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Velenka

Alpha Team Vanguard
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Posts 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. 9 hours ago, NanoDot said:

    It would appear that you can dig an extensive labyrinth of tunnels with multiple doors, traps, force fields, etc. and then deploy the TCU in a room 500m below ground. The RDMS rules will prevent anyone digging down to it, so they'll have to fight through all your defences first...

     

    It is not clear at this point whether the TCU has to be deployed within a certain altitude range, but I'd guess that would be unlikely.

     

    As for using a blockade to "starve" a buried TCU of needed resources (if that's even possible to do), maintaining that blockade for any length of time will be extremely difficult. You'd have to control the entire surface area of the hex, and lay siege to any entrances that lead underground.

    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. 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.

  5. 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?).

  6. 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.

     

    On 7/9/2017 at 10:34 PM, Kuritho said:

    ENGINE TYPE also determines what must be done before the engine can start/go above 50% power.

    What? Just set the power to whatever you want and the engine will respond. No special behavior is needed.

     

    On 7/9/2017 at 10:34 PM, Kuritho said:

    NOZZLE decreases FLOW RATE but increases THRUST RATE.

    No, an increase in flow rate increases thrust. (Thrust Rate ????)

     

    On 7/9/2017 at 10:34 PM, Kuritho said:

    COMBUSTION TANK increases the amount of fuel that can be loaded.

    We already know that there are independent fuel tanks. Engines having internal tanks is unnecessary.

     

     

  7. @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.

  8. 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.

  9. 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.

  10. @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.

     

     

    On 7/12/2017 at 1:52 AM, yamamushi said:

    I'd be happier if they came into discord one day than if they did anything with Reddit :P 

     

    I might just lose it, too xD

  11. @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.

  12. 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.

  13. 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.

  14. 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

  15. 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).

  16. 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.

  17. Tainia Prospecting and Exploration Company

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    Mission Statement:
    This company was founded by Allen Tainia to serve the other passengers of Novark as they grow and expand on Alioth. The former passengers will need raw materials to begin building a new society. Our services primarily include exploration, prospecting, mining contracts. Under the right circumstances we may also take on  design, construction, or transportation contracts.

     

    HIRING NOW!

     

    Legates:

    Allen "Velenka" Tainia - Chief Executive Officer (CEO)

    (Vacant Position) - Chief Operations Officer (COO)

    (Vacant Position) - Chief Financial Officer (CFO)

    (Vacant Position) - Chief Personnel Officer (CPO)

    (Vacant Position) - Chief Diplomatic Officer (CDO)

     

     

    There are four sections, each with a section chief:
    Prospecting - Dedicated to locating and mapping materials on planets, moons, and asteroids
    Mining - Dedicated to the removal of valued minerals
    Exploration - Dedicated to the mapping of anything of interest, including planets, moons, and asteroids
    Logistics - Dedicated to the support of the other three sections

     

    Just apply on the community site to join!
    PM me on forums or discord if interested in a legate position

     

    Three simple rules:
    Golden Rule for inside and outside TPEC
    No extreme shenanigans (mild OK)
    Do your job

     

    Discord: https://discord.gg/9g2Sxg8
    Community: https://community.dualthegame.com/organization/tainia-prospecting-and-exploration-company

     

    Note: For those of you wondering about Phoenix Initiative, wonder no more. PI is TPEC; that is, PI is being relaunched, rebranded, and refocused into TPEC. PI is now TPEC. That's all.

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