Jump to content

ShioriStein

Member
  • Posts

    549
  • Joined

  • Last visited

Posts posted by ShioriStein

  1. i can understand your argument Aaron. But remember the more you big the more problem you have to deal with with little gain. The big thing i think every large or extra-large will have to deal with is their unity and control their org.

    Those downside isnt appear with small group as they are small so they can easily control and hold unity easier than big org. As you say what you think can hold small org to build and master a number of robot small than a big org ? Dont underestimate dedicate player. IF there is a hole to exploit people will and always will try to exploit it.

  2. 52 minutes ago, Gonk said:

    Personally I am for automation and robots. Firstly this would certainly be one way for smaller organisations to compete with the larger organisations with huge amounts of resources and territory. Secondly in terms of balance while only proficient coders would be able to create these robots, this would take up a significant portion of time so I personally think it's only fair that they would be able to profit from their skills. Lastly, this adds to the immersion as you get a better sense of sci fi if say your walking round a station and see some patrol drones going up and down the corridors or customer support drones helping people to navigate through the station. 

    That's just my personal opinion though, and I can certainly see why people might worry that this would be too op in game, and give the people building these robots too much power. On a side note I'm pretty sure that it was stated that only people can mine, so that's less of an issue.

     

    If small org can compete with large org with robot and automation it is a broken feature. I know someone will say big org will monopoly but allow the small org have ability to compete with large org by robot/automation is a good thing ?

    If small org can do it there will be a lot of one man Org and the good for being a large org will be gone. IT will be no point for being a large org.

    You say only people can mine will decrease the OP of robot ?! I dont think so. in DU there is many thing to do with robot aside from mining. Battlebot, construct bot, transport bot, ... all make the life of small group easier and big group more bad.

  3. How gravity generator work ? Here is how it is working:
    IT CAN ONLY PLACE ON A DYNAMIC CONSTRUCT TO AGAINST THE GRAVITY OF THE PLANET/OBJ WHICH CONSTRUCT IS ON IT.

     

    you can read more about it here: 

    Quote

    New Interactive Elements: Antigrav Generators (Beyond r0.10)

    There is one final use case that has yet been covered and one that we would like to discuss. Suppose that you would like to build a sizable space ship that would have to hover in the atmosphere; floating around for logistic or strategic support. It’s too large to reach high speed or be sustained by wings . It’s too heavy to be lifted by Atmospheric Engines and it would be too costly to use Rocket Boosters. What can we do? Welcome the new Antigrav Generators!

    The principle is that these Antigrav Generators will create a distortion in the gravity field to allow a very large ship to stabilize around a zero-g altitude. This altitude can be set by the player, but cannot go below 1000m. So, you can still land with a large ship, but you need some rocket boosters to lift it up at least over 1000m to be able to then activate the Antigrav Generator.

    Because of the way the anti-gravity field works, the construct is attracted and ultimately stabilized to the stabilization altitude. Note that if your speed downward is too high, you might break past the stabilization point and keep falling, so the Antigrav Generator has to be operated gently.

    Antigrav Generators come in three flavors: small, medium, and large. Each flavor is usable only with a dedicated construct size. Small generators work with 64m core units, medium with 128m cores, and large on the future 256m core. You cannot deploy an anti-g on a 32m or below ship; this is strictly for large structures.

    The Antigrav Generator by itself does nothing. It produces anti-graviton particles that need to be channeled into what we call “Pulsors” in order to be effective. You will need to link the Antigrav Generator with Antigrav Pulsors to increase its power. Small Antigrav Generators need at least 4 Pulsors to function and can connect upward of 6 Pulsors. Medium Antigrav Generators can use 12 Pulsors, and large ones, 24 Pulsors. Losing pulsors will lower the intensity of the anti-gravity field distortion. Should the number of active pulsors drop below the max number divided by two (so, 3 for small, 6 for medium and 12 for large), then your ship is going to slowly descend. Once the combat gameplay is implemented, we suspect that anti-g pulsors will become serious targets of choice!

    Note that Antigravity Generators are not engines and can be used to keep any payload airborne.

    The Antigrav Generator is automatically plugged into your control unit by the autoconf system. You will see it as a new widget and can activate/deactivate it using Ctrl-G or link it to a switch to activate it manually in-game. The widget will show you the anti-g power you currently have (up to 120% if you have all the pulsors linked), the local gravity, and the stabilization altitude. When you press Ctrl-G, the stab altitude is automatically reset to the current altitude. You will notice however that it does not change instantly, but with a maximum rate of 4m/s. So if you need a faster climb, just activate your boosters!

    For the time being in Pre-Alpha, Antigrav Generators will not consume anything, so they are free to use. In the final game they will consume electricity. It should be reasonably affordable so that you can stay in anti-gravity fields for a few hours at a time, but not so inexpensive that having a permanently flying fortress is something you’ll see on a daily basis.

    Currently in Pre-Alpha, when you quit the game while piloting a ship, it freezes that ship in the air. When you log back in, the ship is immobile because it has not been loaded properly). This will change in the final game and there won’t be an easy way to maintain a construct in the air. Antigrav Generators will be absolutely necessary.

     

  4. If only they stand neutral forever ( or they have ability or just can ... ) Aaron. Like today, this month, last year you are a good neutral Aaron the salvage man and the next year you choose enemy side and stab friendly believe org because enemy org stronger, wealthier than friendly org.

    Those who still chose to be neutral until the very end usually dont end up very well, history of our world show it.

  5. Hmm I understand some of your text but not all so I will say this:

    According to NQ, market terminal contain 2 thing, terminal and container. There isnt any universal market as a lot of market terminal gather at one place and we call it a market.

    To prevent other buying/selling thing in your market, using RDMs will help you.

    And also if your employee is your org member ( or just people who got tag miner ), they mine as your org and have access to your market terminal they can sell it even if you offline (market terminal working even you offline )

    But the idea to pay your miner salary via the more ore they mine is a pretty good idea.

  6. Not a bad idea but neither a good one. Still is it function auto ? Because in DU we wont have much auto allow for massive produce.

    Also we dont need "machine produce animal products" as the Dev have say in future in "Survival" Expansion they will add more way to farming (animal and plant ) to create food and some other product. There maybe some on release but not all.

     

    Also i think the idea should be edit a little. Food create by farming (NQ way , or farming on land way ) will maybe got bonus to stats or just dont have any penalty. Food create by machine will give us no bonus but with penalty as it can create everywhere ( in emergency situation where you cant get food  supply). Also it will cost more energy and resource than normal food.

  7. 5 hours ago, BandaTalk said:

    By public land, I’m referring to land owned by the developers and not by any player.  Land, which could go towards some real world educational purpose, for example

    there is one if I not wrong, a small area around the spawn ship but nothing more. As the dev say they want player to create everything.

    There is a safe zone (Around spawn ship and sanctuary moon of Alioth) which PvP or destruction another property is not allow but it can claim by player.

  8. Someone said "COOKIES" ?! Aw i would join any Org that offer me COOKIES, tons of COOKIES....

    But everytime reputation always work. It is easy to attract or recruit new guy as you have to camp at the spawn ship when they first log then offer them your Org service. BIG org usually have big reputation already and have a enough amount of people so they wont recruit until they can stability the org or expand the org first. So they will just approve joining request instead go to the spawn point.
    Ah memory about the old time when there are 2 kind of guild in the game, one is using everything from all server advertise to PM each single of newbie, the other kind is big and have enough reputation so they just approve joining request when need. so nostalgia.


     

  9. First: The ore in DU will not regenerate, it mean you will have to go outside and adventure to the new land ( it like an automate force, they want or not they still have to go if they want rich and better gear ) . Also you dont have to worry about limit ore on starter planet as it is VERY BIG but it only contain low grade ore (enough for a very very basic ship ) so after they got new ship they will get out of planet but of course there is some starter ship outside of the start System and if it be found it will become a spawn point. 
    Also you dont have to worry too much about new player as mining operation is REAL . The only income source (which is the best ) is from mining, and those sweet slav... i mean new player is the best one suite for it. They mining ore and exchange for money, the Org have the ore and 2 side win- win.

     

    Second: The ship will blow up but we still dont know how debris will be solve but one thing for sure is. No separate part in DU.  As DEV have said it is a good function but too costly for server. So there will be ship wreck but i think it will de spawn after a time.

  10. From this point Dev hasnt say much but from Claim system and RDMs (Right & Duty Management System) it can create a some of your list:

    First you need to claim the land into your hand. You will need a thing called TU ( Territory Unit) which will claim that land and put all thing inside that land under its RDMs. Then the game begin:

    +Land deed: You can transfer your land as you transfer the owner of the TU.

    +leasing and renting: You can create a tag from RDMs to create a warranties to give player temporary right to do anything in there in a certain of time (or until you remove it from them ) and make them pay the next money to keep the tag.

    +subfueldination: i dont understand what is it.

    +property tax: Well this thing i dont know much yet about it.

    +collective ownership: ?What it mean, you mean organization property ? Hmm from what i view of the dev blog, you cant alone grinding or have enough power to get or protect a TU as it is expensive.

    +public land: You can set tag for everyone to bypass or get inside your land.

    + arbitration of disputes:  You mean solve conflict between 2 side about who own the land ? Well in DU if any org can grow to big enough and it happen in side their range of power then yeah it will be a thing, but if not only WAR.

    +land registry : Like i say you can claim a no man's land but if it is other people ? buy it. Take it by force. rent it. trick the owner.

  11. @BandaTalk

    Black market is a thing always have in any game with or without a work economic in game. It born to satisfied the greed of the player so yeah it iwll ahve inside DU but it will be something more detail as DAC is a part of game.
    There will clear stock/ ... market in DU as it is a way for player to trade with other but the thing is how it will be born ?! IT will born on the demand of the market. At the beginning you will see there will be small trade like i need this of your and you need this of mine so let trade. But after the start stage and piracy appear ( a lot of Org in DU have set this as a way to grow and one of them is very big ) also the scale will increase will create market. And black market is for people who dont trade in the light ( high wanted , got a lot of bounty on their head, ... ) and the so...
    About insurance ? Lucky that Dev have see this part and agree to create a function for people who want to work in this side.
    And about the bank... not much clear as much people here is from EVE (one of the most successful MMO and working economic ) not have a nice look about bank as this is a virtual world so do the responsibility.

  12. I hope this will help you @SHIZNIT This link

     

    From inside that link it said  you will get some of that "contributor" pack 60$ :

     

    Silver Founder Backers gain:

    • Alpha 2 Access (instead of Beta)
    • Sanctuary Territory Unit (x1)
    • Arkship Passenger Outfit (Bronze)
    • Supporter Pet lvl.1 (different from Founder Pets)
    • Legacy Resurrection Node (x1)
    • Extra Character Customization (x3)
    • Content Creator Pack

     

  13. Like the title, i wonder will there be something that explode when get damage or get damage too much ? And ability to trade off cons and pros between the two thing.

    My thought is that it would be good to see ship got weakness to one hit when you fly a small ship but your examine skill (either in game skill or your personal skill ) is so high to know that big bad ship weakness.

    Like fuel type and engine type also the power unit too. This engine/power unit is so strong over all and very effective but the cost for that is easy to blow up when get damage and when blow up nothing fun at all. But on the other hand this engine is overall weak than the previous but the better thing about this is it safer to use , have high damage resistance or wont blow up at all. So the builder have to thinking about it very much to make sure it overall effective is high.

     

    If this is true mean the skill of pilot still very need as a small ship can shot at weakness to blow them up. ( like shot at center power core and boom the big expensive ship is now a wreck )

×
×
  • Create New...