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unown

Alpha Tester
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Everything posted by unown

  1. And thats what this idea is suppose to help with I am not saying it should be easy Nor am I saying you can do this with little time put in but I am saying it should be possible to act as a deterrent for the big boys
  2. Ah But this balancing isnt a huge problem as one these deffences can not move And the whole point of this is to create a way to defend your base so long as you put the time and reasorces to do so this way large groups do not have free will blowing up everything also this works bolth ways a large group can also fortify there base as well. Another note on balance when the NDA is lifted I can talk much more about how that can be implemented
  3. ah forgot about gravity however to fix this Redacted NDA
  4. Ok so is it possible to do Yes Can the game handle it According to how the NQ servers work yes Your problem is not can or if but how as you are only limited by time and reasorces if you have these then I guess you don"t have a problem anymore
  5. I like it this is done in minecraft all the time
  6. A few solutions to a few problems Building decay yes it should be a thing however There are 2 ways this will work side by side constructs outside of a TU owned by players not a part of a org or a org structure will decay after one month if no player of any relation enters a zone this can be adjusted say on the spawn planet of Alioth this is one month but in space this can be one year whitch should satisfy exploration Building decay however for players who are a part of a org could have extended times due to somthing like org upgrades or a skill systym similar to eves systym whitch could increse this Also say you are in a larger org this timer you get could be extended or decreased based on your size and how NQ wants the org system to play out Org owned structures (new mecanic) in whitch orgs can have large citys preserved overtime with incresed timers for lone objects. Outside of a TU. Inside of a TU Instead of a timer There should simply be a TU upkeep say fuel blocks whitch it consumes every set amount of time. If it runs out the TU shuts down and the timer begins as mentioned above. This idea mostly would be for static structures only mobile structures would have to have a different systym so a salvaging mechanic can exist.( no idea how this would be done either) However instead of having a decay systym instead change how a server loads things in the game having servers only active where players are and when they leave the server stops loading the area whitch fixes this problem also with NQ being able to split the work and multiple servers even if you fit the max amount of things a player can load in everthing will still run smoothly.
  7. unown

    Org Management

    So cool you have over 100 players in your org but how are you going to manage what they can and cannot do? Also a few related uttilys that would be helpfull. Org Management I suggest using a system similar to ark where you can make ranks put members in them whitch controlls things such as there ability to build,destroy,mine and use constructs that the org owns the one thing however that would be problematic is that the structure of the systym is only a one way systym for example you can have the ranks lead,co lead, and member but say you want to add somthing like a builder that has access to co lead things or only have access to certain things from co lead while still having member acess to fix this problem incorporate a pyramid thats very similar but allows you to set ranks to be more specific. Org tax This will allow orgs to make cash to use on the org and keep it running (see below) this tax will be applied to any sale of goods simlar to eves corp tax systym. Also it gives a org a way to be centralised economically. Org upkeep This puts a nice money sink in the game and limits large orgs instead of putting a member limit instead for every member a certain amount of money will have to be paid every month This will also reqire a org vault as well (see below) Org vaults This is a vault systym for orgs in whitch there upkeep can be deducted however There should not be just one per org and heres the reason why Taking from the game eve online a certain player was able to steal and wreck a entire alligence due to having access to everything (google it if you havent heard of the story) Now having multiple org vaults allows the org to diversify there cash and have vaults dedicated to certain things.
  8. unown

    Cloaking Tech

    lol https://steamcommunity.com/market/ this?
  9. I can see large orgs putting a limit on exports and imports in areas they controll but otherwise smuggling will just be transportation with high end security
  10. This depend on how the eve market systym will be broken up. This idea would work well in somthing like individual planetary markets. Unless NQ are going for major market hubs that people have to go for either way would work
  11. unown

    Cloaking Tech

    But this could allow a very good pilot to take out a entire fleet (so long as they do not have the proper s to defend themselves vs this type of tech Yes I think that would still be viable as you still could have all cloaky ships they would be just a lot more expensive and for general use would cloak your weakness in the ship you are flying
  12. I could very easily see traps becoming a thing Potentially as there are ways around that Its always up to NQ all we can do is trust them to make the best decision for the game.
  13. Sorry This was before we had a survival mode in DU (Pre Alpha) so yea I can see people moving out very quickly now that we are in alpha 1 however I still think even when you move out if you go somewhere else these vehicles will still come in play.
  14. I was thinking about this perhaps a Mechanic can be introduced where the larger the org is the harder this workforce is to be viable This will allow small orgs to compete with the large ones something that no other current survival game that I know of has done. I love this music Potentially but there new form of servers respond very well to huge loads however there may have to be caps per person to do/get around this? The problem with that is it alone can favor large orgs as they have more players it could work with the above mentioned mechanic
  15. Not a bad idea There were rumors of notifications that way...
  16. What purpose besides defending something you put time into would that be? You could make certain things like siege engines a mechanic to specifically siege bases while fleets collide and such I think it wouldn't be very boring for this reason. Also They shouldn't be overly under powered just simply make them cost more Another thread I need to make later :
  17. Still I am going with the worst case scenario as NQ said space would be hard to reach
  18. A main reason I bring this up is because on release space is going to be a hard thing to get so what will you do for six or so months you are on the ground?
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