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Code24

Alpha Team Vanguard
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Everything posted by Code24

  1. As others have stated, blueprint construction mode would take away some of the emergent gameplay of finding a safe place to build and test constructs. On the other hand, if you think about the way vehicles and buildings are designed today, it is usually done first though 3D modelling and programs that can correct many problems even before the first prototype is built. So I do think some form of offline blueprint construction mode should exist, but in a very limited way. I.e. you can't use materials and elements that your character had not researched on last login and as was originally suggested, the VR simulation could be very small in scale, say, only a small asteroid belt. Ideally, I'd like to avoid this altogether and have it all take place online, but I do sympathize with not having a good internet 2/3 of the year. That sounds rough if you're into MMO's.
  2. I like it. The inactive mode could also use less energy. Maybe make it like Elite Dangerous, so that they need to be retracted before FTL travel.
  3. NovaQuark hand picks members that are active and helpful in the community to be Alpha testers. They will also be offering alpha testing as a reward on their kickstarter once it launches just before Alpha release.
  4. I'd prefer the difference to be more than just cosmetic, and reflect the real-life purpose of a low profile turret. i.e. harder be targeted at the cost of it having less firing visibility.
  5. One thing thing I noticed is that the released models of turrets, have a high profile, which I know from space engineers can look awkward on ship designs. Assuming we can't customize our own turrets to be low profile. I would like to see a turret model that will be easier to fit snugly to a ships hull like this: (Image Credit)
  6. EDIT: This post is a duplicate, could a mod please delete this? Thanks. One thing thing I noticed is that the released models of turrets, have a high profile, which I know from space engineers can look awkward on ship designs. Assuming we can't customize our own turrets to be low profile. I would like to see a turret model that will be easier to fit snugly to a ships hull like this:
  7. Nothing in those porcocorp newspapers is even explicit. And saying that 90% of the player base will leave because of moderation is ridiculous.
  8. Even though this particular aspect of the game play isn't particularly important to me personally, I've heard this request from quite a few people now. So I think the dev's should be listening and start planning a character customization system, if they aren't already. Welcome to the forums Tychus!
  9. This has indeed been brought up a while back: https://board.dualthegame.com/index.php?/topic/508-axes-of-symmetry/ Nyzaltar had this to say:
  10. Nice. Like you said who knows if wings will be useful... You should try making it in in KSP though as an SSTO.
  11. Personally, I think star gates provide enough of a way for players to expand outwards. Trying to outrun the Cylons Adama?
  12. I would hope not. That is the definition of overpowered. But more importantly, I don't think planets can have the same forces applied to them as constructs. Welcome to the forums btw
  13. I sort of already had the entirety of the general game concept in my head as my "dream game" for years, but didn't really expect that there was enough demand for it or a game studio who was ambitious enough to make it a reality. When I saw the E3 trailer I was intrigued, and at first I thought it was just a Space Engineers clone, but when I started reading the DevBlog I realized that it was soo much more. My hype has only grown the more I see from this game.
  14. To me it's a non-issue because you don't want any one faction to dominate for too long. History has many examples of large empires collapsing due to their size and not being able to maintain power in all their territories. Of course, this is really in the realm of emergent gameplay if you think about it, it's not up to the devs what happens to empires. I'm also fine with there being some abandoned cities left over from a fallen empire. Imagine flying in and exploring one and maybe deciding to get some friends together to revive it.
  15. Well I'd love to, but don't have the musical skill. Some people might not know that DU has already released 10 music tracks from the game on their soundcloud: https://soundcloud.com/dualuniverse There are some really awesome ambient tracks there.
  16. Code24

    Science!!!

    I've always disliked the science system in KSP because it was a very unconvincing connection between the collection of science points and suddenly having researched new parts. So if there is a science system, it needs to make sense. A measurement of cosmic radiation shouldn't just arbitrarily lead to being able to build a new engine unit. Heres some ideas that come to mind: -Have a Materials Research Unit -Have resources which cannot be used until they are put into the Research Unit for a given amount of time. -Allows players/organizations to corner the market on certain rare resources, if they have put a lot of effort into finding and researching a rare material Srry if I repeated anyones ideas, didn't have time to read much of the above posts.
  17. Fully functional bathrooms. Toilets. Showers. Sinks. Pretty self explanatory.
  18. Not sure if you read the lore, but this would fit in perfectly with the fact that we have our own AI, "Aphelia" or whatever we choose to name him/her speaking to us in our helmets. Would not be hard at all to set up a system that lets you know when entering certain territories, giving you health notifications, etc.
  19. Wood will probably have the most value in the first week or two of the game as a cheap construction material. After that it will become more of a decorative material or just a cheaper option for setting up a building. That just seems like a natural result of being able to mine for enough metals to build ships later in the game.
  20. I'd actually be fine with just hovercraft vehicles, If the tech was viable IRL we would probably use them over wheeled vehicles anyway. One thing I do hope they add is some sort of rail system, for trains, space elevators, etc.
  21. The skills AMA answer actually says that a brain implant is how you gradually learn skills over time,but that doesn't have any actual implications for game play because everyone has the same one. The only way I can see this being implemented, is through the skill tree and like Woodsman said, maybe there would be a character cosmetic change once you reach a certain skill level. One branch of the tree could be "biotech", which gives you enhanced vision types, running speed, or and other PvE enhancements.
  22. I mean.. that makes sense though right? It's not like people will be be stuck in the same place forever. There are going to be the resources necessary to refuel throughout space. So yeah, you'll need to get out there mine it, refine it, and refuel your ship. You'l probably have to return to populated space every once and a while if your an explorer but that's realistic and leads to good RP. If everybody is off doing their own thing, player interaction won't come naturally The devs have stated multiple times that for every pressure (i.e. the benefits of player expansion), there will be a counter pressure (access to fuel, communications, markets, etc.).
  23. Yes it is a builder game, but it's also an MMO. My hope is that there is specialization, such that many player's will simply buy ships off the markets rather than designing them themselves. This is why the game could have a wide range of play styles. In my experience, a large subset of players will not have the time and patience to learn the complexities of the building system. And that's a good thing because they will be the ones actually flying the ships. As for keeping builders occupied, I think the most excitement will come from building new blueprints, not tediously replicating ship designs by hand. This is exactly the shortcoming of Space Engineers for large scale production (disregarding the performance issues).
  24. As vylqun said, large fleets really aren't a problem. In fact this one of the most exciting things about the game in my opinion. The only way will ever have the kind of large scale the battles the devs have been talking about is by having two powerful organizations go head to head. Don't like the big bad empire? Then become a pirate and pick off their supply lines. There will be imbalances in the universe, but I think that's where the fun begins And could you expand on why increasing factory unit building time wouldn't solve quick respawns of fleets?
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