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Found 4 results

  1. In order to build trust between actors, NQ intends to add a 5-star rating system, but a rating system like this can be abused as well. I can give a player a poor rating and impact their ability to play the game regardless of their performance with respect to the mission itself. However, there are ways to formally rate a player's mission performance. NQ should have the ability to track when or whether certain mission-related events occur. (I am focusing on hauling missions here, but the principle of formal performance metrics is not limited to this scope) A few possible metrics for mission performance: Was the mission completed successfully? How quickly was the mission completed? (Could be elapsed time or presented as a percentage of the total time allotted) If the mission failed, why? Package was destroyed Package was opened by the player <-- MOST IMPORTANT The mission timed out The destination container was destroyed Any mission system should have some sort of indication of whether or not a mission failed because the hauler opened the package before delivery. The most important information to the player writing a hauling mission is whether or not the hauler will just steal the freight. Formal detail can be included in the rating system fairly easily, and it allows for a greater degree of trust between actors than would otherwise be possible, increasing the proportion of players who are willing to create missions and lowering the necessary collateral. Addendum: There are two major purposes to a rating system: To establish trust / penalize/disqualify untrustworthy players (e.g. did the player steal the payload) To distinguish performance between trustworthy players (e.g. how quickly a haul was delivered) Ideally, the rating system would segregate these two objectives. There is a problem when a player is rated poorly because they took a long time to respond to messages or perhaps they were rude in communications, but when another mission writer sees this bad review, he wrongly presumes the hauler is not trustworthy.
  2. Hey, I just wanted to know if there are any plans to add mecanical parts like joints to move parts of the ships like thruster or later on weapons. With Lua scripting you could build ships with can stabilize themself even if they are damaged. Hopefully waiting, Will_i_craft
  3. This post is really simple. I just came up with it as I was watching the 18th update What would be your guys ideas regarding costumizable options on your character. Like diffrent helmets and diffrent chest pieces ect ect. Of course, the game is only in pre-alpha so they only have one look... but I am curious what you guys would like to add into the visual aspect of this game. (pictures or text or both, don't really matter how you describe your thoughts and ideas) Personally (because I will go after a more scientist, research kind of route when it comes to this game. IF it now comes out) I would like to see a bit of a scientist kind of look. You know, a sort of thinner armor, with glowing tubes (choice of colour is yours) with "experimental" or "Prototype" techology on the armor itself, the helment being more "gasmask like" and so on. just to add a bit of a hightech science flare What would be your ideas?
  4. I was thinking if it would be possible to create weapons of mass destruction(Nuclear,chemical,etc)that would have lasting effects in a certain area or even a whole planet.I would like to know how do you feel about this type of weapons that could change the landscape and harm it.BTW this weapons would not be easy to make and its resources rare.Feel free to give your'e opinion
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