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Alpha Team Vanguard
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Everything posted by Velenka

  1. Good point, but keep in mind, this video is covering the pre alpha. So this is a very primitive version of rights and ownership and will most certainly change in the future. In fact, I wish i could tell you how TCUs worked out in the latest pre alpha test, but I can't. See these two devblogs for NQ's vision on RDMS: https://devblog.dualthegame.com/2015/05/21/rights-duties-management-system/ https://devblog.dualthegame.com/2017/03/31/organizations-purpose-management/
  2. I don't believe it's been stated that claimed territories will be unmineable for those without the rights. i.e. the mechanic could be implemented such that the territory can still be mined, but the violator will be given a certain tag for doing so. If this isn't the case, please feel free to correct me with a source. And even then, territory will certainly be destructable via weapons, regardless of rights. Fighting to protect or capture a TCU is intended to be a monumental effort already, one for larger organizations. So whether it's hidden in tunnels or not, the effort will already be an extremely difficult task. I hope this clears things up for you guys.
  3. It's possible the mining scanner will also detect player placed voxels and elements. It's possible there will be a separate scanner for constructs. But even if those two things don't work, there's more than one way to approach the problem. You can't just put the TCU into the ground and call it invulnerable. You'll obviously have some kind of surface access to get to the TCU. Second, TCUs will be extremely expensive to set up and operate. That means supply lines. So an obvious solution would be to set up a blockade to shut it down.
  4. discordauth:gWRfvw1xmCa1Jo-LxkQUv7xS_d0WZpVq9-PSo-I7Brc=

  5. Actually, DU is going in the other direction. Less automation, so that players have a reason to work together. Turrets would be "one man, one gun" kind of rule. Going solo means giving up benefits that you get with a group.
  6. Nice. Interesting to hear about the probes being non physical objects. I was wondering what NQ's vision for that would be.
  7. Weapons will not have the ability to be automated. They will be completely controlled by players. There has been mention of an automated defense system for bases and such, but it would be extremely limited, extremely inefficient, and as of now, extremely vague. I would be very interested in seeing some inter-construct communication. This is another gameplay feature that adds very little complexity for an extremely deep experience. As far as docking goes, I believe that JC said that they weren't sure how they were supposed to handle the controls of the ships in that situation. I would suggest following a scheme akin to SE. Each construct is like a grid in SE. Each cockpit would control only each construct's (grid's) elements. So if the two constructs were giving competing movement commands, each cockpit would give its construct's thrusters the appropriate thrust values, and movement would be dictated by physics (who's got the most thrust?).
  8. The wiki should be for two things: game mechanics, information, data, etc.... player interaction mechanics (like @Vorengard posted above with his examples from EVE) The wiki should not be for player information: information about specific players, orgs, or alliances. That stuff is for the community site, tools, or what have you.
  9. Well, now that the OP has changed... I would have Antimatter and Biofuel each just be a single fuel. There's no need for so many of those. What? Just set the power to whatever you want and the engine will respond. No special behavior is needed. No, an increase in flow rate increases thrust. (Thrust Rate ????) We already know that there are independent fuel tanks. Engines having internal tanks is unnecessary.
  10. Thanks to @Comrademoco for the new logo for TPEC! Thanks for your help!
  11. I agree. Let's wait to see if NQ releases a statement about this situation before moving forward.
  12. @Pang_Dread I did mention that if this forum continues to act as a main portal as it has been, there won't be any major problems. I think there's still one aspect of this that is still escaping you. As Comrademoco shows, reddit is a very popular website, so it's logical that people would go there seeking information. People may visit the other sub and see that it's dead. And then from that extrapolate and assume that DU is dead and move on for good. Just because YOU may be smart enough to know that collecting information from more than one source is the best thing to do, it does not mean that others will. As Lethys points out, people are REDACTED This is akin to having a major news corporation covering DU in an hour long spot on TV and saying that you wouldn't care if the information they put out was skewed in a way to make DU look bad or even downright misinformation. That you wouldn't care about that at all as long as the right information existed somewhere. Again, not everyone's smart enough to dig a little deeper. Also consider that any improperly mismanaged portals paints not only the community, but DU and NQ in a bad light. If I'd been an outsider and seen and heard REDACTED I might have stayed the hell away, considering that community "toxic" if it can't even get along with itself.
  13. That sounds like a good plan. You have telescopes that would tell you where other stars actually are to begin with. They should even only offer information about the position and size of the star. Next would be your classic stargate probe which would collect a little information about other planets. After that, people will be coming through with ships with sensors to perform better scans of the planets and moons.
  14. I wouldn't call that a fleet, more like a super battleship. It would be nice if a potential merge feature would allow us to put core units on separate pieces, ask the core unit to "calculate" to find where the incontinuities are so that it could unmerge and become its own construct.
  15. @Pang_Dread It is a problem when the heart of the community exists on one subreddit and is being actively ignored because the mods of the other, who are REDACTED. The content on both subreddits may be the same for now but that's going to change. It's easy enough to provide a link to a devdiary or interview, but when it comes to generating real, novel, thoughtful content, it's not going to show up where the administrators have zero interest in garnering such content from their subscribers. New players who come in to see a brain-dead subreddit will then automatically assume the game is dead as well and abandon DU before they even had a chance to start. As long as there's at least one place (forums) where the community exists as a whole (outside of the game) sure, there won't be major problems. The problem with the other sub is that it is attracting new people to a place isolated from the true heart of the community. I might just lose it, too xD
  16. @Pang_Dread I admit the analogy isn't perfect, if only because you misunderstand. Certainly the internet doesn't work that way, but people do. People using a certain subreddit may not understand that there are other subreddits covering the same subject. It's especially true when /r/dualuniverse is actively removing all mentions of /r/dualthegame. In a game whose foundation is built upon a community, it's incredibly important to keep that community alive, intact, and growing. More so than any other game. Dividing that community, even if done well, is just not a good idea. Wrecking the community could sink the game. Not just that, but /r/dualuniverse isn't being managed properly. The issue isn't the visual web design or the content (currently), but with the mods there. Yama has tried more than once to contact them about a merger, but so far they have been resistant or unresponsive about it. Mods who go on with a blatant disregard for both the studio and its community is clearly not suited for the job. And clearly, the effort that yama and others put into /r/dualthegame should not be ignored, so yes, it is very important that /r/dualthegame should become the dominant subreddit.
  17. I would expect an RCS system to be unable to provide enough thrust to significantly alter translational velocity. A "Retro" engine should just be a normal engine pointed in the backwards direction. For a large and massive enough ship, even RCS modules should be incapable of working, requiring normal engines to be capable of applying any change in translational or angular momentum.
  18. We have two sprinklers watering a lawn: There's one that's clearly superior. It can spread water further and faster and isn't going to break any time soon. It doesn't leak and is very reliable. The inferior sprinkler is just terrible: short range, leaky nozzle, grinds gears, taints the water, and looks in bad shape. But there's a problem: the inferior sprinkler is further up the line than the superior one. The inferior sprinkler is using pretty much all the water and the superior sprinkler is getting barely anything. With no pressure for the better sprinkler, it's unable to shoot much more than a dribble. As a result, part of lawn is being poisoned and will die. The other part gets no water, and will die. The obvious solution is to get rid of the inferior sprinkler, unfortunately, the line appears to be set in concrete a few inches below the ground. That's the issue we all face here.
  19. Indeed, a construct can become separate from itself yet remain a single entity. Merging one construct to another hasn't even been mentioned, let alone discussed or planned. Even details on docking are sketchy at best.
  20. Well, the distinction is only really technical. JC probably meant it emulates friction like you would find in a fluid environment, rather than simply the reduction of lateral velocity, even though the former implies the latter. Also a true RCS would be able to cause acceleration and rotation, and if "Retro engines" really are just artificial friction generators, they wouldn't be able to do that. I would probably suggest that the "Retro" and adjustor engines be combined and called RCS so that we can stop all this confusion. xD
  21. Even if it was being worked on, it still not a good sign that it even exists. It means there's a potential to split the community. That should be avoided, since as yama mentioned, the community is important to the popularity and success of the game.
  22. Makes me wonder why it was described as a magic box when I can see thruster nozzles all over it. Maybe the in-universe explanation is that it is an RCS module, while in reality it's a magic box. The "adjustors" from the Spaceship Building Devdiary also seem to be similar in function, although he says that they produce thrust, and are responsible for turning the ship (around 7:50).
  23. I agree with the others, there's too much there. I would just have everything derive off of a single operating parameter: command input. A number between 0 (off) and 1 (fully on). Want good thrust/fuel efficiency? There's a sweet spot, the location depends on the engine. Want the most power? Turn it up to 1. Overdrive? Turn it up past 1, but you may overheat (meaning the engine will begin taking damage) Want to be quiet? Turn it down as low as you can, you generate less noise the less you burn. As for fuel variety, I suggest having a few different types of fuel for engines. For reactors, they will share some of those fuels and have a few of their own. If we have engines that use electricity, then just substitute the word power for fuel in this post.
  24. Thank you all! I hope you keep us in mind when you need an area prospected or minerals mined.
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