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Velenka

Alpha Team Vanguard
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Posts posted by Velenka

  1. That cannot happen though, because at long distances the refresh rate is slower. The lateral movement and player skills along with weapon stats can emulate that leading while not having to actually lead the target.

     

     

    As for missiles, you forget that missiles have fuel. That means that the missile mechanics can work in a much shorter cone area, and they are unavoidable, since they are smart missiles, they will guide themselves to the enemy.

     

    I disagree. I say it can happen.

     

    Shorter range is another balance solution, but there's no reason they need to be smart missiles. Not all missiles need to track. Those which are smart will have higher accuracies than ones that don't.

     

    And it doesn't just matter if missiles cost a lot. They need to be balanced in a strategic sense, also.

  2. Well, you see this in a wrong way.

     

    Missiles have limited RANGE, they are not slow. It's just that in Close distances, you won't outrun them and they got a far larger damge bubble than average.

     

    As of "missing" mechanic, you forget I'm talking of generating the Damage Bubbles around the enemy construct you locked on, this is to emulate leading the target by shooting ahead of them.

     

    Missiles should be slow as a balance. They do lots of damage vs guns and lasers, so they should be slowed down. So yes, you should be able to outrun them.

     

    If you want to talk about emulating leading a target, all the devs need to do is place the targeting reticle ahead of the moving target, instead of on top of it. Then in order to lock on you also need to put your aiming reticle in that area.

     

    Missing could happen under different circumstances. One where the gunner doesn't place his reticle in the proper position. Another where the accuracy of the given situation is very low and the gunner misses his target. Another where the distribution of damage bubbles might place a bubble in an unoccupied space.

  3. Mostly good except for a couple major points. First, mentioned above was the missing mechanic. If you can travel faster than kinetic projectiles, you shouldn't get any damage bubbles at all. Missiles should be the slowest, next would be "gun" guns, and last would be lasers, which you can't outrun.

     

    Second, Ripper is right about the math, aside from the km^2 (don't forget to square the conversion factor). Although it seems you two may disagree on what angle we're talking about, the half angle or the full angle. If the 30 degrees is the full angle, then see Ripper's solution. If not, then this

     

    Initial Cone of Fire Appex angle= 30 Degrees
    Lnegth Distance from target = 1000 meters
    Slant Distance = 1154.701 meters
    Base Area Radius = 577.35 meters

    is correct, minus the calculation for the base area.

     

    In the 30 degree full angle case: area=226,000 m^2 or 0.226 km^2

    In the 30 degree half angle case: area=1,005,000 m^2 or 1.005 km^2

  4. @Falstaf

    No, I really mean containers, not batteries.

    Also, my name is Velenka not Valenka.

     

    I don't think that adding artificial mechanics to make residences necessary is a good idea. The point of the game is to let emergent gameplay rise, not to force us down certain paths.

  5. I feel like something that can launch a ship into space should be very very big, expensive, delicate, and is made with late game tech. Otherwise it would become gamebreaking for planet entry-departure mechanic. If the planet entry-departure mechanic isn't that difficult in the first place, then I don't see the need for having something to bypass it.

     

    I like your idea for an autopilot, AccuNut. You shouldn't give away such good ideas. Not for free at least. ;)

  6. Interesting idea, but any generators that power TCUs will be player built and player placed so they may not be so evenly split up into 6 subsections. It is a good idea to take out the generators since that might shut down the TCU and all the benefits that come with it.

     

    I think a better solution to the 24/48 hours thing would be to allow the attackers to choose their window any time between 24 and 48 hours. This way, an exact time can be chosen for those with difficult schedules or those from a different time zone.

  7. Automatic or large mining won't happen since the devs believe that will kill the mining gameplay for new players. Any increase in mining efficiency will likely occur with skills or nanoformer upgrades and even then it won't be much better than default.

     

    Piloting a ship shouldn't be difficult if built correctly. Building it correctly could be difficult depending on circumstances.

     

    Everything mentioned about player interaction is going to be left up to the players entirely. One of the great things about DU will be the emergent gameplay.

  8. Containers are certainly a thing. There's some concept art and 3d models. I think there were some visible in the multiplayer platforms video.

     

    I don't know what uses there would be in having large scale residential areas. Everyone is interested in doing something in DU and it won't involve sitting at an in-game home. Storage spaces or warehouses will certainly be necessary, but I wouldn't call that a home.

     

    No, I would say cities will be comprised of financial, industrial, and municipal sectors mainly, both public and private.

  9. The builder tools dev blog has something like this:

     

    - Virtual Simulator: enabling player to enter a virtual world (call it �inception syndrome�!). While in that virtual space, the player would be able to design any construct, in a completely peaceful setting. This would help builders to design their construct and create their blueprints safely, without being interrupted by any PvP action. For ships, it will also be possible to test their flight mode, without risking a crash or wasting resources!

  10. CA_small.png

    Today we announce an alliance between organizations. This alliance endeavors to associate allied organizations in peaceful cooperation. Allied organizations benefit from a non-aggression pact, trade benefits, and mutual protection.

    We present our Articles of Alliance:

    xS0GDL3.png

    mTaVc1I.png

    hJGFscF.png

    QJeloyL.png

    Current members (10-11-16):
    Galactic Republic of Planets
    Phoenix Initiative
    Phoenix Confederacy
    DeltaForce

    We have also signed a non-aggression pact with the DUA, and would be interested in doing the same with other entities.

    Contact us on Discord: https://discord.gg/BxqUTxe

  11. I really hope they add in "savage" planets later on. Planets where they environment is toxic, the weather harsh and the wildlife is lethal. Not every planet, but a planet or two in every system. They could have valuable resources that make them worth the risk.

     

    Yes, prospecting in savage biomes should be very interesting. Be on the lookout for coordinates in the market from PI's exploration branch. ;)

  12. Market

     

    They may wrap their database calls in something to create sealed classes so they get to define the db schema and content servers the way they want to, but I can't see an economy working without writing all the proposed transactions to a database.  And they've said they want the players to create the markets.  Maybe they'll make the fundamental technology for accessing market data into an element that market terminals will have to use to connect to the legit databases.

     

    Take a look here. It's got plenty of information about how NQ is planning on doing player markets.

     

    But regardless of market handling, I agree that we should have some ability to store databases of information. I currently have no preference to having a Storage element vs having access to an external database. I'm curious what NQ is thinking.

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