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unown

Alpha Tester
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Posts posted by unown

  1. On 4/14/2018 at 7:13 AM, Daralax said:

    Hello everyone,

     

    I am looking for people that would be willing to help me out in recruiting other players for my org Unknown. Those that wish to officially join Unknown and continue in recruitment you will classified as a Reaper within the Lust division of Unknown. If you do not wish to join Unknown but wouldn't mind being paid(in game currency or luxuries), then contact me on Unknowns discord to negotiate a fair agreement.

     

    Sincerely Daralax

     

    The Community page

    https://community.dualthegame.com/organization/unknown

    Discord

    https://discord.gg/3WUaJev

    Oi copyrighted ©®

  2. 1 hour ago, NanoDot said:

    The "harder" you make the game, the smaller you make the player base.

     

    The smaller the player base, the less money NQ has to spend on improving and expanding the game.

    I did not say I approved of losing cash on death

     

    1 hour ago, Nanoman said:

    Lol what makes you think it's not difficult enough already.

    I didnt say it wasnt

  3. 25 minutes ago, Hades said:

    Yeah I was pretty vague, I meant there would be no damage/destruction on collisions.  It wasn’t so there wouldn’t be kamikaze designs, it was simply the servers can’t handle it.  If they can, I imagine it will be implemented.

     

    We will have to see whether or not there will be voxel destruction or not.

     

    You seem to be getting voxel destruction confused with damage with locality in mind.  They can still have local destruction without implementing voxel destruction.  

     

    But either way, we really have no idea.  I imagine NQ has a little inkling of an idea, but who knows :)

    ships will bounce off eachother?

  4. 5 minutes ago, blazemonger said:

    So you still get an envelope with your salary  in cash from your employer instead of having it electronically transferred to your bankaccount?

     

    The idea that Quanta and/or DAC would need to be carried on your person is just silly.

    why should your hard earned cash be carried on your person? answer to make the game more difficult

     

  5. 15 minutes ago, CalenLoki said:

    The question is: can you transfer quanta over long distance, or do you need to physically give it from one char to another?

    If the first is true (which is most likely), then lootable quanta brings NOTHING to enhance emergent gameplay. It just creates another tedious ritual of sending quanta whenever danger appears nearby, and even more tedious ritual of sending quanta back when you want to use it.

    Not to mention wasting one of your characters (not a big deal - I plan to have one at Ark all the time anyway).

    yea it would add more of a chore

     

    6 hours ago, blazemonger said:

    You would have to find thousands of players to work for you..

    true But it can be done

     

     

    5 hours ago, ShioriStein said:

    And you have to think smart enough (true is smart than anyone else) to get enough money to maintain your army.

    also true but we assume you have infinte money in this scenario

  6. 4 hours ago, CalenLoki said:

    I'd rather have hacking as mini-game, rather than actual programming.

    But I'd like it strictly connected with actual construct shape and parts, rather than being something completely separated.

     

    How:

    When you attach your hacking tool to enemy element, you switch the view into kind of cyber-space. There you can see the element you're in, as well as all direct connections. But you can't see any voxels or not-connected elements.

    You can travel along connections. Either to just to scout (You can guess construct layout based on element location. You also map them, so after leaving cyber-space you can still see them).

    Or to switch them on/off or use them (i.e. cameras, guns, engines).

    You can also overload them, making them non-operational for quite some time.

    But! there is a risk. If enemy actively protect the network with their own hackers, and they overload your hacking device, it get fried.

    Defenders can also set automatic guards that patrol along programmed route. You can spot them, and they travel at the same speed as you. You can also disable them by overloading within certain range (if they are stationary, or follow predictable route). But if you don't, and they meet you, your expensive hacking gear get fried too.

     

    TL:DR - kind of pac-man along element connections. With risk of loosing expensive hacking gear.

    the issue with that are trolls

  7. 4 hours ago, CalenLoki said:

    Main reason why they don't want collision damage, is that they don't want kamikaze-like ship designs.

    It also make things easier for servers, but I think that's side effect.

    And I think there will be collisions, they just won't cause any damage. Otherwise someone could just fly his ship through the wall of you base/battleship. Would look silly to have entire fleet gathered in one spot, phasing through each other :D

     

    Regarding block destruction - how else could it be done? HP bar for entire base that have just antena sticking out of the ground? Or base that looks small outside, but have stacks of armour underground that multiply it's HP tenfold?

    Or maybe only dynamic constructs would have HP bar and can fight, while static ones wouldn't be allowed any weapons?

    Or only elements taking damage, while shots go through voxels without noticing them? Then should they also go through the ground (to prevent single-voxel dirt coverage to be ultimate base armour)?
    Or maybe indestructible one-voxel armour in general, making all interior devices indestructible?

    Or simply no CvC at all., and you can freely use nanoformer to make holes for AvA assault?

     

    I just don't see any other way. If you do, please share.

    Static deffences have been confirmed

  8. On 1/3/2018 at 5:14 AM, ShioriStein said:

    I hope hacking is not doing something like Puzzle or some Puzzle that can be learn and be study by remember in their mind so they can hack it ez next time. I hope it also allow the owner create their fire wall to deal with hacking and improve their fire wall.

    my hope as well have a unique programming lanage you have to learn to even attempt it

     

  9. On 4/14/2018 at 10:23 PM, ShioriStein said:

    1) Why we have to separate into 2 kind ? We already have atmosphere vessel and space vessel already.

    2) No portal or teleport I think is confirm. But somehow I think it broke the game. 2 think got consider is FTL driver and maybe Jump driver ? Also Stargate too but none give you ability to teleport.

    3) Sound like a broken and stress server feature with me.

    I would love to see natral occuring events such as black holes (twss) white holes worm holes astroid feilds nebulas and the like

  10. 1 hour ago, Circles said:

    If planetary domination isn't even possible because someone is loaded with in game cash they paid RL cash for then that certainly is unbalanced. I don't think that will be the case and defending will come down to the difference of power of weapons and ships.

    I really do not follow your conclusion as anyone with enough money could potentially do anything 

  11. 2 hours ago, CalenLoki said:

    I think the point of shield is not to buy as much time as you can. It's simply way to let defenders get online. No matter if defenders are just two guys, and attackers have huge armada of battleships - they should still be given chance to try defending their possession.

     

    So IMO it should work against surprise attacks (sometimes called night raids) - if you want those, target ships in the wilderness.

    Luckily devs seems to go this way.

    either way buys time one just reqires more and is much harder to exploit

  12. 9 minutes ago, Circles said:

    Your entire building structure will be made out of potentially valuable resources, not to mention the time invested to maintain that structure. If there is no time to gather forces before your shields and ultimately core are vulnerable then it will be un-fair. It could already be an un-fair fight and that one compromise gives time for war prep that could determine days of work being won or lost. The important part is that all that work can still be lost, and that the code isn't babying the gamer.

    I beleive you did not read far enough as You could have a infinte amount of time potentially depending on how NQ balances it life isnt fair deal with it and the defender should aways have a atvantage regardless 

     

  13. 10 minutes ago, Nanoman said:

    I don't really see why two or more static build zones should ever be allowed to overlap (be it safe or unsafe area), unless they're all by the same owner (or allowed via RDMS for friends/orgs/etc.) The only legitimate reason I can think of why anyone would ever want overlapping build zones, is when it's a collaborative effort.

     

    So that would solve the issue of boxing. I can't think of any benefit to allowing it between two random players anywhere without permission, and no downside to disallowing it. What's so convoluted about that...

     

    Why should anyone be allowed to effectively add unwanted stuff in my build zone, while I'm not allowed to remove their stuff from my build zone.

    you can blow it up and I would assume its a toggable setting

  14. 24 minutes ago, Hades said:

    IIRC they are skins.  And as such, they ARE lootable... but you can use the skins on the next node/unit you use.

     

    So you receive a resurrection node, but it's lootable.  If you lose it, you can use the skin on another node.  Can't 100% recall though.

    I did not realize they were skins you recived I was led to believe they were items recived upon joining the game

     

  15. Just now, unown006 said:

    This also depends on how force Fields will BE as there are 2 ways you can go about it 1 NQ I believe are going in this direction is you damage or enter a area that the force field is in and it prots for 24-48h and you have to maintain it (probably with energy) after that it goes down then you deal with inner physical and static deffences Now I purpose take the same thing but instead of a invulnerable time base force field I purpose a health bar way in a sense as you maintain a force feild with energy you also can incrses the size and health by pumping more energy into it thus buying more time overall. Side note whoever put spell checker in is a legend.

    I forgot to mention this would 2nd solve the issue of trolls and people could still suprise attack

  16. On 4/13/2018 at 4:20 PM, CalenLoki said:

    Only people that can be very unhappy about it are cowards who are afraid of attacking manned bases. Those that can only succeed by abusing the fact that it's a game, and other people have real life outside of it.

     

    IMO FFU should have proportional cost (both initial and maintenance) to the protected area.

    Something like 1s of mining for day worth of 10m2 protection. So for 20m radius shield you need ~2 minutes of mining fuel per day. For 200m -> ~200 minutes.

    It would still make bigger shields more economical, because protected volume rise to the power of 3, while cost to the power of 2.

     

    There will be enough opportunities for unexpected attack: against ships, miners, explorers, fields (if they'll have realistic sizes shielding them won't be economical), ect.

    This also depends on how force Fields will BE as there are 2 ways you can go about it 1 NQ I believe are going in this direction is you damage or enter a area that the force field is in and it prots for 24-48h and you have to maintain it (probably with energy) after that it goes down then you deal with inner physical and static deffences Now I purpose take the same thing but instead of a invulnerable time base force field I purpose a health bar way in a sense as you maintain a force feild with energy you also can incrses the size and health by pumping more energy into it thus buying more time overall. Side note whoever put spell checker in is a legend.

  17. On 4/12/2018 at 8:25 PM, Caesares said:

    An Org yes. A single person no.

    Correct 

     

    On 4/13/2018 at 1:04 PM, NanoDot said:

    The REAL use for static defenses would be for those that cannot afford to build/buy and maintain a force-field bubble.

     

    The general opinion is that those force-field bubbles are going to be out of reach of single players and small orgs, due to their cost. The same applies to TCU's (territory control units).

     

    If an attacking force was strong enough to bring down the shield bubble, then any "automated defenses" you have deployed will most likely be no more effective than a speed-bump...

    I think not as stated before you have TCU as first deffence (prevents mining and such) sheild bubble (single players and small orgs proboibly wont be able to obtain easly maintaing is another issue)Then you have static deffences like say a ION cannon 

    Then you have phisical deffences walls... doors ceilings building and such 

  18. On 4/14/2018 at 3:02 AM, NanoDot said:

    The moment you step out of the safezone, you will be "prone to getting ganked". Mining some valuable resource will simply increase that risk.

     

    And dying means you lose your ship and everything in your inventory (except the cash in your wallet, which is always safe).

     

    But there are no fixed "best resource areas" in DU. Resources will be spread all over the planets, moons and asteroids in the systems, and will have to be found and mined. And once a specific deposit is mined out, it doesn't respawn (ever), you have to find a new deposit somewhere else.

     

    There are no specific places where the "best" resources can always be found. So it won't be possible for criminals to "camp the high value nodes", because that mechanic does not exist in DU. The outer planets in any system will most likely have the best chance for valuable resources, but the planets in DU are VERY large, searching an entire planet to find miners will take considerable amounts of time... and time is money in DU. Every minute you spend searching for targets costs fuel...

    well As far As I have seen or as I know Those grounds are shaky at best but you may have more info than me pre alpha tester

     

    On 4/15/2018 at 1:25 AM, erichconvair said:

    Corpo like Goons will have a very fast reality checks for 2 reasons already mentioned heres and there : 

    • Finites  ressources that need time and skills to be found.
    • No overpowered aka scripted mining equipments whatsoever.
    • Manly operated ships (space and atmospheric) will need real crews to operate weaponries.
    • And some interesting basic mechanic not allowed to talk here that will make ganking really a challenge. 

    In short building a fleet of catalyst will be extremely costly in time, ressources and men to operate. I won't even mention Capitals war-fleet..

     

    Another side note, JC is/was an Eve player and knows very well how ganking could destroy an early game very  quickly.

     

     

    thats all well and good but NDA will never put it to rest

  19. 17 hours ago, CoreVamore said:

    Industrialists will have billions of quanta 'on them'. Pretty sure loosing that would put people of playing DU, i know i would rethink being in game if it was so.

     

    Now if you think of quanta as digital, not physical, like most money is today, then having no quanta drop makes sense.

    I would assume it is digital

     

    14 hours ago, CalenLoki said:

    DACs? Probably.
    TCU? I don't think so. Except sanctuary units, they are just normal items in game.
    Ressourection Node - also normal thing. Only premium "skins" remain, and can be applied to new RN

    Quanta - IMO should stay non-lootable. Just so you always have something left.

     

    Levels - Actually making players loose set % upon death (i.e. 3%) would be quite interesting mechanics. So newbie (month of playing) would loose just day worth of stats, not a big deal. And veteran (2 years) would loose 21 days. Would create kind of championship "who can stay longer". Or create situation where highest level scientist of one org is under constant threat of assassination, as he's the only one who can produce weapon x.

     

    Player skill - that's what really distinguish between noob and pro player, and nobody can take it away from you.

    Losing exp would be a pain and would destroy your playerbase quite quickly as if you just have a bad day and die lets say as a extreme 100+ times or some one fines a way to camp your only reserection node back to level 1 yay or rather not really

     

    3 hours ago, Kurock said:

    Dropping a percentage of your gold on death is so medieval. Noveans are in the future where crypto-currency rules supreme. Instead of mining in the cloud, Noveans may mine in the dirt and transform real arm-straining work into units representing their work and time. Imagine a decentralized currency that no burglar can break in to steal. Imagine a bank in each Noveans head that no bank robber can rob. Imagine...Quanta.

     

    Does it make any sense for these bits of 1s and 0s to shower to the ground in a fountain of credits as you dramatically scream your last breath (at least from the current body)?

     

    Say "No". Say "No" to having your hard earned time stolen. Say "No" to losing Quanta on death.

     

    Long live the Quanta!

    I agree!

     

    2 hours ago, Lethys said:

    And that's why i just disagree with you. Your "ideas" only create fear of PvP and cater to risk averse tacticians. PvP should be seen as a driving factor and be the basis and incentive for ppl to get stuff done, not punish them because they tried

    Yea i could see DU becoming a PvE game if level loss became a thing

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