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Miamato

Alpha Tester
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Everything posted by Miamato

  1. It's possible but this is just another kind of design. First of all major problem will be: - this kind of vehicles will be pretty hard to keep balanced and stable on the way. - they will suit only for large type of moving platforms. - being hover vehicle means this is totally separate vehicle and not part of your base/large ship, so I guess you won't be able to connect such mechanisms to central logic network. Finding workarounds if ok sometimes, but it's better to have dedicated feature.
  2. It's just about how you treat things around you. For example I hate and I'm getting nervous when there is too much ore around me, I cannot sleep and I need to conquer it by mining. That actually is a conflict and those stupid ore will pay for everything when becomes a brick in my base wall, my endless slave
  3. Agree, it would be pretty cool to have this in post release major updates. It will result with some insane and cool mixes of human vs alien design ships. But at current stage I think better to have one race and everything polished and balanced for it. Another side effect of such addon is that you need additional skill tree for that race that will just increase learning curve. Not a huge problem, but again hard to balance.
  4. For me the difference is that if you implement new non human race, that means it should have it's own technology, as humans and that other guys never met before. So that means you need much effort at least to create similar construction parts with different design specific for the new race. In ideal world if that other race is non-human like, that should use completely different technologies. In case we have not only other player models, but all needed technologies, design, backstory - this will make sense, at least for me. Just imagine that several thousands of years one race was traveling to face another space guys and then realize they have all the same vehicles, but just another face.
  5. As I understood the initial idea is about human race that escaped from our own space after some collapse and now should recreate civilization. It seems NQ mentioned there would be no other life at the beginning. In any case does not matter what race you are unless it's female elf with big tits or space octopus with endless tentacles But this game seems to be about different things.
  6. we are in future, trains won't need wheels anymore. It can be smth like magnetic rails, the general idea is not how it looks like, but how it works. Some sci-fi rail system would feet much better into DU setting. Imagine fully automated trains that can transfer people from one side of the planet to another, especially if they will work like hyperloop or have optional rocket engines installed But the main usecase for me is - creation of interactive moving parts of your ship/base. For example with proper design you can create base or carrier ship hangars that expand themself if someone needs to dock or become smaller when noone is inside. If even more active blocks would be added - like circle or 90* rotating planforms, etc.
  7. But they should be able to mine basic ores or accept basic transport contracts. So if smth goes wrong market may be overloaded with basic ores mined by bots.
  8. sorry, misunderstood that Actually abusing trial accounts is also real but it depends on what is allowed for them in DU and especially how multi-boxing would be treated. One of my friends had bots in eve that run 2 lvl missions for 10-15 hours a day on trial accounts. Profit was not so big to hurt other people, but enough for paying for main accounts.
  9. the problem in eve is that people use bots on paid accounts and those people are not banned until some petitions submitted against them or until they use RMT too much. The main problem in such games is that if developers do not ban most of them on early stages - this may hurt economy of the game.
  10. The idea is to have rail system in the game. As wheels are hard to implement because of movement and collision physics, can we have ability to create straight rails. This will open a lot of great new options. 1) If you can build rails inside your base or big ship - this makes possible to create moving platforms that would work like elevators. For example you have a large carrier ship filled with many smaller ships. You can make main hangar for landing and once you need one of your ships, it's delivered by such elevator to your landing zone by elevator. 2) You can create hiding turrets, so building a large ship at first glance it would look like a transport one, but when you encounter some enemy - you can show your weapons. 3) Train system inside a large city or ship, that may work like public transport when it's not enough space for everyone to fly on their ships. 4) Underground mining platforms. Principle would be the same as for vehicles that build tunnels for underground (metro) in real world - you have some custom build vehicle that moves only on rails, each time you dig enough, you need to build more rails to proceed. This allows to create accurate tunnels or caves. I think people will create many other cases where such things can be used.
  11. I think you shouldn't be able to determine whether a cave is natural (if such exist in the game) or if it's hand made. And I like idea of kind of stealth modules for constructs that won't show your base/ship on scanners until someone comes really close to it. I like idea of underground bases and I was going to live exactly in that way, but it won't make sense if everyone else would be able to see it until they physically are pretty close to it.
  12. Actually what would be really interesting to have a static base with rotating/moving parts. For example you have a sausage like station surrounded by rotating circles. This will make world less dead, as movement is a sign of life
  13. Probably wheeled vehicles shouldn't be too big and at least in early versions.
  14. It's quite simple. Usually after some time when I get bored from corporation life it's interesting to try to survive on my own. There is a major issue with such coalitions. When they are small - this may work pretty fine. But the bigger this coalition becomes, more people won't be participating in defense, just waiting that someone else will do that. Then we will come to a point when such corporations need specialized PVP wing for defense, everyone else will be treated like citizens and will be just taxed. Another side of this situation is that living on someones claim puts you under risk that at some point this corporation will turn against it's citizens.
  15. That is correct but in real world it's widely used and such accounts may be banned only in case of direct petitions against them or in case of some fraud or RMT. I understand the purpose of it, and agree this is proved to be working. What I was thinking about is to make this specialization less dependent on ingame skill system but more on player personal skills. In other words if you are scanning for some ore - you should not just have a proper skill, but rather depending on ore rarity know theory how and where to find it, be successful at scanning minigame, etc. This will add more value for your actual game play knowledge and make people keep secrets inside their corporation about some special algorithms that work better to achieve some resources, design vehicles, etc. Anyway it's just one of options
  16. This may be easily handled by bounding reputation to account rather then character. On the one hand it may seem unfair, but it adds more personality to the game, as no matter which character you use - you should think twice about your decisions. You still will be able to create one more account, but again there would be a price for it. Actually I don't mind kind of augmenting skills if they provide slight difference, but they should not limit people in what they can do. Actually this limits would be caused by economic and resource factors. The main reason why I think so, is that skill system is not bad itself, but it leads to some bad practice like account sharing for example. Or if you want to be able to try and progress in some areas you need either spend insane amount of time just for character training or create an army of alts. Both options are not much fun. If we speak about benefits, let's say if you are mining. you will have spend 20% more time without any skills, but you still are able to get what you want. Or if you are scanning, you should be either pretty good to scan without skills or just need a bit more time, but still able to do that. In other words if you are not in gold rush then you probably won't be able to make perfect profits without skills but still you would be able to supply yourself with all you need just with a bit more effort.
  17. When I heard that DU will have smth like EVE like skill learning system, actually I was disappointed a little bit, because for me it's a bit strange that giving such variety of options for creation, driving economy, creating so much value on community NQ will still limit people by a generic skill system. Probably you won't like the idea, but game without skills in terms of DU makes much more sense. Because in this case you really can rely only on your hands, your head and people that surround you. In other words if you are a space octopus that can handle manual operation of huge complex thing - what's the reason of limiting your power. Or if you want and can buy some nice ship, why do you need to wait for 1 year to learn skills for it. I know that this may sound stupid, but I can expand my thoughts to explain how it may look like.
  18. I believe this won't be possible in a way that you enter a corp, then suicide and spawn deep in space in your corp cloning chamber, as in some interview JC told you will always spawn on nearest cloning center available. So you need to take those new people to your place first, so in its turn they will be able to record the route. On the other hand this may be real if one way jump gates are implemented in the game. So you can let people get in, but then they won't be able to return without proper corp privileges. The other thing that matter much in this case is how fast space will grow. Because currently I see several options: - either once someone gets deep enough into space the server will generate new space in that direction, so space expands immediately and theoretically becomes endless. At this case the major issue may be that some players will just spent crazy amount of time traveling far far away increasing number of system drastically. This may cause problems to server at some point. - or limited space will be added once NQ decides that people need more freedom. So this may happen periodically but not instantly. From my point of view NQ will probably control the size of universe somehow, as even being MMO with large amount of players it won't be a good idea to let people get lost too much, as in this case we will come to a large number of totally separated communities that hardly ever meet.
  19. Agree with that. There is one more feature in such community driven games - if you are useful enough and don't have enough real money, someone may pay for your subscription just as reward for your achievements and contribution inside the game. I've seen enough of such examples in EvE. For example in some pvp alliances if pilots are good at fighting other people but have no time for farming - they can receive ships for free as well as subscription, or if someone likes to carry cargo all the time, does not steal and stupidly die - they also will find enough ways not to pay with real money. When I started playing EvE - real money was not an option at all for me due to real life problems, but I've found people that were interested in moderating their local community website along with translations of devblogs to my native language. They paid me with ingame money equal to 3 subscription fee each month. So I was able to pay for my first 2 accounts and buy some nice ships. So I'm pretty sure that in DU there would be enough people ready to pay for efforts outside the game itself.
  20. Monthly subscription is perfect for MMO that are continuously updated and gameplay elements added on regular basis. It's up to you how much you play and whether you want to pay. For example in EVE sometimes I pay for few month during which I don't play at all, just to have possibility to access the game at any time if I decide so. The second reason why single approach is good - it's subscription and skills management. On the other side it's too early to speak about how beneficial would be to keep the subscription active for all the time, because if there would be some passive income sources in the game - like having some taxed area that is used by other people, or some inventing/research process that continues to work when your character is offline - how do you imagine this with hourly payed plans? Such things won't definitely be allowed for trial or unpaid accounts, but for example if you pay only for amount of hours - that means you will be either able to receive that passive income only when you are online or have no access to such sources at all. In other words if DU is supposed to have EVE like mechanics with offline gameplay elements - it's nonsense to add hourly subscription. This approach can work only in some Lineage games that totaly rely on how much you grind online.
  21. From interviews I saw, it seems only small starting area would be safe, but if I decide to move much deeper into space - flying to safe zone may take much time. So if I can play ~1-2 hours per day, I won't be happy to spend half of that time just for flying from safe zone to deep space zone. In any case until I will be able to try the game on my own or till more detailed information is revealed - all that I can do is wait and probably to collect some ideas that can be shared, as I have plenty of them now.
  22. Actually I was considering between pack for 60 and 120 euro, but anyway we'll see what developers will offer next time. If the difference will be only in 10-15% of what you get or pay, that's fine. In any case I like the idea that you will have that DACs ingame similar to EVE. So with proper approach I will be able to pay just by ingame currency. One more question, did NQ mentioned anything about wipes during Alpha/Beta? So actually when game is released, does everyone start from scratch or any chance to be in better position if you start earlier?
  23. That reminds me about empyrion and that's OK that you have to maintain your energy, oxygen and other things to stay alive. And it's fine that if you abandon the base, it won't be able to protect itself. The same in EVE with POS system - you need to fuel it with two types of resources to be able to defend it. In eve this is not an issue as you can fuel it for 1 month. In empyrion it depends on how many fuel tanks you place, so that is still fine for me. I was thinking about some idea of being able to send your goods to some secure storage with kind of 'special delivery service' that will take much time to deliver your goods to the storage and the same to get them out, but you won't lose them. But it's just my imagination As for changing game rules - that is common for any actively updated MMO with only note - that key mechanics shouldn't be changed without notification so people will have time to adjust. Just a small explanations about being able to play solo - I don't tell that I will never join any ally or corporation, but I need to know that if for some reasons I won't find correct corporation for me, I would be still be able to play on my own. ah, so I'm late already Then I guess no rush for now. Let's hope the new packs won't be much more expensive than previous ones.
  24. Mentions about pos shield system is a good sign. Can some one tell me if there are some end dates for pledge possibility, that is currently available on official site?
  25. I'm fine with risk to lose my base or assets as it's a general concept of the game, that community drives the world. But the question is actually a bit different. For example in eve there are several different structure defense mechanics. For example: 1) for POSes you need to come twice - first time to shoot structure shield, after that it runs into reinforce (invulnerable mod) up to 1-2 days, that gives time for the owner to move valuable assets away from it or prepare for defending. 2) for Citadels - you have vulnerability timers set by the owner and you have to shoot it 3 times to destroy. You remove shield - reinforce triggered - remove armor - reinforce triggered - kill structure (last layer of HP) - Citadel is destroyed 3) Stations are indestructible, but can be captured, so you actually do not lose your assets, but at the same time you cannot access them until you capture station for friendly corporation or enter corporation that has docking allowed to that station. That means in any case you still risk much, at least to have a lot inconveniences, but at the same time you can secure at least part of most valuable assets from stealing/destructing. So returning to initial questions, the most important one is: - is DU supposed to have gang-band approach for destroying smth in unsafe zone? When someone comes, shoots enough and you lose everything from that base/ship. Or is DU going to have more cleaver mechanics, when in any case you will have enough time slot after initial attack to save valuable items? I understand that this is more question to development team, or probably topic for some upcoming dev blogs, but it's a very important question at least for me. I like the idea of what DU may become, but I don't want to rage-quit or spend too much nerves on it. That is why it would be cool to understand this before buying some packages for me and probably other friends from EVE.
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