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Found 10 results

  1. Hey All, I think DU is a game that could do justice to a system based around municipalities and governing. This may sound like an overreach of the free play nature of the game but I think the extremely capable playerbase will be hamstrung without these type of options. I will break it down some suggestions tier by tier: -Cities- (Mayorship) Facilities: city core unit, power, lights and respawn hub Commerce: unlinked market terminals and sales tax Zoning: city blocks, streets and zone based taxes, mining rights Policing: street level defensive structu
  2. what I'm talking about here is essentially being able to trade permissions for specific parts of a construct in exchange for money or whatever. these permissions would have a time limit on them, and (crucially) the person who owned the construct would NOT be able to modify those permissions until the time limit expired. one example of this would be a parking lot/hangar bay in a city. if I wanted to park my ship inside a hangar bay I would purchase the permissions to open and close the main doors, toggle lights, open some storage inside the bay, etc. if I just wanted to stay there for the night
  3. Lets say I am the mayor of a small town on an unprotected planet very rich in certain rare materials. As this planet contains an abundance of valuable resources, plus it just looks cooler to have cities more densely populated, I don't want each group of friends or resident to own or have exclusive building rights to an entire territory unit. Now I could just allow several different groups of friends or people to occupy the same territory unit, but that would make it a lot more difficult to plan buildings, and could result in griefing like people blocking up ground vehicles or just building ugl
  4. Anybody thought about the idea of have a bubble shield around a base or settlement? Clearly this could broken if attacked hard enough but something basic to protect whatever is inside. Only authorised people could be allowed in etc. My thought would be to have a semi-safe zone for areas that aren’t aligned to an organisation and are meant for entertainment/social instead of PvP or resource mining.
  5. The safe areas that are being generated by Novaquark are a great idea, but I feel they may lead to some problematic game elements. Players will likely build in safe areas and only journey outside of them to mine. Players in safe areas will likely be neighbors with bitter enemies. Trolls could interrupt multi-hex building projects by claiming hexes in the path of development. There is less of a reason for people to band together to form protection if it is inherent to the game. I am a huge believer in emergent gameplay, and this game relies almost entir
  6. When you build a ship you need a basic idea of the ship that you are building....when you are building a space station you need a basic plan or idea to build that....but cities are dynamical buildings come and go....infrastructure is upgraded and updated and so on. This topic looks to address the issue of the complicated thing that a city is, a start of a conversation in to making the most basic of things in a city urban planning. On a more basic level cities are organize districts then in Lots. DU needs to adress this from the start if it wants to make cities that really stand out. One o
  7. How can a territory be obtained from another faction? Well, two main thoughts come to mind: -Peacefully Obtained through trade (land for land, land for resources, land for money) -Forceful conquest This post is to discuss how players can take territories by force Capturing territory from another faction should be no easy task, automated defenses and player defenses will be present in larger, more desirable territories. But capturing someone's land should not be impossibly hard either. It should cost more resources to launch a successful offensive than maintain a defensive line. My idea
  8. When you build a ship you need a basic idea of the ship that you are building....when you are building a space station you need a basic plan or idea to build that....but cities are dynamical buildings come and go....infrastructure is upgraded and updated and so on. This topic looks to address the issue of the complicated thing that a city is, a start of a conversation in to making the most basic of things in a city urban planning. On a more basic level cities are organize districts then in Lots. DU needs to adress this from the start if it wants to make cities that really stand out. One o
  9. What do y'all think about the possibility of a traveling city. i envision a city where each house is vertical and pillar-like. a city of floating gems almost. what are your thoughts?
  10. In real life cities are built for a number of reasons (duh!): access to workplaces (income), shops (food, clothes, goods etc.), communication (internet), infrastructure (energy, water, waste disposing, public transportation), healthcare, leisure, etc. These fundamental factors which contribute to urbanization IRL won't be pretty much present in DU. People will be spread around different organizations, cartels, syndicates, corporations, etc., maintaining their own infrastructure, energy grid, factories, landing/docking/building sites, defense systems, etc. So I guess we won't be seeing large
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