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About Setzar

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  1. While I do like this idea, it seems like player markets, org wallets, power systems, contract/mission system and player shipyards should have came first.
  2. I always felt that lock ranges was an important mechanic that just needed balancing, not thrown out the window. Obviously core size was a terrible metric to determine the lock range, but maybe total construct mass or something?
  3. An idea that I would think would be great fun is to copy from Eve is the Decorations system. It is a completely for-fun system whereas an Organization can bestow a medal of commendation to a player for whatever reason. Medals are designed by the Org leaders with a name, design and description. These commendations would show up on a player's information screen somehow, and could be removed by the player if they choose to. These medals could be given by Legates of an Org for any reason they could come up with, with ideas like: Org participation and/or Contribution Reaching a milestone (PvP kills, Constructs Produced, Hauling Jobs completed) Taking part in a major battle/event Making a huge mistake and laughing about it (crashing a huge spaceship, setting RDMS wrong and stuff getting stolen) Leaving the Org on good terms
  4. This is very true. Locks only keep an honest man honest. If a thief wants your stuff badly enough, he's going to find a way to get it. Making yourself as small and unappealing target as possible goes a long way. Then again, some folks enjoy the challenge of breaking security, not for gain, but for the thrill.
  5. I had two ideas about this, both of which I think could making purchasing/stealing ships relatively safe while keeping Lua codes secure to their creator: 1. Definable "permissions". Basically an option on a control unit where you tick which permissions you with to allow the unit to have and blocking others. Think of the Google Play store where when you d/l an app, it tells you which permissions it wants to use. With the control unit permissions, you'd get a checklist of things you want the core to be able to do, and if that function is blocked, then the Lua code can't perform the action. Sure, this might render a construct unusable, so you have option 2... 2. Ability to clear all Lua from a control unit. Basically resets everything to default, and allows for editing. You'd have to 'own' the construct to do this, not simply have permissions to it. If you buy or steal a construct to gain ownership to it, but don't trust it to have malicious Lua code, then you can just wipe it, making it safe to use, but also protecting the original code. If you want to buy a tricked-out ship with lots of Lua code, you'd better trust the seller...
  6. Big bad pirate here. If I'm cruising around in my pirate ship looking for someone to pillage, I'm going to be using stealth myself to get as much information and as close as I can to my target. If I can be 100% invisible, I'm going to have an easy time following someone from a trade hub back to their base when I call my fellow pirates to do piratey things. If only ships can be detected, but bases hidden, I can still follow a ship back to its base, to which point I call my fellow pirates to do piratey things. As Lethys suggested, detection mechanics based on game mechanics would be very interesting. Learning how to fine tune your base to remain hidden means tradeoffs and planning, which is a good mechanic in my opinion. If you haven't, you might want to read this DevBlog on Territory Protection: https://www.dualthegame.com/en/news/2018/01/30/our-toughts-on-territory-protection-mechanics/
  7. According to the WIki, during the Kickstarter AMA, this came up: https://dualuniverse.gamepedia.com/Archive:Kickstarter_AMA_Q%26A,_Part_One#Territory_Trespassing Q: If you are flagged as not having permission to mine in my owned territory, can you still dig and mine, and just get flagged for breaking that, or does the game not let you mine or dig at all? A: You will not be able to mine, but you will still be able to enter the territory (and be flagged for that), and possibly destroy materials by using weapons (if not in a safe zone) instead of mining equipment. With the ability to destroy the ground with weapons, I can simply tunnel around defenses and find the 'weak spot'. Or, if you have a large underground complex, you might build in the middle of a cavern with a protected structure in the middle. Or you might try to be sneaky, and build an underground bunker and not deploy a TCU so no one notices you are there. I guess it's also worth linking another Q&A from that AMA about how deep you can go: https://dualuniverse.gamepedia.com/Archive:Kickstarter_AMA_Q%26A,_Part_One#Planet_Depth Is there a limit to how deep you can dig? To put this question into better context, I would imaging that you would want to hide your possessions from other players. I am wondering about what are the limits of editing the environment? There are no technical limit to how deep you could dig, but we will put some limits for gameplay reasons. The exact depth is not set yet, but below something like a few kilometers, you will encounter lava, which will help making the job of deep mining prospection more dangerous (like in Minecraft, actually). We may have a few small moons that do not have this restriction. And, yes, hiding your stuff underground will be a possibility. But we are looking at ways to make this a bit more difficult, so there is a tradeoff, for example adding the need for special gears to breathe in the depth, requiring costly cartridges to operate, etc.
  8. Question about the proposed Force Field Unit: Does the Force Field Unit create a type of 'safe zone' in the territory it is placed in while active (no PvP whatsoever) or does it create a barrier that prevents entry from unauthorized entities altogether? If I read the DevBlog correctly, the FFU protects what is in the territory until it is damaged and reaches a threshold, at which point it stops protecting the entire territory and only protects the construct it is built on. This is kind of a nice mechanic, as one side can still assault and disrupt a mining operation of an opposing entity without having to wait for a timer, but the defenders have a warning system that they are being attached and their assets aren't under immediate threat.
  9. PvPer here, probably one of the future bad guys that will be looking to rob, steal and ransom my way to riches. I walked into Eve's sandbox three years ago with a huge PvE mindset. "Oh, a MMO SciFi Sandbox spaceship game, let me give that a try." I stayed in Hi-Sec, ran missions, went on low-sec roams with my corp, but no PvP focus. Then my corp got Wardecced, and i got caught in my FIRST CRUISER ship and LOST IT. I was disgusted and immediately logged off and didn't log back in for 3-4 days. I was devastated that someone would just kill me for no reason... but I also got a huge adrenaline rush from it. That incident was probably what set me down the PvP path. In Eve, and in DU, when your ship goes BOOM, it doesn't get magically replaced. There is real in-game loss of assets. In WoW, and most other MMOs, you die and you just respawn exactly as you were, or minimal penalties. If it's not something you've experienced before, the loss will probably hit you RIGHT IN THE FEELS. If, and only if, you can realize that it isn't griefing/trolling/harassing just to shoot at other players, but rather a person vs another person fighting within game-established rules and mechanics that gives you that rush of adrenaline, you might choose to compete rather than play a victim. Learn the game's mechanics. Learn the meta-game. Don't complain about being ganked (gankers love tears), but instead learn how not to get ganked. You'll be playing the game the way NQ designed it, not how you want it to be. Or don't. I'll be just as happy to kill you and take your stuff.
  10. Timers are a necessary thing, though I do agree Eve does overdo it. Offline raiding aside, I think the biggest reason for timers is the fact there is no instant-travel options in DU. In Eve, you can jump clone around, or even jump in a Interceptor and get where you need to go in a max of 20 minutes or so. With travel possibly taking hours or days in DU, if your base is attacked, you're going to need time to even get back to your base. The way I imagine it is that your automated defenses are strong enough to deter anyone not willing to commit enough power to reinforce your base, but are underpowered compared to when they are manned and the base is being manned by defenders. Once reinforced, that gives your org enough time to rally or evacuate. A smart and dedicated attacker will watch for people trying to get back or try to prevent people from evacuating.
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