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Bella_Astrum

Alpha Team Vanguard
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Posts posted by Bella_Astrum

  1. If we grow in this tempo, we shortly dominate whole game and we will not have any organizations worth robbing  :(

     

    But anyway... Hello guys! The more, the merrier!

     

    There'll be big Organizations coming in, no worries there lol. It's early days, best we start strong early on and build a sturdy foundation for the challenges yet to come!

     

    Having followed DU for some time now, and observing Kiklix/Astrum on the forums and abroad, COPS is in good hands. Happy to say I'll be apart of this family of misfits from here on out. 

     

    It's a pirates life for me.

     
    Thank you for the vote of confidence ^_^, I know there's a few here with handy skills and experience, and I too have observed you and am glad you've chosen to join us! *plops a cold, frothy beer on the table*
  2. The hand?!? one thing that will probably mess with me will be the hand. I'm right handed so playing a character with a left hand interaction is going to be.....out in left field for my brain.

     

    On a personal note I loved the video. As i was eating my cup of chicken noodle soup my jaw literally dropped when i saw how the voxel creations work and the size of the station! It really gave me a better understanding of how this game exceeds my expectations!

    Hadn't noticed that, good job I'm left hander ^_^

  3. Yes I like the idea of voice packs. I also really would like to see lots of cosmetic items. Elements, outfits for a bit of space age couture. Honestly cosmetics and anything to decorate with is a weakness of mine. But at the same time if too much goodness is put into cash shops it can begin to demotivate me in terms of gaining them in-game.

  4. I thought the planet looked smallish, by no means a criticism at all. But that's in relation to the size of the station. Either way I love it. I've been wanting purpose and building to co-exist for a while. Although Minecraft does provide purposeful building, as we know, it by no means provides the level of detail a game such as this can provide.

     

    I imagine a determined and relentless organization could eventually come to dominate a planet if they have the numbers and ambition to do it.

     

    So, I watched it.(Cue ZOMGS if you've seen my previous posts)I have to say, I'm very impressed(Cue saying I'm not only impressed I'm just amazed that NQ can sit on something like this quietly!)So yeah.Still love that hand though.

    It is a sexy looking hand that's for sure ^_^
  5. IGN is a cesspool where journalistic integrity goes to die. Yeah, because No Man's Sky has voxels and a building system.... right. I almost liked IGN for a short moment. But still, the shaders look nice in the engine and the rendering distance seems almost as if they utilise dynamic resolutions to keep the processing needs low, while maintaining the general shapes when observing from a distance. 

     

    Yes really pleased to see the space station doesn't look melted and unidentifiable from a long (and even short) distance. Really looking forward to be able to appreciate buildings and ships when I admire various views.

  6. Really excited to get a bit more of a peak at the building tools in action!

     

    Pretty disappointed in IGN though.  The title of the article is literally just "No Man's Sky Style game" and they never even bothered to tweet the article because they're too busy tweeting Dos Equis ads and pics of Gary Busy.   :wacko:

     

    I thought that as well. 

  7. Not sure if I'm doing something wrong, but I am getting zero notifications when someone messages me or posts replies or likes or anything on either the forums or posts on the community page.   

     

    Is there a setting I missed somewhere? 

     

    I noticed this as well the other day, need to go into Notification options and checkbox the various options there to turn other notifications on. 

  8. The devs would never implement a mechanic like that.

    Removing player agency like that would cause to many people to rage quit.

     

    I think designed better than I could dream up, it might work lol, but yes I know of PvP players who ragequit at the slightest thing, so being held as prisoner would probably be intolerable.

  9.  

    That sounds interesting Lady, do you have any thoughts on the mechanics for capturing prisoners of war? Do you think player equipment will be valuable enough that people wont just /suicide and might try to do something to gain freedom?

     

    My proposed idea: Prisoner of War.

     

    In-game mechanic: PvP

     

    Objective: To obtain prisoners during PvP battles to gain a desired resource. Either currency, resources, or simply a strategic negotiating tool to gain land.

     

    How could it work: In order to be able to obtain a prisoner, you first need to make a Capture Unit. This will enable the obtaining of one prisoner per unit, and each unit will not be easy to make or acquire. Reason being, if they are too easy to make, then too many people will be taken as prisoner, which isn't ideal, and should probably only be reserved for special circumstances. It would also ensure organizations only use a Negotiation Unit when it is a strategic necessity.

     

    I envision a Capture Unit to work much like a ball and chain. In that, when placed and activated it can target the desired player, and essentially hold them in place, moving only when the player in control of the Capture Unit, enables them to move, and move only where the controller moves. 

     

    The Capture Unit could come in two parts. A larger element of it could reside at a base. Much like a cryo-chamber. When captive has been taken by the mobile portion of the unit, which you would carry on you, they can be teleported essentially, to the cryo-prison chamber and held there.

     

    Now, no player would want to be held indefinitely, there needs to be a limit. Long enough for ransom bartering to be effective, but not too long. If it's too short it would be ineffective.

     

    If no ransom is agreed, there needs to be a penalty to the prisoner. That penalty, in my view, would need to be harsh enough to prompt an organization to want to rescue their comrade. So at the end of the countdown limit, if no ransom deal is reached, the prisoner must die. 

     

    Possibly ressurect at the location they were captured, or less harshly, at their own location. 

  10. How do i close a Topic?

    Dragoon, this seems like a pretty friendly exchange of ideas on the topic you raised. I may not agree that it would be an entirely viable game feature but it raises some ideas.

     

    Neopolitan I'll share my thoughts soon on possible mechanics. It's late here and my brain is functioning at low capacity right now ^_^, but it's certainly something I'd like to see added as a part of pvp.

  11. Both Nietoperek and Captain summarised what I was attempting to outline. If slavery is hard coded there are gameplay complexities to consider, such as enjoyability: how fun will that be for the slaves? Restrictions: for how long can someone be a slave? What can they or can they not do as a slave? Can they be forced to do certain things, and if they don't comply what are the penalties? Cost: What will it cost the slave master in terms of resources? What kind of technology would a slave master need in order to keep slaves? Freedom and capture: how would you capture people to be slaves and how do they free themselves?

     

    I think slavery is better for roleplayers rather than a hard coded feature.

     

    As I said earlier I'd like to see the ability to kidnap other players for ransom. Perhaps even keep them as prisoners of war and their organization will either have to barter for their return or fight to retrieve them. Could make for interesting sceneries.

  12. I doubt anyone will be sitting around singing Kumbaya, this definitely won't be the right game for that. There might be some who try. There will be some people who want to build that utopian haven, and others who will want to build a military fortress, and all kinds in between.

     

    I think there is a small difference between being able to capture people, and then using them as slaves. To what extent do we take away the liberty of another player in order to use them for slavery. Kidnapping, using people as bartering tools, I can get behind that, but slavery seems more complex. How would a player be forced to mine, or gather other resources under slavery? I'm assuming in this instance that players were captured unwillingly via pvp.

     

    Roleplaying slavery would be something different. If there are people or guilds that would like to roleplay being slaves, then that's up to them.

     

    Personally, I'd rather design and use robots, than the hassle of keeping smelly humans  :P

  13. This is about how I will be playing too.  I don't necessarily want to run amok in the universe griefing people.   I will probably be more of a merchant/peddler of sorts, doing honest business with those who do business honestly.   Might set up a couple of trading outposts on a few different planets as time goes by and try to eek out a living selling resources and the like.

     

    But I won't rule out a bit of mischief from time to time either if I run across the right situation.  If you're stupid enough to be traveling in my sector carrying loads of valuables with NO protection or alliance with me or anything, then the opportunity might be too tasty to ignore.  But then again, I might be in a building frenzy that day and just watch you fly by.  Who knows?

     

    It also depends on how I'm treated.  If someone tries to make me an enemy in game, I very well might oblige and choose to have some fun with it.   I"m pretty open to whatever right about now.  It's just difficult to be sure about anything this early on though.  Might end up being REALLY fun playing a troublemaker.   Just have to wait and see.

     

    I'm right there with you Dhara. I imagine a lot of the time I'll be happily minding my own business, building, trading goods, services, resources and technology with fellow COP'ers, and other free spirited merchants, and probably stealing some of Kiklix's spaceships, but if someone crosses my path in the wrong way, or troubles one of my kin, then I'll gleefully turn my dark pirate side on and have a little fun.

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