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Wilks Checkov

Alpha Team Vanguard
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Posts posted by Wilks Checkov

  1. This is not Rust. . . 

     

    More of a sandbox MMO with political mechanics more akin to those of EvE Online. If you do not want to have people take your stuff, make friends. While you are offline if they are online, then they can take care of the snoops, or even notify you that something is going down. 

     

    As to protecting your constructs - eventually basic AI defensive turrets will be implemented; "probably in the construct v construct / pvp patch." Until then there is very little to worry about. 

  2. This idea came to me while I was eating a waffle downtown, so I figured I would post it as one of my debate threads and see how it goes, and what develops from it. 

     

    Debate 10: Weapons Modules

     

    This mainly stems from one of my previous debates as well as a few other current topics, specifically one about multi block weapons. While having multi block build-able weapons would be nice they are rather intensive to design and set up for the developers. "Correct me if I am wrong"

     

     

    Hand Based Tools & Weapons

     

    This started me thinking along the line of weapons modules, in this instance lets think about a standard pistol. The standard pistol is the base model that is produced en mass by your local market seller. However the pistol is modular, meaning you can replace the barrel, receiver, magazine, grip, ect. For instance if you wanted a full auto pistol you would switch the receiver module out with one that is full auto, or even one that is burst fire. While the pistol may look the same, "modules do not necessarily have to modify the appearance of a weapon" it does effect how the weapon performs, essentially making it a more specialized tool. Then if you wanted to turn that smg into something more accurate you could add a scope or a different grip module to it. The same applies to your standard rifle, you can modify its modules to turn it into a more specialized tool. For instance adding a longer barrel could increase your accuracy and range, and combined with a scope you would have a proper sniper rifle.

     

    Ship Based Tools & Weapons

     

    Along the same line of hand based equipment, your ship based equipment could follow the same line of thought. Everything could have slots for customization, everything from reactors, batteries, engines, ect. A great example would be that of a reactor, lets say for this example the reactor at hand has 4 slots available for customization, without those slots used the reactor will only produce a base x amount of power. Then you add in a fuel efficiency module into the reactor, meaning it uses less fuel to produce the base value x amount of power. Then you add in a generating efficiency module into the reactor, that boosts its base x production of power per cycle. So instead of producing 100% of power it produces 105%. There could be many other types of modules developed to add special features to your general items, and customize them to fit your exact needs. 

     

    Ship turrets function in the same way, they have a set number of slots you can customize. Lets say for this instance the turret is a standard railgun, and has 5 slots available for customization. The first module added gives it a boost towards cycle fire rate, so instead of a base value of 100 fire rate its 105. You could make all 5 slots have cycle fire rate mods, or you could add in other special options. Module 2 and module 3 in this instance are capacitor boosters, which increase the amount of power the weapon can use to fire the railgun, increasing the speed of the projectile meaning instead of 100 its 110 damage. Then for modules 4 and 5, they are tracking computers. These tracking computers increase your turning rate on your turret. Meaning you can compensate and track your enemy faster. so instead of 100 it would be 110 boosted tracking rate. 

     

    Economy

     

    Having modules would also open up a whole new industry that players could focus into in producing modules for ships and weapons. And different quality modules would effect the stat that the specific module boosts. 

     

     

     

    Anyway - If you have any constructive criticism or support to add to the topic feel free to comment below. Feel free to expand on the idea to your whim. 

     

    Just keep it nice and clean - no flames

     

     

     

     

  3. I know with the setup we have with our structure at the current moment this would make defining memberships far easier. As well as open up other possibilities for other types of communities to develop. I am also fairly sure I can speak for several other groups that would love to have this, but with how NQ are focusing on the game at the moment, it will likely be a while until any such rdms features are added to the community site. 

  4. 3 hours ago, Sir_Rat said:

    Hello, all!
    I am proposing a project for a rather massive structure, gargantuan in scale, design, and function. This project, at its core, is to complete a large, multipurpose space station designed for public utility and financial success. It is, on a higher level, more than a structure, as it is intended to be a realistic effort at achieving a realization of our ideas and projects for grand structures in DU.

     

    In keeping with the same spirit of fairness that is displayed by Novaquark with the game itself, the decisions of this space station's purpose/function, as well as its economic produce, will lie in the hands of those who brought it to being: Its builders and investors (hereafter referred to as shareholders). The net profit of the entire station after its completion will be split among its shareholders, either equally or according to merit, with percentages depending on the number of people who end up getting involved, whilst allocating away 10% of the net profit to leave room for future investors and expansions of the station.

     

    In regards to the station's architecture: the aesthetic design of the station will be ultimately decided by a consensus of its shareholders, as ideas in this area are not lacking. Certain aspects, such as material availability, cost, and architectural practicality, however, may prevent some design proposals from being possible.

     

    Financially, the station will survive on taxes, rent, payments, and/or fees. None of these are requirements, the only requirement being the profit needed for the station's upkeep and the profit desired by its shareholders. The station will allocate 40% gross profit towards physical security (shields, ships, etc), 5% gross profit towards maintenance/repair, and 10% gross profit towards salaries for those who run, guard, and maintain the station, with the remaining 45% being net profit. (These numbers are not final; they only reflect the general idea: security first, then dish out the rest)

     

    While the ultimate goals of this station are to be left up to its shareholders, a few key principles accompany this proposal, namely:
     - The Station must remain politically independent
     - The Station must not act as a military factory for any one organization
     - The Station must not provide refuge for trolls or griefers
    A few important distinctions: Political independence is not neutrality, the station can not side with any one org in a conflict but very well may militarily aid multiple orgs. A difference has been assumed between pirates and troll/griefers. Whether the station will be unconditionally neutral or politically active, aid many orgs militarily (through manufacturing, supply, and hangar space) or aid none, or provide political sanctuary with no questions asked, is, of course, left up to the consensus of the shareholders. 

     

    The name of this station has also been left undecided, as this really is a project for everyone. The decision for naming will be put to a vote.

     

    Of course, everyone has many ideas for grand things they want to see in the game. Therein lies the problem: it is very unlikely we will all get opportunities to have our own huge stations and ideas realized and even more unlikely that we will get them exactly as we want. Ultimately, I too want to see some very beautiful and magnificent creations in DU, and I hope that each person or organization who climbs aboard this project can contribute a few of his/her best and most passionate ideas and we can create something that, out of compromise of personal opinion of perfection and mutual contribution of effort, will make future DU players gape at in awe and behold with wonder. I hope we can impress NQ, inspire the rest of the DU community, and fulfill some of our craziest personal space nerd dreams.

     

    My role in this project will be to facilitate the discussion (should anyone take interest) and guide the consensus toward practical options if necessary, as well as manage the upkeep of the physical structure upon completion. This project may be my idea, but the idea of this project is to realize ideas from everyone. The economic and political control of the station will remain with the shareholders.

     

    The blueprint for the station will (hopefully) be completed before release and I plan to take full advantage of the god mode building in pre-alpha as I'm sure some of you do as well. ;)

     

    Let me know what you think of the idea and if you potentially would like to help make it happen! 

     

    Thanks for reading it all
     - Sir_Rat

     

     

    Outside of the proposal, I personally would love to see the station to serve multiple purposes including, but not limited to, manufacturing, refuge from space pirates for newbies, personal material and ship storage, residential/luxury housing, trading and market hubs, refueling, and hangar space for imperial class vessels, military fleets, and industrial haulers and freighters.
     

    Since late 2016 we have had a similar project in mind, have designs and concepts done, just finding the right people to work with on it is the only difficulty...

  5. 14 hours ago, slimakbob said:

    hello guys. can i find here any pirates teams created already?

    or noone think about rob innocent voyagers yet? ;>

     

    arrrrrr!!

    I would suggest talking with BOO if you want to get into that type of thing. . .

  6. Guys can we simply just stop flaming at each other and just go back to awaiting the DU alpha... Come on, some of us can take time off from work and want to do so to enjoy the alpha. There is nothing wrong with that, some people simply care enough about it, to do such things. Then there are those of us who can not take off time for the alpha, sadly I am one of the latter in this instance, but guaranteed a lot of us who can not play due to work/school time constraints will do what we can to be online as we are able. 

     

    What is not proper however is to flame at individuals due to the fact that they are taking time off from work to enjoy the alpha, or that a group does not care enough to take time off for the alpha. 

     

    What I do suggest, is that we just go back to our quiet little corners, and just continue to wait for more information from NQ about the coming alpha.

  7. 1 hour ago, 0something0 said:

    Personally, I would like to see DU being realistic overall and let emergent gameplay take over. 

     

    I would like to introduce you to Atomic Rockets, and in this case, the Space War: Weapons section. http://www.projectrho.com/public_html/rocket/spacegunintro.php

    It has already been stated that there will not be any form of nuclear armaments. The most we can hope for are just big explosions... not world ending explosions. 

  8. 42 minutes ago, kirito said:

    I am (will be) an alpha player. I played Eve online. I stopped EVE because of the brutality of the economy, and the skill system which means "if you want to play another way, you can : just buy several accounts". If DU is so close to EVE ONLINE, will players feel really free in this infinite universe ?

    The brutaity of the economy - the freedom to trade/buy/sell how we want is what made it enjoyable for those of us who played the market game... we waged our own wars in doing it, but instead of using guns we used the power of the almighty credit to make our enemies feel our wrath... I do hope to be able to do the same thing here eventually... the market games are so much fun to play...

     

    It goes hand in hand with making lots of money...

     

     

    "Confessions of an eve trillionare" 

  9. 18 minutes ago, 0something0 said:

    What is the difference between flight crew and engineers 

    Flight Crew are essentially the dedicated pilots of the ship... they receive direct voice commands from the captain as to maneuvers. Engineers are more autonomous, there purpose is to repair, maintain, fix anything that breaks during normal operation and in combat. They do not require, normally, direct communication with the captain short of being told to focus on a specific area fist, should the need arise. 

     

  10. When I originally devised it, all of this is theoretical, the layouts will change with each group, fleet, and corporation. Every person has their personal way of running things. . . and for something like this to work - yes it may be difficult, but when you have access to "several of those GOOD" fleet commanders it becomes significantly easier. So we plan to try and follow the tried and true approach to fleet organization - and change as needed.

     

    The design itself is meant to be configurable though - just to provide a rough layout of how things could be. Anyone is welcome to change it around to suit their needs. 

     

    As for those who are unwilling to believe in the multicrew system... too bad... A lot of us are looking forward to it. 

     

     

    Should you have any questions or want to request further information on this topic feel free to contact me - and I will do my best to answer any structure comments you may have. 

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