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Velenka

Alpha Team Vanguard
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Everything posted by Velenka

  1. Tainia Prospecting and Exploration Company 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.
  2. New players themselves will probably be considered a resource, too. So more than likely there's going to be some landing pad area near the arkship supported by many orgs. There will be at least some effort to make it look nice enough or at least make the opportunities offered look nice enough for new players to stick around. I'm curious to see what kind of mineral distribution there will be. It's possible that strip mines/large scale excavations will be far and few in between due to large veins of minerals being very uncommon. It's possible the majority of excavation won't even be visible above ground due to veins deep below the surface requiring only a small entrance/exit to access. There's too much unknown at this point. And as others have said, there will be some people who care enough to actively repair the environment. If new players don't like the look of it, they can enlist with one of many orgs, hop on their ship, and fly away to play somewhere prettier.
  3. Yeah, maybe the nanoformer could have a "force pulse" mode that can push on dynamic constructs. That would be neat. Merging two constructs together ala Space Engineers could also be useful, but it might fall under the docking problem. NQ isn't sure how to handle docking ships: "which one would be in control?" or something to that effect. I say let chaos reign and give us docking! I think JC mentioned that the only atmosphere we'll be getting in ships is currently most likely going to be in the form of atmo bubble generator elements. If you're inside the bubble, you get air.
  4. Might be interesting to have a repair tool that targets only a certain area. If a ship is very damaged, you'd only want to repair the most critical areas since materials would be limited.
  5. Velenka

    Distance Tool

    Something like the measure tool from Solidworks would be great. In Solidworks, the measure tool allows you to select two point, lines, or planes to measure against each other. You can measure the distance between things or even the lengths of lines or areas of planes. I'll even suggest adding measuring volume for 3D selections. Taking two points will give you the straight line distance, as well as the length along each major axis. Two lines will give the point of intersection, or the shortest distance between them. (or indicate if parallel) Two planes will give the angle between them. (or indicate parallel) And every combination. Here's an image of it:
  6. If you can grind down ships and get resources, then you can also grind down the planet and get resources. It's all voxel based. JC has stated that mining should remain only in the hands of avatars. If you want to open a hole in a ship forcefully, just use weapons. If you think it's too expensive, then maybe that's because it is. And should be. Just as surely as there's armor, there's going to be armor-penetrating munitions. As for scrap mechanics, that's up in the air. I don't think NQ have said anything one way or the other. I would suggest giving that function to the ingame 3D Printers for ships. Same excruciatingly long and expensive process, just in reverse.
  7. I would like to see support for this, too. I have yet to build the next computer which I will be playing DU on, so if I knew in advance, it would be helpful. Then again I can always just reserve a slot for another GPU and hope.
  8. In real life, there's typically a tradeoff between stiffness and strength. The stiffer it is, the more brittle it is before it breaks. The more elastic something is, the more it can stretch before plastically bending. In DU, voxels are probably not going to be stretching whatsoever, so they could offer a different tradeoff. Perhaps a tradeoff between weight and hp, weight and Tensile Strength that Twerk is advocating, hp and TS, hp and rarity, etc... Just choose two (or more) attributes of a material where both being good would make it a super-material for the be-all, end-all of building.
  9. OP, don't get confused. That was Space Engineers, a totally unrelated game. Their whole shtick is about fully modeled physics based collision damage. It's got nothing to do with DU as a model or even as a comparison between models. In the video you linked, the creator was not even talking about damage, but about trailers' use of in-game footage. In fact, it won't even be possible to split a ship in half. The voxels and elements would still be magically attached to each other (though probably not useful any more). As far as collision damage in DU, see the above posts, that about covers it. Until NQ announces something in the future, that's what we've got to go on.
  10. Fantastic! I loved that planetary map, it's very nicely done. I also liked seeing the trajectory mapper. Can't wait to see more of these logic elements you haven't displayed yet!
  11. Sorry if you guys misunderstood, but I wasn't advocating including gore. My point was that bladed or pointed weapons are dangerous not because they carry a lot of momentum, but because they can directly injure the fleshy gooey parts that make the human body work. Bladed or pointed weapons should get a bonus for doing that. And yes, I would expect a sword or anything else to be able to compete at some level with power armor. The balance between armor and armor penetration shouldn't be lopsided (completely) in favor of armor.
  12. Very nice. Though I wonder if you'll do something more for bladed/puncture type weapons? The most dangerous thing about a sword is not the impulse the victim would have to absorb, but rather the sudden loss of a limb.
  13. It was my understanding that DU was being developed with VR in mind. After all, Oculus Rift is mentioned in the very first devblog, although plans can change after that much time. I wouldn't be opposed to seeing VR support but I probably wouldn't use VR personally.
  14. Very nice work NQ. I like the progress I see here!
  15. Surprised that "Passengers" hasn't shown up yet.
  16. Obviously there should be some middle ground. Too linear and we end up facing Twerk's scenario. Too circular and we end up facing masters of the universe. I would suggest a small number of skills that have alternate requirements from other skill trees. You would be able to have some cross-skill ability, but without being able to take advantage of it. The majority of the rest of the skills above the alternate requirement skills should not be unlockable/trainable without the proper time spent training that skill. IE You train skill tree A to get skill A:b. Then you can train skill B:b because B:b has the alternate requirement A:b. If you want to move on to B:c then you have to train skill tree B starting with B:a.
  17. Ah yes, I must have meant the supernova, not a black hole. Silly me.
  18. It seems that most others wrote stories based on characters. I was more interested in the "big picture" of the time surrounding and preceding the launch of the Novark, so I wrote this little thing here. The length did run away from me a bit, but it's not that much more than 10k words. Hope you enjoy! Pis_Aller.pdf
  19. Farewell to you too, oh most anti-beloved of all of Cybrex's alts.
  20. Awesome. I'm also curious about whether or not the four political movements will be classes in the game.
  21. Finally, the fanfic section is released! Anyway here's my story (again) PDF here
  22. I would like to see the ability to allow which rights transfer to blueprint-built constructs. The builder should choose whether or not it's possible. It would allow for competition between ships which buyers could modify, but it would be far more expensive than the stock model that isn't modifiable. You would essentially be selling the blueprint of the ship since it would be possible to modify it and reverse engineer it. And if a certain builder isn't interested in that risk, he can just let the default no-modify rights be in the blueprint-built ships.
  23. There's also gameplay immersion to consider. It's not very interesting getting shot at by a ship that is only as large as a pixel from your perspective. If we take a ridiculously small 1mm object at a distance of 0.5m, that would extrapolate to a 1km object at 500km. A more reasonable 40mm object at 0.5m extrapolates to a 1km object at 12.5km. Obviously there's going to be ships of greatly differing sizes, but it's possible to put some reasonable constraints on range just by considering that you don't want to get shot at by specks of dust or be forced to almost dock with an enemy ship to shoot at it.
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