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CalenLoki

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  1. Like
    CalenLoki reacted to yamamushi in Filtering explicit content   
    Unless required otherwise by law, I don't think NQ should be in the business of playing content police.
     
    If players don't want something ugly, they should be the ones to go out there and change it.
     
    Once NQ starts removing every little thing that people are reporting as offensive, there really is no end to the rabbit hole that would open up. 
  2. Like
    CalenLoki got a reaction from AzureSkye in Warping   
    1. Build a ship with resources to build the gate.
    2. Get on together with friend, direct it towards your destination and set it to constantly accelerate in straight line
    3. All of you switch characters to those who stayed in the known world, rest remain inactive while the ship fly using it's momentum
    4. In the middle of flight one of you wakes up and change from acceleration to deceleration
    5. After few days/weeks/months ship arrive, you wake up all those characters, build gate and open connection.
     
    At least that's how I imagine those "probes". Expensive and hard to make, but NOT time wasting.
  3. Like
    CalenLoki reacted to erichconvair in Lesson from the past   
    Once upon a time in a universe called Multima, ecology was a big part of the system. 
    A brand new universe filled with criters, a flock of players, what could possibly goes wrong ? 
     
    https://www.youtube.com/watch?v=KFNxJVTJleE
     
    Even internal testing couldn't figured that...
     
    enjoys
     
  4. Like
    CalenLoki got a reaction from MookMcMook in Warping   
    I've read somewhere that to use any warping, you need and anchor point at both ends. So no ship-based warp drives.
     
    Edit: found it: In one of Q&A with devs
    "Tsunami: How exactly do you imagine FTL Engines (Faster than Light) and Stargates? How does it works?
    NQ-Sophon: It’s a long topic, we will probably shoot a DevBlog on this. But the key idea is that for both, you’ll need anchor points at destination, that you need to setup first. Then you can travel faster between points of your network."
  5. Like
    CalenLoki got a reaction from MookMcMook in [DevBlog Feedback] Our thoughts on Territory Protection Mechanics   
    Considering that base can be few kilometres underground - for sure. I'm worried that attacking base may be almost impossible, unless outnumbering defenders 10:1 in AvA combat. It's just too easy to build entrance as shaft down, that leads attacking forces to an open platform in the middle of large open cavern. Draw-bridge prevent you from even getting to the door, while rain of lead and/or lazors blaze from small windows all around you... Nowhere to take cover, nowhere to hide, nowhere to run. No help from your mighty fleet - they can't get there, due to too narrow entrance. 
     
    @Lethys - After some thoughts, I have to agree with you. Possibility to make both claimed and hidden base would be an good thing. Maybe that map already shows only hexes that player explored, and found claimed? And even if someone sneak base right under your nose, after you find out you can just turn it into dust. And I expect larger orgs to claim several tiles around their major bases anyway.
  6. Like
    CalenLoki got a reaction from AzureSkye in Delete item is a good thing ?   
    I'm against deleting things. DU claim to follow some rules of physics, and conservation of mass is one of the main ones.
    Destroying (devices, blueprints) OK, you can smash that computer. But the "scrap" should remain, littering the area surrounding cities, factories and bases.
    And you can't really destroy dirt.
     
    But dumping in space should be a thing. If you want to spend time and fuel to shoot all that dirt up there.
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