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Aaron Cain

Alpha Tester
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Posts posted by Aaron Cain

  1. Thats not an exploid, thats a game mechanic.

    Maybe one some people dont like, but still one.

    Lets give an example.

     

    A nuclear shelter that houses the government and national gold reserve deep underground is:

     

    A-good thinking

    B-exploit

     

     

    And now some offical NQ texts to show it is not an exploit:

    "A Territory Control Unit is the physical asset through which a player or organization can claim ownership of a tile. TCUs can be placed anywhere within a neutral territory, even underground; they just have to be within the boundaries of the territory (see above for territory boundaries). The creator of the TCU can then share its rights (to dig or build[1]) with anyone they choose, notably those in control of the territories around them, if they don't own those territories already. This centralization aspect is intended to encourage the growth of nation-states where a central defensible capital can be established to maintain control over several tiles at once. At this time, not much is known about the TU asset itself, other than it will be fairly expensive and difficult to construct, with some of the resources necessary available only outside of the Arkship's safe-zone."

     

  2. 10 hours ago, CoreVamore said:

    In regards to all this 'digging to attack a base' convo - how do we know a TCU's protective field doesn't extend underground just as it extends up into the air? And if it does extend down its likely it also extends down to the maximum level one can dig down. If this is how things evolve then digging into a base might be the slow way to attack once a TCU's shield is down.

     

    It may however be a way to bypass 'kill boxes' built into a base entrance, once shield is down, by digging out of a corridor, around the kill box area, to find and continue down the base entrance.

    It works in the whole zone. Its not that is doesnt work underground because some think that with all the space we have we have to raid every base we see.

    And with that said i would like to see more positive community building ideas in the idea section and not yet another version of how to undermine the safezones.

    I think this is now the 4th or 5th topic started this month in which you can read between the lines "how to undermine the working of the TU/STU", NQ didnt add these units for nothing. So calling the use of it an exploit, although between lines, is kinda the same as calling the use of fighters to go to space an exploit because "fill in any reason". 

  3. 12 hours ago, LittleJoe said:

    TLDR: What the OP wants is a TCU that isn't publicly visible, but doesn't offer protection to counterbalance the stealthiness, which I think could actually be a pretty good idea assuming nothing conflicts with it.

     

    It could even be just an option on a regular TCU to turn off protection, but as a benefit makes the location of the claimed hex invisible.

    Protection On = Visible (Can see on map)
    Protection Off = Invisible (Can't see on map)

    In both states the territory is claimed and no other TCU can be placed on that territory.

    If you want this, i would propose to add another unit. Instead of building a shield unit, build a stealth unit. Does exactly that but reduces your actual defences, so its still claimed and all the stuff that goes with that but the stealth has a negative impact on total defences, not talking about actual armor or concrete boxes but about shieldings or defence units. With stealth on all other electrical defence units are off to hide the location.

     

    Would that work for you?

     

  4. you are right. So I hope that there will be a message "there already is a base in this territory" when you want to add a TU. And then When you place it anyway it is your fault and noone else is to blame. There was a choise Not to put it there with another base already in the territory

  5. I can understand, but it was not an idea i had but the way buildings work for all i know now. You need to actually take over the core else its still be someone elses. In my case, What would you offer me to leave? and else, good luck with destroying my base :). I would want complete compensation And a fee for leaving. You want this spot while there is a whole planet, then pay for me leaving.

     

  6. Totally agree with Shioristein. This will be perfect for trolls and loads of drama, the original system is good, the solutions provided here do also work. 

    And to be honest, if someone builds a base over my underground base, im sure i can find a way to rob them or make their life "complicated" Lets begin with adding perimiter defences while they are offline, add a boxed in bunker over their base and that will be funny. It is stated that property and builds will not be destroyed by placing a TU or something and the base will stay in your possession, so any invader will have an incursion incoming asap

  7. 1 should be evenly expensive, there is no reason this option would be cheaper as it has the same function in general

    2 simple solution, you cant build within feed of existing base, and existing bases are not deleted or destroyed by placing a TU

    3 so then im gone place about 100 of these on all hexes around my base, lets break the game, and they are cheap so its easy peasy to do it with a large or semi small org already.

     

    The original problem can easely be fixed by adding a limitation on the TU that all builders of bases in that hex will keep their rights and are automatically transfered to the TU with no chance of change in that. with a "aprove: Yes/No"box

     

  8. Would be more fun if they don't remove the arc, but abandon it. With that in mind, the second power is gone all functions will stop. You could even put a timer on that. With that the arc components are salvagable in a non safe zone. Could give some nice battles over those resources.

  9. Agree on that, and it was stated that there are more arc ships. I do hope they dont add extra resources except maybe asteroids that collide. Keep it original, you destroy a world then live with the consequences. Best option is to not refil'. And there is still no real science profe we are responsible for the climate, forgot the ice age and the tropical ages before? or did the dinosaurs drive too many cars too :P There are more scientific reasons that explain the effect of the weather and climate then only the  "we did it" option.

     

  10. 1 hour ago, CalenLoki said:

     

     

    What do you mean by technical limitations? Game engine or game lore?

     

    I meant Lore,  If anything is limitid it should have lore origin, else it would make no sence. And indeed it is a game, but DU is build not as a game but as an immitation of what could be with a sort of experimental mode of what will the players make oout of it. So in that perspective, its not a game but a way of life (dont take that too serious) treats us and what will we make of it.

  11. I have a question, What is the real reason you want to limit people in creativity and safety?

     

    I can understand why you are against auto-mining and stuff like that but building is just what DU is about, and you want to limit it.

    Yes i want to build an underground base, Yes if i can i put my TU in it, And Yes if i can build it so you need a thousand people to kill me, i will. Whats the problem with that? Even the real world works like that, and DU is meant to inspire creativity and immerse that into the Virtual universe.  For me this topic sounds more like you are afraid you cannot kill anyone in DU and Thats what you want to do so you propose limitations even before we know about a lot of things. Is this a topic about exploits or about fears? Building an underground base with underground TU is not an exploit, its solid smart thinking, its strategy. If Churchill was told Not to put a lot of stuff underground because it was not fair to the potential conqourer german would be the main language now. The same goes for DU, We are all free to do it our way strategically. Technically there can be limitations, but strategical, no. So If the TU cannot be put underground it must have a technological reason and not a strategical.

  12. just expect to see alot of bunkers, underground bases and borg cubes, they are easy and most people will go for easy, not for wow. I will go for wow, but an undergroundbunker is kinda a Must to protect all the stuff you will gather in the years, im not planning on going DU for a few months, im going for decades so the base must be safe and best way is to start safe, make a solid ground for your future base and experience in other games shows, underground is the best way, not the easiest, but the best. building underground is much harder then you think, specially when energy is involved and things like hangars and how to get there fast.  same for the miners, automining or programmed mining is a difference, and the hull will fill up and probably that needs to be emptied rather often, and thats the best way to prevent automining, incorporate something that needs handling.

     

    Greetz

  13. 8 hours ago, CoreVamore said:

    One persons villain is anothers freedom fighter. 

     

    I appreciate the energy of thinking this up, however Rep systems are worthless in games like this.

    Totally agree on this. The idea behind DU makes all reputation systems void. Bounties will work, reputation within an organization will work, but no overall reputation system. Since i go in DU neutral i will get reputation on all sides, but those will be positive and negative to all sides, so in the end what does it mean? If someone crosses me i am just gone rig their ship with a nasty nuke :P

     

  14. The solution is simple. DU is ment to be of the people,by the people. Immerging, expanding.

     

    First thing i will do on my ground is build a underground base, as deep as possible, make sure it is heavy armored and weaponized. Stop thinking of DU as just another game, Think of it as it is meant, a new life, only think in oppertunities, There are no rules outside of the explicit rules stated by the makers. There is no thing as exploids, only undiscovered opertunities.

    When you cannot automine but you can write a script and a remotecontrole option, its not an exploid, its inventive lua programming in an ever changing universe, think Big, think Very big, Think Dyson sphere big

     

  15. If they are added, the added "aliens" should somehow be generated like the planets, kinda at random. But i think it the chance of finding them should be really small, i mean, when was the last time we saw aliens around us? There is an equation about how many planets in the universe should contain life, and then how many could contain higher forms of life, etcetc. If other life is added i would recommend adding it according to that equation. On the starter planets normal earth-like life should be present. If we ever build an arc there definitely will be animals in it.

  16. Well if it is not optimized yet, it can only get better. But for me the way it works now is already acceptable but i can imagine a moment where pvp will have an impact and the way we move will need some revamping. However, revamp to much or hinder performance and the top end pc users will have a pvp advantage due to that and lag will be killing you.

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