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Velenka

Alpha Team Vanguard
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Posts posted by Velenka

  1. Popcorn, anyone?

     

    Yes please.

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    After what I've seen in Space Engineers, I would rather this be placed at the bottom of the "would be nice" list. As this is more survival oriented, it doesn't quite belong here. NQ has said they are planning on some survival elements, but if it involves oxygen, I would think that it would come in form of oxy bottles in your inventory. Which is what SE uses if you do not enable "airtightness."

  2. They mentioned in the kickstarter video that it would be possible, but very inefficient. Players doing the building would be much faster. They take the same stance on any action which might be automated. Mining has already been limited to players only. What they're aiming for is a player-built player-run emergent society. As I heard someone once say about droids, "We don't serve their kind here." Robots will be limited and play limited roles in DU.

  3. I don't think he got it from anywhere. NQ is, however, probably leaning to some sort of elastic collision model. Recently they said that when ships break in half, they still remain a single entity. Weird, but that's what it is.

     

    Small explosion radius is a good idea. Even the most powerful explosives shouldn't have a very big radius (20m?).

  4. Welcome to the forums RX1334.

     

    I would like to see some info from NQ about how resources are distributed on planets and what kinds of resources are required for high level tech. I'd like to see more info about resources in general. I think that's the big hole in this discussion.

     

    As far as OP goes, I say only the following: So what? That's the way it's going to be. Big orgs will always be stronger than smaller ones. NQ is actively designing the game so that the strength of an org follows with its membership. They want us to engage in emergent gameplay. If a monopoly emerges, then so be it. No need for artificial regulation. If they did want to prevent monopolizations, they would change the way resources are distributed, which is a more natural way of accomplishing the same task.

     

    If they wanted that, perhaps they could add in some way of gathering rare materials as trace elements in a very common ore, similar to a popular Space Engineers mod does with refining stone. Tech would be locked behind a long term effort of refining and processing, instead of a short term effort of holding territory and strip mining.

  5. It seems like a lot of work for a small team. Keep in mind that the majority of constructs will be made of voxels. There's no prebuilt ships that can be "skinned." Only the mesh elements would get skins.

     

    Also, if you back the Kickstarter high enough, you get an ingame pet. So a cash-shop might go down that road instead of alternate element skins.

  6. I don't see why this is a question. Obviously the answer should be yes. I like the argument OP gives under "No." I definitely should not lose my ship and supplies just because my game crashed while I was out exploring. A simple way to deal with constructs occupying the same space as the logged off character is to just move the character until there's no issue. Using something like bounding spheres, the player could be safely placed outside the construct, instead of being trapped inside. There won't be an issue with your constructs since they don't disappear.

  7. I would love to see alternate meshes, but I seriously doubt it. Even in final release.

     

    As far as custom images, there's been threads before discussing that idea. I don't know if it's possible, one person said bandwidth might be an issue there. NQ have already gone for target lock combat instead of physically based for that very reason. As an alternative, pixel art can be done if the surface is large enough.

  8. I'm pretty sure that somewhere NQ said there's not going to be nukes. (not sure where, sorry) Other kinds of explosives, maybe. I would like to see some kind of infiltrator planting C4 in an enemy's base, that sounds neat. But it would have to be difficult, and the C4 can't be too powerful or else the balance gets skewed.

  9. I think some kind of passive verification system (not necessarily like the one I described) be used. It doesn't need enforcement of deals to use, but it can garner trust between two parties. It's always there if you need it, not bothering you if you don't. Additionally, risk is part of the game. No pain, no gain.

     

    Besides, doesn't this only need to cover trading services? I should hope there's a player-player trading system if you were just buying goods.

  10. With the RDMS system it should be capable of handling most cases. You can assign the right to use to all your friends and not your enemies. Depending on what kind of trade system we get, we could have the ability to trade that right for some cash. Perhaps the right could be temporary, making it closer to a toll. Perhaps the trade could involve regular payments, making it more like renting.

     

    As far as hacking, we'll have to wait and see.

  11. Pretty sure NQ is aiming for a more physically based system, like Cornflakes says.

     

    If you want your ship to go faster, add more engines.

     

    If you want more protection, add more shield units.

     

    If you want to deal more damage, add more weapons.

     

    Then you add in power generators as needed. Seems pretty simple to me.

  12. A contract system might not work so well for rather vague deals, i.e. a privateer. A privateer might get hired to "harass" another corporation. It would be impossible for a computer to say when that was accomplished.

     

    I would suggest that verification be a third party system. Whenever a trade or deal is made, all the information about the deal is contained in a parcel of information called a "trade packet." With a trade packet you get a unique ID generated. Call it the trade ID. NQ would be the third party responsible for storing the packet and the ID.

     

    The two players making the trade get tagged behind the scenes with the trade ID. Anyone with the trade ID tag can look up the trade packet from NQ. Using this, it would be then possible to independently verify details of a trade. You could tag your boss and say "Yes I did deliver, look here." The boss could then use an in-game lookup function to look at the trade packet. Using a system like this would enable you to verify, but not enforce contracts.

  13. As much as I would like to believe that people will build a utopian city around the arkship, the cynic in me says that it's more likely that it will become a barren wasteland instead. The issue of rights is also concerning. Either you have normal, RDMS-protected constructs, where others have no rights to deconstruct or ability to destroy, OR you have completely open constructs, where anyone can come along and add or remove voxels or elements to it. Either case has big flaws.

     

    Perhaps griefing won't be an issue with the P2P system, allowing option 2 to work. But there's going to be a free trial period and P2P wouldn't be an absolute guarantee of anti-griefing anyway. Another option might be to prohibit building and mining. This would protect the area, but also kind of negates the purpose: to provide a training and start-up area for new players.

     

    We may need some special case solution for the arkship area. Maybe there could be some kind of peer review based system with static (not moving, even with a dynamic core) constructs. If enough people "vote" to remove the construct, then rights are free to everyone and it can be demolished/reworked as required. Though this could be abused by an organization large enough to garner enough votes to tear down legit constructs.

     

    These were just some of the thoughts that I had. None of them seem to solve the problem, unfortunately. IMO, a tweaked version of peer review might work best.

  14. There's still a lot of unknowns to be able to say for sure. We should ask about orbital mechanics in the AMA currently running to get more info. Videos have shown little difficulty in flying up and out of a planet's atmosphere, but then again, the atmosphere and gravity may have been manipulated from the norm in order to make those videos.

     

    In my personal opinion, I would not like to see anything difficult. Not everyone wants this to be utterly realistic. I think I read a suggestion somewhere that said SOI should be used. Gravity would extend out only to X distance, where it would cut off, or be designed to hit 0. But the planet's frame of reference SOI would extend further, say X+1000m. This way, anything between the range of X and X+1000 would be in "orbit."

     

    I'm also worried about how collisions will be handled, too. In Space Engineers, the artificial speed limit was introduced to allow collisions to remain realistic. I'm curious how this will be handled in DU, since we'll also be able to use FTL, which presumably travels many times faster than sublight movement used in orbital mechanics.

  15. A good idea would be to put every player through the same sequence the main character from the short story written for DU went through. in the story, the main character woke from his cryosleep and spoke with the AI controlling the ship. Once able, he left the cryotube and explored a little. After a while, the AI spoke to him again and he was placed into a few 'training exercises'  inside the Virtual Reality zone the Devs mentioned to us. Inside the zone, we will be free to test out builds without the risk of crashing and losing materials as a result. I believe this would be the best place for the tutorial.

     

    This is what I was thinking too. Seems like a pretty obvious solution, given the safezone around the arkship and generally advancing emergent gameplay as well as the suggestive parts in the short story by Alain Damasio.

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