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Alpha Tester
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    Novark Citizen

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  • Alpha 1

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  1. Context

    Municipalities and Governing System

    Who said anything about honor. Break the zoning rules or building code and get charged with a fine enforced by cold ruthless authoritarianism. Sure you can move to a different metropolis but moving all your stuff is going to be more expensive than following the local rules. Of course, if you are a mage corporation already located in every major player created city then you are just losing out on business. Long term greed and profits will keep peace and least for the smart players.
  2. Long term returns on cheaper transportation.
  3. Roads will definitely be a thing. I am limited by NDA so I will just mention economic theory. Flying is more fuel expensive than roads but faster. IRL plenty of stuff is moved through the air but much more is moved along the ground because it is not time intensive to get it somewhere fast and is cheaper. With few players in alpha, competition is very small and there is more value in getting things done fast. Full release we will have more concern over long term costs, especially concerning massive projects or large economies where dozens of trips are required. This is a game though so I expect air freight to have a more equal share in ratio. In any case, I think different shaped boxes would be the most reasonable without things getting broken, but I may be wrong.
  4. Context

    Municipalities and Governing System

    Even without LUA though we can simply manually enforce rules. Theoretically, some groups could already be manually enforcing rules to good effect. Having items and code just makes it easier to manage, though might be a near requirement for many once we begin to heavily industrialize and small metropolis' begin to show up. I don't think we will ever have something which can do this for a whole planet, some of this speculation cannot be shared due to NDA though.
  5. Context

    Municipalities and Governing System

    Since we will have the basic frameworks given to use, we just need to add some more user-created definitions and poof, we have 99% of what you suggest. We just have to do some of the leg work ourselves and everyone's parameters will be slightly different.
  6. Context

    Nuclear Weapons and Player Experience

    Nukes are a bit too powerful and honestly would require a heck of a lot of coding. Thermobaric weapons, on the other hand, would be nice. Requires oxygen in the surrounding atmosphere, so ineffective in high atmosphere or water, but the largest constructed RL are in the micro-nuke range. 40-50 tons of TNT. That is if we will have explosive weapons at all?
  7. discordauth:6YzJuzpA4_l2SsNTmAvGQkNCPOf8kieQhxn5puEqADA=

  8. Context

    Astro-Phsyics in DU

    Updated with some moon info
  9. Context


    There can always be more planets. Let's say the game becomes super popular and the starting planet does run dry in the first 5-10 years. If there are 4-5 other planets, resources should be fine for the lifetime of the game. I do not know how big SE maps are but I suspect DU will be much larger in scope. What this will create is a realistic market. Let's say something like Gold for instance, is really valuable and everyone mines it up real quick. Now you need to travel somewhere else, new industries will be made (Some people's idea of success in a game is how much money you have so...), the resource becomes more valuable. I doubt the large factions will be aggro nor tolerate being committed towards most players. This game will be more realistic than most games because the ramifications of having this level of realism are that it will inevitably result in social paradigms more closely resembling real life than past games. A strong economy will be paramount for any large factions ability to wage a large scale war. This will prompt civil policing actions to mitigate the economic risk of malevolent preying on merchants, bystanders and everyone else. Business will go where the business feels safe.
  10. This is basically just a thread to post what kinds of star systems would be interesting to have. Septuplet-star System A system with a massive asteroid field, possibly inside a supernove remnant Hypergiant System, possibly with a planet so close to its star, approaching ships stay deep in the planet's shadow or require better defenses.
  11. Context

    Bounty / Commission / Quest board

    Only read the first couple posts, but in a game like this, everything should be player run. A Bounty Hunter group can easily build a website and have a form people can fill out for jobs and a bounty board can both easily be done with some simple HTML knowledge. <Almost put some NDA stuff here> Um...hmm, not sure how to talk about in-game stuff without mentioning which items can be used to do all the above in-game. NQ is doing a good job of allowing creativity. I will leave it at that.
  12. Context

    Persistent Players

    Except for people who are RPing griefers like pirate gang, which is totally legit and I support. Just except a lot of playful return fire and a taskgroup to seek and destroy. Persistance forces a higher degree of required trust and long-term building of social relationships. Casuals can easily find a place in organizations, they just won't be leading them which will require hours of out of game logistics and organizing so the faction is better able to handle casual underlings.
  13. Context

    Persistent Players

    Other players protect you by not allowing enemy ships past your borders and subduing rando's trying to break down doors. I didn't say safe rooms are useless I said they would take away from the immersion. If everyone can hang out in a 100% safe room. Would just break the game. There needs to be a healthy balance between defense and offense. In a larger universe like this, yes some players will need to do jobs many consider menial like patrolling the border. DU doesn't require persistence to work, but it would be better for it, as well as attract more players (its what all the cool kids are doing these days). Games are evolving and people are looking for very short attention span games and very long-term high social depth games. Persistence increases the required social depth for any group to be successful. It's also easier to do in this game since we have no perma-death.
  14. Context

    Astro-Phsyics in DU

    My bad, most forums have a 100,000-character count limit per post so I thought I would reserve a few posts, just to be safe I will keep them reserves until I find the limits of this forum. I am also not nearly finished, the true astro-physics will come in later, I just didn't want a super long name and astrophysics sounds cooler. As to planets staying stationary, many of these parameters still apply.
  15. Context

    Persistent Players

    How about this: Faction A wants all of Faction B's stuff. Faction A slowly sends 1 player in the system all friendly and that player logs off making all their stuff disappear. Repeat this 100 times. A day later all 100 players from Faction A login and start shooting everything. Or... A player knows a VIP is going to be coming somewhere ahead of time. He places himself in an optimal position, logs off. Well ahead of time, the VIP's security team sweeps the area and cordons off certain area's to keep things more secure. VIP comes through, the first player logs back on and shoots the VIP. From the other side, where everyone is forced to login from a specific point: A player is exploring deep space, it took him many hours to get to where the planet he is now scanning and analyzing. He has to log off. He now has to spend many hours traveling all the way back. Or lets say his ship stays there but then his character is the only thing that disappears. Someone else see's the ship and takes it or destroys it. Now what? --- It is much better to have persistence