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Oije

Alpha Tester
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    লিনৎস অস্ট্রিয়া
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    Sapphire Founder
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    Yes

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  1. discordauth:FzldqxyqGvy0IgHc7YS42K7GPKeJiY8wC-0WWNPNLY0=

  2. You got it ...
  3. many listed professions may use scripting so it is too general, maybe the same when I say: I am a pilot
  4. I am looking forward to the asteroid fields. But maybe some planets will get harvestable rings too and some phone-booths to make "phone home" possible.
  5. could be a funny concept, though it is only worthy beside a well working skill system
  6. Something like this ?
  7. I have no problem with your point. I am only hoping for a weak API support by NQ to make it harder to create 3rd party tools.
  8. In my school time, I had a teacher who was a military officer too and he explained to us that stopping a tank is quite simple - blow up the fuel transporter and the tank won't get far. In other words: Logistics does matter and the larger the undertaking the more important the logistic part.
  9. Yepp, I second that - Muito obrigado, Merci, Danke schön!!
  10. I would prefer a limited API. DU should be driven by discoveries which are made inside the game by spending time inside DU and by doing research inside DU. The players should gain advantages they made inside DU and not by spending time at programming bots or 3rd party tools. The most active gamer shall have advantages and not the best RL programmer
  11. I don't think so that it is useless. I am wondering how many game improving ideas NQ will get out of our nonsense in the forum threads. If we delete every speculative thread in this forum then it will get rather empty. I am with you when you say we (or most of us) don't know anything. We had only a few hours so far and implementation of DU is far away from their goal. So speculations are the salt in our DU-soup and at least we think about possibilities inside DU. It helps us to stay tuned until the next tests were available.
  12. Blueprints: Designing Blueprints is a critical part in the economy. At one side it is not logically that a blueprint will be vanished once the item is crafted, on the other side we can argument that a copy of a BP is more licence to use the original BP x-times. The creator of the BP may use it unlimited but cannot copy the BP unlimited, the number of copy shall depend on his skills. A stable economy need a lot of players and a lot of specialization. Is it too easy for everybody to build everything then no one has to trade. Building items should not be that easy too. Is the market flooded with to many items, then crafter cannot build them with profit, then miner can't sell their materials with profit and wars become to cheap because ships are too easy to get. A simple way could be time: crafting needs time, the preparation of material needs time, etc. It should not get boring ofc, but there should be a difference between better and weaker tiers. Having better skills leads to better crafting results or higher item-quality or better crafting stations (fabrics?, programmable robots?) I have seen it in different MMOs that getting up a vital economy is the one of the hardest part for the developers.
  13. I cant see your point. How fast do you think can those carts drive, how many fuels do they have? Speed is not the point but distance
  14. Ja, wir freuen uns auf Dich und Dich und ganz besonders auf Dich.
  15. JC mentioned too that better materials will be found outside the safe zones to force people to leave the zones. No risk no fun. To build ships better materials were essential.
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