implemented in one form or another in game: Markets -We know that when you want to sell a product it is limited to a physical location. So the easiest way to complete a transaction is to actually go to the location of the market. It would be mutually beneficial for market owners to group their businesses together in cities to reach the largest player base possible. Resurrection Nodes - An ideal place for RNs to be built is in a populated place. After you die, you will likely need to make some purchases to get back on your feet again (a new ship, weapons etc.) It has been suggested that apartment complexes (run by players who charge rent) with rooms complete with an RN and some storage space might be an ideal home for new players. Infrastructure - We don't know much about rail systems or other forms of ground based transport yet, but it seems entirely possible that public transport systems might be built for players to get around cities and planets Embassies - I suspect many organizations will want to have embassies in populated areas and group them together further adding to the purpose of cities.
  11. Code24

    Paint

    Well, I think making dyes makes sense in other crafting games, but it seems archaic when we have a high tech Nanoformer that can manipulate matter into whatever form we want. It doesn't really add anything fun to the gameplay to have to go out and collect plants or minerals for dye. From the trailer it seemed like color was defined by the material being used. When JC built the structure on the surface he was using copper so it came out brown and the station was probably made from a different metal. So it seems painting isn't a feature just yet.
  12. I can't say I fully understand you Porco, but I definitely don't like the "never play Dual Universe" option.
  13. I'm guessing we'll get a video of the process of building a simple ship from scratch.
  14. New post about Objective Driveyards marketing and ship distribution on the website: http://www.objectivedriveyards.com/2016/08/06/objective-driveyards-marketing-and-ship-distribution/
  15. No, this isn't another space elevator post... One of the most vital things to have on a station or ship is having an easy way to get between decks. In space engineers, stock elevators can only be accomplished through pistons which are incredibly unstable and limit the size of the elevator. A simple and scalable system for creating elevators could be creating two elements: Elevator Shaft - These could be stacked on top of one another. Elevator Car - An element that can slide up and down the elevator shaft as if it were on rails. - To specify floors you just input a specific elevator shaft element that you have lined up with a floor. - This element could be a simple platform that players can build voxels on top of to create a custom elevator car (I realize this might be asking too much)
  16. I envision organizations setting up their own embassies within the ark safe zone. As organizations grow, they will want to strategically place embassies wherever there is high player volume for the purposes of recruitment and diplomacy.
  17. I think it will be possible, but it will burden you with the challenges of creating a colony. You wouldn't have access to the player markets so you would have to be self sufficient and find all the resources you need on your own.
  18. As lethak said, edit tools are disabled when you are on someones territory or construct.
  19. Perhaps this would be more appropriate for Landmark but I don't know much about that game... But if I ever retire from being a Director at my corp... I'd like to gather together small group of people to build the Shire on a far away planet. There we would lead simple lives, far from the greed and passion of the men of Alioth. We'd spend our days tending our gardens and hiding away in our hobbit holes, only to emerge to enjoy some fine ale and dancing under the starlight. Anyone with me ?
  20. Stars will definitely be physical objects with physical locations. They won't be voxels because lets be honest what would be the point. As of now I assume this applies to planets as well. Each planet is arranged around the star at static location. Maybe later they have orbits/axial spin but that much I don't know.
  21. Within the quantum immortality theory the devs are going by, (more info here) all players have essentially achieved immortality due to the advanced tech of Resurrection Nodes. If this is possible then it also makes sense that you could go to an alternate universe where the person bearing your former name and body is dead, but your consciousness exists in a new body. Here's how I'd imagine working optional perma-death in. After you die you are prompted with these options: >Resurrect at nearest RN >Resurrect at Arkship RN >Awaken as new Arkship pioneer (Permadeath) So essentially, you can resurrect as a new player, but as long as you are that new player, your old character is dead and will stay dead. (making their name unusable) Just a thought, wouldn't hurt anything and would be a good mechanic if a player simply wants to get a fresh start.
  22. Good point. In general, there should be a progressively researched tech (not available in the early game) that helps you detect celestial bodies/ships.
  23. This thread seems to be a bit dead but I thought I would post here that I have just finished putting together our official website. If you wish to apply, make sure to apply on the website and the community portal: http://www.objectivedriveyards.com Community Portal: https://community.dualthegame.com/organization/objective-driveyards
  24. Could be interesting. Don't think they will move around though because of the limitations of voxels. They would be out in the void and extremely hard to find due to them not being next to a star. Depending on how large the space between systems is, they might be impossible to find without some sort of tech that could detect their presence. And if you did manage to find one, it would be an incredibly valuable asset because of how hard to find it would be. The downside of setting up a base would be low starlight and therefore energy sources can only come from resource extraction
  25. I'm not entirely sure what you mean my "ambience". Music or just sound effects? For music, there's not all that many situations where I would need music playing though my ship comms. Maybe to pump up the crew before battle? Or be a DJ in a night club? Security alerts? Okay... I guess I can think of a few... But for sound effects, I'm hoping that each element/unit has it's own stock ambient sound. So If you are standing in near a refinery it sounds mechanical, where as if you are standing next to a warp drive it has a humming noise.
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