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Velenka

Alpha Team Vanguard
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  1. Like
    Velenka got a reaction from Ardour in Tainia Prospecting and Exploration Company - NOW HIRING   
    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. Like
    Velenka got a reaction from Lord_Void in Alioth Desolation   
    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. Like
    Velenka got a reaction from Wardonis in Repairing Large ships, from the inside   
    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.
  4. Like
    Velenka reacted to Warden in Copy Right Infringment   
    Perhaps we should indeed specify on the "stealing" aspect.
     
    How do we define "steal" (theft) in this case? Some physical blueprint object or simply copying the design, by hand perhaps? Both?
     
    If the design isn't overly unique or exotic, it could even happen that at least by visual design, concepts could be created by multiple parties and look alike. Do we then expect NQ to jump to our side? What if some design was recreated by coincidence without the other party supposedly knowing the "original design" existed in the first place?
     
    Of course as potential creator, I'm not fond of seeing my work being copied and sold under a different name and so on. But here, I consider this to be part of the game to some extend if we highlight emergent gameplay and player policing. Then, players should also deal with these conflicts. I'd also argue that corporate espionage may just be part of the game.
     
    You have to (try to) protect what is vital to your organization, just like in reality, where companies have to protect their sensitive data, or they risk that far eastern competitors simply imitate the product or create an exact copy of some factory over there and "leech".
     
    If it helps, if something gets heavily imitated or stolen and sold cheaper - you're still the original creator. Might have some economic damage there or, worst case, loss of a whole project before it picks up, but hey... you still did it. If people consider it that critical, create an in-game / player run authority or entity to deal with these disputes, perhaps - or use other pressure if you suspect IP theft and whatnot.
     
    But that's just me...
  5. Like
    Velenka got a reaction from Sir_Rat in consequences of non-regenerating planets and ressources   
    I'm the sort of person who sees a big hole in the ground and is proud of it. Don't you dare fill in my holes.
  6. Like
    Velenka got a reaction from Anaximander in Air Trafficking   
    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.
  7. Like
    Velenka reacted to Anaximander in Incapacitation / Revival System. And Futurespace CyberVampires.   
    Pretty self explanatory. Instead of having death be finite, let avatars who got hurt by certain type of weaponry be icnapacited and possible to be revived and / or reviving after a certain point on their own via "futurespace medicine" CPR.


    It should be noted :

    1 ) this is to enable duels or arena matches that don't end with a person dying and losing all their stuff. A simple RDSM tag for the arena to enable "incapacitations"  but not "killing", would do the trick in this case.

    2 ) non-lethal weaponry, for people who like to rob people , but don't like causing a person to lose their gear or what not. 

    3 ) poeple say I can't go without a post without mentioning something from EVE that's cool - and I will oblige - so here it is, Nosferatu weaponry, AKA, drain a person's energy. And since DU avatars are more or less cyborgs  - yeah, that nnonformer arm is definitely not part of Human Standard Edition - an avatar could have capacitors on them you can drain so you can render them incapacitated -  which would need a "healer" to come in and "jump cable you" - you know, the same thing EMTs do with a defibrilator, only not as harrowing of an experience.

    4 ) if an avatar dies in a ship explosion or by being hit by a 1 TNT Ton rocket, you can bet they won't leave a mollecule behind, let alone a body to revive. No, that's not Shepard past the Mass Effect 2 opening, WAKE UP SHEEPLE :V

    FAQs incoming - I can see the future.

     
    Just want to have alternatives to murder. Like a bounty hunter bringing a person in as "alive" - with the bounty unable to "/scuicide if they decide to come in alive and be "judged" by the Intergalactic Turbonerd Tribunal. And if a person can make for a good "arena bloodsport" and the hunted has implants they risk losign upon death, you can bet some of them would choose fighting for their freedom than actually losing their gear in a 1vs10 fight.

     
    Yes, Chronicles of Elyria. I don't hold EVE on a pedestal, I actually like other games as well.

     
    Maybe the ability for Player Police to incapacitate someone who's intentionally blocking the entrace to a place - if the game has avtar to avatar collision and it's not ghosting / cheating the terrain and / or players involved.

     
    I don't joke about my functioning alcoholism.

     
    Apparently, people don't know the opposite of energy, is entropy.

     
    Cause obviously, using a magical arm that can conjure shapes is definitely something in the feasible spectrum of possibilities, but using entropy to drain a person's capacitors they have in their body cause they are cyborgs? Nah.


    Cheers.



    P.S. : Bring in the love.
  8. Like
    Velenka got a reaction from Lord_Void in Chances for DX12 VR   
    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.
  9. Like
    Velenka got a reaction from AlexCout in consequences of non-regenerating planets and ressources   
    I'm the sort of person who sees a big hole in the ground and is proud of it. Don't you dare fill in my holes.
  10. Like
    Velenka reacted to Anaximander in Debate 9: Tech Tree Thoughts   
    Even on fighters, doctrines apply. Bombers are a doctrine of their own, their only (possible) variation comes to damage type dealt by their bombs in the context of DU (as is in EVE as well).
     
    One thing people fail to realise, is that capital ships are only good at fighting capital ships. For anything smaller they got escort ships taking the task. And for those smaller ships, fighters take the task of dealing with the enemy fighters.
     
    Sure, a doctrine could be on "missile frigates" (as that's what most frigates are used IRL these days, surface-to-air missile boats)( so that frigates can take on star-fighters, but if the Devs do te EVE thing on missiles, star fighter pilots with not an echoechamber on their shoulders will simply outrun the missiles, as missiles have a thing called fuel, and they got limited range due to that,.
     
    So you see, any kind of combat, has a counter to it. Missiles are limited to their size and speed, as biggerm issiles  (in space) do not mean more damage. If an explosion lasts for 1 secodn and its explosive speed is 1000 m/s , it means that a 10 meters long starfighter will feel pretty much nothing from the explosion if it was to hit, and that is IF the explosive speed was to even hit the starfigter to begin with.
     
    But pulse cannons? Yeah, those star-fighters will have to pack some tough armor on them, as lasers + shields do not mix in physics.
     
    And as of bombers, in EVE, bombers are either torpedo boats, or hit and run, by launching bombs that explode after a certain distance (which means ACTUAL aiming inside the game in first person view), and then warping off, because once those bombers de-cloak, they are gonna be focus-fired upon, as bombers are made of cardboard, aka, they are glass-cannons, like any other MMO rogue / ninja class.
     
    It's a rock-paper-scissors situation, only if you know how to use your scissors you can eventually cut the rock or if you know how to fly your paper you can slip past them scissors and if you are a rock you can just punch through the paper. It may seem "simplistic" but if the Devs in DU do it right, it will end up like EVE, where people spend days and weeks figuring out the perfect math behind the best ship fitting and lengths of engagement to achieve the best dps.
     
     
     
    As of the original post, it has a spot on handle on how tech should be. It should not be a "ladder" it should be a radial spread, with minor branches depednding on other skills unlocked on the whole skill-tree wheel.
  11. Like
    Velenka got a reaction from Vyz Ejstu in Novawrimo Contest 2016: Rules to participate   
    Congratulations to everyone! Good job!
  12. Like
    Velenka got a reaction from Ben Fargo in Lateral movement inside a construct?   
    I'd enjoy seeing a variety of mechanical parts. Motors, pistons, sliding surfaces, perhaps later on ropes/chains/cables with pulleys. Or sprocket and chain. It would be easy enough to make a simple elevator using a sliding surface+propulsion device.
  13. Like
    Velenka got a reaction from Kurock in [Novawrimo] Pis Aller   
    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
  14. Like
    Velenka got a reaction from Devious_T in [Novawrimo] Pis Aller   
    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
  15. Like
    Velenka got a reaction from Vyz Ejstu in [Novawrimo] Pis Aller   
    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
  16. Like
    Velenka reacted to ATMLVE in Defunct Probes   
    The developers have said they don't want to make pre-made content. This makes sense because in the lore, humanity has spread far across the stars and of course, where they're going, there's no one and nothing there. The game is supposed to be about players rebuilding everything from scratch, and so the lore and game mechanics tie together perfectly (as they should, obviously).
     
    But according to the lore, Arkship technology was developed about a century before the ships were actually completed. This technology most likely includes the propulsion technology. Someone surely must've used that tech to launch some probes out into the galaxy to aid the search for potentially habitable planets; I mean just think about it. That totally would've happened. Humanity needs a new home, so before we finish these massive starships capable of housing millions of inhabitants for thousands of years, run by AI and made of magic material, why not send out a couple probes to see if we can find a good direction to launch them in?
     
    I think it would add not only some interest to the exploration side of the game, but also possibly the lore, if it was possible to find probes out in Dual Universe. Old satellites that are no longer functioning, but from which minorly valuable rewards could be obtained. Before you persecute me for suggesting pre-made content, remember that it not only fits the lore but could actually improve it, and it really doesn't take any of the fun out of the whole "we are rebuilding civilization" aspect of the game.
  17. Like
    Velenka reacted to Kurock in RDMS: Invisible tags   
    Brilliant. Have a cookie.
     
     
    This has somehow become a bit far removed from my original intention. Perhaps I didn't explain it properly to begin with. But then again I could not have foreseen the overwhelming negativity, however justified.
     
    Tagging is not necessarily connected to inter-player dispositions (blue, orange, red etc.). It could be. But that is a property that could be added to a tag. It can just as easily be left off. By adding a few sentences to a tag, this could be used to recreate that EVE subsystem but it can do so much more.
     
    The distance at which the tags can be "seen" and/or activated should be a really close range. We are talking tens of meters. Not thousands. Though I can see the use of extending this, with the correct skills, to hundreds of meters. Again, not thousands. Also I see checking for the existence of a tag much like scanning for resources. In a cone or sphere, there may be one, some or many in the area but a detection will only return a yes or no. It was never meant for pinpointing over huge distances.. also that would not be viable with the server architecture as it is.
     
    The biggest driver here is that tags can be seen only by those that have rights to see them. Which is why RDMS works for this idea. And hackers with sufficient skill couldcan see them and potentially remove hidden tags. Hidden tags would not be able to have duties on them since that is effectively a contract entered into willingly.
     
    I will concede that completely hidden tags is a bad idea simply because a player does not know what is going on and this goes against the idea of fairness of the game. A hidden tag counter might solve this: A readout of the total number of tags, hidden or not, on a character. So a player will know there is a tag, but not what type of tag it is or whom it belongs to. This can be used as a prompt to go visit the local hacker cleaner.
     
    Will NQ implement this system? Unlikely. Is it fun to think about? Definitely. If this in some way inspires a NQ dev, then this thread has done its job.
  18. Like
    Velenka got a reaction from Anaximander in Trauma Mechanics and Emergent Gameplay Consequences.   
    Neat.

  19. Like
    Velenka reacted to Code24 in Severing voxels from a construct   
    There has been some talk about the combat mechanics I mentioned at the end, and I agree with the points made. My main point was actually that ships should not have disconnected parts initially. This could be achieved by modifying the construction tools slightly. I presume that the current system allows you to, for example, add a wing to your spacecraft, attach an engine element to the end of the wing, and then delete the wing without destroying the attached engine. It shouldn't be too hard to implement a modification to the delete tool that deletes the entire disconnected section along with the wing. The entire portion that was about to be deleted would be highlighted with red before deleting in order to avoid mistakes. The section that is not deleted would be the one with a connection to the core unit.
  20. Like
    Velenka got a reaction from Joakim in Ship building mini game. Pre-release.   
    The builder tools dev blog has something like this:
  21. Like
    Velenka got a reaction from AccuNut in Gravity/magnetic/boost pads   
    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.
  22. Like
    Velenka got a reaction from Xplosiv in Inertia Dampeners?   
    I agree, we should have something like SE's ID. It makes the most sense to me.
  23. Like
    Velenka got a reaction from kulkija in Ship building mini game. Pre-release.   
    The builder tools dev blog has something like this:
  24. Like
    Velenka got a reaction from ttcraft0 in Concord Alliance   
    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:





    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
  25. Like
    Velenka got a reaction from Comrademoco in Concord Alliance   
    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:





    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
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