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CoreVamore

Alpha Team Vanguard
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Posts posted by CoreVamore

  1. In principle I have nothing against the ability to hide things, or put in dampening fields to hide the electro magnetic signature of electronics and machines. However I also think that doing so should have a penalty, for example when the dampening field is on then you cant trade in the nearby market, or communicate with people/machines outside of the field - after all you are trying to be stealthy and comms gives away your position.

     

    Note: You already have the ability to build underground bases, so that ability is already there.

     

    Secondly, to be really stealthy, you would not have a base force shield,  to do so would advertise the fact that you are there. If you have either the force field going you should be able to be seen from space when someone first enters orbit.

     

    As far a beacon objects, nopes. If you set down a territory unit that identifies you as the owner of that land - think of it as a land deed, or mining rights deed etc. People will know you are there simply because they can quickly, electronically, look up who owns what from the 'planetary land register'. So to be truly stealthy you just dig a base without any territory unit - with all the risks that go with doing that......

     

    Keep in mind that territory units generally will be to expensive for solo players to purchase, land ownership will generally be a group thing ;)

     

     

    As far as PvP I believe there should be some form of anonymity and potential cloaking - but only up to the point that base sensors, and/or players see you - then your name bubble etc should be shown. (There are many threads on this subject - the search tool above is your friend ;)  )

     

    So, for the most part, you can already do 80% of what you want in DU as it is ;)

     

     

    Cheers

     

    CoreVamore

     

     

     

  2. Um, sounds very nostalgic to me considering we have units on our arms that can store substantial amounts of material, as well as storage containers that can hold multiple times more than their exterior dimensions would indicate - you know, science! :D

     

    However demanding that NQ do things is not the best way to get them on your side......

     

    In light of this I doubt that NQ will remove the hexagons as there is land under the sea to build bases on.....

     

    If your transport, of whatever form, hits the boundary of a hexagon that is blocking entry then you, just like others, will have to find a way around it. Most in DU will be flying so getting around something shouldnt be a major issue. You should also ensure you have protection/escorts on such a mission as pirates be everywhere!

     

    BTW there is nothing stopping you from making the containers themselves, maybe with the normal NQ storage units inside. It would be another matter entirely if a "ye olde" container system would be widely used, if at all.

     

    Just my 2c worth.

     

    Cheers

     

    CoreVamore

  3. 9 hours ago, Twolinks said:

     

    0 video about what we do ingame other than building stuff.

    I am a builder, I love that. But I would like to know what else we do ingame and how we get the building materials.

    I have not found any videos about gameplay other than building. 

    All of the information you seek are in these forums, if not in detail at least in overview, you will have to read however and not watch vids ?

     

  4. 10 hours ago, TeemuMilto said:

    Pros:

    1. There is a DAC, which you can gain by mining Quanta, and don´t need real-life money.

    2. The game is free to download, including all content. (Isn´t this like Eve was?)

    3. The monthly subscription starts from around 13 €

    4. There is a free trial period. 

    Hi TeemuMilto,

     

    Lets briefly go over some of these points.

     

    Yes its true that there is a subscription and that its may be possible to use in-game activity to eventually pay for the monthly subscription fee as far as I know NQ has not, as yet, stated what the monthly subscription service fee will actually be - after all the game isnt due to be released for at least 18 months at the earliest, and most likely more than 2 years out. Luckily there will be a free trial period as you mention.

     

    Quote

    Cons: 

    1. Paying for a monthly subscription is a very serious and scary feature which does not work with reasonable money policies, unless it is low enough. It is not like this game is going to rob kids´ money, is it? Don´t focus on the big 60 - 180 € packages alone. Also Novaquark´s single shard server needs there monthly payments more than a single payment. This is me being courageous like the French are. 

    Verdict: I am going to be a player who uses 13 € a month for a short time. Especially when comparing the five alternatives to Dual Universe,

    I believe I can get a full game experience without going insane over all those offer packages. When the game does not offer anymore new, like a unique and strong atmosphere and creativity and limitless growth, I quit without using anymore money. I have found my moderation. So in 2020 is Awakening and I will be there.

    I believe the packages you are referring to are the packages targeted at the early backers of the game, not the monthly subscription fee. These are two entirely different things aimed at two different audiences.

     

    The early backer packages, which are available currently in different forms, are for members of the public that would like an early experience of the game and understanding that the game at this stage is not finished, lacks many features, will likely have multiple bugs, be unstable, and is limited in the amount of time that it can be played due to the servers only being available for testing purposes (i.e. servers arent running 24x7). Essentially these packages are aimed at software testers that are willing to put in the hours and effort to give feedback to NQ to make DU a great game on its eventual release.

     

    The subscription service, unlike the above, is for the general public to be able to experience DU when it is released in its final, complete, non-alpha/non-beta form, its release form.

     

    I am also not sure from you comment about "When the game does not offer anymore new, like a unique and strong atmosphere and creativity and limitless growth, I quit without using anymore money" a little confusing, simply because its NQ's job to provide the tools and the environment to allow the players themselves to create the worlds, the constructs, the groups etc that will be the life of DU. NQ itself, besides elements and the physical worlds themselves, wont be creating much else.

     

     

    Quote

    2. I had an opening 

    but it was closed. I was accused by Lethys of necroposting. It is not as if I am a trouble on this forum because this is my fourth message and it had been 1.5 years since the third one. But I am not new to hostile forums and we are going to have trouble. My topic was necessary too, thinking about the subscription issue and that I had decided to pay. This poses a new question about Dual Universe.. If I break some rules here and you ban me, should I still pay to play Dual Universe? Of course not. I wouldn´t have any user rights.

     

     

    You are opening a can of worms here. Its never a good idea to call any forum names (or any other form of generic term) as you will get a backlash from doing so.

     

    According to the NQ rules, even though you did start the thread, it was a necropost, and I didnt see anything hostile etc in what Lethys said to you about it.

     

    Secondly, having a few indiscretions in the forums wont be enough to get you banned - that is up to the moderators to do, and they do an excellent job of being balanced and fair in these forums. 

     

    I do think you are over reacting.....

     

     

    Quote

     

    You really need to know this for context, that I am that kind of buyer who is going to pay 13 € for a short while. As a player like this, I do not need a community to be like you, to follow your norms, to be socially acceptable. That does not mean that I am trouble in the forum but that I have freedoms to differ. Do you guys know the story about Star Citizen and other games, where there is a hostile 30´s, 40´s male community on the forum, who pay a lot of money to get back to some childhood ideal of gaming with friends, and who attack violently all others on the forum, who are not conforming to the dream? Do you think that on this forum already? For sure, If you make me feel bad by applying some forum enforcement on me because of necroposting, I will not pay anything for Dual Universe anyway. This con is unresolved. I have copied this in case its removed.

     

    Honestly I think you are getting confused between "Lively discussion" and being attacked.

     

    Being attacked would be something like... as an example only, of "You are dumb, thats a stupid idea, what are you? 3 years old?".....

    where as a discussion would be pointing out the potential error in ideas/logic/knowledge etc.

     

    Just because someone disagrees with you is not an attack.

     

    I agree with you that some other games can and do have a hostile forum community however I havent found that here, and Ive been here for a good year or so. Sure there can be lively discussion, and disagreements, but thats a form of growth, and from it often comes understanding and sometimes a better solution is found.

     

    As I mentioned above I doubt you will be banned, that would be extreme (Though once again thats not my call to make).

     

    Just sit back, take some deep breaths and relax.

     

    Have a good read of the huge amount of threads that have gone on here and you will get a better feel for what NQ have decided will happen as well as community suggestions etc. Remember that there are a tonne of suggestions related the those already play testing the game that we dont see here - if you did Im sure you would be be impressed with whats going on.

     

    So anyway relax, and enjoy. Life isnt that serious, nor is DU.

     

    Cheers

     

    CoreVamore

     

     

     

     

  5. 8 minutes ago, Aaron Cain said:

    for some stuff i think it would be a good idea to let it drop as debris

    Then we would have to ensure our ships are strong enough to hit the debris as we teavel at high speed......  death by striking a voxel.... or random course alterations.... what fun  ;)

     

  6. 7 hours ago, Pantera said:

    I hope that the anti-grav units stay above a specific spot. Hell, how else we make space elevators?  I can see a large base in upper orbit and just building a ship specialized in up and down to ferry people to their platform where their big babies are parked. Park it right above your land base and all you’ll need is to go straight up and BOOM! You’re at your platform. Lots of possibilities. 

    It does make me wonder how badly an anti grav platform would react when rammed by one or more high velocity ship impacts.... would it be enough to bump the platform below  the engines minimum hight threshold resulting in the platform/ship/city hurtling towards the ground......

  7.  

    5 hours ago, Mucus said:

    your assuming that destroying voxels on  a ship would remove them from the game economy , not sure that has been established ? Perhaps they just recirculate into existence for mining. Or perhaps they are finite and do leave the game , either way could be interesting.

    I'm pretty sure that any voxel that is destroyed is one that has left the game. So in a way warfare improves server performance ;)

  8. 1 hour ago, Mucus said:

    For some equipment I think this would work great,  weapons especially , mining , defences . You could even see a weapons array which allows for swapping in and out  a config of different weapons or defences. 

    For some equipment  it could have downstream effects on say power , fuel  or linkage and require  to have to upgrade multiple components . This could be catered for in a package upgrade  of multiple components .

     

    As mentioned the socket types wont just be for weapons, but for things like engines, energy storage etc. So if you put on weapons that demand more power you could put in a more powerful energy storage system, for example a Tech 4 version.

     

    1 hour ago, Mucus said:

    The issue of size I think is more about design. If the module is placed on the side of a ship and not internalised the issue of size  may not be an issue  at all. Also modules could take up a specific footprint too so at build time you have  to allow for max space so other elements cannot collide. Think thunderbird 2 cargo bay as simple solution. The element allows for different cargo bay config and is internal. Elements could be say within a box and raise up and out of the box when activated. EG: F22 missiles

     

    Also mentioned above,

     

    "Builders would also need to know the max physical dimensions of each element so that they can design around it. "

     

    This then allows builders to build their constructs knowing that if they build around the maximum physical element dimension then all elements will physically fit.

    1 hour ago, Mucus said:

     

    Perhaps modules could be all non engine components, so weight and balance becomes a factor . So you gain the advantage of modularised elements(accepting the module has additional weight to carry the interface  for modules) but impact performance by configuration say by choosing larger (heaver weapons). To have this capability you would need to have engines or power source to cope with the max weight or power config .  Would you buy a ship under powered with modularised capability if your not a builder.

     

    Well, the system would allow for 'unballanced' setups, however such setups could be benificial depending on purpose. For example letting out a massive laser burst that might be able to single-shot destroy/immobilise a target - but then takes 3 min to power the weapons back up again. This would create a species of player that are experts on creating certain ship fits for certain roles.

    1 hour ago, Mucus said:

     

    Upgrading a lot might just mean buy a new ship and sell the old , or modify the one you have but I think its a good idea because it opens up more concepts in construct design.

    The thing is that many builders wont want their ship to be modified on the body/shell side of things, and anyone that can modify/build is likely making their own ship anyway.  The socket system allows non builders to re-fit a single ship hull into multiple roles. This creates a happy client who ends up with a ship hull they love and can re-fit as needed, and the designer/builder of the ship/construct only needs to worry about one or two variations of their ship design, and could recommend certain ship fit out for specific roles.

     

    This would benefit everyone, and create the flexibility needed in game.

     

    It also allows for someone to get attached to their favourite hulls/constructs - and the devastation caused by the destruction of such, making the game immersion even greater - another plus ;)

     

  9. Situation: Lets assume you have an element that is hidden away behind a carbon fibre wall, but you want to move that element up a little.

     

    If the game, while in build mode, could allow you to hide/not view items made of a particular material, would allow the element to be moved, then simply viewing that material again would cover the element as before.

     

    This would save either deleting wall sections, or moving them around.

     

    Food for thought

     

    CoreVamore

    CEO

    Core Design

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