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NQ. Tips for Gameplay Mechanics DU


BlackFalcon375

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Some of my thoughts on the gameplay mechanics of the game that would look good in the dual universe gameplay setting

 

PVP - at least such activities are not yet present in the territory of the war ...

 

1. Prevent players from entering the build mode in battle and building the ship with voxels! Make it possible when the target leaves combat mode. How is it done with warp engines for example a mechanic. (if you are shot, then the warp does not work)

 

2. Introduce energy into the ships so that you can make different ships in terms of maneuverability and speed, and thereby make a limit on the number of engines and other things, for example (number of guns) on 1 ship. Energy must be calculated from the core size limit!

 

3. Introduce asteroids into the pvp zone, moreover, these are not lonely blocks, but asteroid rings. And there must be very expensive ores if the player is flying towards the center of the asteroid cluster. For example, asteroids of the outer ring, t1 ore, 2 - ring m2 ... and so on to the center of the cluster. Why is this necessary? - In order for high-tier ore to be mined with difficulty, that is, clusters of asteroids must be pulled to the center and spaced so tightly that the pilot could not drive there at a speed of 30,000 km / h

And to get there neatly, it will give a cool pvp experience in battles inside asteroids. because there, maneuvering battles will be dangerous due to collisions with asteroids. and to be able to leave the lock for asteroids, if you are locked, and you left for an asteroid) for example ...

 

4. Scatter in space at different distances wrecks (ships or stations) with different devices and loot! In the form of goods or ore.

 

5. Pvp bowls - I want there to be tasks of an NPC of the type took on a dangerous pvp mission, where they pay good money for delivering cargo to a conventional station or a spike in space in the PVP zone. (For example, the cargo may be of the type of ship asking for help, if you run out of fuel, bring them in, or deliver medicines or drugs there for fun. In general, the goods should not actually carry any value from pirates / Value only in the mission. Value for pirates, current in to kill your thorn, and not to loot to lose the load.

 

6. Make an adequate interface for shooting and gun control for single pilots. So that the pilot could, in case of anything, give battle to small pirate spikes. Because it's stupid that I can't control the guns in the pilot's seat) Anyway, in the game, the players do it themselves using the gunner's chair and remote control. Why is this garbage if you can do it normally!

 

Exploration gameplay

 

1. Make special radars that, for example, can detect objects at long distances in the form of signatures. If the signature contains radiation of different types, then the player himself decides whether to fly there to investigate or not. (for example, shipbuilders have their own signature, asteroids also) Spatial scanners, such for exploring the spaces of space, by this radar it is impossible to understand the player there or the ship or the asteroid until you arrive there yourself.

 

2. Scatter black markets on planets or moons and in space NPCs in PVP zones, which cannot be found on the map only by flying and by looking for them directly, you can find and write down a point. Where there will be demand for high-value goods (like drugs, whiskey or whatever) These goods should not be produced by players. This is the current NPS market, the exploration black market. Balanced by supply and demand in the markets of the NPS, these markets are lost by planets and stations.

 

Mining gameplay

1. Give the opportunity for mining enthusiasts to evolve in the development of mining tools. That is, make a branch of pumping the study of ore mining devices, such as autominers (planetary, space) and the study of a special type of fuel for their work ...

 

2. If you make asteroid mining, then make it interesting (drilling lasers, like turrets, chtoli devices with mining chairs. Special scanners for studying a deposit in an asteroid on a signal, as is done in a standard deposit search tool. Make a territory scanner, only for scanning areas of asteroids, in order to understand how much ore is in the asteroid by type

 

this is of course only a small part of what could be implemented, but still I hope you will see the point in this ... and take note of something for the game mechanics

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But.. but .. NQ expects players to cerate all that themselves.. Not that there are tools to do so and no one has any idea how this would ever be done but nonetheless.. NQ thinks they need not concern themselves with it as the hundreds of thousands.. no.. millions of players will do all that for each other..

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Ok, sorry, my last post was more of a quip that a useful contribution. 

 

The main problem with a lot a lot of your responses is pretty much summed by the first person who replied. NQ want user generated content, but haven’t given a lot of tools to create it. Sure there are a bunch of pre arranged PvP battles, but they are for no purpose other than to do PvP. There is no gain, both sides come out at a net loss.

 

a lot of your ideas require NPC missions or NPC actors/encounters. This is something right back in the Kickstarter that NQ sold the game as not going to have. This may have hamstrung them in the future (now).

 

Of note though, in the latest PR from NQ they mention decisions from the past and how they will go forward. So it is possible they are now considering changing some of their stated goals from the kickstart and refocusing the choices and elements of the kickstart they will keep.

 

as for all the suggestions you posted, I’d love to go through and talk about many of them, either positively or negativity, but there are just to many in one post to make a readable thread.

 

maybe post the suggestions one suggestion per post so they are easier to have an on going conversation about?

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11 hours ago, CoyoteNZ said:

NQ want user generated content, but haven’t given a lot of tools to create it. Sure there are a bunch of pre arranged PvP battles, but they are for no purpose other than to do PvP. There is no gain, both sides come out at a net loss.

 

a lot of your ideas require NPC missions or NPC actors/encounters. This is something right back in the Kickstarter that NQ sold the game as not going to have. This may have hamstrung them in the future (now).

 

This is true. To me it just feels JC sees stuff like industry and the economy in games like EVE and like the idea/wants to recreate that in DU but has no idea of/eye for everything that goes on in games like EVE to make industry/economy work. And a _lot_ of that is related to the content CCP creates and keeps creating to keep the players that use that content, and thus are at the core of what makes EVE tick. NQ/JC seems to want all that but not want to put in the effort to create that game that sets up the vision, they just want the players do do all of  that but then stop short of actually providing the tools to do that.

 

SE has tools for players to create elaborate missions and scenarios, it works well. So well in fact that Keen actually includes scenarios made by players in the core game. IF NQ would provide such tools then maybe their idea would work. But they would need another year at least to get all the core mechanics in the game and then wil need more time to get all of that balanced, polished and ready before having timet o work on such tools.

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6 hours ago, blazemonger said:

 

This is true. To me it just feels JC sees stuff like industry and the economy in games like EVE and like the idea/wants to recreate that in DU but has no idea of/eye for everything that goes on in games like EVE to make industry/economy work. And a _lot_ of that is related to the content CCP creates and keeps creating to keep the players that use that content, and thus are at the core of what makes EVE tick. NQ/JC seems to want all that but not want to put in the effort to create that game that sets up the vision, they just want the players do do all of  that but then stop short of actually providing the tools to do that.

 

SE has tools for players to create elaborate missions and scenarios, it works well. So well in fact that Keen actually includes scenarios made by players in the core game. IF NQ would provide such tools then maybe their idea would work. But they would need another year at least to get all the core mechanics in the game and then wil need more time to get all of that balanced, polished and ready before having timet o work on such tools.

This + 1

 

This is exactly why I made the New Content thread. Asking for pistons and motors and such so that we players can have more, "tools" as you put it, for us players to create more in world content. I totally agree with you on this.

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