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Alpha

  1. Move some of the high-end missions to aegis station. If you introduce NPC pirates to kill form quanta bounty then place the best missions closer to AEGIS. This would move the main market and give the other planets and equal opportunity to become inhabited versus alioth
  2. Currently, stasis weapons work by reducing the top speed of the target by a set amount per hit, which decays over time. Since ships rarely fight at or near their top speed, this means that stasis weapons find no use whatsoever in the meta. The goal of stasis weapons is to allow you to slow down a target and make it easier to hit and harder for them to escape. Stasis weapons should apply an artificial mass to the target per hit, which decays over time. This will have the joint effects of reducing acceleration and reducing top speed, without requiring any additional formulas. This makes balancing simpler, and would allow for variants to the stasis weapons like we see for the other weapon types. It also makes them useful when not at the speed limit, allows them to be made more powerful so that they can actually be a viable weapon fit.
  3. Ok, so finished products weigh less than materials, so that is one good reason why it makes sense to build in situ, which however makes hauling all the more important. For example if you had a secondary territory with decent T1 concentration, you would spend less fuel hauling locally-made Frames, to your main base, than hauling the raw ore to build them at main base. Coz the equivalent ore to build them weighs a lot more than the Frames. But player driven hauling market has always been hampered by collateral. Regardless of how generous you would be in rewarding a haul, if the haul involves 100 million quanta worth of product, you would need 100 mil quanta collateral from the hauler to make sure he doesn't keep it for himself, or just deny you of it regardless if he can use it (for those extra-evil inclined or even truthfully accidents do happen) Now a haul that takes 15 mins and rewards even 10mil, which is a good price (just making up numbers here), always seems not as great if you have to put up 100mil to earn the 10mil. It means new players, that might have the capability but not the cash, won't be able come up through the game, using such emergent-pve/mission stuff. Coz nobody has 100mil that early on. Which means more work for game designers, to make sure newbs earn some other way, i.e pre-worked/designed missions/ content. So what if there was a way to disengage collateral, so that it doesn't matter, it's not needed, while still, making it believable in how it's done? I.e. not lose from immersion. Enter quantum entanglement, which is, after all, accepted science "fiction" So the idea is, that spooky action at a distance basically instantly connects stuff that are far away. But you have to get them there to start with, both from the source. Therethree: instead of hauling actual cargo, the cargo is quantum entangled. It stays as it is, and also makes a pair. 'Alice' which stays at the source, and 'Bob' which is getting hauled. We don't eliminate the need for hauling mass/volume, Alice and Bob weigh and take up the same space as the actual cargo would. Once Bob arrives at the destination, we now have our entangled pair at a distance and then apply the actual cargo to it, so that it disappears from source and appears at destination. This is done by the owner and only the owner, once Bob is delivered. Therefour: if hauler runs away or loses Bob in transit, the cargo is still safe at source. Alice doesn't get used by the owner to insta-transfer the cargo. Therefive: Collateral becomes a matter of taste/ preference - can be associated with the cost of making Alice and Bob, but is no longer needed to insure against loss of goods. (It gets disentangled from the hauling process by using quantum entanglement ) Theresix : Game developers are happy coz they don't have to make up that much more made-up content for players to earn money. Thereseven: players are happy, coz even if you lose it all, you can always get back on the saddle quickly coz u no longer need to have collateral to earn from hauls. In terms of game mechanics we already have things like packages (not sure only done the two tutorial missions of hauling and they didn't have any) so there is not much tweeking needed. A 'package' becomes a quantised state. Let's not call it a 'quackage', maybe a questate, whatever. [ You can call it a quackage if you like, after all, a ducks call is kinda unique in the sense that it's resilient to echoes, practically gave rise to the myth that "a ducks call does not echo", so this lends to the unique pairing idea] Cargo remains at source. Owner creates the two quackages, Alice and Bob. Alice is 'tied' to cargo. Bob is 'tied' to Alice. Then, once contractor is happy Bob has arrived at destination by contractee/hauler, the owner activates Alice. Alice connects with Bob and cargo connected to Alice instantly gets transferred to Bob's location, in place of Bob. So in terms of storage we do need the extra stuff, albeit temporary, but we do need it. If you want to move 100 tons you need to be able to store another 200 tons, coz to start with you create Alice and Bob which are quantised states which look feel taste etc i.e. weigh and take up as much space as the offending erhmm desired to be hauled cargo. Thereeight: The end of the beginning:) Go forth and prosper! Disclaimer: Although this particular eyed deer is mine, all mine, my precious, if anyone wants to use it in this game or another, as is, in part, or modified, you can do so with no requirement of credit or recognition for me myself and I, therenine, this idea is herewith not mine anymore. WTCOOO
  4. According to NQ the only way you are going to be able scavenge constructs is to purchase the tile with the wreck (so that's a 500k hole to fill) and then wait two weeks for the owner of the construct to get it. Apparently this will protect those players without the forethought to land their craft on safe turf and, effectively, reduce player responsibility for a microscopic percentage of players who may be absent for two weeks on short notice. While I'm closer to the free for all approach, (if you've not interacted with a construct on an unclaimed tile (or my tile without a prior agreement) for a week it' should be fair game), I'd be happy with the burden of payment being on the construct owner. A kind of insurance payment of 100k - 1m q (based on core size) lasting a month that prevent the construct being scavenged (in game indicated by a green bubble) while insured. This will open up some much needed gameplay, though I agree with the Ytuber that's it's just making money for money's sake, as are nearly all DU activities.
  5. My idea is landing pads that would be detected by the ship and you would land automatically after pressing a key when you are near of it and there would be different landing pad size for each dynamic core size it would work like in No man's Sky that would prevent landing bugs at market when a ship appears out of the blue and hit your ship because the game doesn't load fast enough even if you have the latest specs rtx 3000 series etc. it would be useful for space station also and would give the opportunity for no landing zone feature to works for example you have to pay a fee to land or example you need an authorization to land! that would add a cool aspect to the game for logistic. ** Landing pad would have a direction so you would not go through objects and would need free space around it and over it and that would require the minimum size of the core limits of your ship.
  6. Pirates Lack cargo scanners, scanners should be able to scan cargo and display a text only break down of items on screen somewhere. Why? Why the heck would you damage a ship that has limited lives on its items, but what about the cargo? Players can toss cargo... Cargo "Trashed" from any container/person, should spawn a container specific to the size of the cargo. ( This SHOULD have been done already, or should be in 0.25 patch ) Now players can "Avoid" a destroyed ship by jettisoning cargo Or you can try to get away Or some-ones trolling and just wants to wreck your day. Additions welcome! :3 I am just trying to be constructive here.
  7. When salvaging first arrived I was expecting something completely different. I envisioned a world scattered with small wrecks. Wrecks you have to find by eye without any UI assistance or directional cues. Something that is balanced with mining but a little less rewarding so it's not the only thing people do. The small reward of the discovery of a wreck would offset the small difference in reward compared to mining. The wrecks The wrecks should be xs cores with a few voxels and elements on them. Not even a complete ship. Depending on how many elements a wreck has and how well you can see them they should be spread out differently. I imagine maybe 3 wrecks per hex depending. You would mostly salvage basic items from them, maybe the occasional freight xs engine or s atmo engine. In order to have wrecks be diverse and surprising enough there needs to be a great variety of them. To create all those wrecks we could announce a wreck creation event for the community with specific guidelines. The reward for this event is simply having the wreck be part of the game. Regeneration To ensure that salvaging remains a constant activity especially for starting players they should regenerate. I imagine something similar to how the spawning and regeneration of surface rocks works. Though wrecks should not spawn in the same place over and over but rather be random so you always have to keep looking for them. Deconstruction Because I think the market doesnt have a high enough demand for xs elements, especially on other planets, I think it might be difficult to make money selling the salvaged elements. So we probably need to have a way to deconstruct the elements into base components or even grind it back to ore.
  8. I added this to the Upvote site, but I will also post it here for discussion: Players logging off on other people's constructs is a problem, for numerous reasons. Players that log off on someone else's construct should be "kicked off" the construct. When a character logs out of the game on a construct that they do not have permissions for (defined either by a construct-wide RDMS right similar to Board Construct, or by applying Use rights on a "Security System" element), their character should be moved outside the build area of the construct and their physics should be de-parented. There should be a way for the player to know their right status on a construct before logging off to avoid confusion. When not in the safe zone, the security system could become lethal instead.
  9. - PvP based on organization war, rather than free-for-all PvP - Implement war exhaustion mechanics to prevent one Org from going zerg
  10. Posted to the correct forum this time Clearly, with NQ at least talking of energy management it's something that is coming but we have no idea how this will work and it appears nether has NQ yet really as they have pretty much said it's still in the "thinking about it" phase. Here's how I could see power and energy work in DU: Territory unit: Has a built in power generator which is extremely efficient and can run a long time on a relative limited fuel supply. Once fuel runs out, it will be able to stay active for some time before it starts to decay. Once it decays below 50% the protective impact to static constructs on the tile will end and those can be attacked without the need to destroy the Territory unit. When power drops below 25% it becomes relatively simple to destroy the unit. Once destroyed, a 24H window/timer will provided a means for defenders to arrange such defense on a tile. Static Constructs: The core has a limited power supply relative to it's size which runs relatively efficient buit not as efficient as a TU will. As long as the core has power reserves it will boost the constructs HP value making it (very) hard to breach a construct which can only be done to begin with if the TU on the tile is destroyed or below 50% power. Players can place batteries to increase the constructs power capacity and use fuel or solar power to recharge the batteries which in turn recharge the core if it runs out of fuel (or is not fueled at all). As long as the core has power it will prevent dynamic constructs docked to (as permitted through RDMS) it from being vulnerable to attack. Space cores will have a similar mechanic but obviously without he dependency on a TU Dynamic constructs: The core has a more limited power supply relative to it's size which runs less efficient than a static core of the same size. It has limited capacity for additional power capacity through batteries, which can be recharged trough the engines on the construct being used. By itself the power supply on a dynamic core offers no protection like a static core does. What does the above achieve: TU upkeep and maintenance with a decay timer Protection for territory and constructs placed on it Timers for attacks (a vulnerability window like EVE citadels have could be considered on Static constructs) Limit what can be placed on a construct depending on power capacity and more I have no doubt..
  11. We need to have links which work across constructs. Purpose would be transfer of cargo, refueling and potentially in the future data transfer. Provided (and that is a _big_ if, I know) NQ has done their homework and has designed constructs with an object oriented internal relational structure this really should not be that hard to achieve. Base construct named "MainBase" has two containers named "Fuel" and "Offload" "Fuel" has three types of fuel stored, "Kergon-X1, Kergon-X3, Nitron" and RDMS set to offer fuel at a set price when requested "Offload" has RDMS set to "put in container" only for non legates of the org the base belongs to. A dynamic construct name "Hauler" arrives and docks on the assigned platform. A transfer element on the base connects to the transfer element on the ship as soon as it is docked The pilot opens the transfer element on the ship and sees Fuel.MainBase as providing refueling services and Offload.MainBase as available storage. Pilot connects "Fuel.MainBase" to "SpaceTank.Hauler" and gets notification correct fuel type is available as he uses X3, he is offered buying fuel at 20 Quanta per L and asks to receive 1000L Pilot connects "Cargo1.Hauler" to "Offload.MainBase" and transfers content which he needs to deliver to the base and on completion of transfer is paid for delivery The above should really not be hard to implement at all and will greatly enhance options and possible gameplay, especially when this all hooks into mission system/contracts and org operations.
  12. I would like to see a way of constraining the effects of terrain manipulation tools like the flatten and mine tools to the buildable area of a static core. This would help in making underground structures that don't have a walkway around them without having to spend hours just placing and mining out the terrain to not stick through the walls.
  13. GPS tags. Radio tags. Signboards. - Yes, in the game you can set coordinates for a hex, but this is not always enough. Imagine a player has found a mine (mine). He needs to mark it on the map and on the HUD helmet in order to quickly return to it. “But this will greatly simplify the mining of the ore. In order not to upset the balance - the player must connect to his own or corporate satellites in orbit. Without satellites, there is no more detailed signal (only a general one, provided by civilization, if terraformation has begun on the planet). - You can "sell" a signal from your own or a corporate satellite and get paid for it. Corporate satellites are more accurate than personal satellites. But in worlds with a protected zone, players cannot place their companions, only in pvp zones (so that the player at the start cannot use the services of satellites). - You can put a password on the satellite. The password is sent to the buyer after payment. - Mobile satellite dish. Can be placed on the base, as well as on transport. What is he doing? It improves the accuracy of GPS recognition of objects that are nearby. But it is expensive to build. * - Thus, the player at the start will not have the advantage of placing a GPS tag on the ore vein. Only if he flies into the pvp world, builds his own satellite in orbit, or accumulates money and connects to other satellites - only then he will be able to put GPS tags. And thus the balance will be maintained. Radio tags. - Unlike GPS marks, they show coordinates only in horizontal planes. If there is a hill or mountain with ore deposits between the player and the mark, the signal is "extinguished". - To use radio tags, you need to learn a few skills. - The radio tag cannot be placed "virtually". Each tag needs a transmitter, which must be set up and pushed into the ground. - Improving the skill of the Radio Engineer will allow you to work with a large number of tags at the same time, and more accurately recognize their signal in the distance (estimated distance. Initially, a large error). - The mark has a limited radius of action (with the help of a skill it can be increased). But it is best to install it on a hill so that the signal is the best. - You can also build an "Antenna Hub". What she does? It connects the radio points to each other. She has a large coverage area. But if a player leaves this zone, he does not receive its benefits. Plus, the antenna itself is very large, it is built vertically (this is a building), and requires a lot of resources to build. (if in the future a radio communication is made between the players via a walkie-talkie, then this building can be used to amplify a personal signal - as an additional option). - You can only engage in radio communication in pvp worlds. - Radio tags are more accessible (than orbital satellites), but not as convenient. - Radio scanner (this is a tool). You need to hold it in your hands to see radio tags in the HUD. Signboards. - You can install a sign (board with support). Write something on the board. - What are the signs for? Place them next to the veins (deposits). - Plates are worse than GPS and radio communication. they are hard to see, which means that only by approaching close to the entrance to the deposit, you can find this deposit by the plate. - Signs can even be placed in protected worlds. - A radio tag, like a GPS tag, can be assigned a unique name and share coordinates with others. - If weather is introduced in the future, it will affect radio communications and GPS. - If in the future worlds are planned that have not even received terraformers, then it will be impossible to find out the coordinates of your location on the planet without satellites. - The tag can be deleted permanently at any time.
  14. Idea: Rank system for items. - Ranks can be from 1 to 10 levels. - The higher the rank of the item, the more its effectiveness. - Higher rank item can be obtained by combining items of rank of the same level, or 1 item with a high rank level and 1 item with a lower rank. But the difference shouldn't be higher than 2-3 levels (between items). - Ranks 5 and higher mean that an item or building has a "special skill". For example, a metalworking plant may be very good at making base pipes, but it will make other items a little worse. Or, for example, an engine for a ship can consume less fuel, but it is more fragile. There can be many options. - The higher the rank level, the higher the probability of an unsuccessful combination. - Only the same items (by type) can be combined. - Yellow grades 1-3. Green ranks 4-6. Blue ranks 7-8. Purple grades 9-10. - The combination window can be opened through the assembler (it does all this. But smaller items can be combined through crafting). - The presence of a special item that can be inserted into the combination window, called "Combination Synchronizer" - helps to increase the likelihood good combo. - A new skill also helps to increase the likelihood of a successful combination. - The combination window displays a horizontal tree of item ranks, and characteristics that an item will receive at higher levels of rank. - In case of an unsuccessful combination, both items are removed from the inventory. - Thus, for example, you can get the same engine, but with a greater efficiency. Or a more efficient factory. - Perhaps, over time, an auction will be needed. players will be interested in obtaining rarer items (high rank) that are difficult to obtain.
  15. Idea "Laboratory". - Laboratory. 1) It explores various technologies for the player. 2) Initially, all buildings are inaccessible for construction, they need to be studied in the laboratory. The extraction of all types of resources is also initially unavailable, but as research progresses, they will open. 3) Vertical research tree is used, but everything is broken into sections. 4) To carry out the research, resources are needed (materials, items, currency). 5) The laboratory is initially in the player's inventory, but only portable (small). 6) Over time, the player will gain access to a more advanced laboratory (option MK2, MK3), because the research will become too long, their will need to be accelerated. 7) The player will be able to buy technologies in the market to speed up their research. The player will also be able to share his "blueprints" of technologies with other players (transfer in person or put on the market). ? Each research will have many levels of development (from 1 to 999). 9) Materials, items, ships and buildings can be upgraded after research to make them more effective. Moreover, the bonus for improving characteristics can be multiple (not 20-30%). 10) The MK1 laboratory is like a mobile microwave, where objects for study. 11) The simplest technologies are learned in a matter of seconds. 12) The corporation can study special technologies that the player will not have in solo. 13) The factory can be connected to the laboratory MK2 and MK3 to deliver resources for learning. 14) The player's special skills can speed up the action of his laboratory. If the laboratory belongs to several players, then it will work even faster. 15) Improved items, buildings, etc. are referred to as TECH-1,2,3, etc. 16) After studying the technology of the 1st level - its meaning is read out by the built-in voice assistant. 17) Over time, industrial espionage will appear in the game so that you can was stealing technologies from other players or corporations (hacking skill). 18) The player will initially have several "civilian blueprints" technologies that allow you to do some basic actions (after learning). 19) The laboratory is also needed to study "anomalies" or "alien artifacts", which can then be introduced into the game. 20) Laboratories MK 2 and 3 are completely static, i.e. they cannot be used for research - if they are in the inventory. Only if they are installed on a private territory can they function. 21) Only one type of research can be carried out in each laboratory. 22) One player cannot use more than 2 laboratories at the same time. The second laboratory becomes available only after learning a special skill. 23) A player can study one technology in several laboratories at once, but only if he is a scientific director in a corporation. In this case, up to 10 laboratories are available to him.
  16. Idea. Body equipment system. - Idea spied from World of Warcraft. - An additional window with a character model appears in the inventory window. This model can be rotated. - There are slots on the character model: for boots, for a torso, for a belt, for a back, for a head, for shoulders, for wrists, for a palm. - The helmet can be removed, but then the character's face editor is needed (by the way, it is very lacking in the game, because all characters are of the same type, differ - maximum in colors). - 2 types of HUD display interface: through the faceplate of the helmet, through a portable tablet on your wrist. Second type: It's like in "star citizen" - when the menu is displayed not through the HUD, but on the monitor next to the character, and the character presses with his hand - where the arrow was pointed on the screen. Initially, the character has a tablet worn on the wrist. If the player wants to fly into outer space or needs a more comfortable interface, the player can buy a helmet in the store, or make it himself. By the way, instead of a helmet too wearable augmented reality glasses (a futuristic analogue of Google glass) can do the most. - Different types of equipment are responsible for different functions in the character. For example: 1) The belt is needed to carry the tools. The most basic belt that is available to a character from the start of the game is This is a belt for 2-3 tool slots. Those. a menu that initially contains up to 9 tools - shortened to 2-3. Later, the player will be able to purchase a more expensive and advanced belt that will help to use 9 tools. 2) Boots. Some of them will give an increase in running speed, others will help to "be attracted to the metal floor "(necessary in zero gravity conditions), still others will help you fly longer (hello Iron Man). 3) Backpack. Initially, the player does not have access to Nanopack, but only a regular backpack with a capacity of 10-20 liters. Then the player will be able to purchase more expensive models of 30-60 liters. Nanopack only at the very end. Yes, this will greatly complicate life, but the player has a personal transport with a container. 4) Gloves. It is convenient to insert various micro-modules into gloves (flashlight, scanner, etc.), but more on that below. 5) Shoulders. Help with protection, just as convenient for installing larger scanners, instruments, mini drone or same laser cannon (hello Predator). 6) Torso. Overalls are usually worn on the torso. The jumpsuit gives its basic inventory (besides the backpack), but much more modest because of the pockets (no more than 5 liters capacity). The jumpsuit is also the most important. part of protecting the character. * - Equipped items do not take up inventory space. * - Ordinary backpacks cannot carry a large mass inside themselves (more than 300 kg), otherwise they will tear. * - Without a jumpsuit with a built-in exoskeleton - the player cannot carry a weight that is greater than his base 2 times. The closer the weight is to the maximum, the more slowly the player moves. * - Initially, the player has a simple factory jumpsuit with zero defense and cannot fly because it doesn't have micro motors. Micro modules for items of equipment. What is a micro module? This is a device that can be inserted into an item of equipment. For example: You can insert the micro flashlight module into a glove or into a helmet or shoulder pad. In order not to walk with a "scanner pistol" - you can install the scanner inside the glove, but in this if its characteristics will be much weaker, but space saving (if there is not enough on the belt). If the backpack does not have 2 micro engine modules installed, then the jetpack functions cannot be used. If you add more motors to gloves and boots, then you can fly even longer. Also, for example, you can insert a flashlight into the ore scanner, or a detector (to get 2 in one). Those. options to use the same thing - there can be many, thanks to micro-modules. The better the item (MK1, MK2) - the more slots it has for micro-modules. - Micro modules are installed in an interface similar to the one implemented in No Man's Sky, those. objects can be viewed, rotated. Imagine you made a combat pistol or rifle. You can install micro-modules in them an optical sight, or a laser sight, a silencer, a larger clip, etc. Or you can install a magnetic plate and a motor in your boots at the same time. Augmentation: Similarly with micro-modules, various devices can be installed in the body itself. Implants (to speed up the learning of various skills, etc., like in EVE online), but in addition, you can install: 1) Nanites. Increases strength, speed, regeneration. 2) Carbon skeleton hardener (special plates that are inserted into the bones and strengthen them). Or some kind of metal skeleton. 3) DNA modifier, improves various characteristics. 4) Cyborg's arm or leg. * - All of the listed items of equipment have their own durability, which is spent under certain conditions. They need to be repaired in a special building. * - You can also create a "set of equipment" to quickly put on certain things. There are many such sets you can make.
  17. The containers we have at the moment are basically giant Voxels. How about different shaped containers, like cylinders, pyramids, spheres etc. to allow some different build designs on static constructs and ships?
  18. Sometimes I'm looking at my inventory or crafting something and I see I am running low on certain things or think I could use a stockpile of X item. It would be nice if there was an option in the right click menu of items to open up the nanocrafter build window for that item or a keybind shortcut even.
  19. Hello, So I have ran into the problem that my current static core isn't big enough anymore, and found out that you can't upgrade the core without destroying the whole building. Why not make it possible to upgrade the static core in some way, so you can have the bigger building radius that comes with it? The ways to get this to work (feel free to add them): -A option in the right click to upgrade the core, this would replace the core with the bigger core -Making so you can link more then 1 core into 1 building area, this wold work so you can expand the build space with more cores, while still needing the cores themselfs -A option to parent/child the cores giving the main core a bigger building area. -Letting us destroy a core and some sort of timer starts where you can place down another static core before the building is destroyed/availible for salvage Let me know what you think. Grey
  20. It would be nice to have flight be like in the 2016 (or maybe 2017) E3 trailer where the guy went to another planet and landed perfectly on a cliff next to a city.
  21. Goose

    Structural Tree

    First, I must apologize if this topic has come up. But how about a structural tree, like a blowout, of a design when looking through the crafting menu? Maybe have a button that will pop it up into something similar to an exploded view. It would show all components needed for each sub-component, and all of their sub-components too. Maybe then give a summary for all like-components on the side in a list with total QTY needed all added up.
  22. Let players decide... Dual Universe is about having mechanics that gives players the say on how they want to have the universe to work (at least their small part of it). This player agency is what makes is sandbox game so appealing. The idea If a single organization (including subsidiaries) can claim percentage of a planet or moon (say 75+% as example) that organization is marked as owning the planet on the planetary map AND that organization gets special rights to create some game changing laws for the planets surrounding space (an example could be switching direct PvP on or off for others or everyone) Taking it one step further, if a majority of the planets in a system are claimed by the same organization (or subsidiaries), the same can be done for the system as a whole: the system is marked as belonging to that organization and the organization can set system-wide rules. Which rules can can be created are left to NQ to decide, though switching on/off PvP in controlled space could be a big one. Summary Allow players to choose what “settings” they want on a planet/system they have a majority claim on. It gives a concrete mechanical goal that players could work towards to really make the game their own and territory warfare is meaningful.
  23. Dont know if it has been suggested but i havent seen it brought up so..... An in game clock would be a wonderful thing - Easy to loose track of time in a game like this - building, mining, etc. nothing fancy just like in a lot of other games/mmos - a UI Element - that can usually be set to local or server time - etc.
  24. Border security will likely be a large part of DU. With lua compatible blocks functioning similar to a real life metal detector it would make for some very unique creations. Some ideas include: Border checkpoint with flashing lights if a weapon is passed through. Storage facility checking for stolen parts or ores. Locking doors if it is found. Certain skills could even help you bypass them somehow. Please give me your thoughts.
  25. Hi everyone! One thing I noticed in a lot of NQ's videos is that the physics applied to a dynamic construct are by far not as realistic as they claim. You can put all of your engines on one side and still not experience any turn unless you add adjusters. This is because the position of the engines relative to the rest of the construct is not included in the calculations, which are literally just a sum of all forces acting upon an object to equal one force, which equal one force vector, which in turn determines the total directional vvelocity.however, I can still understand that Novaquark don't want all of their players to have to do their own math to make constructs. However, I find it highly likely that most ships will end up being either shapeless gray cubes or jumbles of necessary elements pieced together with as little voxel as possible, since at the moment it has no functionality apart from protection, which is only applicable to some ships. So, I would like to suggest some functionalities which could be given to voxel mass: 1. Aerodynamics. This would also enormously improve the way efficient designs look, and make math pay off for those who are willing and able to apply it (by means of calculating if it's worth it to add more voxel (and weight) to increase aerodynamic efficiency) while not making it necessary. I know that there is a feature for air resistance already included in the game, but I assume they only have the program "look at the ship from the front" and calculate the area which will be causing air friction. 2. As a Heat Shield. Again, a feature which could a) improve the look of efficient designs and b) get players to think while building ships. Different materials could be more or less vulnerable to heat caused by friction upon reentry, again causing a trade off in between weight and protection from heat. To be fair, this feature may already, unbeknownst to me, already exist in game. 3. Lift. To start this off, I do not expect this feature ever to be added to this game, but would it not be cool if different voxel shapes actually displaced air and the object experienced the "equal, opposite reaction", thereby in some cases generating lift. This is just taking it one step further from aerodynamics, but it is a large step, and aerodynamics alone would already require serious work. I'm sure you all can come up with other great ideas about how else voxel mass could be useful, and about how else physics might be improved to make the user experience in DU be as realistic and amazing as possible. Also, a lot of you will start to defend the game, which is fine, but please know that this is not intended as a complaint that the features I mentioned do not exist, but as a suggestion how to improve the game even beyond what is being aimed for at the time being. Also, I am aware that some things I mentioned would be difficult to achieve without causing server lag. Please do not write a paragraph purely about how server lag would make if all impossible. Thank you! I look forward to reading your comments!
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