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CoreVamore

Alpha Team Vanguard
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Posts posted by CoreVamore

  1. 12 minutes ago, Mucus said:

    Thinking about future weapons for PVP it would be nice to see nano/viral voxel and element weapon . The purpose would be to effectively eat/destroy voxels with the  aim of gaining access, removing voxels structure integrity ,removing voxel armour so that other elements could be attacked . Also how great would a construct look after it had been attacked(or not so great)

    The weapon could also be used on elements , perhaps randomly removing links, reducing performance of an engine, corrupting lua scripts or rendering elements to needing repair.

    The weapon delivery could be various methods , mines , missile , etc .There  would be a counter measure eg: antidote  , perhaps delivered to the affected area by a defence bot. Shields could also include bio filters or nano filters as a defence layer.

     

     

     

    Interesting idea, however voxels are just a way that the game represents reality. TO my way of thinking a voxel is akin to a giant atom of matter, or chunks of matter. The voxel just allows us to build in those forms of matter.

     

    When in the world we shouldnt be seeing things a voxels, more like 'a house made of rock', a 'ship made of titanium' etc. So weapons I believe will blow holes in things, big enough weapons will blow big enough holes so that people can charge through, (I believe thats the vision NQ has of it).

     

    So in essence weapons will will 'make holes' and builders will repair those holes.

     

    I do like the idea of weapons fire with elements - this has been discused in the past in several threads as well.

     

    Keep the ideas flowing though ;)

     

  2. 50 minutes ago, Mucus said:

    The assumption that everyone would want to have peace status would infer that that would be the majority of players wishes and thus it would make sense not to coral players in to spots and limit playability for them for PVP. That said, I would expect certain zones to be fixed to allow certain  territory modes only EG: a planet could be deemed only to support  unstable , or war or both.  There is nothing to say this cannot be changed by events also, eg: acts of war , organisation war or changes in economy or politics. What we don't want is that players join , have a limited game experience because non PVP players are not catered for as much as PVP players. This actually is probably the crux of the issue . Eg: how to balance gameplay for both.

     

    I should explain further that , Peace = no PVP without serious consequences to the attacker, Unstable = No Construct destruction but personal combat PVP allowed . War - full pvp both personal and construct . Perhaps you could suggest something.

    Umm I really dont have to suggest anything when NQ has already stated and outlined its territory mechanics on both worlds, moons and asteroids.

     

    Some people equate a PvP zone as "shit Im going to get killed" - nothing could be further from the truth. Most PvP zones will be 'controlled' by one faction or another. Provided you are with that controlling faction that zone can be very peaceful and safe. (I lived in nullsec in Eve for several years to the point that I considered highsec space to be the wild west).

     

    And remember NQ has said on many occasions that they want to reproduce something like what happens in Eve Online, and that is combat oriented everywhere! At least in DU you get large safe zones for the fragile amongst us.

     

    NQ is working on the balance of these safe zones. But when you have entire moons that are classified as Sanctuary Moons I find it hard to believe that anyone thinks DU is all PvP and pew pew!

     

    I think NQ already has the balance right, they just have to decide on the size of the safe zone at the spawn point around the ship, which from memory is a 20km radius zone. And before you tell me thats not big enough remember that here on earth we can pack millions of people into such a space.

     

    So you may ask me if I am a warmonger? Nopes. Im a builder who also knows when to stand up and fight for my turf. (I run a DU design group after all).

     

    I would encourage NQ to keep going down the path its going and for those people that dont have a clue as to whats planned to use the search feature on the top right of the page (As well as look at NQ's youtube vids), to get a more thorough understanding of whats ahead ;)

     

  3. 6 hours ago, Mucus said:

    Perhaps you could use a simpler mechanic. all territories units are safe unless:

    a) Territories can have 3 modes peace , unstable , war

    peace = no pvp ,  

    War is declared against an organisation

    Ahhh... no. That would leave most territory as no pvp. Again no.

    If you want nobody to potentially shoot you simply stay in one of the many provided safe areas and u will be fine  ;)

     

  4. 1 hour ago, NanoDot said:

    I think this is a great idea, but it would require so much "heavy lifting" in terms of development time that it's probably a whole expansion's worth of content. Something like EVE's expansion that added the modular T3 ships the first time...

    Maybe, maybe not. Remember we are not even into alpha yet, it may very well be minimal work - the sockets themselves could be special elements that only a select number of other elements (for example small rotating gun turrets) could connect/mount into.

     

    Time will tell if NQ does it, and whatever timeline there is for it.

  5. Actually, thinking about this further, the socket would also act like a programming interface/translation layer.

     

    So you could hook up your lua script to it, and it would handle such commands as Start Firing, Stop Firing, Rotate, Over Heat, Explode, etc.

     

    As sockets would be for specific types of weapons (or other elements) they are essentially fixed for that type of element. Only the element would supply the attributes, for example, max/min firepower/damage, rotation speed, energy usage, munitions type, overheat rate, element hit points, etc.

     

    Note: This could also allow for blank socket attachment points for clients to pick and choose their own weapons fit out.

     

    In the case of the rotating turret above, that leaves a hole in your vehicle, the blank could also be a physical element to both fill that hole as well as give a visual representation of the socket point location. So a client would swap out the blank for a turret of their own choosing.

     

    This would then achieve scripting coherence, design flexibility and client choice.

     

    Now, get to work on it NQ ;)

     

  6. 20 hours ago, Trendane said:

    Bulk fuel transfers would be the fastest servicing possible, I would imagine. Very much like the scene in "The Fifth Element". 

     

    I often wonder why long-haul electric vehicles wouldn't use a similar process.  A semi pulls into a station, the depleted battery/is swapped out for a fully charged one and the truck rolls out. The depleted battery is then connected to a charging system which fills it back up more slowly, which is better for the battery's overall life. (but this has nothing really to do with DU)

    fifthelement-237.jpg

    Yea, RL businesses set up to do this have gone broke simply because a person who takes care of their batteries could get batteries that were in worse condition, and hence less capacity, more chance to fail, and reduced value.

     

    Most vehicles, even long haul semi's have plenty of down time to recharge while stopped. (For example unloading/loading).

     

    BTW this may have something to do with DU as electricity/power will be a thing, just not yet ;)

     

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