Jump to content

Trajan_Slawic

Member
  • Posts

    13
  • Joined

  • Last visited

Everything posted by Trajan_Slawic

  1. Yes, you said that, and I said that the only way to separate players are two separate servers. Your idea is writing "TrihXeen's prison" on a house; and then you think: "It's impossible to break out, because I say so." That is naive. (shouldn't be meant as aggressive behaviour) I hope that NQ does not open a different zone only for f2pers, far from it. Better they make a p2p model COMBINED with a cash shop, economically the best way (for NQ). @Shynras In my opinion you are totally right. EDIT: Sorry, i accidentally clicked on a button with a hook (in the smartphone version). Could you tell me what function that have (or if it had consequenzes, how i can cancel them?) Thank you
  2. Ok, a secondary server makes more sense to me . To your question: You are right, with hacking there is no difference between having a f2p area or not. But I meant especially bugusing, using a way the developers had not considered and so "jump" to the p2p area. If there is no f2p area, you have to find a way to access to the server, same problem when you have two server environments as you suggested (problem for cheaters, this shall not to be meant as opposition to your idea). I think the two-server solution, one p2p and one f2p with all restrictions you named, can work best if you combine it with the 2-4 weeks of trial. Limited access to the server, only 4 weeks per ip-adress/account, frequent wipes. So that new players (f2p) cannot play a role in DU politics or history, don't disturb advanced players with attempts of raiding or spamming and trolling in the global chat, etc.
  3. I can live with no collision damage, but when it comes to the collision, is it possible for the bigger/heavier ship to push the obstacle away? Or can one single fighter stop a huge battleship with only pressing against it (because the server cannot calculate the physics)?
  4. Hi all, i promised in another topic from me that I open a new topic for an idea of me, "modul housing", or "cargo pod housing", like Hisshadow named it. That means you make blueprints for housing units, like prefabricated bed rooms, situation rooms, garages and so on. These units would have an easy-way structure, combined with a spartan furniture to fulfill the expectations of the buyer or builder. Pros: - You could use these units to easily craft your settlement, because you don't need extra time for designing a house. For high-civilized "civilizations" it can be useful as building infrastructural elements need not so much time; instead they can be easily placed and removed, cargo pods par excellence. The can be also used in mining operations, transported with a super carrier to raise bases as fast as possible. - With moduls, you could build large space crafts without planning each room in detail, but leave much space e. g. for the crew deck and then fill all with accommodation moduls. That can also happen with all things you need more than twice and have the same structure, like hangars, warehouses, medical stations etc. - These moduls can be produced in masses, so you can specialize and save time. You can store them and use them later, and they can be stapled and easily plugged with other modules: bathroom modul and bedroom modul for a player ship or a block of flats, the possibilities are infinite. ((Reminder: search for machines which can be programed to build from blueprints; if not start topic.)) That can also be an idea for an upcoming industry, you are free to copy that - but I would be happy if you give your opinion first .
  5. Trajan_Slawic

    NPCs

    Just like others here i think, NQ will make special blocks (computers, trading terminals,...) where you can buy things. That's also more likely in a sci-fi universe: Do we go to the counter if we want to buy something or do we order it via internet (DU-amazon like)? Even now there are almost only self-service shops around, the only human is at the cash desk. When you have technologies which can replace them (and they exist even now), you will do that, so why should there be npcs in shops in the future?
  6. Thank you for your contribution to my cargo pod housing idea, but i think i will make that an own topic. I have never played space engineer, but yeah - i also hope that this is possible. It would be also fine if you can use blueprints selecting the size of the object e.g make with the blueprint of a small drill a very big one (costs more materials, of course), that saves time.
  7. That's a nice idea, but do you want that model in addition to the trial abo (I don't know if that is fixed: the 2-4 weeks trial) or as a "standalone version". Then I'm sure the f2p servers are fast compromised with cheaters and hackers, because there are no real barriers when got banned: new user account and go on. There is a devblog where NQ gave an overview about the problems of having a game f2p. Your solution sounds good, but I think only when there are two servers, a f2p and a p2p server. When both players are on the same, but in separated areas, some players would find a way to omit the developer's barriers (bugusing, hacking,...) - that would lead to a worse player experience for p2p accounts and "good" f2p accounts which are not cheaters. Only my opinion, if I understand you wrong please explain it to me
  8. Trajan_Slawic

    NPCs

    Maybe NPCs as decoration? Can't fight, die by one shot, can only seat and go into different directions, you cannot interact with them. Player cities of small guilds with only 30 players, which are not even at the same time online - might be a bit boring, especially for RP. A few people more will not disturb and make the towns more lifely.
  9. Even if i have a penalty when using this hybrid it would be more comfortable in each way, and in the long term it would depend on the amount of ineffectiveness. To build a drill, an industry and a power plant for the energy, houses for the workers and so on takes time, money and space - keep in mind, that you (maybe) can transport the drill and the machines, but not the infrastructure. The hybrid would include energy, machines, accomodations etc. and can fly also on planets (i think spacecrafts have the same options as aircrafts, but do not know) to other destinations ON this planet. But your reply has given me an idea: what about modul housing? You could transport them with cargo ships and then "plug and play" them on the surface of a planet. Then it would be possible to "replace" the infrastructure what makes the building-of-facilities-on-each-source easier, faster, and cheaper. (When it's possible)
  10. Something came to my mind: Some day, when players have made high developed civilizations, there will be also bigger mining vehicles to remove for example big mountains, the digging can then be sent to a facility to get the ore or other things we want and are worth it. To make it easier, what about combine the drill and the facility? The drilling head would have "nozzles" which hoovers the material into the machine (like a tunnel boring machine in real life). Of course the drill has to be as much big or even bigger than a TBM, especially because the machines to refine the ore also have to have space on it, also large reactors to supply drill, "hoover" and factory with energy. Why spaceship? Because you can use this giant thing for more than one planet: What is when the time comes and one planet has no worth able sources to exploit anymore? Do you have to let it rust? Or deconstruct it and rebuilt in on another planet? If it's possible, you can make even larger reactors which also supply a bridge and a hyperdrive - to move it to other planets, moons or only meteors to exploit. Then you can make a supply chain which clears the (small) warehouse of the "plant ship" and you can transport it to your station or trade with it or whatever you can do with refined ore and dirt. I know that there are many other topics which deal with "mining in space", but in my idea you can fly with this also to planets (voxel entities or not) and "plug and play" there: Switch off the drives and switch on the drill It would also lighten the colonization of other planets by high developed civilizations, I think.
  11. To leave the idea of giant death stars, i think there are many practical reasons for building a town/city underground. My pros: - You can build an underground city in old and non-used mine shafts, where you do not find any ores anymore. So you can "recycle" these maybe big sites where also a basical infrastructure is given from the miners (ways for carts, small outposts for supply or offices, ...). - Another thing is that you are protected from a possible wild and unfriendly climate, on a moon with no atmosphere (where you need protection from meteors), on an ice planet or at least very cold planet (where you can "heat" the underground, small separate rooms which get warm fast) or on an desert planet or a desert ON a planet (caves would be a cool place to rest, live and build in such a hostile environment). That brings me to my next point: - Building (houses for the beginning, but also ships or other things) in a safe environment would be easier than in open landscapes, because 1. you are not so easy to find when you work in a cave or underground (that's a pvp reason, relating to factories built in old mine shafts in WW2, because of bombing runs of the allies), and it's not so easy to destroy through bombing runs of ships in the atmosphere (read the previous brackets), only way would be to invade it through infantry troops which have to land on the ground first. - There is a light (but not to be scoffed at) protection against natural disasters, like hurricanes, tornados, flooding, storms, volcanic eruptions etc. Of course there is also danger in a cave or underground city, especially during an earthquake (in this case you will probably die). - You are secure from wild animals who want to kill you (a reason for housing since the stone age), but be careful, bears also live in caves (I don't know if there are bears in DU, but I'm sure there are also animals underground which don't like you). Cons: - The earthquakes spoken to. This is a complete disaster for a colony below earth, because emergency exits have to be near and you have to get fast out; another thing is that your colony will be definitely destroyed (a solution: don't build an underground city where earthquakes can happen, for example on the brink of continental plates (providing that they exist on a voxel world). - The argument that you are safe for bombardments is true, but you are caught when infantry storms your base, because there is no way to escape in a cave (a siege is possible; solution: build always an exit the enemy don't knows, the bigger the better, ideal would be secret exits for small ships to evacuate in emergencies. Maybe an extinct volcano? ) - Caves and underground cities don't have access to sunlight, so it's impossible to farm food crops. They would have to be imported from farm on the surface (Possible solution: In minecraft you can harvest crops under the surface using "light blocks" (don't know the name), so maybe you can farm also under the surface with special artificial light in greenhouses.). This is all what comes to my mind, I'm sure you find something else.
  12. As in the title: hi all, nice to meet you , it's very interesting to be here and I hope you forgive me my (eventually) bad English, because I am neither a native speaker nor use this language often in my daily life. In case of you-understand-me, my short game biography: I started with strategy games, changed to themepark mmorpgs and remained there for a long time, with short interruptions because of minecraft or reign of kings (a sandbox you don't have to know) and some multiplayer-shooters; so as you can see, there is no long history with sandbox mmos or classic ones like minecraft (I played it offline and very short, because I forgot the password). I only started to look for alternatives because of stagnation relating to missing interesting content in SWTOR (bah weird sentence, for all misunderstandings my dictionary is liable). EVE Online sounded interesting, but I don't really like pvp and wanted also gameplay on the ground, so I went on. After a little time of searching the web I found an interesting game (Dual Universe, and that was before E3 ^^), but I clicked it away. Some time after (post E3), I came to the website, watched the trailer, found the devblog, found the forum, used my freetime to read through the entries (very interesting topics), then wanted to open a thread on my own, got to the rules and finally to this thread here. I am usually a dreamer, evidences are applications on my desktop I don't use often (GIMP, Music Maker, OBS), so I possibly open a few new topics here or put my oar in others, I hope I can give constructive critics. Yours sincerely Trajan
×
×
  • Create New...