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Kambalo

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  1. Awesome thank you, my inquiry was based on the choke points like in Eve Online. But glad to see we will not have those here.
  2. Is this game going to be like Eve Online where players who don't like PVP cannot play or there is going to be some sort of protection for those players who don't want to be involve in PVP? I am a miner and trader by desire. And my only goal would be to explore, find mines, and trade the ores. Is there room on this game for players like me?
  3. Well I am one of the few then that opposes PVP period, I had my taste of that wioth EVE Online, if I want PVP I will go EVE, I mhope this game is not and open world PVP, this will destroy the game.
  4. Awesome thank you all for the clarifications, I think this game is going to change the face of the game industry when it gets released. Thank you for explaining my doubts.
  5. Muchas gracias por la bienvenida (Thanbk you for the welcome and all the help I have already received)
  6. I just heard about Dual Universe today by accident when I was visiting Steam and I found this name been tossed around in comparison to No Man's sky, It picked my attention so I decided to pay a visit and I like what I see and what the devs are proposing. I am an older player 52 soon to be 53 years old, love space exploration, archaeology so I must sure will follow a path of an astro-archaeologist seeking out signs or evidences of alien or old civilizations through out the universe. Those are my 2 loves and well of course the lady in my life who makes me whole.
  7. When I was looking and reading at this post from the dev my heart sunk, you can read the post here https://devblog.dualthegame.com/2015/07/24/territory-control/ I dont like the idea and I really wish the devs would discard this idea, having this system of cells or tiles reminds me of the series of game CIvilization Right now they are showing Civ VI http://comicbook.com/2016/06/14/civilization-vi-e3-2016-closed-door-presentation-description/ I really despise that type of game and to bring something similar to that style into this game makes me feel like the game is moving backward instead of forward, moving away from a game that could be realistic into something cartoonish and childish like the Civ series. I understand the intention of the dev to bring the importance of politics into the game, like he well presented here and I quote: " Posted on 24/07/2015 by jcbaillie Territories are perhaps the single most important feature of a successful emergent geopolitics in the game. While the notion of a “construct” (a building, a ship, a space station, etc) properly conveys the idea of private property, it fails to extend to the level of a territory, which you can picture as a collective public property. How can players declare certains areas as their territory? What does it mean exactly? Do we need territories in space? What is the link with Organizations? How do you manage hierarchies of territories (think of cities, regions, states, alliances, etc). Can we set some territories as secure (non PVP)?" The problem to me is that it moves away from reality when the devs start to create a tile system that looks like a big beehive. That is not the way to go, the concept of territories is awesome but the concept of tiles is not, for this [particular game. I agree we need territories, but let the territories be expanded by areas of influence instead of tiles, you can increase your area of influence by developing your territory via terraforming, construction, building of commodities or finding an Ark token which could help you to develop new research areas etc, lets assume the AT are artifacts from a long gone civilization and now you have discovered a new source of income because this AT is a commodity, you the founder of the AT can learn new technologies which you can sell in the market at a top value via blueprints, devices created using this blueprint indication or just plain selling the technology in the market. Once you have discovered a planet and claimed a territory, you could invite members of your guild to create colonies as well in "your discovered planet", the members of your guild could build around your area and then the whole territorial area could be claimed for a particular guild. Once the guild has placed a claim on the territories the area of influence now benefited by the union of many members will increase an accelerated rate. We must take in account that a colony will need a lot of resources, maybe one member of the guild discovered a planet with vast iron reserves or in that particular system he may have found an asteroid belt with diverse types or one type of a particular resource, does bringing all the members of the guild to join their resources together to establish the control of a planet or a Moon depending on the geographical, political, economical value of the settlement. (A settlement close to galactic travel lines would have more value than one which is faraway. Also the possible creation of jumping stations that allow players to visit systems which are faraway from galactic travel lines and only can be reached through jumping gates or hyper-gates or star gates. The possibilities are endless. Guilds may have specific roles for players, people could choose to be merchants, or miners, or specialists in the different crafts, or researchers, or technicians or explorer or just plain military men. In a guild you can create academies for each area of interest. I could visualize a guild with a building for the research, for crafts, for mining etc etc I just dont like the tile idea and would replace it with area of influence that in the beginning when you first established could be the size of a tile, just in irregular shape, plus I wouldn't place on the planet this map that looks more like a giant honeycomb than a planet.
  8. Awesome, would be nice to have a vast array of possibilities when trying to colonize a planet, from terraforming to aerial bases, underground or underwater colonies using caves or underwater trenches as places to build colonies could increase the game appeal.
  9. Has anyone mentioned or suggested to the devs to create underwater or aerial colonies? Underwater colonies in planets where the land mass is inhabitable or non existent but the surface of the planet is covered on water or other type of liquid which would allow the construction of colonies on the floor of the ocean and the extraction of breathable gases from the environment. Aerial colonies would be an step further than starbases. Starbases are more like the military type of installation, where the aerial colonies would be a more spread-out neighborhood of modules that could exist separated by themselves from any SB and thrive as miners/traders, etc mining or using the gases in the gas giant as main source of revenue and work.
  10. Are you actively recruiting right now or later on when the game is in beta stage? I would like to join your crew, I am an avid lover of space exploration, astro-archaeology and space flight. I am 52 years old, love sci fi and will love to see this game coming to fruition.
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