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Supermega

Alpha Tester
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Posts posted by Supermega

  1. @CoreVamore

     

    I see, I just imagine that an organized Org would be aware of at least major projects and constructs in there territory. An locking them out using RDMS would create a barrier for them to get assets, Even if you can't locate them.

     

    For identification I imagine you can always do it manually by just walking up an scanning the core unit. But, really it wouldn't be necessary to get all assets, just the major expensive stuff that could be found, and leave the rest up to free game. Its really based on the situation. Like, If the Org member in question is a high profile member, with lots of assets, power, and influence. Then most likely that would result in a all out Org Civil War anyway lol.

  2. @CoreVamore

    Why wouldn't you be able to identify the assets of an Org member? Even though you really wouldn't technically need to identify all assets, maybe just enough so it hurts? Although, using RDMS you can lock any player out from basic things in a controlled territory. Just a thought.

     

    I wasn't think of "hauling of property, I was imagining there are other options to dealing with asset acquisition like: encasing property in voxels, cutting the power, destroying it, or hacking the RDMS if that's an option.

     

    I'd was imagining that the crime would fit the punishment, so no extreme measure for a small fine. lol

     

    I didn't say anything about locking all markets, just markets for the Org in which they committed the crime. It could also effect Allies depending on Org polices. I would imagine Allied Orgs would look out for each out.

     

    Overall, its up to the Orgs to decide how they would dictate and enforce their policies.

     

     

     

    @Warden

    I kind of all ready covered a few of the things you mentioned, and I could talk all day about the flaws in you're arguments, but its seems like were just talking in circles at this point. lol

     

    Alt accounts are fine, but I'm not a fan of the whole meta-gaming thing to avoid game mechanics and consequences. Meta gaming just seems like a form of cheating the game, and that's kinda lame, and does nothing but create a breeding ground for trolls. If some people choose to play that why, then to each his own.

     

    I feel like this is getting a bit off topic.

  3. 1 minute ago, Lethys said:

    If they find them, sure. All I'm saying is that such measures like cutting ppl Off from markets or "jurisdiction" as a whole doesn't work that well in Du. Even if ppl find all my alts i can just generate new ones to get access to their markets

     

    I think its really up to the Orgs on how they choose to handle meta gamers. Some Orgs may not care about alts, as long as the character you're using is law abiding. Other orgs may track you down all over internet and/or real life, and expose you. You can create as many alts as you want, and orgs can always eventually track them all down if they chose, its your time and money if you choose to play the Meta game. I personally avoid that sort of thing, and just play games to have fun. To each his own. Meta gaming is a deep rabbit whole, and it gets dark down there sometimes lol.

  4. 1 minute ago, Lethys said:

    Those things only work when ppl commit crimes with their main chars though - and are completely useless against alts or others. Ppl will use alts for trading, production, mining and other stuff anyway imho.

     

    That's basically meta gaming, and it happens. All an org can do is track down the alt accounts using various means, then expose them publicly and hit those alts with the same punishments. Meta gaming is a whole other world, but there are players who have experience with that. So Orgs aren't completely helpless against it.

     

    But, I wouldn't worry about alts to much. Some players may just want to do pirating on one character, and be a Miner on there Alt characters, Its common. If its all in good fun, it wouldn't be to much of a problem. I would just treat each character accordingly. But, that's really at the Orgs discretion to decide how they want to handle meta gamers.

     

  5. On 8/3/2018 at 2:31 AM, ShaylixLinx said:

     

    1, how would we enforce player punishments,

    2, how would we stop players from committing crimes in the first place.

     

     

    1. I would enforce player punishments by imposing fines on players who commit crimes. Basically if a player commits a crime, then they have to pay a fine. Until they pay I would first lock them out everything using the RDMS, including buy/selling on the Markets, Mining, Building, freeze all assets, seize any ship, and property they have in all TU territory. That would also include any companies they control or run. Player should be allow to offer there Ships, property, or resources like Ore/Material as payment at market value.

     

    If the player can not pay, then I would give the option of working to pay off the fine. Basically community service in TU. So they could Mine some Ore for the Org, or do some cargo runs, or Patrol duty with the defense force, etc.... Until the fine is paid off.

     

    2. Its hard to prevent players from committing crimes, even with a strong law enforcement structure, and security measures. All you can really do is put policies in place to at as a deterrent, to discourage crimes. Like for minor crimes you could raise the taxes they have to pay on selling in markets. But also the things I mentioned above, could be used to make committing crime the most undesirable thing to do.

     

    3. In an extreme case for player that are just career criminals, you can always place a bounty on their heads, and excommunicate them entirely from you're Org with a "Kill on Site" order if they breach you territory, aimed only at those players.

     

    So basically if a player commits a crime.

    Seize all assets, property, and lock them out of doing business until they pay a fine;

    If they can not pay, then community service, and/or handing over assets is offered as an option.

    if non of the above works then excommunicate the player, place a bounty on them, and permanently seize all property and assets.

     

    As a side note, I would also suggest incentivizing good behavior. Like players who have a great record can get access to perks, or lower taxes in Markets for some rare cases. Even players that take the initiative to stop criminals could get small perks, or some kind of bonus. It doesn't have to be big or elaborate. Never under estimate the power of white knights to help maintain stability.

     

    Just my thoughts.

     

     

  6. @MaltoSigma at the moment there are no plans for farming, and/or regenerating vegetation that I am aware of. This is mainly do to technical limitations.

     

    However, there will be plants in the game, but not much info on how they will/could be use yet. I suggested also plant based bio-polymers could be used as a building material, I encourage you to post you're ideas in the "Idea Box" section of the forum. I believe JC has interest in making plants in farming, it just not yet clear if it would be feasible yet.

     

    This is a recent thread on farming.....

     

  7. @Hades Maybe secondary isn't the right word, what I meant was that combat is directly tied to the core systems of the game. You can not have combat at all without those core systems.

     

    Player Combat: You can not do Player vs Player..... until Players have stats like Health. Also player stats are directly tied to skill progression. so with out the very basics of player stats implemented, there can be no player vs player combat.

     

    Vehicle Combat: You can not do damage to constructs.... until the voxel creation system is implemented. Damage is pretty much the same as removing voxels, also that data has to be stored so voxel constructs can be repaired/rebuilt. The whole construct vs construct combat is reliant on a voxel system being in place, without it, there is no voxel damage.
     

    That's the reason I referred to those systems as primary. The definition of Primary is quote: " earliest in time or order of development. ". Not saying combat is less important,  just that it has to come after those system because it directly tied to those systems, before it can be implemented.

     

    My Guess

    Is that construct vs construct will be implemented in Alpha 1... and player vs player combat in Alpha 2? Maybe?

     

     

     

     

  8. @Hades

     

    Combat is tied to the voxel system, and character stats implementation, so its kind of secondary system really. I would think its harder to balance combat, then implement.

     

    But I agree, I just didn't want to over state what JC said in the video, so that's why I didn't mention it. We also have Markets, and LUA scripting already too!

  9. @SerErris

    JC as stated more then once that he doesn't consider the game to be an alpha state until it has gameplay loop of the core features of the game. Mainly, Scanning, Mining, Crafting, Manufacturing, and Building.

    Dual Universe being a civilization building game, means when you can scan for ore, mine it, then craft it into material, then use that material to manufacture an build ships, buildings, stations, etc.... that is the "minimum viable product for alpha" as you say. At least that's the current impression stated by JC.

     

    Also, Novaquark has stated they plan to release a roadmap this summer so that should give a better indication. I recommend you take the time an watch all the development videos, interviews, articles, and dev blogs so that you can be more informed about the game.

     

    Here is a video of JC stating when he would consider Dual Universe to be in an alpha state.

     

     

  10. I really like this idea, fits in with the game mechanics well. I know growing plants in open land, or players putting down plants would be hard on the server. But having a sort of "Hydroponic" Element, that grows/produces plants might actually be doable.

     

    Not sold on the idea of growing animals and/or animal by products like meat and stuff.

     

    Even if that machine just produced plant Elements that players could later place down, like the decorative plant elements currently in game, would be cool. I considered the idea of harvesting plants, and using the bio-polymers to create newer/different materials that could be used in construction. It would be a cool functional reason for farming, and you're idea would fit right in with that concept.

  11.  

    Hello, and welcome to the community. :)

    On 6/28/2018 at 1:36 AM, Katulyst said:

    1. Yes we can build ships but, if you save it as a blueprint is that always yours?

    2.Is that blueprint trad-able/e in game?

    3.If you do use it in barter will you always have your own copy to resell?

    Ok, so regarding blueprints. there are 3 different types that have been mentioned. Snapshots, Master Blueprints, and a Blueprint Copy.


    Snapshots: This is basically saved data about a construct. Everything that you build has a snapshot of the voxel data saved into the construct element. If lets say you're building/ship or whatever, is damaged by weapons fire, and you need to repair it, the data of that build is already saved as a snapshot into the Construct element, so can use materials or whatever to rebuild it as is originally was. Basically make repairs/and or rebuild a voxel construct.


    Master Blueprints: This is basically a physical item in you're inventory, that can be traded or sold on the market. The Master blueprint is basically the original blueprint that you make, it has no limits to what you can do with that design. You can manufacture an infinite amount of constructs from it, or even make copies of that blueprint.


    Blueprint Copy: This is a copy of a master blueprint, it is also a physical item in you're inventory. This type can not be copied, and can have limits put on it. Also, once a Copy

    Blueprint is used to build a construct, it disappears. Only the master blueprint remains. So you could sell/trade Blueprint Copies on the market that can only be used to build 10 ships, or something if you wanted.

     

    More info on blueprints: https://dualuniverse.gamepedia.com/Blueprints

    On 6/28/2018 at 1:36 AM, Katulyst said:

    4. will the game have the means to... ,  basically create an automated warehouse that can build ships and other vehicles?

    5. Has anyone talked about the possibility of a mass producing (created in game ready to fly) ships in a decent matter or do players have to do it brick by brick?

     

    Yes, that's the plan basically, But not fully automated. The only part of manufacturing that will be fully automated, is the last part by which a factory unit makes a fully completed construct from the blueprint. The process will go something like this.

     

    First, a player takes raw resources like ore that you mine, and you use the "Foundry Unit" to make alloys, pure metals, and other materials.


    Second, a player puts the alloys/metal in to a "3d printer" and/or "Mechanical Press Unit" to make parts and gear. you can make stuff like armor, suit upgrades, storage containers, and even the basic components for engines or complex machines. Those basic components are useless on their own, but are need in the next step of the process.

     

    Third, a player can put those parts/components into the "Assembly Unit". This unit can make complex things like Engines, Scanners, Weapons, etc... some of these things can be created by a player using the nanoformer, but the "Assembly Unit" is both faster and more efficient.

     

    Last, you can take a blueprint, and resources/materials, and elements. put them into a "Factory Unit", and it will make you a fully completed construct (Like a Ship). exactly like you original built it. This is the unit you would use to manufacture copies of you ships that you want to sell, without having to rebuild it manually.


    Some constructs may take time for the factory unit to build, but it will still operate offline. So if it takes 5 hours for the unit to build that ship, it will still be working even if you log off.
    So, basically the end goal is to give players the ability to setup a manufacturing operation if they want. As long as you have the blueprint, and the necessary materials/elements. Some player/Orgs will most likely buy blueprints off the market and manufacture them, in-house at there own facilities.

     

    FactoryPreAlpha.PNG?version=fddac27d0a65

     

    On 6/28/2018 at 1:36 AM, Katulyst said:

    6. @ Developers has anyone thought about a droid that could build, upgrade, (and/or) repair vehicles? i understand if its expensive in game to buy one due to the nature of what im asking

     

    So the developers have been adamant about no automation, so no there will not be any droids in-game that can do those types of things. Any droid or robots will be mostly cosmetic. An programmable robots that people can build using LUA scripting, will be very limited.

     

    I hope that helps, and here are some links from the wiki page that has more info on the things that I mentioned.

    https://dualuniverse.gamepedia.com/File:FactoryPreAlpha.PNG

    https://dualuniverse.gamepedia.com/Industrial_Unit

    https://dualuniverse.gamepedia.com/Element

     

  12. Not sure what you mean by "Controlled Areas?"... but being that this a sandbox game, those types of things would have to be organized and enforced by players, any cities will be player made. I was recently thinking of the same question the other day. The game will probably have a way to scan constructs, which will give a way to identify ships and vehicles. Also, protective shield dome will be a thing so that provides a layer of protection again known griefer's.

     

    With that in mind here is my idea for handling air traffic in player made cities:

     

    1.) Public Space ports would be on the edge, or outside the city. Only ships with permits can land inside the city, at commercial or corporate hangers.

     

    2.) The landing zones/ areas would be clearly marked, with towers, giant signs. An all air traffic is required to follow designated flight paths that is marked by glowing beacons/ aerial traffic signs, ( like that scene in Back to the Future 2).

     

    3.) Anyone who doesn't follow the rules, then city defenses would just shoot them down. City defense could include player security forces, hired mercenaries, or even defense turrets manned by players.

     

    4.) A city map should be available for download somewhere, so anybody who comes to the city will have it as a guide. (note: only public and commercial locations are marked on the map)

     

    I think that would be a good starting point, for managing city air traffic operations.

  13. @Thumbnutz

     

    I hope to see the same thing, it would truly be awesome :D .....  unfortunately I some Orgs are planning to just copy stuff from other SciFi films/games. I really hope artist in the community team up with Orgs to create unique and planned out cities and structures.

  14. Or you could just park you're ship at a Space Station, Hangar, or Space Port... you might have to pay a small parking fee, but at least you know the place is guarded, and they may even have insurance for lost/stole property.

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