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Alpha

Found 23 results

  1. Haku0814's Ideas O_o Options Individual options for different ambient sounds namely engine and machine volume controls Ideas for PVP people AND the would be Victims. For the miners and industrialist in flight! Jump drive - you "Jump" 5-10 SU in the direction your pointing and do not loose acceleration ( if an obstacle is in your path, you are moved into a nearby non-colliding spot ). This helps with "Off-pipe" driving for more seasoned players, would also help with the last leg of a trip to ensure deliver/arrival. Burst radar jamming unit, it just buys time while the other ship waits to lock on/see you. Deployable decoys, they are artificial version of you, core size, ship name, etc. They also show the same information/visual when locked onto. Initial deployment scrambles current lock-on by other ship. Cloak - Replaces your ships look with a glass globe effect and reduces chance to hit and range to lock. No warp possible while in use. PVP side of things Inertial inhibitor, prevents jumping and reduces target ships speed Hardened Sensor array - reduces jam time of Burst radar jamming Rapid EMP unit - Disengages decoys, slow rate of fire. Wolfpacks - ships with a specialized cockpit that can sport ONLY 2 weapons, contingent on size of core. Why? With only 1 crew member, it is more likely for packs to form to "Hunt" other players Makes engaging in PVP a little more simplistic, you can fly solo and still shoot! Limited ability, the ships will NEVER be as good as a group, though you might starting hanging out with your future crew this way :3 For EVERYONE! Voxels/Parts outside of pieces that DO something formulate a ships HP, Handling HP and Shield HP should be composite of XY components on ship with ABC components that have to be repaired separately. Damaged is shown via FX and various crippled ship systems. Why? Simplifies ship damage and server stress Why? So we can change and add shield mitigation as well XD to replace the previous lol Now we can begin adding shield/damage flavors and maybe even a system to slowly transition shield mitigation via polarization This means we have a reason for scanners etc. Another thing to add, would be an "Mode" that L cores can switch to that temporarily anchors them and allows activation of a warp beacon on the ship. Sacrificing Mobility to try and call for reinforcements. Preparing for a remote engagement. My other favorite form of warfare Drones/Drone bays T1 Drone miner ( watch the little robo critters eat surface rock, player must remain logged in ) *Critters are visual only, gotta save the server ticks X_X* Nuff said here ( Utility, mining, sentries , etc. ) Avatar V Avatar ( precursor/prep ) Along with the ideas posted here, would like to see at least a rough draft/placeholder style implementation of an equipment screen. Devs could switch the default "Weapon" we start with to an equip-able with a RClick menu, that would create a basis for interaction, etc. Going further, equipables do not have to show on players, they could buff things outside of skills. Like a REAL jetpack that consumes compressed hydrogen cells, or something. Enhanced NANO pack gear. Make us run faster. Does not have to have any effect on characters yet, just create an opportunity for the dev team to start poking around at it Pre-AVA, so that work later can be smoothed out some. Tablets/Controllers that can be linked to a remote unit on a ship or multilinked. Helping poor devs not starve We players understand you have limited art staff/staff in general, maybe open a contest for ideas to be sent in, rewarding the winner/ 1st 2nd and 3rd place with a 3mo free sub or skill points <- we players will kill each-other for these btw, seriously. Outside of Art, the solar system really does need a more fleshed out story to it other than, we left earth -> we arrived! -> we build. Feels kinda FLAT really. You could pair this up with the aformentioned "Art" contest. Things like this can help drive community engagement, it would also help showcase to the public, that the community is trying to make an effort, and that people still like the game. NPC missions like some people said, could be from, our first contact in DU, Aphelia. With daily work logs/request from her. Please get rid of free quanta, MAKE us engage in the game. Market Stuff o_O Consumables Food stuffs / drinks Could have different effects, both statistical and visual Enhancers Give larger buffs, tracking, accuracy, etc. Make it easier to see the value of something Tooltip would show a breakdown of what RAW ore resources would cost for an element I only mention this as seeing some things on market are cheaper than the ore used to make them. I'm guessing this is due to lack of knowledge on players part. Remove bots and use Aphelia missions for cash instead - these should be limited per player, not just orders, thereby creating a set Market will self correct itself eventually, though being able to see the price of ore compared to final products would be a huge help with this. Using market prices and their current PURCHASE trend with X/Y threshold to keep ppl from mass posting 0.01 materials and then buying them back right away. < < < ( This was sort of added? PTS ) Limited Run Schematics Increase market entry oppurtinities Reduce Schematic cost now that they are limited run Increase h sink across multiple groups Good reason to add "Original" Schematics and "Researched/Improved" Schematics Inbetween tiers that can be found via researching? Research "mini-game" for crafters requiring resources? Research Why not, being able to throw resources into a research Element to try and create XY result is a great way to boost market flow for parts. Research could replace schematics and players who purchased said schematics would receive X to Quanta of skill points. More movement on the parts end of things, increasing the need for something, etc. Diversified market based on values of items such as thrust fuel consumption etc. Aphelia missions!? ( added on PTS!? May not be same as below. ) NQ could use this as a way to disperse fund for active players. Mining events that are long-term to provide materials for NPC ships, haulers etc. Fulfilling these in turn increases NPC hauler activity between worlds. Creates a combat opportunity for hunting players and pirates, outside of fight other players. Creates cannon fodder for miners/haulers to hide among while doing they're part. NPC ship would be from user submitted BPs. Again, creating another even for builders every so often to submit more ships for filling in "Gaps" from players to keep activity levels between systems moving. NPC structures for drop off on ea world for missions / non-player missions. Farming We've done it! From the Ark ships archives we have recovered animal DNA to clone and create small scale farms! This is just to feed into the "Market Stuff o_O" ideas, because, who needs to mine when you can farm! Would required some major Salvage addition? Short range salvage scanner Would help ppl to move around the planet more / give a crutch to the less lucky players to locate salvage on planet surface, though it would require some time to locate any salvage. Back end, salvage system that spawns salvage, both in space and on planets. Would scan for cores in any spawn area and spawn 30-40km away, should be far enough to not be visually seen unless your looking for it. Only becomes active if system salvage has less than X number of wrecks left. Voxels do not count towards wreckage mass in this fashion. ORGanization Stuff Assett tracking I'm thinking of something more than just tracking VIA the map, an ORG with an entire fleet of supply, warfare, personal vehicles, that list will get cluttered very quickly. Flight Space radar to continue working until 1% Atmo, due to stations being within safezone and not appearing to pilots, PLEASE?! Ability to Toggle space/atmo radar, much needed to avoid collisions. Braking state saved directly to dynamic constructs, braking behavior default to toggle instead of holding to activate. ( optional ) Alignment Computer - An element that allows a users ship to automatically align with a given bookmark. UPGRADE the map to 3D with bookmarkable points and zoom pls T_T ( Why do we not have this already!!!!??? ) Inventory / Industry Hub Interface - Allows Avatar Only access to hubs. No In/Out from IND/Transfer units. However would allow access to multiple HUBS via interface. When attaching containers to hub, we should be clicking on the hub and then target containers without the need to retarget the hub. Same for other connections, industry would be a little less painful for some, and a breath of fresh air for others. Control Relay - A small 1x1 voxel item that lets you link it to a controllable object to open up its UI. Able to be swapped to OTHER objects if LUA is used. Option to turn off error sounds on machines and use ones own LUA based system instead. Lights/Audio of choice/etc. Honeycomb Compressor - It just takes Honeycomb and compresses/reverse engineers it back into it's Pure/Product form. Disassembler - Disassemble an element into it's components, loss of 35% with skills that gain back 5% per skill. Makes salvaging a ship in PVP more worthwhile because no you can repurpose the components into something you find useful. Further Scanner Improvements? Scans themselves I feel are a bit messy, some ideas below may conflict, fyi Scanner names - Scanners name should be switched to using the planets numeric number and the tile the scan is for instead of a general "Scanner Result" name. The other idea is to remove scanner results altogether and make a scanner DB element, or event set it to use and advanced item that can keep an expanding DB that can be right click and exported to, the inverse the same as well. The first idea in this section could be used to make single scan exports that can be sold/traded with other players Any rescan of the same tile will automatically located it's original scan and UPDATE it, rather than duplicate it. Culture Would like to see, though it may be a bit far fetched, an art contenst sent out to the public in each major region around the world for their idea of space armor. ( some people are asking where this came from? I was listening to different pieces of music and the change of mind made me think of how culture could effect DU. ) It would add a very literal, difference not just in ships, but also personal cultural taste. At the moment we are all stuck on the idea that we are "Noveans" we just a bunch of people who made it out here. Now that we have established ourselves some, should we not honor those cultures we left behind. Armor can be looks only, aesthetics per say Different armors for different looks Underlying "Equips" could be statistical only More variance in color choices than default armor Maybe even add armor only found on derelicts when they spawn?! It would just be awesome as hell to see designs from say, Russia, China, Japan, Europe, America, The Middle East, even in what their take would be for armor for the future using the base novean armor as a guide. Just Communication ( Gundam W Pun... ) Mail boxes, message only, no items Dialer/Phone? Voice?! A way to either communicate via voice either to an avatar or to a ship Great for P2P communication being kept within game Ship to Ship for when Optional, able to be toggled off Territory Problems? Territory upkeep Why money, make it a resource/power system that must be used instead to add another commodity in constant need. T1-3 variants with different output, power is tile based and can flow outward to owned tiles. Industry taking power now creates a reason to keep it fed, increasing upkeep and need for more interaction from orgs for multiple players. Increased transport traffic, we hate it, they love it, now we have to get power OUT to certain locations/stations in order to be used. Different reactors T1-Tx would need different fuels made from T1-5 materials ( creating market variation and demand for more base/refined materials ) No power causes a players TCU to go un powered resulting in no longer being owned after it's "Backup Power/Timer" has kicked in and notified the player of issue. Notification comes up via text and shows a blinking hex when unpowered, would also show for orgs as diff configurable color ( in the case of multiple orgs )
  2. To date I've probably spent 1/2 a billion quanta on recipes, materials, ore, and parts. Everything is super expensive. Turning a profit can take up to several months, and requires great effort. Pirates are getting their way when it comes to ease of the kill. They can shoot us out of the sky with very little effort. Warp drives don't function if you're targeted (even if they don't fire a shot. Basically your car breaks down every time someone looks at you and you had to get out and push till they looked away). There's cool down and warm up periods for warp drives (pirates don't think it's fair that we have a chance to escape) Increased the mass of elements to make sure that ships are slower and weakened the shields hit points. (make all the defensive stuff heavier and weaker so you're a sitting duck). Right now it's pretty much point and click. They click your ship name, click "Identify", then start shooting. If you're traveling at max speed, turning to confront is near impossible until you slow down, by that time you've already lost. Besides the shield generator, and the pirates skill for successful hits, there are very very very few defenses for avoiding. They can shoot through asteroids or any obstacle you may try and hide behind. With the right script, they can automate just about everything so all they have to do is target you and click fire, and the script takes over to track you. Pirates should have to put in some kind of decent effort in their trade too. They are mass complaining about how hard it is, and the devs are bending to their will. Pirates have it too easy. And if we want to see any change and make pirate confrontation a little less 1 sided, we need to mass complain to the devs like they do. Post your suggestion on how to even the odds, and I will compile all the ideas that have the best chance of being deployed in game into a form that you just have to copy/paste into the submit form.
  3. I would love to hear what some of you are doing for 6 axis or less lateral thrust. I want to build a ship that feels more like a spaceship and less like a space jet. I got my flight-stick to work with joystick gremlin, vjoy and hidhide and I just feel like there are no real good options to use my flight-stick to enjoy 6 axis lateral thrust. I would love it if adjusters fired when I activate the lateral thrust binds; or, I think a better option would be the release of a new engine type that is designed to work specifically with the lateral thrust key binds with less or no warm up time. It would probably take a while before DU implemented a better system anyway, so what are some of you doing now; I would like to Know!
  4. I have been spinning ideas in my head for a regularly organized event that involves territory warfare across the solar system. The goal would be to reward both piloting skill and tactics in a semi controlled environment. It would both involve outright PvP when in outer space, and careful planning on the planetside. All of these ideas are meant to be possible within the current version (.23) of the game, although when more systems are implemented it's structure can change. Let me know what you think. Here is an overall summary of my ideas so far: Managing the game: Game Moderation: A group of players and/or a dedicated gamemaster would oversee all aspects of the game and record the scores of the players/teams. Points and scores would be given out mostly for controlling territory but also for participation, attacking, and defending territory to reward fair and active gameplay. Teams would be mostly separate entities from organizations, but obviously having room for sponsorships is a good idea. Ship Moderation: Rather than just letting any old ugly cube or jalopy putz there way on the scene, there would be careful moderation of what ships can be used, to reward those dedicated builders and let them show off their ships prowess and design. This will also let the game moderators balance the intricacies of the game, as obviously everyone would want to pilot a cube around in a realistic PvP scenario due to its consistency. Territory Moderation: The exact territories/space stations used would have similar specifications. The specific location of controlled territory or space stations would be within an organized list, and each territory would have different point values and specifications to make taking them over unique. Rewards: Rewards for outstanding participation, good behavior, and of course VICTORY should be par for the course. The winner of the game will have a prize much more valuable than money, perhaps having an influence on the game as a whole. Rewards going out to players who accurately report rule breakers of the game will hopefully encourage all sides to have good sportsmanship and keep the game healthy. Playing the game: Ship Categories: Right now, I have four categories of ships: Claim, Attack, Defense, Capital These roles describe the general function of the ship as well as their mechanics in gameplay. Some ships can fall under multiple categories. Claim Ships: Carry large bundles of goods between territories in order to control them, or simply require their presence in order to challenge/maintain a claim. Attack ships: Meant attacking claims. In order to challenge a planetside claim, the number of attack ships must equal defense ships. Destroying one of these in combat rewards the least amount of points. Defense Ships: Meant for defending claims. In order to defend a claim, there must more defense ships at the station then attack ships. Destroying one of these in combat rewards a moderate amount of points. Capital ships: Meant to sway games. The presence of these ships can control claims on their own, but are exceedingly important, as enemy teams are rewarded greatly for their destruction. Planetside/Safe Zone territory control: By its very nature, these stations are not risky to control. They don't reward much points, but using resources here is a very safe maneuver. A dedicated and clearly viewable zone serves as a control point, where all ships must be clearly parked. The controllers will park defense ships here in order to keep control of the territory. When a territory has an equal number of attack ships and defense ships, it is "vulnerable." When a claim ship lands at a vulnerable territory, the territory becomes "challenged" A territory remains challenged until one or more of the following happens: A. The defenders remove all their defense ships from the station/no defense ships are present. B. All attacking claim ships are removed from the station while attack ships remain. C. All attacking ships are removed from the station. D. A real time period of one hour passes since the station originally becomes challenged. In event D, considered a standard outcome, the new controller of the station is determined by the following system: For every: The points are as follows Attack ship that exceeds the # of defense ships. 1 point to attackers. Defense ship that exceeds the # of attack ships. 1 point to defenders. For every excess 10 kt of cargo on a claim ship compared to other claim ships. 1 point to claim ship team. Capital ship The side with a capital ship present at the end of the challenge period gains control of the territory In the event of a tie, the attackers win. So for example: An attacking team lands a fleet of attack ships and a claim ship onto a station, challenging the station. Over the period of 1 hour the defending team lands more defense ships on the station, as well as their own claim ship. At the end of that hour. There are 4 attack ships, 6 defense ships. However, the attackers claim ship came prepared, and their claim ship has 200 kt of cargo, while the enemies only have 150 kt. So, the attackers have 5 points, while the defenders only have 2. Therefore, the territory is now controlled by the attackers. In the event of a joint attack, the enemy claim ship with the most cargo points controls the station. HOWEVER, if every attacker got the same amount of cargo points (The claim ships have the same amount of cargo), the defenders continue to control the station instead. In event A: the original attackers (whoever landed their claim ship first while the territory was vulnerable) now own the station. In the event of a joint attack (without a real way to determine who landed the claim ship first) the control of the territory is determined by claim ship cargo alone. In event B. The original defenders control the station. In event C. The original defenders control the station. For planetside territory control, OVERALL points are awarded as follows: A successful attack: 2 points to the attacking team A successful defense: 1 point to the owners of the station. Owning the territory for one day. 1 point to the owners of the station. The owning the territory at the end of the game. 20 points to the owning team. Space Station/PvP Control: By its very nature, space station control is extremely risky, and therefore just as rewarding. Not only does it use up resources for a much safer planetside defense/offense, but it also requires actual PvP skill. Either try to go for space stations early for an advantage, or save your resources to swing the game later. When an enemy claim ship or capital appears on a station's radar normal radar (within 400,000), a station is considered under attack. The attack is successful when no defense ships remain and the claim/capital ship docks at the station. The defense is successful when all enemy claim ships/capital ships are destroyed or are no longer on radar. A successful attack: 6 points to the attacking team A successful defense: 3 point to the owners of the station. Owning the territory for one day. 3 points to the owners of the station. The owning the territory at the end of the game. 60 points to the owning team. Destroying an enemy defense ship: 2 points to the killer’s team. Destroying an attack ship: 1 point to the killer’s team. Destroying an enemy claim ship. 7 points to the killer’s team. Destroying an enemy capital ship. 300 points to the killer’s team. If anyone wants to join up to discuss an event like this here is a discord: https://discord.gg/HsW5444R75
  5. We can debate all day about if pirates flying XS cube ships with L Railguns have any class or not (spoiler: they don't, cubes are lame), but I think we can all agree that the current iteration of PvP has plenty of problems. Current Problems: Lock-on range is only determined by core size Some weapons have ranges that are greater than the minimum Lock-on range Weapons have no/minimal accuracy falloff with increasing range Weapons have no/minimal accuracy loss for high transversal velocities and accelerations My Proposed Solutions: 1: Lock on range needs to be based on different parameters. The current meta of L guns on XS ships is problematic, since S and M ships (even if they also have L guns) are outranged and don't even get an opportunity to fight back. I propose splitting lock-on into 4 separate "Radar" units: Radar - lock-on range based on sum of ship's 3 cross-sections (already calculated, and doing it as a sum encourages non-cube ships) Gravimetric - lock-on range based on ship's mass (already calculated, makes heavy ships easier to detect whether its cargo or armor) Thermal - lock-on range based on magnitude of the ship's maximum thrust in newtons (already calculated, makes ships with lots of engines easier to detect) Electromagnetic - lock-on range based on power capacity and shields (obviously only useful when/if those systems are added) Balancing the ranges from the 4 methods will take some trial and error, but overall it would make detection more "fair" by adding more control handles for NQ to balance. 2+3: Weapons being able to shoot far is very reasonable, and is really a necessity for the BVR combat caused by the velocities of ships in space. With the lock-on changes above, #2 becomes less of a problem. However, just because your weapon CAN reach that far, doesn't mean it should have great accuracy at doing so. Weapons should be able to fire when they are locked on, regardless of range (maybe missiles would be an exception to this), but should have accuracy falloff due to that range. Additionally, lasers should have damage falloff with range. I'd like to see the weapons rebalanced accordingly: Railguns - high accuracy, low rof, moderate damage Cannons - moderate accuracy, moderate rof, moderate damage Lasers - high accuracy, high rof, damage falloff at range (low damage at long range, moderate damage at short range) Missiles - moderate accuracy, low rof, hard cap range limited (high damage at short range) 4: Unless you are exactly in the target's flight path, you shouldn't be able to hit someone blazing past at 30k kph, aka "0.99c". Accounting for transversal velocity forces pursuers to match velocities in order to have high hit chances, not just reduce the distance. This means that weapons need a "tracking speed" property, so that some are better than others. While tracking speed should vary by weapon type, it should primarily vary by weapon size so that Large weapons have low accuracy at high transversal velocities. This solves the "the ultimate ship is the biggest ship covered in the most armor and cannons" problem, by making it hard for large weapons to target faster moving ships. While that can be overcome by adding a ton of engines to make "the ultimate ship" accelerate like a fighter, it will also drastically increase their Thermal signature thus allowing smaller ships to plink them to death from out of range. Additionally, if transversal acceleration and facing cross section were taken into account, small and quick ships like fighters would be harder to hit. Now some of you are going to say "but SGCam, that sounds a lot like the combat mechanics in EVE." And you are right, it does. But as with many things in DU that take inspiration from EVE, Lock+Fire combat is one of them. That system overall works pretty well for EVE, and the more granular and customizable nature of DU means that it can be even more effective here. I'm also looking forward to warp interdiction and tackling, but that would be a whole other post. Overall, the more complex the mechanics, the less all-around advantage "meta" builds have. They may be powerful in certain situations, and that's ok - as long as they are weaker elsewhere due to their optimization. Adding tradeoffs opens up the design space for more varied and interesting PvP, and will hopefully prevent us from playing "Cube Gank Squad 2020" going forward.
  6. Terraforming a celestial body is a complex scientific feat. With our far advanced technology we have the ability to tarraform the ground, but terraforming by definition includes the manipulation of much more than just the dirt; the atmosphere! Manipulating the ground has harnessed some interesting results, from building a super tall beanstalk all the way up into space, to large flat landing areas covered in snow to aid visuals. There are lots of kinds of non-precious materials you can pick up and redeploy where ever you want. It's been fun (and pointless) to bring grassy soil to a desert planet and begin to truly terraform it. Some things are missing though - some I'm sure could be easily implemented - some I'm sure will be very complex. We should be able to plant flora. We can take trees down, but how do we put them back up? I'd love to see player made jungles, with interactive fauna among them. @IEYESI built a beautiful greenhouse, fit for a botanist - it would be great to see it have a purpose some day. When atmosphere matters to survival, an oxygenated planet will home to most, and those on barren planets will need to use lots of power in order to supply their oxygen needs. But what if you could build an airtight construct and plant flora in fertile soil? Over time producing free oxygen for those within the airtight enclosure. I'm not going to start talking about what might happen if you covered a barren celestial body in flora, which could produce enough oxygen for the whole planet - because then we might need to start thinking about magnetic cores to hold the atmosphere in XD  Oh and you should be able to 'mine' water and be able to redeploy it somewhere else. We could create waterfalls! If there is ever dynamic weather, we could see flowing rivers and deltas!
  7. Have you ever been casually enjoying global chat when an annoying trash-talker comes online and blows up your message box? Yeah, me too. I propose that a block feature be added to the messaging system to remedy this annoyance. This feature would simply block incoming messages from a selected individual. A non-limited block list could be added as well! It could be activated either by a chat command [ /block ] or by clicking the individuals name. Is this a good idea? What's your opinion? Thanks!
  8. Hello, everybody, I just wanted to throw in some ideas that would be interesting extensions for prefabricated objects. I don't know if these points have already been suggested. If they have already been discussed, please just ignore this thread. 1) Collapsible wings. These wings could work exactly like flaps. Such constructs can be seen in countless sci-fi movies, games or other media. So it would be a pity if we didn't have this possibility of retractable or collapsible wings. 2) A hovercraft seat similar to that of a motorcycle. Hovercraft bikes could also be designed and built in this way. 2.B) To match this, hovercraft engines with a rectangular or oval shape would be more practical to create aerodynamic designs. Suitable hovers that can also maneuver quickly through forest areas will then appear on the screen. 3) Holographic replicas projecting true color images. So camouflage devices can be built in which, for example, a spaceship can project an image of an asteroid around itself. This could work similar to the basic holoprojectors. Otherwise I would like to mention a thought of MilanF666 again: 4) Rotational joints that make it possible to move other parts. Here I don't know if it's technically possible to rotate or move voxels within a frame independently of each other. These are just a few ideas and I would like to hear them (and even more if they are implemented in the game). Otherwise I'd like to thank you and praise all the development teams for their great job. A great idea and progressively grandiose implementation of this. Best regards, B4nd1t
  9. Please see my suggestions for crafting queue interface and select what you like or suggest your own.
  10. So, I've been absorbing any information I could find about DU, this post will be about some of the ideas that I have, related to all aspects of this game. Let's get to it, shall we? Now, I've tried to refine my ideas and sort of compile them together but they might still be a mess, I promise I will try to give full ideas only, not bare concepts. The first thing on my list is something that for now will have no use but later could be a vital part of warfare in DU. Player Developed Jamming System by Fernix, I'm working on an acronym. Too many times in too many games space warfare gets limited to a good old slugfest and numbers game, no much space for any flashy tactics or strategy, not much to take into account at all, the equation is more or less like this: more and bigger ships = win. That's pretty much it, you can see it clearly in Eve Online, specifically World War Bee if I'm not mistaken, the Empire got simply overwhelmed because their enemy had trillions upon trillions of ISK from various sources and could dish out more ships than the Empire could kill. This is why diversification of combat on a tactical and strategic level has to be as diverse as possible, sooner or later one alliance will trump all others and WHEN that happens unless half of the people rebel the main empire will have too much of an advantage, any rebellion, be it a regular army uprising, insurgency or a pirate empire, will be crushed by simple numbers if they are not given the possibility to outclass their enemy in a tactical engagement. Now, the jamming system, how would it work? There would be 3 levels of this technology, or 5, depends on how is it done. The communications officer (I will get to this part later) would use a specific "frequency" (aka type in xx, xxx "x" is a random number) and disperse this information throughout the fleet. The enemy vessels would be affected in the following way: 1. Lack of IFF. No vessels would be marked as friendly or as an enemy, just a white symbol showing its position. 2. Any sort of tracking/homing missiles would not work. 3. Any remotely controlled vessels would seize to function. 4. Automated defenses would be of no use since they couldn't select out the enemy ships, switching them to autofire would work but it could potentially kill friendly forces. Now, what would all this accomplish? What is the goal of this? The point here is to allow a technologically superior/better-equipped force to gain an advantage against a numerically superior opponent. This would also force all organizations to use a specific color scheme to avoid friendly-fire as much as possible in case the group gets jammed. Of course, installing jammers on all ships would be VERY expensive so at the start it would force smaller groups to create a ship dedicated to serve as both a jammer and an anti-jammer. Empires could afford to mount low-level jamming system on all of their ships of course, but it would come at a great cost and almost no gain since the number of jammers of the same level would not increase the difficulty for the other side to counter the jamming. And high-tech jammers would be EXPENSIVE. How would it be countered though? I thought about it for some time and then I found a solution, the "comms officer" (simply someone handling this and a communications array) would have the tools to try and decipher the jamming frequency, allowing his side to effectively counter the jamming by simply filtering it out(aka typing in the numbers he got and pressing "enable") How would he do that though? The tools (in his specialized console) would create a specific number of random math problems for him to solve that would lead to the final number being the enemy jamming codes, the higher level of the jammer the higher difficulty and number of equations to solve. Level one could just be simple adding subtracting multiplying and dividing, level two would be that plus square roots and exponentiation, level three would be that PLUS trigonometry, 10-15-20 equations each. They would be automatically generated and it would not only be simple equations but also (on the 3rd level) adding a missing part of the equation or a specific number. After this is handled, the officer would get the enemy jamming frequency, allowing his team to counter it. Recalibrating the jammer would take time and the codes would have to be re-send to the entire fleet. True, 1st and 2nd level would be just annoying but if activated at the right moment it could provide a significant advantage in an important part of the battle, they could be solved by anyone with a calculator BUT it would still take time, during which this could change the course of the battle. The highest jamming tech would require someone who actually know enough math to figure this stuff out or a group of people, whatever you decide. Automated Mining Systems by Fernix. (AMSF for an acronym sounds good, don't ya all think?) What would this be? To put it simply, the galaxy is HUGE, I mean, REALLY huge. And its FILLED with low-level resources like iron, ice, silicon. Basic resources would be crucial to sustaining any organization be it a pirate squadron, big-ass empire or a factory. Basic resources are needed but they are also abundant and it takes a lot of them to build capital ships. If mining guilds were to hire players for mining it would drive the costs of materials so high that even a simple cruiser would be a colossal undertaking for a lot of groups and majority of the players would be forced to use fighter craft for any combat, with light frigates serving as frontline capital ships. The drones would change it all, and I don't mean remotely controlled drones, I mean drones, fully automated. How would it work? Well, a sort of a programmable block (like in Space Engineers) would be required for this, it would allow creating a basic mining algorithm telling the drone what to do and how and where to mine. It, of course, could be modified by the players however they wish so they can use it, sell it or rent tamper-proof drones with this algorithm already in. What would it serve? 1st. Human manpower would be used for deep core mining only since drones would have a hard time doing it, and only for rare resources where they are hard to mine. This would stabilize the economy at usually low-prices for basic resources(excluding wartime), the rare resources would not only be rare but also the price would have the cost of hiring a miner to mine it within it, driving it up, making sure that the most high-tech technologies stay expensive and not available to all. 2. It would encourage piracy and through that, law enforcement. Yea, this is a plus, the further away from civilization the better deposits of rare resources that are untouched, but also more pirates, if a mining guild would try to claim more, its transports could be raided by pirates looking for an easy score. This would force miners to higher protection or pay the pirates off. The level of piracy would impact the economy significantly if the outlaws decided to raid some of the heavier transports en-masse. 3. During wartime, this would be an awesome target. War means the destruction of assets, assets need replacing, hence why during such time resources are more expensive, both factions would be forced to protect its mining operations, from pirates emboldened by the recent losses of warships by one of the sides, from another empire trying to cripple its enemy... this would give us a load of options and allow us to fight proxy wars before the main conflict begins. Galactic Trade Market and trading outposts. Not much to say here, but I do have one point. 1. The GTM outposts have to be separated. What does it mean? Let's say I want to buy some resources, I visit the closest GTM outpost (player-owned station of course with either a docking fee or a trade tax in place, but I will have to think of a way how this can be implemented) and while there are those resources for sale, they are in other GTM outposts far away (it would be based in which outpost the items are sold) so this would force me to go to another system and claim my already bought resources from that station. What would be the purpose of this? Seems like just making it tougher for players doesn't it? Well, you're right, it does. But this is closely tied to how the expansion to new resource-rich systems would work later. When a GTM station has multiple mining operations in range, a lot of small companies would simply look to dump those resources in the closest GTM outpost (which would be linked to the main trading system of course) but this issue has a lot of angles: distance, price, safety, amount of resources, political situation, shipping. Distance: to be frank, some of those outposts will be in the middle of nowhere, it will take a long time to reach them. Price: because it's distant, you would have to lower prices, you would still make a profit if you mine enough but it would be a lot lower than in more civilized and resource-deprived systems. Safety: as the outpost becomes larger, it would draw more people in and might possibly become a part of another organization given its location, it would also be a good spot for pirates since there would be a lot of raiding to do in the area. Amount of resources: new deposits = a lot of resources to mine and process. and sell, more work for people to do. Political situation: during wartime or an economic crisis separation of individual GTM outposts would mean that in many cases the situation is contained to a specific region, not the entire galaxy. Effectively creating a buffer that can be drained before any major crisis hits. For example, 2 major empires rage war, their resources are running out and they need more, they can start buying on the GTM but if they do they will only drain the stockpile from their region of space first, then others, but it will take time, time miners can use to increase production to meet the need for resources. This will also serve as a countermeasure to jackasses buying out the entire stockpile of a specific resource and then for a limited time getting a monopoly on selling it. I've seen this in SWTOR, in 2014 when there were a lot of new players who wanted to buy a lot of player-made components (they were better than npc-vendor stuff) but it required a lot of Rubat crystals, they were easily obtainable but the demand was always relatively high so while getting a set of a dozen or so would cost you more or less 349 credits, you could sell each crystal for 200 credits. One night some genius bought ALL of them on the market, changing the prices from ~ 200-250 to almost 1750 per crystal. It was good business for me because I had a fresh stockpile to sell at a time, but from his later gloating in the chat, I remember that it cost him 3 mil credits to buy all of those rubats and he made 7 mils on selling them. I know, player-driven economy, but dividing up the individual outposts to prevent an immediate flow of resources from one end of the galaxy to another would prevent this sort of thing on a mass scale and allow people to throw resources from other sectors, effectively making that temporary monopoly unviable. After the resources run out in one sector, those empires would have to import, that means logistics and hauling. And pirate attacks, and ambushes by the enemy. Loads of fun. Shipping: don't want to fly across half the galaxy to get resources? Fear not! Hire a shipping company to do it for you! This would also let individual entrepreneurs WITHOUT a group to play with to do something other than mine, invent new stuff, enlist or become a pirate. In the grand galaxy of tens of thousands of players online at the same time, wars and conquests, new inventions and the crisis it would be up to them to restore the price balance throughout the universe and make decent money in the process. Okay, I had much to say here... Communication Systems for individuals and Empires by Fernix. The more players this game has the more chaos there will be, it's up to you to make it a controlled chaos or an anarchy. The Communication Systems are a must-have, plain a simple. I don't only mean chat and voice chat between people but also between ships. How do we achieve this and how would it work? Communications console as a separate prop. Or an integrated for the smaller ships. For larger ships and fleet command stations there would have to be a lot of the specialized comms consoles to handle everything. First, let's look at how normal hailing would look like shall we? Open the console, select a ship you want to hail, an icon will show if they accepted your hail or not (they would get a message on the console that they are being hailed by you) after that you can either send a text or a voice message to them, a data pack(I will get to that later) or a set of coordinates, whatever you want to. You could also encrypt the comms but I will explain it once we get to Fernix's Espionage Revolution. In combat, when you have a carrier for example and fighters have to refuel, this would allow a wing or a squadron or a formation leader to contact a ship and inform them about it and ask them to for example open the hangar. "Hold up Fernix! You can do that on Teamspeak or Discord!" some of you are probably already typing something along those lines. Hah, bullshit. Yes if you a have just a small carrier with a few fighters you can do that. Good luck doing the same with a full battlegroup, nevermind a fleet! "But smaller groups can still stay on their own channels and the CO can simply use the super speaker option to skip channels!" True, but irrelevant, let's say you spot a boarding skiff on a CBDR with a fellowship, have fun switching TS channels in the middle of combat and alt-tabbing all the time while you could just tell you comms operator to contact that ship himself and relay the information. This would essentially create a requirement for a real-life hierarchy and structure like in a normal navy battlegroup. I believe it would be an awesome feature that in many cases could determine the outcome of a battle, it would also mean that empires would use ONLY the best and most active players for their most powerful ships, forcing people to learn and stay active if they want to progress in the ranks, it would also mean that once those players get assigned to the post they wanted for some time already, they will be a lot less likely to quit and more likely to play more, making them even more experienced in their role, making them desirable by many organizations and allowing them to capitalize on their skillset. If you ask me, it would be an awesome thing if being posted at a renown ship would mean that if you decide to leave this faction, you won't have to start up from the bottom because others will WANT you on THEIR capital ships and in command positions because of where and how you worked earlier. Communications meet Spies. Something that is a must-have in a sandbox with empires is an active espionage system. What would that even mean though? 1. You can encrypt all communications AND intercept communications. Pretty simple and basic, as to what communications you could intercept read next points. 2. Keeping in contact with automated outposts. They are supposed to be just that, automated. The players would set how often are they supposed to send a status update, meaning full inventory list and list of contacts or any relayed communications. This would mean of course that if you intercept such communication, even if it is unencrypted, you would know what it has, who owns it and that it is in the area. Also if its full you would know that soon there will be a ship arriving to transport the mined resources to another place, good info for pirates I think. 3. Active spies. Let's make a scenario shall we? Two groups, A and B, both are of equal strength and they hate each other, A has a spy inside B, said spy manages to get access to the comms console and copy a list of mining outposts and their locations. A wipes out all of them in a surprise attack. B is in deep shit now. 4. What could be gathered? Blueprints from the shipyard mainframe, jamming frequencies before the battle, encryption codes for comms, list of active ships, a location of other bases, coordinates for mining outposts. Anything could be downloaded by clicking "copy information" while looking through information on the enemy mainframe. This would require an in-depth computer system in-game but I think it would really be worth it in the long rung. 5. How would it be gathered? Gain access to a console, a comms console, for example, each transponder could be assigned to a specific directory in the comms overlook, sort of a "friend directory" option. From there you could select any set of information and select "copy to data disk". Why like this? Simple, having access to a mainframe without authorization for an hour can be... lethal, and doing screenshots of a list of a hundred outposts ships or blueprints where you would have to select it and check it's coordinates or any info manually... well, have fun getting caught. This would force the player to do either of 3 things: exfil, send it OR a dead drop. Exfil means your mission is over and you lose an asset inside an enemy structure with access to crucial information. Sending means you possibly leave a trail because (ideally) you would have to log-in with your ID or a passcode or whatever and send this to someone, this leaves a trail and you can get caught if someone checks the logs and who was using the console at a time. Dead drops can never reach the intended person or can get compromised by accident. As you can see, this would be a lot of fun. And it could decide a fate of the war before it begins, just like in the real world. This is it for now. If you've read this far, thank you, you earned a right to comment on this and either criticize or agree or make some suggestions using all of this. If you didn't read all of it and don't understand how it is all tied together in a lot of ways, I don't care about your opinion. This is only an idea that would require a lot of players and is mainly focused on the structure of long-term gameplay, something I hope you understand. It's also 5 A.M when I finished writing it and to top it English is not my primary language, so I'm sorry for errors. Fernix
  11. Hi, so I was hoping some pistons, rotors, and connecters of some sort could be added so you can do things like this (first I want to say that I tried to find a better example, but this is the best a found so pretend you are doing this with ships I guess):
  12. Hi, I'm just new to Dual Universe and I already see 12k+ posts about ideas... I'm usually happy to share my improvements ideas, but most of them probably have already been proposed and I would prefer to respond or like these posts more than posting and flooding the forum just to have someone else telling me "We already talked about this a hundreds times!". 12k+ posts, and the game is not even out, so what will it be in 1 year ? Don't tell me to use the research, we all use different words, in this case this is useless. Does someone had the patience to sort the ideas? Having them in categories and subcategories could save time for everyone.
  13. So first, this is actually the game I always wished someone would make. Also I did not see any sort of hangers or hanger doors/gates in any of the videos, so I was wondering, is anything like that is going to be added, if not can it be added? Just as a way for gigantic ships to have a storage, large gates open, and swarms of fighters come flying out . Also what does the LUA scripting stand for? And is it like this kind of scripting used in the game 'scrap mechanic', or more along the line of Python, java and big things like that? And also, through out all the videos on the YouTube account, I only saw one kind of weapon, is that it or are there more? Finally I saw the developer say he was not going to add automated mining, does that mean there will be no 'ore seeking lasers' or will the only mining available be on foot? If that is true, could you possibly add drills for ships that have to make physical contact with the ore for ships?
  14. 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?
  15. Introduction This is more so a topic for the developers, but I hope people will add their ideas for additonal feedback. Dual Universe is looking to be an enormous, awesome game. It's trying to do what no game has done before, but at the same time it's going to share some gameplay aspects with other games. In order to make this deep, rich, and occasionally complex game a reality, lots of mechanics and ideas will need balancing and fine-tuning. A very popular game around these forums is EVE, for obvious reasons. EVE has lots of the features and mechanics that Dual Universe is looking to accomplish. As such, I would consider it foolish to not look to EVE for ideas on how to make Dual Universe better. EVE is very successful, with a huge lifespan for a game, and many of the concepts the game is based on are shared by Dual Universe. As such, it is of course a great example to look to. What Survivor Bias is However, I think it's extremely important to specifically mention survivorship bias (SB), and how to avoid it. If you know what SB is, you can skip this paragraph. SB is when you look at only the survivors of a situation, and make a judgment call based on only what made the survivors successful. You can google it yourself, but a popular example is from WWII. Lots of British and American bombers were getting shot down, and so the allies looked at where most of the bullet holes were in the returning bombers. They added extra armor to those areas, and sent them off again. But, the number of bombers lost didn't really change. Then one man realized the fallacy in the reasoning... They were only looking at the bombers that had survived. This man determined where the bombers that were getting shot down were getting shot; he didn't look at why the survivors survived, but why the failures failed. He determined where the lost bombers were being shot and subsequently destroyed, and those spots were then armored instead. The number of bombers getting shot down decreased after this, because his reasoning was correct. How I've used it in games Seems dramatic to bring such a serious matter into a game, but the reasoning is the same. I'm currently working on a zombies map for Black Ops 3, and wanting to make a great map, I looked at the generally considered "best zombies maps" (take a guess how many youtube videos there are with a title like that) and what makes people like them so much. But, I also looked at the maps people seem to like the least, and tried to figure out why people don't like them, so I can avoid the features and aspects that those maps have that the others don't. (TL;DR: You'll still get the gist of the topic if you read from here) Why the failures fail Dual Universe can do the same. Looking at EVE as an example, that's great, an extremely good idea to do so. Look at what makes that game great, and try and carry those features over. But, it is also extremely important to look at what made the failures fail. Drama aside, look at No Man's Sky. It has tons of planets and creatures to discover. People say all the planets are the same aside from colors, and they're partially right. A planet may have different animals, but they lack uniqueness. Each animal hardly acts any differently than any other, and no animal offers something that another one doesn't. All of the materials and resources are found in the same form on every planet. No Man's Sky offers lots and lots of the same thing; there are tons of planets, buildings, animals, NPCs, and space stations, but none of them really offer anything that another one doesn't. The problem with failures is that typically, they aren't popular so not many people know about them. I hope other people will bring in more failures of games (preferably ones comparable in some way to Dual Universe), and maybe highlight some reasons why those games failed. Maybe mention some features you don't want to see in the game. Please try and avoid drama and extreme negativity; highlight flaws, but don't verbally destroy the games, and please specifically don't turn this into a No Man's Sky hate thread.
  16. I believe this game should have a detailed political systems which can allow players to gain in-game ranks in an organisation, so your occupation would appear above your head but below your name and also i think allowing multiple political systems whether that be a monarchy, democracy or dictatorship etc would be a good idea. Furthermore I also have the idea of some sort of crime and punishment section as that would help enforce political might meaning inferior ranks within an organisation will obey their superior also I think experience, honour and accomplishments should determine if someone gets promoted however I believe it should be superior ranks who do this. Finally I believe ranks should be name customisable because different societies may call the same job different things which also adds diversity. https://community.dualthegame.com/organization/the-golden-empire
  17. Hey i was wondering if you guys were working on implementing more atmospheric depth to get to land? I feel it would help the players in total immersion, also gravity friction coming in to a planets atmosphere would be great (coming down like a giant fire ball so to speak). I know it would cater to the sim. type but i think it would be great to add to the total immersion. Cheers
  18. So, I've been reading through several threads here and there and have noticed no questioning of space suits, etc. I'm not sure if I've just skimmed over the idea/dev blog (Point me towards them if there is some!), but I would like to see suits and such suiting to planetary conditions being required to explore or live there as well as the possibility of wearing standard uniforms that can be colour customized, etc, so you can run uniform crews if you really feel the need. I just feel that being able to work on a multi crewed ship but having different people in unforms or their own apparel would be handy, or at least somewhat immersive for those who wish to RP. Instead of just a stock standard suit. The environmental need for a specific suit I understand may be hard to implement if there isn't any need for this type of thing, but I was just throwing the idea out there if there was plans for acidic atmosphered planets, etc.
  19. I was having a gander at some posts to do with organizations and I had realized that there wasn't a discussion anywhere specifically to do with grouping up in a group with other players for a temporary time, i.e, fleets. Now, I'd like to put across the idea that a ranked mechanic would work best, but that's just me as I played way too much EvE and got way to used to it. For those of you who don't know the ranking and leadership mechanics of EvE I'll quickly write and example below. Fleet Ranks: -- Fleet Command Wing Command Squad Leader Squad Member ​ Squad Member ​ Squad Member -- Wing Command Squad Leader Squad Member ​ Squad Member ​ Squad Member -- That format works up to 5 wings in total. Now this game would be quite different with the addition of multi-crew member ships, would the ship itself be included as a member, or, I guess the owner plus their crew? Or would the entire crew take up slots/make numbers in the fleets and groups? Not only this, would the fleet allow/disallow mass movement on fleet commander decision, or would this have to be coordinated via everyone involved, adding a layer of difficulty to leading fleets? As well as the age old question, would fleeting up kill off the ability to friendly fire, or for whatever sake, will FF still be a viable thing within a fleet? Joining them, if they are to be a thing should be based on invites or advertisement to your organization/contacts. This just makes finding a group of people doing a group task within your organization easier in some ways. Now, these are just my ideas (which I've obviously "borrowed"), I'd like to hear all of yours though, as I said I haven't seen much to do with this!
  20. Hi! Now for the classic new member idea of dubious worth or point! So here goes: So: Custom Control Panels What do I mean? A standard control panel/screen that you see in so many sci-fi command centers or star ship bridges but customisable. What is displayed and intractable can be moved around, added and removed ect How? a tile based drag and drop system Drag in buttons that activate scripts ect Be able to write parts eg "Weapons Systems" at the top or "Activate turrets" next to a button that activates a script that does just that. Be able to adjust values (like you can variables in scripts), I'm thinking throttle or engine power ect Drag in "screens" that can play camera views (if added) Why? Think of all the scripts and other things going on in the ship. How are you going to run/control those parts/scripts? There is no way fixed/"standard" control panels would cut it in such a deep and editable game that we have been promised. While this method may seem the obvious choice to many I just want to explain why I wanted to mention it: Space Engineers massive failure in this department So with Space Engineers its great: you can add many parts and every part has settings and variables (rotor speed as an example) But changing this on the fly? At first you had to follow these steps: go to any tiny number pad around the ship or cockpit enter into the control panel scroll through hundreds of parts (thousands for larger ships) Change what you wanted eg rotor direction to open your hanger door or what not. Then they brought in buttons and toolbars... now you can select things for each part to do and put them on a toolbar for later use or assign one to a button. Great? not really, here are some major flaws No name on the buttons (later they added hovering cursor over reveals a name hovering in mid air. I mean really?) Just an ugly toolbar at the bottom of the screen, really not immersive Assigned them to buttons? Well now you have a huge button block with four buttons that takes up a whole block. Then they added screens. Hurray! you might think but alas: 1 standard black screen (that again takes up and entire block) Need a mod to get it to update in real time Cannot link to cameras that are on your ship Can only really label big things like doors or containers (in a standard size/font/color) as everything else (buttons ect) are too small Oh and did I mention their cockpit screens do NOTHING!?!?!?!?! So... I hope you can forgive my anti SE rant but this is a cautionary tale of what was a really poor/lazy system that i am sure this game can improve on! Don't think this is an important feature however? Imagine what you can do with it? You a fighter? Set it up so you have a large radar display on your right next to your power level display just where you always wanted it. You a trader? have a live screen displaying current market prices around the systems right there beside your radar to look at as you glide into land. You a ship captain? Have a multiple display screen showing radar, energy levels, weapon conditions You a city owner? have massive custom display showing information about the city for new comers? How about street maps or direction signs? You in control of a huge spaceport and want to show off? How about have live displays giving directions to empty spots where you can land? And once they have landed and disembarked present them with a well presented screen asking them to select what they want done to their ship. Do they want to have it taken into deep storage with that awesome rail system you created? Do they want repair bots sent? Do they want to refuel/rearm? Did they enjoy their service ? Oh and did i mention scrips to control the displays? Click here to bring up the ship stats display, Click here to bring up the trading market.... So hey, thanks for getting this far. While some of you may think this is obvious I hope you can see why I thought it worth mentioning!
  21. Hello, I think I see a kind of rift in opinion forming, around first and third person, and it might be good to talk out some ideas to heave solutions ready. As the game is intended for a largely first person perspective and most peoples seem to be in favor of such, and against magical third person view, I can envision several possibilities. -Equipment module, launching a small drone that flies behind you giving you a typical third person view. - A support class or skillset, based around controlling drones. Primary use would be to give allies a eye in the sky view that they could switch between from their first person to the drones camera. Difficulty would be around trying to keep your player body safe on the ground, while switching between a drone control interface and issuing movement, attack, and defend commands. scout enemies, reveal them to your teams Friend or Foe hud drop smoke grenades, HE rockets different loadouts, electronic warfare offensive / defensive, armor piercing rockets. - Certain Heavy armor, if it doesn't move fast for some reason, it could compensate some by having a small drone launch from its back or armor and let it see its surroundings a bit better. and of course I'd love to hear what you all think, not just about what I said, but what you would do; thank you.
  22. Today, I bring the topic of communication, specifically voice communication in Dual Universe. While it is an already discussed idea among Novaquark, I would like to expand on it: Free Talk: This idea enables players to talk within the vicinity. The closer you are to the source of a voice, the louder it will be. Likewise, the farther away you are the less louder it becomes. If you are not facing the source, you won't hear them as well as when facing them. Now, we won't want to walk into a densely populated area and hear voices from all sides. To minimize white noise in Free Talk (unofficial term) you will have to move away from the vicinity of chatterboxes and not be facing them. Or simply, change channels. Channels: There will be multiple channels that the player can tune into like organization, ship crew, 'free talk' etc. and a custom channel that you can invite a select few to chat in. This creates options so players can choose what to use their telecommunication device for. Telecommunication Device: This is a device that will enable wireless communication. It will have to be with you at all times and indestructible. Whether or not the Nanoformer will be used for this is unknown. Unless you're telepathic we'll need this. Intership Communication: Let's say you're flying through space in your galactic Lamborghini and a stranger decides to fire lasers at you. With this feature you'll be able to target that ship and ask them why they're shooting at you or "Can we work something out?" before they annihilate you. Interbase Communication: Interbase communication is essentially a way to contact a nearby base (that is not in your organization) and establish a trade, treaty, form alliance, declare war, or gossip. All communication used this way is handled by Leaders, or under paid receptionists (basically anyone with authority). This is a better alternative to emails because it's more formal, but both will be available. Voice Command: If you've ever played Mass Effect 3 you would know the Kinect voice recognition feature that allows you to give orders to teammates. I have a similar idea to implement into artificial intelligence, you'll be able to command AI using your voice. Whether it is units, drones, or anything robotic in nature, most technological devices and AI can now be controlled with your voice. I think it'll be amazing for the Nanoformer, you'll be able to use its tools without pushing a button! But of course, there will be keyboard options. Ignore Option: This is essential for anyone that is being harassed verbally (and otherwise). This option helps maintain stability within the online community. Or if someone is simply talking too much, this is for you! These ideas are for simplicity's sake, using your voice instead of keys saves you a lot of time and allows you to focus your keyboarding skills on other tasks while maintaining communication. If you have similar ideas, I will add them to the list. Now let's discuss! *edit* Simulating real voice in an environment will add a great deal of depth to the game. Sound Reverberation: When you're talking in a large hallway, echoes will be present. In an open world, no resonance. Sound Barriers: Doors, walls, and objects will affect local speech if the listener is on the other side, reducing range a voice can be heard. Proximity Noise: This suggests that if you yell, the range it can be heard from increases (of course).
  23. Hello, I have a idea proposal for some economic interaction. I suggest a semi automated method for farming and or resource extraction. The method in mind would tie into other commodities increasing player to player economics. The nature of mining ore gathering, or mass producing items is usually fairly tedious and not much fun after you've harvested your 10,000th row of corn or zapped your 1,000,000th chunk of iron. So as a side career path to you being the biggest baddest space pirate you also want to grow asparagus, but you dont actually want to get dirt on your hands what you actually want is to market asparagus. What if you could hire workers controlled by a basic artificial intelligence to do menial labor such as this. If the resources couldnt be spared for processing hordes of 3d models then perhaps the calculations for growing and harvesting ect. could just be crunched at specific tics - with just a handful of models for representation I was thinking of a tiered system each with its own advantages to suit player's tastes, interest's, roleplay factors, maybe even correlate to missions. Thus you will acquire some types of labor below, give an interface a command and some resources and allow it to start doing its thing. Maybe you tell it to automatically pull a certain resource from a specified container or your pack - or not. The most basic of the base to the most advanced. Lowest Slave Economy - Cheap cost-effective results Forced Labor - These guys dont work too hard, but you also dont pay them. Upkeep Costs Basic Foodstuff; Output Yields 75% Slaves - People that have no chance of escaping their bonds, they work hard because the alternatives are unpleasant.Upkeep Costs Basic Foodstuff, Wooden Housing 100% Indentured Slaves - They may not like it, however, for one reason or another they have signed or waived their rights to you and therefor they WILL like it . Upkeep Basic Foodstuff, Basic Housing 125% - 50% Chance 25%Boost Labor economy - Workers of the world, a chance for something better Entry Worker - Poor and unhappy these guys have little chance of advancing in society. Upkeep Low Wages, Basic Housing 100% Educated Worker - Unions and Educated workers, these guys have earned their due. Upkeep Medium Wage Apartment/Medium Housing 150% - 50% chance to produce and additional 25% yield. Superior Worker - Any number of men and women could apply to this field be they Genetically modified, Cybernetically Enhanced, or just a plain Genius. High Pay, Deluxe Housing 200% Yield 50% Chance of 50% bonus Digital Econ - Producing according the the \program\ Robotics - Programmed Machinery to perform labor. Energy, Machine Parts, 125% Autonomous Robotics- Machinery capable of re-configuring itself for greater task efficiency. Energy, Machine Parts, Computer Components 175% Sentient Nano-robotics - Machines networked and calculating, they live to work, just a grade below artificial intelligence they are aware of their own existence though they cannot fathom independent thinking rendering them unable to revolt against society. Energy, Machine Parts, Computer Components, Bio-Processors 225% Efficiency Slaves and robotics could be items placeable on the open market. whereas Workers from the labor type economy could possibly be hired from staff agencies / receptacles / or an Employment Agent NPC. To reiterate the effectiveness of the tiers if it is confusing posted the other way. Inputs/Needs Outputs/Efficiency 1 Food 75% 2 Food, Primitive Housing 100% 3 Food, Basic Housing, Clothing 125% 50% Chance of 25% increase 1 Low Wage, Basic Housing 100% 2 Medium Wage, Medium Housing 150% 50% chance of 25% increase 3 High Pay, Expensive housing 200% 50% chance of 50% increase 1 Energy, Machine Parts 125% 2 Energy, Machine Parts, Computer Components 175% 3 Energy, Machine Parts, Computer Components, Bio-Processors 225% The point to the Economy types, is that certain player or computer organisations might impose rules or regulations over an entire group. Thanks for reading, this idea is a bit rough, I hope you can see potential of it though; please feel free to expose any flaws you see in this concept.
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