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Some ideas on additional activities to do in game


Namcigam

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There's a few things that can be imo easily added to the game as a means to expand on what can be done in game. I think a rescue mission system would be beneficial to the game for all sides. Set it up like the hauling missions but put out a schematic for a distress beacon that can be mounted on a ship. If someone activates the distress beacon they show up in a list of missions that players can choose to do in order to be compensated by NQ similar to hauling missions. Gives people something do in game to earn income while at the same time providing a service for people that need assistance. Due to getting paid for your efforts by NQ this will be more appealing than the player organized method being used currently. Make sure the reward covers fuel & scrap costs plus a nice profit. I think that would work really well. 

 

Another thing I keep thinking about is Gathering, pharmaceuticals and food. Gather resources for either making stims that enhance performance in game and /or food with benefits. This could be expanded on for new items within Refined materials. I think you need to expand beyond just ore gathering as a means to make additional items in game.

 

Surface nodes 2.0 same as before when I first started playing but more ore types and bigger nodes and more of them everywhere. 20 per pebble is cruel and unusual imo

 

We need more reasons to fly our ships, this is more difficult to figure out I don't really know the best way to do that like discovering anomalies or something like that. The more lucrative and beneficial reasons we have to fly somewhere the better. 

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3 hours ago, Namcigam said:

There's a few things that can be imo easily added to the game as a means to expand on what can be done in game. I think a rescue mission system would be beneficial to the game for all sides. Set it up like the hauling missions but put out a schematic for a distress beacon that can be mounted on a ship. If someone activates the distress beacon they show up in a list of missions that players can choose to do in order to be compensated by NQ similar to hauling missions. Gives people something do in game to earn income while at the same time providing a service for people that need assistance. Due to getting paid for your efforts by NQ this will be more appealing than the player organized method being used currently. Make sure the reward covers fuel & scrap costs plus a nice profit. I think that would work really well. 

 

Another thing I keep thinking about is Gathering, pharmaceuticals and food. Gather resources for either making stims that enhance performance in game and /or food with benefits. This could be expanded on for new items within Refined materials. I think you need to expand beyond just ore gathering as a means to make additional items in game.

 

Surface nodes 2.0 same as before when I first started playing but more ore types and bigger nodes and more of them everywhere. 20 per pebble is cruel and unusual imo

 

We need more reasons to fly our ships, this is more difficult to figure out I don't really know the best way to do that like discovering anomalies or something like that. The more lucrative and beneficial reasons we have to fly somewhere the better. 

 

Without any kind of law system, faction system, NPCs, or a space map and elements that allow players to broadcast they are under attack to their fellow org members or the GP there is a myriad of other issues plauging DU that are far beyond the playerbse's control to make a mission system or the game at large less boring to add any kind of meaning to the game let alone a mission system that makes any kind of sense that does not simply hand out free quanta for shuffling around fake generated parts.

 

Without a law system to where those who attack people endlessly or a way for orgs to wage war on each other instead of just going outside a planets protective zone to blockade players is the first root of why this game is so boring. If you attack people you should be a criminal and since there is no org based factions, planetary or regional factions, or factions in general it makes it pretty pointless for territory wars if taxes are doing it already without firing shots and bouncing players out of the game even before things like territory wars, org wars, or planetary wars come into play if doing negative actions have no legal system for killing and looting players or selling or using their cargo or parts has no impact on being able to buy or sell or opening them up to PvP and still being protected by bubbles at the end of the day.

 

Or that there is the missing half of the game to make things more interesting which is NPCs, or space stations half way between planets or any kind of police/military forces that give meaning to protecting others if everyone is inherantly your enemy with no negative pentalties to need/want to work with others on a planet for mutual sel defense since everyone is protected. Npcs are what normally would mix things up and give people a bunch of different paths they could choose to play to help, stay out of their affairs, or attack for quanta, parts, ore, and or helping the NPCs build structures in a building game like bases, spaceports, space stations, orbital/ground defenses, etc for other players to attack since it does not matter if an NPC faction gets destroyed since they could just pump out more missions to build more and pay players to help them or to attack opposing NPC factions via police or military missions.

 

But also that the fake parts and the generic mission/quest system does not use any form of actual real existing ships, unbuilt ships, parts, components, metal scrap, refined ore, or raw ore to take those things out of the game or to use those as the reason missions exist to create meaning to it since you could transfer those things from markets to markets on a planet that have an excess of those items or to transfer those things to other planets to balance the influx of those items to restock markets, or to fulfill crafting work orders to make the items for missions, transfer them to dry docks that make ships like industry rather than just spontaniously spawning things into existance, or to make a reason for escorts, intercepts, police patrols, scanning other ships, assaulting other ships, stations, structures, and or defending them.

 

Currently there are nothing but systems to prevent all that from happening as there is no reason to throw away millions to hundreds of millions for no real reason since you can pretty much live in the bubbles and build and never really need to interact with anyone since people are so spread out and there is no reason for 9 hospitable planets when most solar systems only have a handful of habitable planets before gas giants or exoplanets too close to the sun other than NQ needing them all to drop all the ore on.

 

But most of all NQ's idea that players would build the game and make our own content was always a bad idea since players make terrible devs or content creators and without it being standard features in the game, submitted to know what is in game or that it does not make secret societies or that any player in the game can purchase the scripts in game via a script market to help balance the guarded scripts and things for advantages really does not make for good gameplay and relies on there being enough coders or people capable of making scripts to exist in game. NQ should be doing more to make the game then they do and the simple things they do like MUs are not fun and they dont take the best scripts and make them standard or make use of them like the autopilot scripts that npcs would/could use to make the game more interesting thatn MU mining, Asteroid Mining, Giant Industry, Build ships/buildings and sell as the meta for the game with no other purpose and making everything as tedious and limited and unfun as possible.

 

Untilany or all those things change this is a dead univ- I mean solar system.

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