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Warden

Alpha Team Vanguard
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Everything posted by Warden

  1. I'd still expect the occasional xeno-fauna however, in terms of PvE. Aliens but not as PCs then.
  2. I consider asteroid bases tricky. All nice and whatnot; until the random mining fleet comes.
  3. If there is demand, there will be offers. Likewise, there will be offers if there is demand. Some intend to build a city collaboratively. A prison facility is nothing in comparison. I've also seen a few player made ones before, in Minecraft for example, although that specific one I saw was basically for admins (as in managed by them) and misbehaving players on general basis, aka rule breakers, less so much ingame prisoners in that sense.
  4. The spots mentioned above are still open. In addition we will overhaul our information website »www.vulturecorp.space soon and apply a different template. The standard website can be reached at »www.vulturecorporation.com
  5. Sounds too complicated for me or not so feasible. You could as well build an ark ship that was better suited for moving between worlds or in space as a "mobile city". Unless you intend to build said floating city and restrict it to a planet only. Otherwise it may be tricky to move all that infrastructure into the cold depths of space - a lot could get broken realistically or get hit by random debris and space rocks. I would consider anything more "connected" more feasible. Heck, make an underground or underwater city or a normal one and I'll sign up as resident.
  6. You can still apply some sort of prison or punishment in prison system - in many online communities it's part of the gameplay. If you f-up you can be put in prison by other players. Here, the challenge is not making it too bland or restrictive by being forced to sit or stare in a small cell - it could be a viable option without restricting players at all. Make it a larger prison with various things you can do there and make it temporary and it would be a fun thing have - in my book.
  7. I agree. Any approach has pros and cons however. Take the Empire for example or anything, really. HALO, Umbrella (Resident Evil) etc. It's not really that creative to use in my book. But it's already known and can attract a specific fanbase "the best". In addition there's already plenty of multimedia / artwork you can utilize. But perhaps at the same time it can seem unfitting (wrong "lore") or at least raise eyebrows and you are somewhat stuck to that theme, whereas other orgs can build their own story. In the end its relative. I personally do not aim for exact copies from other franchises or universes. In the end, you have to be happy with your choice. If not, adapt.
  8. Someone says divide, I say diversify as not all start in the same place then, but it's up to the devs. In the end you can still have several ships (in various conditions) but have one main starter location though. I personally am for more than one starter location however. Less convoluted place(s).
  9. You could also call it something bland or generic. City / District / Sector XY (a number, for example). I personally hope it won't be some kind of fantasy-sounding name however. But that's subjective and relative I suppose.
  10. Creating a city would not be the largest obstacle - but perhaps among it. Maintaining it or keeping it relatively "clean" would be a task on an equal level I like to think. For example, how you intend (whoever runs that city) to keep escalations within to a minimum. A quick example to highlight potential problems, if conflict was technically possible in the city any time: What laws do you enact regarding weapons? Do you "ban" weapons in the city limits or in certain areas? Do you permit them but under certain conditions, for example you can carry them but may not incite conflict with them of course. Or do you do not mind this? Depending on how "open" a city or larger settlement would be I see room for conflict and perhaps even random violence. Another one has to get to this point first. A big obstacle may be that everyone may try to do his own thing and no one (or only few) get somewhere instead of many just focusing on very few cities that will then deserve that category, however. I'd rather have a large shared city where you may find eventual borders to your HQ, office, outpost or whatever than solely have a large but ultimately loney rock far out in space. In fact having both is useful but I can see myself favor activity in the city or hubs.
  11. Make it rather block based or entity based, than area based. That way you can have specific things regenerate or even decay. For example things could slowly overgrow or just fall apart. Correct me but that seems to be the best way. This could also just affect blocks or entities that are outside and exposed to the elements. That would mean that outside structures could actually look decayed after a prolonged time, if left abandoned and of cared for. This would serve vital gameplay feedback or input, too, rather than everything looking brand new or pristine all the time for eternity. We could talk about a simple visual change to "blocks" or even damage to insulation or quality.
  12. Small nations that at the same time try to appear big without any RP context seem a bit silly to me. Usually when you hear of nation or government, you tend to think of something larger. I advise something different for starters if they are on their own unless they can expect steady growth until release. I see nothing against starting with a different concept and smaller until the numbers are actually there. Example: instead of "Nation XY", start with "Sovereign Colony (or colonies) (of) XY and grow from here. Or, heck, start with a city-state. Of course, trying to create or spearhead nations in an early phase is understandable, but good luck trying to fill all these positions "naturally" until emergent gameplay is a thing.
  13. I would not even compare it too much with classic MMORPGs. Because, from what I gather so far, the content will be vastly different and motivation determines what kind of people play, pay and how long. This here will be less of a theme park but let players actively shape a large universe or game space. A massive emergent sandbox experience with MP on one large shard is worth some bucks per month. If it is really good or complex, then I can't see many complain. But that's just me.
  14. I think there can be worse alternatives for someone in terms of punishment. Being KOS for some group in a possibly large universe isn' that bad on first glance. You can move on and find a new place or people, or generally evade. What's worse is being shunned by a larger group. If you cannot trade at certain places anymore or get big extra fees while your general reputation is in shambles, then you know you really did it. At least I'd consider some sort of effective outcast status an equal punishment.
  15. As someone hinted at a prison system: I would not overdo it with some kind of prison system if it's totally in player hands. In the Minecraft Civcraft (server) community, you were able to actually imprison players with some effort. The player was then bound to a physical pearl that you had to get access to in order to free him if you were not the owner of said pearl. I think that was the system in a nutshell, and an extreme example on how to not do it or how to add a limit. I like the idea but simply think that being able to keep a player "hostage" for a possibly long time is over the top. Don't get me wrong with my example, you were in another dimension as prisoner or "pearled player" then and kind of able to play - but it was all detached from the normal dimension. I'll refrain from giving examples on how this could work here as I'm not even sure anything remotely going into that direction is intended by the developers. So far. ---- Apart from that, you want punishment, then use your measures given to you as organization leader or some other abstract soft power you may have acquired. Think of player driven disciplinary action or law enforcement.
  16. Vacancy notice We are currently interested in trying to fill two specific gaps or positions - unless a potential applicant is interested (and somewhat qualified) for both at once. The assignment can be temporary and external, too, or eventually lead to full membership so to speak. Membership, access or level of interaction will be appropriate to any outcome. Ideally, applicants look for membership eventually. If external, we will keep in mind good work and may reward this later via ingame measures. This offer aims primarily at Dual Universe, but Star Citizen employment is also possible. --- --- --- --- --- --- --- ⚠ General notice: For any membership procedure our requirements apply. We consider the following spots critical (long-term) and will therefore be rather nitpicky beyond the formal requirements. Your reward will be the impact you have on a small but slowly growing team and later on the world that you can actively shape as part of this team. In addition the work and effort you invest will likely also benefit a larger community later on as we actively try to create or support infrastructure. 1) Lore and roleplay support | Quality assurance We intend to improve our content and generally look for an interested individual with a roleplaying background or experience that is either interested in becoming a member and assisting us in terms of lore and roleplay integration or an external individual that is interested in assisting us with said aspects without becoming a member. Potential members are not restricted to this of course and may find integration in one of our three core branches. To express your interest or to ask any questions, ideally you reply in this thread or via PM. 2) Analytic assistant We intend to boost both our security and science division with emphasis on threat assessment or scientific analysis respectively. For this, we look for someone who does not mind rather "dry" work including polls and more. Ideally you have some previous experience or a remotely connected professional background. Alternatively, you do not mind acquiring experience or interest in the related areas over time. For this spot, we rather look at a potential membership position than external support. Ideally you reply via PM.
  17. Time will tell. I don't think a lot is really set in stone so far, so I'd rather wait for the details and more progress ... or, in other words, when it really will be set in stone. So far I mostly see ideas or plans float around that people assume to be valid until release. Let's see how many ideas or plans really make it until then - or how many details will actually shape the various features over time.
  18. A multi-organization or "independent" city would be ideal I think, if they remotely coordinate building efforts and zoning. Because that would add some proper believable diversity in the makeup of the city inhabitants while a blow to an individual organization would not possibly risk the whole city. Small to moderate orgs would benefit from the increased traffic and accomplish something that only a large one could easily do.
  19. I have a rough feeling or assumption when reading these few lines. If my assumption (without know any details) is correct, than these cases are usually always bad in some way or another. I hope you can recover, do your own or perhaps find shelter elsewhere. Wink wink.
  20. In Minecraft we made extra sure to keep unwanted tourists out: Our HQ was near the spawn city that was also "safe", the only safe place where no war or combat could happen. It was also a port city and we were just a minute down the coast on foot, so there were ... many random tourists. Not all friendly or neutral. It was located on a "spit" or "tongue of land". Water to three sides, one land reinforced access. It was a Skyscraper complex with three large towers. The main module was actually located in one of the skyscrapers (top) and safe from artillery. Below you had a ground perimeter with a little park, tool shed, access to the underground and the walls. There was also a bunker on the corner, looking almost exactly like this: It was like an office complex doomfort. It looked both nice and yet intimidating a bit, and this was necessary to keep people out. Some actually called it "FBI headquarters" in the game. How did the wall look like? Well, as you approached that "land tongue", you'd see it get gradually more flat. The first layer actually consisted of warning signs and red warning lights. To make it obvious that beyond that point it would be trespassing. Then, a water trench came with the current going outward, and in addition soul sand was deployed so you would be ultra slow in it and prone to being hit easily. After this, a lava trench came before you'd see the final wall. The only way to get there was ... well there wasn't any way, really. Most of the time we rather saw artillery fire than people trying to physically get in. As for taking photos: Anything in their right mind would mask anything vital properly or put that inside ... or below ground (that is kind of inside, too). Some structures may be required to be topside (radar, etc?) but that wouldn't really be a big thing in my book. And don't get me started on "fake targets". Our skyscrapers were often the target of enemy artillery. It was rather amusing because it was basically a shell that was relatively easy to repair with little resource impact while the enemy had to waste costly shells for nothing.
  21. I'd argue the other way around: if your (fancy) HQ is in the middle of nowhere and under siege no one may be in reach to help but you and your people. Attacking it in the middle of a policed major or moderately sized population center would be somewhat harder I like to think. It would be known by location but other than that could have the same security standards. Let people put their bases or HQs, rather, where they want. But we will put it straight in some city. Getting in, I'm not sure. But getting out again with potential goods? Not as easy as potential trespasser or attacker. So while having some installation or say HQ elsewhere may favor secrecy, I'm not sure on the safety assumption.
  22. Perhaps not mines. I think the general idea is noble and we will work in that direction, but it should not so much be a direct copy of our own reality as we have no idea how the future or thinking in the future is. Humanity or those who left it lost their cradle. I can perfectly envision mines or even superweapons - as long as humanity does not slaughter itself to extinction with it. But what of hostile xenofauna or possible hostile alien civilizations that may not be abstract theory or RP fluff thinking but actually find their way into the game at a later time? In short, finding the right uses, restrictions or restraints is the thing.
  23. All should keep in mind however: the larger or bigger you build, the more likely it becomes that someone will eventually try to damage that. Even if it's just a small group. Creators should therefore not just plan all their nice designs and whatnot but how to defend these when it really comes down, too. And even then calculate that a major or total loss could still happen. At least mentally prepare for that. I expect some of the notable stations, settlements or cities to see war or lie in ruins over a prolonged time.
  24. If you have some cold rock in space in relative vicinity you can mine, it should be fine. Rhyme.
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