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Aaron Cain

Alpha Tester
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Posts posted by Aaron Cain

  1. In short,

    I would like to be able to build a mobile unit, Specially for war efforts and sieges. Gundam like structure able to carry a weapon or a Blade and would be nice to have some air possibilities, but well lets start with moving. I would like to be able to make a high orbit drop of several units  that can start advancing the poi the moment they touch the ground. 

    Probably this will not be the most effective war machine, but that doesnt matter, Its the wow factor that counts!

    Any ideas/arguments?

  2. To be honest, although i like your idea and the designs, it is much easier to have the "hand" perform the building And mining, no tools also means no extra needed inventory space or fuel and it just simplifies the process. However, if you want to implement this, it should have a real advantage over the regular mining. Or programmable, i can see a purpose for a mining setup mounted on a craft that you program to auto mine a specific route or place.

     

    Greetz Aaron

  3. Hi all,

    I have no clue if it is possible already but how about customization music for bases and ships, something like links or  music would be a nice feature to add to a building or ship to give it more character or function. I can also imagine the added value for any peacekeeping org to have a sirene or something on their crafts or some music in trade offices.

     

    Good or bad idea?

     

    Greetz aaron

  4. 20 hours ago, blazemonger said:

    While it needs refining, the existing tutorial is fine and should be enough (no details because NDA). I actually like the EVE-esque style of "Here's the basics and how to do it. Got that? Good, now piss off and figure this out yourself"

    Only thing i can say, i like this. Indeed a tutorial should be short. Why? because if a tutorial can be short, the mechanics are easy and well thought off. If you need a freeking long tutorial, your mechanics are wrong. One thing i would like is some form of semi corrupted info about the locations of the other arc ships, And a possibility of choosing a different location/ different arc ship, either now or in a later patch. Might be an idea to make a new starter planet at every patch, but then you cannot get to your friends, so a good system should kick in then.

  5. Well, Maybe i should make a business to fill holes for those who really have a problem with holes. But then as all environmental tasks, this will be very costly :)  Soooo, anyone still wants me to fill holes ;). But without kidding, any organization with this idea might even be lucrative although i think this virtual planet will be totally corrupted even faster as the regular earth is. Probably mined to the core, with after that massive city building on that equaling manga proportions. 

  6. Hiii, Good idea.  they really should implement a crater. Unless! the waking period of the sleeper pods is overdue and we all woke after a millenia of sleep.

    Also the impact should rearange the dirt at impact side due to high heat. And it would be the easiest way to mark the 20 km border, just make the impact crater that large. Would solve some issues probably too

     

  7. nobody will fill the holes. There is no gain in that, not even a slight gain. even more, i would go for a location with a lot of holes, makes the proposed building larger since i dont have to dig the hole myself. And as previously stated, feel free to donate all your junk to me :P then ill fill the holes on my own piece of land. 

    From experience i know that the non regeneration bit will get messy in the end, Probably they will come with a system to generate resources or a simple recycle system.

  8. Ah ok, I am not promoting to destroy constructs but i think that in DU no resources should indeed be "destroyed" I meant that the game should keep the mass in-game, that is the best way to keep the inner planets (starter planets) most viable in the long run. Also im not for active property kisking, but i know from other games that persons can claim alot of land and then never come visit it again, just to sell. It would be best to have something to deal with that, else you will endup with a dead safezone with only alot of selling signs. 

     

  9. Just a small addition to all the good answers.

     

    There should be no regeneration of ores, dirt should not be deleteble and plants should be able to regrow. And all this for e few reasons but mostly this: In reality nothing regenerates but most forms of plant life. The best reason to move from the start planet is to deplete it from every thing. Probably when the planet is depleted they will choose another starting planet for the new players. But to help people with a need to move into space, dont regenerate, create a need, and dont destroy waste. There are always people who are willing to recycle and regenerate....there is the word...old materials into new ones and make a whole economy of that alone. Waste management will be the most lucreative business in year two? three?. That should be the big picture. No easy gains, else they could also donate every player alot of materials every month in the ingame mail system.  Same should go for buildings, give them an owner, and a timeframe after which ownership is automatically ended. and after that you can take it or demolish it or recycle it.  That should be the idea, that will boost economy and choises people need to make.

     

    Aaron

  10. Any post within a quarter is still valid in my view ;)

    I do like the idea, but I think you could make it viable If you take the survival part out of it, change parasites with bio enhancements or cybernetic possibilities and it would work on a global scale. Also you can use parasitical forms to implement some fun stuff, like Dax in startrek stuff. Also, slaves will probably be not done in the curent political environment, but If you plase the aliens differently, or add domesticated animals that can do stuff to help. It is also different, robotic work force that you need to program yourself and provide with docking stations/ energy units. 

     

  11. Hope not. If i want to play a survival game, ill go somewhere else. The power of DU lies not in survival but in the grand setup and the relative easy acces for everyone, you can do whatever you want. Add a survival component and it will kill about 50% of the player base. anyone interested in creative building with no wories about food or alien plant life killing them will not enter. Any large fleet is semi doomed from the start, how to get enough food and water in a 8km ship that needs to travel for weeks on engines to the nearest planet for an entire legion. I think this will kill any strategy on general gameplay and make it all go about food and water. Might be more realistic, but then, when was the last time you saw a hoovercraft in the streets or a capital vessel in earth orbit. Sometimes it is good to skip realism for better gameplay. And in the end it would be best for us all if these planets are really full with people.

     

     

    Greetz Aaron

  12. There is alot to be excited about.
    For me the grand scale is one, the beauti that will be there generated by people for people. 
    Backstories of characters, some good some evil some rotten to the core.
    Politics, or just No politics.
    Building bigger better, And always go for total amazing Wham.

    Epic space battles, and so much more.
    But time will tell. 

    Aaron
    Live life die another day

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