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unown

Alpha Tester
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Posts posted by unown

  1. On 4/17/2018 at 3:45 PM, CalenLoki said:

    Errr..... what? No offence Unown, but your comments seem a bit... random recently.

     

    Shields have nothing to do with movement waypoints, nor with cargo.


    Only relation may be to "weak spots in armour", and that's the reason why I'd rather not have shields in game (except offline-protection). Weak-spots make engineering way more fun and engaging.

     

    Or do you mean using shields to transport cargo somehow....?

    Fixed

  2. 13 hours ago, CoreVamore said:

    From what ive seen in the NQ/DU vids there is radar in the game, and it makes perfect sense to have it within the game. I really dont know why this survey is here, just like a few others Ive seen lately surveying about things that are already confirmed to be in the game.....

    This is also a place to state your views on how it would work as its only a idea whitch can change

  3. 2 hours ago, Felonu said:

    Remember not to take everything said on the forums as fact.  People regularly treat their expectations and interpretations of NQs statements as fact, but that doesn't make it true.

     

    I'm not speaking to the limitations of FTL.  I don't remember any specific details about the rarity of them, but that doesn't mean it doesn't exist.

    Thats why I stated that I got it from the forum not in a devblog from NQ

  4. 1 hour ago, Kuritho said:

    Netflix/Hulu/Luxottica/Unilever/YKK/Monsanto/Google/Simmons Pet Food/Facebook/Twitter/Microsoft/Apple/AB InBev has a special environment allowing it to flourish as a monopoly as such if there is a global economy it simply would not happen if it is localized only then possibly for a short period of time.

    While some of these are not "extreme" monopolies, they do dominate the market extraordinarily well.

    Guess how long these have been around?

    84 years? (YKK)

    88 years? (Unilever)

    116 years? (Monsanto)

    Very much a "short period of time".

     

     

     

    84 years? (YKK)

    88 years? (Unilever)

    116 years? (Monsanto)

    I have never heard of these company's till now 

    Nor does this relate to DU 

     

     

  5. 12 hours ago, Durendal5150 said:

    I don't see the problem this is trying to solve. If the above is all implemented more or less as I envision it. (however well I've communicated that so far.) there should be enough moment-to-moment choices to keep it from going too terribly stale. The inclusion of hazards in mining (Such as volatile minerals, gas pockets, etc.) might be one way to offset the tedium of it and introduce some more player skill.

    just another layer of security to prevent boting ships to mine an idea nothing more

  6. 12 hours ago, Lethys said:

    well yes, that's what I was saying.

     

    attack shield -> get a notification

    hack shield (somehow, whatever system, has to be balanced) -> don't get notified

     

    So no, you don't lose the element of surprise - that's all I'm saying. If they go for hacking and silent mechanics that is.

     

    But a timer and notification is needed regardless if you're attacked - otherwise it wouldn't be balanced

     

    6 minutes ago, CalenLoki said:

    I'd go for no surprise in base attacks. I mean attacks that can directly cause massive losses (whole base, a lot of resources, ect.)

     

    Hacking and sneaking could be made just for stealing single/few very valuable objects, causing some small but important malfunctions, scouting the base, ect.

    Thus they'd need to be severally limited in tools:

    -No vehicles (maybe except the smallest ones)

    -Only few explosions (if you blow too much stuff, FFU goes into total invincibility mode. Or limited to explosives that are way more expensive than their target)

    -No heavy weapons (so anti-personal AI-turrets need to be avoided, not blown up)

    -Hacking can only temporary disable devices (to let you get deeper into base, not to cause damage)

     

    So base capture or mass looting -> Direct PvP battle, no surprise (FFU and warning period)

    Stealing few items, scouting, sabotaging -> small infantry squad against base engineering, puzzles and AI-guns. PvE (or more like asynchronous PvP). Only works with surprise.

    Ship vs ship outside bases -> attack whenever you want, however you want.

    The whole atvatage you can give a attacker is surprise but I do hope if shields stay in this direction you can hack them to surprise your enemy 

  7. 7 hours ago, ShioriStein said:

    NPC give chat chit, quest, ...
    BOT none. It have only one job is exchange your ore into quanta and yet to give you other ore if you give them quanta. Nothing more. So in the end it isnt control by AI or anything, it just follow what it have been program to do.

     

    10 hours ago, CoreVamore said:

    NPC's have an avatar of some sort in a 3D environment, like DU, however there will not be any like that in DU. The only artificial characters will be those seeding the market and they, are bots. i.e. No more than a name on an buy/sell order.

    I like bots better then 

  8. 7 hours ago, Haunty said:

    It makes it too easy for an attacker to go around damaging bases without any other purpose. And if defenders have powerful defenses, they could blow away non-attacking orbital ships just because they can. It's unbalanced, and to balance it you would need to introduce a bunch of arbitrary mechanics, when it would make more sense to just force attackers to come to the surface to fight.

    If you start getting shot near a planet move also The shots are not likely to be fast and more for big warships " they could blow away non-attacking orbital ships just because they can" and yes its called life I still do not see unbalance "and to balance it you would need to introduce a bunch of arbitrary mechanics" maby but not necessarily it more depends on how combat works but you should name em off in your next response "when it would make more sense to just force attackers to come to the surface to fight." Not always there may come a time when orbital bombardment is the best form of action and it adds to game-play and the games reputation as how many other games do you know of that can do orbital to atmospheric combat in real time

  9. 17 minutes ago, CalenLoki said:

    I'm saying that localised damage is a lot better than health pool.

    And shields are the later.

    You could very easily have bolth by you shoot ship shields either absorbs fully or absorbs then breaks then localized damage is applied

  10. 4 minutes ago, Lethys said:

    no. BOTS. those are NOT NPCs

     bot an autonomous program on a network (especially the Internet) that can interact with computer systems or users, especially one designed to respond or behave like a player in an adventure game.

     

    NPC A non-player character (NPC) is a video game character that is controlled by the game's artificial intelligence (AI) rather than by a gamer. Non-player characters serve a number of purposes in video games, including: As plot device: NPCs can be used to advance the storyline.

     

    these definitions alighn so are you sure ?

  11. 3 minutes ago, Lethys said:

    no you don't, that's why there would be a (balanced) hacking system - the heads up for attacks is neccessary in a MMO.

     

    If you want to surprise the enemy - go for stealth and hacks. But ofc, you don't want hacking to be op either (it's not fun if you can hack something in 5min what took 5 months to build)

    hacking is more a agressive silent take over unless it allows you to make it so a defender does not get notified and they have not logged in or enterd the area (depends on if NQ has a log similar to arks tribe log) but if not you still lose your surprise as for aggressive silent hacking that depends on how NQ balances the defender as it could be you so much as look at a firewall you get locked out the defender knows your exact location and has been notified or it could be more relaxed we simply don"t know yet sadly

  12. On 2/20/2018 at 11:55 AM, dualism said:

    Hi, although the planet will be pretty big as such, there won't be anything better than low value resources on it apparently. We will have to be able to get off the planet with the lowest craftable spaceships, otherwise we would be stuck, but there then comes the question of where higher quality stuff will be made. I imagine it has to be where better ores/mats are available.
    #3 I'm left a little wondering what cargo volumes will be like and whether ores being refined or products being made will translate into the volumes of those plus waste of some type or another.
    The volume of Alioth may even increase over time come to think of it .. ;)

    Any word on a debate on skills?
    #4 It seems to me that this will be a pretty big factor in the game if death keeps knocking people back but skills will grow and enable new activities/levels of action.
    #5 Any word on whether skills will be extractable and tradeable?

    "Hi, although the planet will be pretty big as such, there won't be anything better than low value resources on it apparently. We will have to be able to get off the planet with the lowest craftable spaceships, otherwise we would be stuck, but there then comes the question of where higher quality stuff will be made. I imagine it has to be where better ores/mats are available. " From my knowledge only the arkship zone and STU zones will be rs restricted not the entire starting planet

     

    On 2/21/2018 at 3:35 AM, Lethys said:

    selling skills is just Pay2Win. Plain and simple. You instantly kill the advantage of an old character.

     

    Gaining skills is very easy at first (as said by JC in various interviews) - the basics are fast to learn (couple of hours) but mastery needs time. So no, you don't have to start a new character. So yeah, if someone wants to have an edge in PVP - he better keep skilling those skills instead of mining -> SPECIALIZE

     

    there are no quests in DU because there are no NPCs

     

    depends on how the skill system works - and on flight mechanics. Many won't like them at all - many will love them. But as always only some will be on top

    "there are no quests in DU because there are no NPCs" isnt NQ planning to jump start the econemy with npc"s?

     

    On 2/21/2018 at 5:18 AM, Zamarus said:

    I rather not see people paying a bunch of money to up every skill in the game to high level in no time. Everyone who spent weeks on skilling will feel shit and its P2W. Just because there could be a market for it doesn't mean there should be one. 

     

    People are already able to use DACs to get resources, which is expensive but if you add skills you unlock the ability for people with thick pockets to get an advantage on every level if they want to. Reason I'm fine with DACs is that it enables people to play for free by being good at the game and it's markets. It comes with a drawback which i don't want to see expanded in abusability. 

    Very well said

  13. On 4/1/2018 at 9:31 AM, Durendal5150 said:

    I actually considered this very problem in the process of falling asleep last night. I think the simple answer is 'ship tools aren't programmable.' It's already my understanding that NQ have no desire to let players program weapons systems on constructs to be automated. The tools can simply be the same. They're extensions of the players skills that require those skills to operate. I imagine something high-tech like a wide-area nanoformer, oscillating tractor beam, or other things that require the operator to direct and use them. Not just big drills and grinders that can be pressed against the terrain and collect it as they go.

     

    Edit: I like the idea of vehicle tools that are expressly for terraforming a *lot* by the way. It's something else I'd thought about myself. I think that falls right into this same vein of 'player extension' too. Terraforming elements are just like hand tools for it, but BIG. Same as the mining elements operate.

    well NQ are considering static deffences as programmable " It's already my understanding that NQ have no desire to let players program weapons systems on constructs to be automated. "

  14. On 4/17/2018 at 8:52 PM, Haunty said:

    I don't see any way of balancing this, and I think it would be more compelling to keep atmo and space battles mostly separate. So if you want to attack planet side, you need planetary ships, just adds more to logistics/gameplay.

    Why not have atmospheric to space ship battles it also allows for powerfull defences giving defenders the atvantage they should have

  15. 23 hours ago, NanoDot said:

    AFAIK, NQ are planning to introduce FTL drives a few months after launch, with stargates possibly being a few months later in the first big "expansion" for DU.

     

    I may be wrong, but I got the idea that FTL drives may be restricted to "larger ships" (possibly because of power needs). If that is the case, then carriers may become very important for quick travel travel in-system between planets. Protecting that carrier would also be vital, unless you want a very long flight home on your fighter's conventional engines.

     

    Any ship class can presumably use a stargate, but getting to that gate may take a while if you have to fly there on sub-light engines.

    I also was informed via forum browsing that ftl will be very limited

  16. 9 hours ago, Kuritho said:

    There can be a monopoly. Look at an ISP and rethink it.

    An isp has a special environment allowing it to florish as a monoply as such if there is a global economy it simply would not happen if it is localized only then possibly for a short period of time

  17. 3 minutes ago, CoreVamore said:

    Pretty sure having your defence sheild pulled down into reinforcement mode would be a shock/surprise no matter what the engagement timer is set to  ;)

     

    As you watch it happen? I think not its the same as you lock your door and expect no one to come inside however your creative sibiling had other ideas so as you did whatever they slowly unhinged your door and by the last one you are bound to notice before the door comes crashing down (a bit extreme and odd but it works)

  18. 21 hours ago, vylqun said:

    it doesnt make sense that static force fields have a higher member requirement than dynamic ones in your answers, static techs are always easier to archieve than mobile versions. 

    Besides, I dont think there will be something like "org skill tree" Ultimately everyone will be able to build everything, if he's able to get the required tech and components, thats a different question.

    Never thought of a org skill tree thats a goo idea however but Its not a hard limit because we dont know how much somthing curently cost at base and what it cost to maintain in this case a forcefeild I substitute player numbers and there "time"(in a sense) the higher the number the more it cost 

     

    20 hours ago, CalenLoki said:

    Pool have quite vague questions. What kind of shield?

     

    IMO: Base offline defence in form of shield is a must have, for everyone. Of course the area they protect should be proportional to their building and fuel cost, to avoid spamming them all around the place.

    And only for static structures - travelling ships should be the target for ambushes, surprise attacks and pirates.

     

    Shields that soak damage before ship builder engineering skill kicks in? No, please no. That's attempt to smuggle HP pool into game with (promissed) localised damage. So just dumbing it down.

    There is EVE if you want simple numerical combat.

    Source? Such statements without them serve no purpose.
    We know about FFU - that they'll be in game for static constructs. Nothing about their exact cost. And nothing about HP shields either.

    "Shields that soak damage before ship builder engineering skill kicks in? No, please no. That's attempt to smuggle HP pool into game with (promissed) localised damage. So just dumbing it down." I dont see a valid reason why not? unless you are saying it should be needed to reserch in the skill tree 

  19. 11 hours ago, Korvid Rin said:

    Possibly an active jamming component for ships up to X size to counter larger installations?  Or maybe like real life.  More money=better stealth/detection. That seems like a more viable reality. 

     

    18 hours ago, Nanoman said:

    Having a deep stealth mechanics with different types of detection also allows for the gameplay around it to keep evolving, because it provides ways of adapting to trends.

     

    19 hours ago, vylqun said:

    sensors and jammers can also have different tech Levels, so just because a fleet includes every possible sensor it doesnt mean they'll detect everyone.

    You could desighn a black ops fleet to surprise your enemy

    22 hours ago, NanoDot said:

    If there is radar, then jamming (ECM) should follow !

     

    Stealth tech would be the next level, with reduced radar signatures via special coatings and/or careful ship design.

     

    Things like "invisibility cloaks" should be a distant third, and only be useful in extremely situational applications.

    Then jam it or incrse your radar to counter jamming

     

    On 4/17/2018 at 5:22 PM, NanoDot said:

    Cloaking tech probably won't be in before launch.

     

    Adding cloaking will also require a whole range of countermeasures and game play rules, so it represents a significant body of work.

    There is no confirm or deny yet from what I know

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