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MaltoSigma

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Everything posted by MaltoSigma

  1. Combat logging can be prevented by a logout delay. And regarding persistent players, I'd like to mention, that adding things, that would make the game more tedious, will make the game, well, more tedious.
  2. Trees out of voxels will probably not look realistic. But I don't know, why there shouldn't be a wide range of plant elements.
  3. If there won't be such a planet, you will be able to dig your own caves for sure!
  4. I think, it would be good to have skill trees with many branches. And getting specific skill points for crafting specific things. Spending the skill points would give more uniqueness to the characters maybe?
  5. Everytime you die, 50€ are taken from your actual bank account. How about that? ^^
  6. There won't be elements like pistons, altough it would be great!
  7. Ok yeah, so rdms can also disable the nanoformer. And you can build multiple static cores and you could also have different rdms on these. The idea in this thread (if I understood this right) is to extend this system with skeletons to attach to the cores to give players more freedom to create systems (like renting), that could basically manage themselves. Which, as I would say, is a bad idea, beacause it would further promote hierarchic social structures and make the game more boring.
  8. I think there is a misunderstanding... Why would someone lock a door element, if it can be deleted with the click of a mouse button anyway.
  9. Why can rdms deny someone access to stuff but can't prevent them from destroying the stuff?
  10. Since it is easier to destroy something, than to build it, there probably will be griefers, aka people, who like to destory your work for the sake of it, no matter the quality of resources they get. I think, that's the reason why NQ implemented the RDMS system?
  11. Ok, I think especially the smaller groups of players will need a way to protect their buildings from being nanoformed, while they are offline? But there will be energy fields to prevent that I thought.
  12. By "ways of dealing with possible conflicts", I mean maybe finding compromises or kicking someone out. Altough it's not very common in online games, people could maybe learn to interact and maybe cooperate with each other more. When the game has many mechanics, that make the organization of communities easier, it actually limits the social aspect of the game.
  13. I think this would be too much complicated game mechanics.People should assign properties or whatever to each other by communication with each other. And if there is conflict, they would have to find their own ways of dealing with it.
  14. Probably not, because there won't be any moving or extending elements and no elements, that will be able to mine or destroy voxels.
  15. You could just make different blueprints of the same ship with different weapons.
  16. I made a dating simulator chatbot. The code is PRETTY long, so click the spoiler above, if you dare to read it. ( "~=" means "unequal")
  17. https://board.dualthegame.com/index.php?/search/&q=food&type=forums_topic&item=14076&search_and_or=or&sortby=relevancy Someone quoted a dev.
  18. I heard, that NQ is actually thinking about implementing such survival mechanics in a future expansion after release, but they've set their focus on different things atm.
  19. How about: Exhaustion Willpower Love Fear And menstrual cycles Food could also have different nutrients, that give you buffs like beatuiful hair and nails or debuffs like diarrhea. That brings up another topic: Space Toilets. Also: Space showers, space toothbrushes and space body lotions. You could become a hygienic supervisor for the kitchen perk of a large organization maybe. ^^
  20. Can you convert screenshots into svgs?
  21. I'm too dumb to understand this idea. Or I'm not high enough, sry if being too direct.
  22. You better listen to Lethys. You know, we here in austria are hurricane SPECIALISTS ^^ Back to topic, I think weather, that can destroy buildings will be too difficult to implement and also too frustrating for players. Weather, that has only visual effects would be cool probably. Magnetic Storms, that affect certain devices could be a thing maybe? Depends on the effect, I guess.
  23. I saw in the tutorial, that NQ has also added some elements, that they call operators, to make things easier. Altough they are not absolutely necessary, since you can also build them by using only inverters and relays. I think there are some other operators, NQ could add to make things easier for beginners. Exclusive Gate: Only sends an output signal, when it receives an input signal from exactly the set number of required plugs. (Could require a signal from all plugs, or just from exactly one for example) You would have to be able to edit the element in building mode, but it would be usable as any kind of gate, so there are less different elements. If these elements should have less editing options, there could be added these two additional elements instead: AND Gate: Only sends an output signal, when it receives an input signal from all plugs. XOR Gate: Has two plugs and only sends an output signal, when it receives an input signal from exactly one plug. Also useful: Latch: Sends a continuous output signal after receiving an input signal from plug A, until it receives an input signal from plug B. This would basically be a 1-bit memory cell. (Or a "switch element" that can be turned on and off by other signals) This can very easily be build by just 2 inverters connecting to each other though. (At least I think that, but I haven't tested the game yet) It makes computational processes possible. Here is a link about circuits, that can be built in minecraft. http://minecraft.wikia.com/wiki/Redstone_Circuits
  24. Some ideas for interactive elements. Password terminal: When actived with F, it opens an interface window, where you can type in a password. In building mode you can set a password. If someone types in the set password, it activates signal A for a set amount of time and optionally activates a signal B, when someone types in a wrong password. Interactive displays: Screens, where you can activate and deactivate different signals. Possibly with scripting your own user interface. Also you can add the password feature here. Weapon detector: Like presence detector, but with weapons. Volume detector: A container would be linked to the volume detector. The detector would give a signal, when the content of the container has a certain volume. You would set this volume in building mode, using "<, > or =" and a number value. Conditions for item links: You could make different item links from containers only work for specific kinds of resources or items.
  25. Maslov was a psychologist, not a game designer. If you want to design game mechanics around his theory, you have to regard the real needs of the players and not the fictional needs of their characters. Regarding food: I think implementing foods, that give you buffs for a certain time could maybe be possible. (Even WoW has that) The only possible buffs, I can think of are movement speed and health. (Giving advantages when eating, instead of giving disadvantages when not eating, is the same, but to players it feels very different) Things like the jetpack should always be usable, I think. Regarding water: Having to drink wouldn't add much to gameplay, I think. But it also wouldn't be overly annoying, if the water is consumed automatically from the inventory, as a human only needs some litres a day and the inventory is huge and water is easy to obtain. Regarding ogygen: Same as water, I think?
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