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Shynras

Alpha Team Vanguard
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Everything posted by Shynras

  1. No, it's not. The universe is procedurally generated = infinite planets = infinite resources. But they don't regenerate, so you have to move to other planets to get them.
  2. I'd like combat to use voxels a lot, it would be original and different. Examples: -Roboarm: slow weapon that needs charging, when you punch with it, creates an aoe that damage players and destroy voxels. You can launch it and recover for ranged attacks. Consumes energy to work. -Minigun: doesn't have physical ammos, but consume energy to destroy voxels behind you and transform them in ammos. -Rocket launcher, works similarly to the minigun. -Wallmaker: a weapon that let's you place voxels even when in combat or in enemy territory. Consume energy. It will be used by specialists to create fortifications and support allies. (stop line of sight so your enemies can't lock on you and shoot) -Mines, grenades, remote controlled exposives: aoes that deal damage to players and voxels. From what I understood NQ just want to avoid projectiles, so aoes should be fine. Definitely too much destruction could get cahotic and stress the serves, but it can easily be balanced with cooldowns, skill requirements and costs. Those are special weapons, the classic ones with no voxel destruction are probably still needed. EDIT: I know this was about meelee weapon, It all started with the roboarm.
  3. Colous style of assets is a big part of an organization identity. Golden Fox Corporation [GFC] will feature a large number of designs, for a variety of roles: -Military mobile constructs of any size -Logistic mobile constructs for military purposes -Security transport ships -Military outposts -Research and development laboratories -Storage and production facilities -A few exceptional vehicles Our colour scheme, that'll use to characterize our constructs is the following (only the constructs owned by GFC will be subject to this, you can paint and design your private constructs the way you like): -Dark Blue, Gray and White are the main colours and we'll use those to paint most of our ships surface. -Gold is a secondary colour, it represents the Fox -Red is for decorations. Depending on the specific construct, its shape and purpose, we'll decide how to compose them on a case by case basis. Special constructs or assets may not be subject to those rules, at least not stricly.
  4. You're not the first asking me this question, so I guess I'll need to find a way to make my OP less confusing xD. When I says that we are a PVP group, I mean that we're looking for direct engagements (wars, battles, security contracts, bounties contracts, skirmish and so on). Those will be group events that we'll plan and organize, but I don't think it'll be all day long or every day, it depends on the situation. When there's no group PVP event planned, our players are free to do what they want (contracts, mining, pvp on their own, and so on) as long they're not breaking GFC's rules. Most of the corporation's efforts (taxes, contracts, ...) will go towards creating a solid base to let us be competitive in PVP, as a small, efficient and well organized elite group. Even if PVP is our main goal, we need builders, coders, scouts and a bunch of other people that don't necessarily specialize in PVP directly, that's why I'm saying we're not specialized in one specific branch, we still need people with different careers. We'll create a mining, exploration or other sections depending on how important will those activities be in the final game. I can't say for sure there'll be enough resources on the market to buy at a fair price, expecially the first months of release, because we don't know how mining and resources needs will be balanced. I can't say for sure if PVP will require a strong exploration section to find your targets, because we don't know how the "spotting players" mechanics will work. We'll open a section for each branch we'll feel it's needed to PVP competitively. Chances are that'll find third parties for that (that's my intention), but I can't say for sure they'll be enough to support our needs or if'll need a mining section anyway for whatever reason depending on the final game balance. We want indeed our group to be small-medium in size, and if we'll be too many to manage and provide a friendly and confortable environment for our players, we'll split in different modules with different leaderships, levels of indipendence, coordination, information sharing and so on, managed by a central government.
  5. I just want a robo hand that punches like a camel. And meelee attacks to create aoes and destroy voxels
  6. The building zone is to limit the construct size, not jetpack range.
  7. I'm fabolous!

    1. MooCowGal
    2. Shynras

      Shynras

      A fabolous evil, big, sweaty and completely shaved guy! Totally uncute.

  8. If NPCs mine, craft, defend, what are you left to do?
  9. Golden Fox Corporation. Why golden? Why fox? Why corporation? There are indeed many reasons that led us to choose that specific name, that is the results of many ideas and thoughts. Indeed personal preference is one of them, but is not just that. The first rule that we set for us, was to conceive something original, without taking games or other stuff as a reference. As much as I wanted to call this organization "Evil Snails of Death", the name had to be appreciable by everyone, so there was some limits anyway. The second rule was to design it with a concrete object in mind, easy to remember, able to give the organization a clear identity, something that could give us ideas and inspiration to design our constructs and logo. It was at this point that we decided to go for an animal. We love strategy, to trick our opponents, to play smart. Usually, Wolf means ferocity, Bear means strength and endurance, Deer means beauty, ... . A Fox is what I think represent us best, so that's the reason. We could have gone with other "smart" animals, but we just felt that a Fox was more appropriate and appreciable by everyone. The reason we went for "Corporation" instead of "empire", "nation", "alliance",... it's rather simple: we want our organization to be small-medium sized, so "corporation" fits the role better. Finally, the "Golden" word symbolize our committment into the economy in DU. GFC is a PVP guild, with a strong focus on production of assets to support that. PVP is also something we do for an economic purpose. Other than that, it's a nice colour for a fox and for our constructs colour scheme.
  10. You need to give me a reason to use that. In safezone is pointless, in warzone it will go down and if you're able to defend it, your military expenses will be higher than the warehouse gains. So my tip is to create a mobile defensive station (a big carrier ship), possibly with cloacking tech and low power consumption (to mantain costs low and improve your gains), that you hide in space and share coordinates only to trusted customers. And you could add a transport service to that, so that you can deploy assets anywhere for your customers, if they need it.
  11. Actually it's the exact opposite. My suggestion is to put different ways to build, balanced so that they're all viable: everyone can then choose to upgrade and improve the way they like building, like a jetpack, until making it godmode level. You instead, are suggesting to put only one overpowered way to build, so that everyone has to use that or they'll be underdogs forever. Actually if you're a builder, it's in your best interest to have this kind of system, because it let's you specialize and get an advantage over people that never built, since it's likely they'd not train a jetpack skill if their only job is to mine or fight. With your suggestion, anyone will be able to build freely as a veteran builder, removing the progression experience.
  12. -Since Du is not a modeling software but a game, the building aspect should be immersive as much as any other gameplay aspect in DU. -Having a godmode jetpack kills diversity and variety on building mechanics, and kills any hope for that to change in the future (because most players would hate a change like that after they got used to it) -It kills diversity even for other gameplay aspects. To create a deathstar you'd just fly freely where you want with your jetpack vs huge effort by an org to set up scaffolding, that creates jobs and contracts (emergent gameplay), new gameplay possibilities and immersion Again, it's not about nerfing the jetpack to make building tedious for everyone. You'll be able to train skills. If you think that a godmode jetpack is a priority for you, just research all the skills related to it, and those will improve it to reach godmode level. You're free to choose, so don't force everyone else to play a simplyfied game just because you're lazy
  13. ye, shields have cons, that's why they can be balanced and added into the game, it's a situational tool like any other.
  14. I'd add personal shields too. Armor is a way to passively mitigate incoming damage. A shield is something you can set on and off (active mitigation): while it is on it consumes energy and more to regenerates itself when it takes damage. Energy is shared between all your tools and weapons, so in a fight you have to decide dinamically where to put the energy, depending on the situation. Armor gives sustain, shield gives "burst absorbtion". If we consider the shield generator to be heavy, we end up with: -light armor + shield generator : high mobility, low HP sustain (attackers) -medium armor + shield generator : medium mobility, medium HP sustain (versatile) -heavy armor + shield generator : low mobility, high HP sustain (defenders) -light armor, medium armor and heavy armor with no shield generator : even lower sustain and without counters against burst attacks, can spend all the energy on weapons or tools. A shield generator is just one of many tools, that gives something in exchange for something else, so it's always balanced and situational.
  15. Ty, tbh I'm not completely satisfied, I'll tweak it a bit in the future I guess
  16. Golden Fox Corporation is now changing its name into Golden Fox Division: https://community.dualthegame.com/organization/golden-fox-division This organization is currently closed. A new forum thread for the Golden Fox Division will be created soon. The Golden Fox Corporation is a small-medium sized international organization. Our focus is PVP and our goals will be anything related to that, specifically: -Research and development of high quality military designs -Research and development of high quality logistic designs -Production of said designs -Production/selling of assets to give the organization a solid economy structure -Mercenary jobs -A small scout section for PVP purposes. -Eventually a small mining section to guarantee a stable influx of resources You don't need to PVP all day to join us, just to participate to the group events we'll organize. Everyone is free to enjoy his free time the way he wants. As already said, we plan to be a small-medium sized group, to ensure a friendly environment where everyone knows everyone else. We believe in quality > quantity, our players will be subject to tests and training, to maximize coordination and efficiency. We do plan on joining a larger alliance to participate in the largest battles in the game, still mantaining a certain level of independence. We're looking for mature friendly players willing and capable of playing in a team. Discord (voice) is required for group events. Our official language is of course english. For more informations, Pm me or check future posts that will be more specific on certain arguments. You can find me on the Discord community channel too.
  17. there's a "subtract" voxel tool, so you'd only need to subtract a copied shape
  18. Unlimited fuel is not immersive, since it's not real. Du isn't just a space building game, that's just one feature, you have to take the game into account as a whole. A jetpack is fine, noone wants it to be removed, we just want more options to give players more choices on how to approach a certain activity (and to make those options possible, there's need for cons aswell as pros, for any of them, jetpack included). The jetpack main role, as of now, is to help builders build stuff and nothing else. Depending on how you specialize your character, you can improve its performances, so even if it requires fuel or has some cons to let other options be viable, you still have a choice to improve it and remove any cons.
  19. 1) Don't like the idea of a revival medicine: -In a small fight (ship vs ship), the fight ends when the ship is destroyed, not when the players are killed (since they can respawn with said medicine). Boarding has less/zero value. -In a large battle, the resurrection node (an important strategical objective) would be less relevant. -People with more medicines would be able to respawn in the same position. Who has more medicines (aka money) has an advantage, and since it does matter less if you die, skill is less relevant (like initiative, since even if you surprise them attacking first, they can just respawn and recover) -Life is less relevant and people are going to play badly just because they can get revived. 2)Weapons with the ability to incapacitate could work well, it just depends on how they're going to be balanced.
  20. Shynras

    Free to Play

    You know, games are expensive to develop, it's not that they grow on trees. If you don't have money than you cannot support the game and its future development, you can't pay for the servers and so on. Why do you think you have the right to play? You have 2 choices: pay to play or play more hours than the average, in a way that you'll generate enough content for the p2p players, that will then buy the sub for you (DAC) And no, there's no need for premium stuff that will take development time away from the main future features, just to let the people that does not contribute to mantain the game (f2p players) play the game for free. 10$ month is not much, especially if you alternate buying dacs sometimes, you just need to work 1-2 hours depending on your country.
  21. Because a devdiary purpose is to show the progress made in the previous month to the one where it get published. You'll get the May devdiary in June because the video is about stuff that was made in May, so it can only happen after May ended.
  22. Scaffold is easy to add (it's just a cheap/low health block), a grappling hook can come later. They're going to add a lot of elements before release, not just the important ones that make the game work, but the easy to add (to add content and depth). It's even ok if we'll get only the jetpack for release, but it should be balanced from the start to prepare the game for the addition in the future, of different "movement tools" for building. Otherwise they'll never be able to add scaffolding or a grappling hook later, because they'd need to nerf the "god mode" jetpack and people will rage at them.
  23. NQ doesn't have obligations but the DevDiaries are stated to be monthly and to be released at the end of each month (without a precise date). Late or not, we didn't miss anything since they're still on a 30 days interval, btw I don't think OP was critic about it.
  24. @Munney safezones are 100% no pvp zones that you can find on planets around the universe, and there's a big one on the arkship, where everyone starts the game, and those are going to be in the game anyway, for various reasons, it's not just for builders. Indeed sculpting with a grappling hook is not that easy, but the idea is, that you're going to use jetpack+grappling hook+scaffolding and various other techniques depending on what you're building (or imagine a guy using mostly scaffolding but using a jetpack to reach a few higher positions). Anyway, there's a skill tree system that will let you specialize (depending on what skill you want to train), so if you're a builder you're likely going to research stuff useful for builders, and that means "reduced fuel consumption for jetpack" or "higher jetpack speed" to a point where for a specialized builder a jetpack is affordable enough to be used non stop (while for people specialized in something else it would be more expensive). There's need for something that can specialize builders, so you need to give them an advantage vs people with other specializations. What kind of advantage? What I'm proposing is a good option. Hopefully those advantages are not going to restrict other players freedom (like they can only build small constructs) or keep them on par (so that you can't specialize as a builder and you're going to compete against any other player, whatever their specialization is) @ShinyMagnemite As far as I know, the safe-building zone was an istanced area (it was mentioned by devs but was never said that was going to be in the game for sure) where you could access to design and create blueprints (you can't bring into the open world what you design in there, only the blueprint that you then have to build ) @0something0 there are multiple safezones around the universe, and since resources are limited on each planet and do not regenerate, the initial safezones after a while is going to be abandoned. @BenFargo I agree. Regarding building methods, you don't have to restrict player to use only one method, they can choose between the many (like jetpack, hook, scaff, ....) each one with its pros and cons. They can even choose to use more than one method at the same time (scaffolding for easier to reach blocks, jetpack for the harder ones). And if that wasn't enough, the skill tree system would provide ways to optimize those methods (less fuel consumption for the jetpack, longer range for the hook, cheaper scaffolds, and so on).
  25. Well i guess you'd have to limit that a bit or you'd see people surfing ships in space xD But it's definitely a must (if possible).
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