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Alpha Tester
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    Novark Citizen

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  1. Context

    Black Holes

    Black holes would infer possible perma-death.
  2. Yes and No. NDA prevents me from specifying what those attach to.
  3. I was brainstorming and had two idea's collide. 1. It would be better for everyone, including those who want large scale warfare, if it is initially hard to make weapons to kill each other. 2. Lore wise, why would we all be on the same Ark ship with the intention to wake up and immediately pull out those gun designs and begin shooting each other. Therefore I would suggest, barring a few simple basic designs which can easily be lore'd away as prepared for protection against predators and hunting for food. The entire tech tree of weapons first has to be researched by players by choice. We have to choose to want to harm our fellow humans (we're going almost without a doubt, but still). Sure we do seem to have a large criminal faction, but this gives them incentive to invite those who want to play the mad scientist designing diabolical, or stealthy weapons for their dark deeds.
  4. 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.
  5. Long term returns on cheaper transportation.
  6. 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.
  7. 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.
  8. 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.
  9. 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?
  10. discordauth:6YzJuzpA4_l2SsNTmAvGQkNCPOf8kieQhxn5puEqADA=

  11. 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.
  12. 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.
  13. 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.
  14. 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.
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