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Halo381

Alpha Team Vanguard
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Posts posted by Halo381

  1. @Halo381

     

     

    Not to be presumptuous, but your Winston Churchill quote tells much on how you think of "Cool Plans" but actually, you make things worse in the long run.

     

     

    Watch the movie The Shallows. Then watch a shark-attack video. If you make the connection that those planets with the arkified zone will surrounded by sharks, bingo, here's your Cookie. Cause THAT IS EXACTLY what will happen. And you can bet your ass those planets will have a dense mine field placed around them by shark players. 

     

     

    You wanted a safe-zone, but through players putting one and one together, Bob's your uncle, safe-zone is now a murder-zone.

     

     

     

    P.S. : Churchill was a heavy drinker who wanted to start a nuclear war with Russia. Don't take such a man's quotes as inspiration. 

     

     

    You mention Churchill like the man is my idol, just because I have a quote from him doesn't mean that I'm his number one fan. Geez. The quote has nothing to do with this topic at all.

  2.  

     

    Perhaps in every solar system there is at least one planet with an arkified zone on it.

     

    Just to quote myself here, this would also make being an explorer far more profitable, as the first person to discover an arkified zone would have the advantage to claim some of it's territory. Whether they do or don't, is up to them. They could even sell the coordinates once they claimed a spot.

  3.  

     

    I think the mentality of "Wolves" and "Sheep" is doesn't really help PVP and PVE community relations. It denotes a definitive predator vs prey mentality and while I think that it does accurately define how the some of the people in the communities feel about each other, it should be something we strive to move away from. 

    It's less "Wolves" and "Sheep" and more "Wolves" and "Foxes", in my opinion. Both are capable of having equal power/intelligence, but the Foxes on average have to be a bit more cunning to get a one up on the wolves, since they aren't full time fighters.

     

    That aside, I get what you're saying. I think, however, that this game will be a great boost to PvP/PvE relations, purely because of the fact that they have to rely on one another. The PvP'ers would be nothing without the ships that the PvE'ers  produce, and the PvE'ers would be nothing without the protection of the PvP'ers. Which is also why I think adding invulnerable zones could prove a bad move; If the builders have a guaranteed safe space, they don't need PvP'ers. Naturally, there'd always be someone who would buy your ships, and many PvP'ers haven't the patience to build their own. So it'd make PvP'ers more dependent on the PvE community, while the PvE community wouldn't necessarily require the PvP community to need them. 

     

    You did bring up a good point on actually getting the supplies from point A to point B, and the possibility of denying a person their supplies while in route, but that whole process counts on there being someone online at all times to maintain such a blockade, which is sometimes difficult to coordinate. Rather than take your enemy out at the source, you simply delay another shipment, and they wait until your numbers thin a bit.

     

    It also reduces the... magnitude, of war for anyone within the protected zone. Ships can be replaced, not a terribly big problem (though, after a while a blockade would wear on a producer) but if your facilities were to be damaged, or outright destroyed, that'd have much more of an impact on builders. Everyone has their own opinions on the war system in this game, but personally, I believe war shouldn't be something so trivial that a group of players could sit under a protected zone and just wait out the storm. That's not how it works in reality. Yes, I'm aware that this isn't  reality, but the way things are looking, it will simulate real world politics, and economics, so why shouldn't it simulate real world war too? In the real world, nowhere is truly safe from war, and industrialists often see their factories destroyed by opposing bombers. It'd make sense for this to be something that happens in game too, no?

     

    Now, I'm not saying that there shouldn't be any arkified zones. Perhaps in every solar system there is at least one planet with an arkified zone on it. That's fine. I just don't think players should be able to create arkified zones themselves, or they'd abuse the system.

  4. Bit of a trivial topic, but seeing as projectile weapons are a thing, there are a couple ways one could go about supplying ammo for such a weapon. You could use:

     

    A) a Mass Effect style system, where your ammo comes from a wedge of steel inside the weapon; the top layer is shaved off and used as a projectile. This means you'll only have to replace the item once in a blue moon, though you're still limited by thermal energy produced within the weapon.

     

    B ) a normal ballistic weapon system, with the ammo being stored within clips and magazines, and loaded into the weapon separately. This means you'll have to produce bullets and the like, and magazines for them. Could become another market within the game. A bit less limited by thermal energy, but it could potentially prove a problem.

     

    C) a conveyor system, like in Space Engineers, where if they're in your inventory, or a ship's cargo hold, they feed directly into the weapon. Simpler than the other two, but less realistic, and thus less immersive.

     

    Commence deliberation!

  5. Here's what I think:

     

    To create a zone outside of the arkship's protection area that would make it impossible to kill any within, or damage their creations, would ruin the entire concept of "war". Supply lines are a vital part to the war effort, and they are one of the reasons a small kingdom could possibly take out a vast empire. The outcome of a war can be determined by many things, yes, but tell me: what war in history was won without bullets? Or without swords or spears? The supply line becomes the backbone of the entire armed force; if it fails, your army will have a significantly harder time winning the war, no matter who you're fighting. This provides a balance in the world, giving even the most powerful Empires an Achilles Heel. Make their source nigh invulnerable, however, and then war simply becomes a game of "who can muster the most fighters at any given moment". It ruins the concept of "strategic targets". The largest group would almost  be guaranteed victory, unless enough people banded together to match their numbers, or skill. There would be no need for complex strategy and tactics, or careful planning around which targets to attack, because numbers would define victory, in most cases.

     

    I for one, would praise the lucky sod that destroys my hypothetical superweapon  before it's complete, and say "That guy is a smart man; he launched a preemptive strike on a target he knew he couldn't beat once it was complete, someone give this man a cookie!" or if someone were to destroy my hypothetical space factory that produces ships and ammo in record time, I'd say "That guy is a smart man; he knew he couldn't defeat my army head on, so he went after the resources that fueled it, genius! Give this man a cookie!"

     

    Okay, I wouldn't actually praise them, but you get the point. 

     

    These are my thoughts. Feel free to tear them apart.

  6. Well, but what do you mean for hacking in game? "Press F to hack" ?? A minigame?? A real interaction between LUA scripts?? 

     

    I figure hacking would be a minigame, though once you complete that and are in the system, it could be possible to interact with the LUA Scripting of say, a ship, and lock some doors, maybe turn off the thrusters. Perhaps the hacking minigame would only give a player entry level access to the systems on the ship, and to unlock certain things like the weapons system you'd have to go through another level in the minigame.

     

    Just a thought

  7. @halo381

     

    there are no materials known to me that have thermal expansion coefficients large enough to matter at a few cm sizes and in temperature ranges where the materials dont melt.

    glass for example expands by 1.7mm for a 10cm lens when you heat it by 2000 degrees celsius.

    which is the melting point for quartz glass.

    it'd be soft, malleable and useless long before that.

     

    true, it'd be less effective at focusing with a fixed array, but with known thermal expansion coefficients and known temperature you can do a lot with a dynamic focusing array.

    which you'd already need for maximum effectivity for a weaponised laser.

    as you have to focus it always to the correct distance anyway.

     

     

     

    and i have no idea how much power you need to power a magic antigravity space compressing rock cutter, but considering that you throw around literal tons of rock... you need waaaaaaaay more power and energy than solar panels which fit casually over your shoulders can supply.

    theoretically available solar power on earth is ~1kW/m².

    using my ebook reader (tolino shine) as rough measure of how large a solar panel on my shoulder could be (175x116mm) you could get roughly 40 watts total for solar panels on your shoulders.

    thats way below anything throwing arounds tons of rock would need.

    so solar power is out of the game for the nanoformer under any circumstances.

    and that thing can probably be comfortably powered by your suit for a while at least.

     

    and dont make me talk about what acceerating and decelerating the tons of rock in the kadpacks would take in terms of power when you casually walk in circles.

     

    just from basic kinetic energy thinking laser weaponry is comfortably within the range of the suits power supply.

     

     

    space is a horrible cooling medium, in an atmosphere / on a planet you can shed heat by conduction and convection in space you only have the really slow radiative way open, which needs large vulnerable radiator panels

    for example the ISS has 156m² of radiator area (which cant be folded up in any way) for 70kw radiation rate 

    whereas the cooler pictured on this page (i took the numbers from the smallest 2 fan unit) can shed more than three times of that with a really really inefficient 35°C "hot" water input

    http://pdf.directindustry.com/pdf/frigomeccanica-industriale-spa/torri/72786-409229.html#open

     

    theres a reason why thermos flasks are "filled" with vacuum between their inner and outer walls ;)

     

    tldr: cooling in space is hard.

     

    linky to read on that 

    http://www.projectrho.com/public_html/rocket/basicdesign.php#id--Heat_Radiators

     

    Well, someone has done their homework. Thanks for clarifying all that, truly.

     

    Getting away from laser weapons, what do you guys anticipate in the explosives department?

  8. I took a gander at the forums and I didn't see anything on hacking (possibly missed it, idk) but what do you guys think about having the ability to hack into enemy systems?

     

    I was thinking of a situation where you're trying to determine the affiliation of a pirate but their information is hidden so you'd have to hack into an interstellar library system to figure out what organization they're apart of. Or maybe you've snuck your way into an enemy ship and hack into their systems so that you can shut off their weapons or shields, to make it easier for your buddies to raid. 

     

    These are my thoughts. Feel free to tear them apart.

     

  9. obnoxious font, wrongly written LASER. im close to start to dislike you :V

     

    Totally irrelevant to the topic, wasn't called for. I'd rather this topic not be just some hate thread for two people to argue on, I want proper feedback and intuitive ideas.

     

     

     

     

    and any expansion would be thermal, its all thermally limited

    Once a crystal expands to a certain point, the laser would no longer be focused. Eventually, it'll expand to the point of breaking. And yes, it expands because of thermal energy. There's enough thermal energy in a laser to burn right through most crystals, and that's just with today's technology.

     

     

    and all im saying is that hand held laser weaponry isnt exactly "faster equipment degradation" only.

    from the calculations there a "light" pulsed laser weapon would be able to penetrate about 2.5cm of steel or 30 cm of flesh.

    thats not exactly harmless

    Agreed, lasers can indeed kill. 

     

     

    and faaar away from the energy budget one has when he casually carries around antigravity generators and space compression devices as we do according to the Dual Space lore.

    in addition to that casual availablility of the required energies due to the casual nature of the power source it seems that the heat problem would also be pretty secondary.

    Mixed review on this one. I wouldn't recommend trying to maintain a laser beam while you're running other things on the same power grid, to weaponize one would take a rather considerable amount of energy for one person to produce. Also, I don't think suit energy would naturally renew itself, unless you've got solar panels on your shoulders. It'd be sort of like space engineers, where if you run out of energy in space, you're royally screwed. On the topic of heat, however, in the vacuum of space, I don't believe excess heat will be a problem. Possibly within the atmosphere of a planet, but in space it's quite freezing, so you could operate a laser for longer periods.

  10. So, on the Dual Universe Wiki, under the Weapon Units section is this:

     

     

     

    Both individual weapons and deployable weapons are pre-defined game elements that have been developed by Novaquark. At the moment, character weapons are planned to be mesh-based, and defined by developers.

     

    The three terms that stand out are "Individual Weapons", "Deployable Weapons", and "Character Weapons".

     

    Assuming "Individual Weapons" refers to handheld weapons, what weapons would we see in the game? I'm certain that, for the purposes of boarding ships, an Assault Rifle would be added. For general self protection, a Pistol would be added. Maybe also a shaped charge, or plastic explosives? But beyond that, what do we all want to see added in this field? 

     

    Personally, I'd like to see Missile Launchers get added in. Why? Because the most frustrating thing for a pilot is having an enemy ship sit above you and take potshots while you scramble around to find cover. It doesn't have to be extremely powerful or anything, just a weapon that shoots a basic, if not below-average tech missile. A ship deterrent, so to speak. 

     

    Also, I'd like to see some type of melee weaponry (This bit is just me spouting things, I doubt these will actually make it into the game). In quite a few Sci-fi universes, melee weapons still exist despite the technological advances in killing one another from afar (blame Stormtroopers and their bad aim). While a simple Knife would suffice in this game most likely, I'd like to see something more, like maybe a Vibrosword (Star Wars KoTOR) or a Plasma Blade (not quite a lightsaber, but a sword with an edge that's charged with plasma). Maybe instead of a melee weapon, we'd get like a Shotgun for close quarters combat.

     

    These are my thoughts. Feel free to tear them apart.

  11. Personally, I think it's perfectly viable to build a ringworld. Singular. Only one, if any, should be built. If it is built, put it around the first planet we have access to. That'll be the spawn point of every new player, and it'll be their first base for quite a while. I saw one of the posts earlier referring to the fact that an installation like this would tie players down in an area that lacks resources, however, there will forever be a number of players who stick around the first world. While creating a station to serve their needs would probably be relatively simple, a ringworld would accomplish more, I believe. Some players say it'd deplete multiple planets to build a ringworld. This may be true, this may not; we don't currently know what the resource density will be like in Dual. Another player said it'd just be a waste of space. To that I say: There is no shortage of industry that could be put on such a station. Just because there is one ship seller doesn't mean that a hundred more won't open up on the station as well, and the space would allow Corporations that branched out quickly to bring their business easily back to the homeworld without having to build any extra facilities. Besides, there can never be enough storage space.

     

    Now, despite having said all that, the production of a ringworld is highly implausible. It'd require cooperation between hundreds, maybe thousands of players, each with different ideals and mindsets, which I don't see happening in the early days of the game. Another big issue is the defense system; this thing is just a massive target waiting to get blown up. While power ought to not be an issue, it'd still require a massive amount of power to keep this thing running. And of course, the government system on this thing would be absolutely horrendous (too many agendas, too many opinions). Unless it were broken up into large sections governed by blanket corporations (corporations that hold dominion over a bunch of smaller corporations), or governed by a third party, it'd be too politically unstable to even attempt. 

     

    Those are my thoughts. Feel free to tear them apart.

  12. It's not a bad thing to think about. We can probably imagine weapons will do different sorts of damage to different objects. As well, it might even be possible to implement differents sorts of armor and hull to protect your ship. 

     

    This brings another point. Biological ships, as you discussed in your other post, could potentially be damaged by biological weapons.

    There was a game I once played called Pardus. Within it were biological, conventional, and electromagnetic weapons and armors. EM weapons did bonus damage to Bio armor, and vice versa. Could be an interesting development here.

  13. CHROMION INDUSTRIAL

    ChromionIndustrialsig3.png.40623bbc82c38d9cb37a7c96d48ba238.png

    Credit to Aetherios/Infinity for the artwork above

     

     

    During the late pre-Arkship era, an organization rose up to challenge the UN's selection process for the Arkship Program. This organization is known as the Cinderfall Syndicate. Within the Syndicate, there were a few members who branched off into another direction: Industry. With a new goal, these men and women founded Chromion Industrial in hopes of advancing human technology.

     

    A SUMMARY
    Chromion Industrial is a Corporation with an emphasis on Mining and Engineering. We recognize the importance of freedom and creativity, and are looking for creative minds who think outside the box. It should be noted that we are members of Cinderfall Syndicate, and we will respect their authority on political matters.

     

    The only requirement to join is that you must be polite. 
     
    STRUCTURE
    This corporation has one leader, the Head Director, and below that person, it is structured into three Divisions:

     

    MINING DIVISION
    The Mining Division is in charge of acquiring, refining, and distributing raw materials. This will be led by a Mining Director and two Assistant Mining Directors. The lower command structure of this Division will be determined in the near future.

     

    Mining Director- This person is responsible for handling all mining, refining, and distribution of raw materials
    Assistant Mining Directors- These persons are responsible for the individual aspects of the Mining Division (Mining, Refining, and Distributing)           

     

    RESEARCH AND DEVELOPMENT DIVISION
    The R&D Division is in charge of manufacturing and producing parts and ships, as well as researching new technologies. This Division will be led by three area directors; The Director of Production, The Director of Research, and The Director of Special Projects; the lower command structure of the individual branches will be completed in the near future.

     

    Director of Production- This person's job is to handle the mass production of Chromion Industrial's ships, vehicles, and parts.
    Director of Research- This person's job is to handle the research of new technologies within Chromion Industrial
    Director or Special Projects- This person's job is to handle any special orders from specific Organizations, and the research regarding them, should it not already be complete.

     

    CHROMION INDUSTRIAL NAVY (CIN)
    Chromion Industrial offers a place for those who would like to spend their time fighting as well. The Chromion Industrial Navy will be tasked with protecting the members of Chromion Industrial and hunting down any who would attack us. This Division will be led by a Commander and a Lieutenant Commander. The lower command structure of this Division will be left up to these two positions.

     

    Commander- Leader of all Chromion Industrial Navy (CIN) forces
    Lieutenant Commander- assists the Commander in his or her duties

     

    SHIPBUILDING
    Chromion Industrial sponsors it's members ship building efforts. What does that mean? Any ship that a Chromion Industrial member designed will be featured in Chromion Industrial markets, if that member wants them to be featured. In exchange for being featured, Chromion will enact a 60/40 profit ratio: Chromion keeping 40% of the profit, the designer keeping 60%
     
    There will be a line/brand of ships that are Chromion Industrial make, meaning they are designs created and produced specifically as Chromion Industrial ships, and not designed by a second party, i.e. Individual Members of Chromion Industrial. Every month or so, the R&D department as a collective will be given the task of designing such ships.
     
    Occasionally, CI might petition one of it's members to add one of their ship designs to this line, basically buying the design from said member. 

     

    FUNDS
    There is no base salary as of yet, however every member of Chromion Industrial will receive a weekly salary. The Directors of each Division will be paid by the Head Director. Each Division will receive a budgeted amount of credits every week, and it is the responsibility of the Directors to distribute some of these funds to each member of their Division at the beginning of each week as their salary.

     

    In addition to your base salary, certain accomplishments within the organization will grant you pay bonuses.

     

    If a player remains with Chromion Industrial for a particular amount of time, they will be eligible for a raise to their base salary. They will also be eligible for discounts on ships and items produced by Chromion Industrial.
     
    Note: If you are offline/not doing your job for an entire week, you will not receive salary for that week, rather than being let go by the organization.

     

    DISPUTES
    Internal Disputes between members will be handled by their respective Division Directors. The Division Directors' say is final on any matters. If any Directors have a dispute with one another, the Head Director will handle it. The Head Director's say is final on any matters.

     

    DIRECTOR POSITIONS
    The current list of Director Positions:

     

    Head Director~ Halo381
    Mining Director~
         Assistant Mining Director~
         Assistant Mining Director~
    Director of Production~
    Director of Research~
    Director of Special Projects~
    Commander of Security Forces~ Commander Trailblazer
         Lieutenant Commander of Security Forces~

     

    CINDERFALL SYNDICATE
    eJwFwUsOwiAQANC7cAB-BYRu3Ro3rlw1hE4oCWUITOPCeHff-7JrVLayg6jPVYi9zIRj55NwxAw8I-YKsZfJE54iEsV0nNBoCq1C-o4LTZjH2JvTinFcy6ODdIp11Utxf7-f2wIxbg0-_BqQyUgXeW2a_P2TmKN8.png.e3879516ae8c15332c6fc2426b6aebad.png
    Chromion Industrial is a member of the Cinderfall Syndicate. As a member of the Cinderfall Syndicate, we are apart of a coalition of nations and corporations. As such, we have allies we can count on to help us in times of need; be it to complete a difficult research project or to defend our institutions. As members, we offer the same camaraderie to our allies, and we will not tolerate undue hostilities between our members and theirs.
     
    JSDF
    Within the Cinderfall Syndicate is the JSDF; a group of fighters who would come to the aid of any Syndicate asset in need of protection. Any Syndicate member (that means us) can join this defense force; it's a purely voluntary organization. 

     

     

     

     

    QUESTIONS
    How will war be handled?

     

    Chromion Industrial will allow it's members to participate in wars of other organizations they are apart of. If Chromion Industrial itself goes to war, we will muster up a fleet composed of members from every Division, with the Security Division as our lead. War on other Cinderfall Syndicate members and organizations is prohibited.
    ________________________________________________________________________________________________________________________________________________

     

    I can be a member of a different organization too?
     
    Yes! This is not the only organization you are allowed to join. We will not prohibit you from joining or creating another organization, so long as it is not an enemy of either Chromion Industrial or Cinderfall Syndicate, and so long as you fulfill your duties within Chromion Industrial.

     

    ________________________________________________________________________________________________________________________________________________

     
     
     

     

     

    The link to our page on the community website~ https://community.dualthegame.com/organization/chromion-industrial

     

    You can also find us on Discord, at this link here: https://discord.gg/uckarBz

    Any further questions can be sent via PM to Halo381
     
    That's all the information you'll need to know. Thank you kindly for taking the time to read this topic! Before you leave, I'd like for you to take these words of inspiration with you: Aspire for greatness. Rise high, and cast your shadow upon the world. 
     
    Stay frosty, yall :)

     

  14. I couldn't really find any other place to put this... anyways, the topic:

     

    I've been noticing in The Arkship Pub, some corporations require you to put in a character name. Now, naturally, if you put in a character name and you were to get the game a little late, maybe someone takes your character name. So my question is, is there a way to cement that name in place, for you and only you? And, since there can be multiple characters, can you do this with more than one name?

  15. Would be cool, but there's way more work to do to implement this, thsn you may think. And they're already plenty of features to work on right now.

     

    Let's say you can create your own version of a thruster. How do you balance that? A thruster has stats, like energy consumption, thrust power, weight, volume, maybe a port to insert fuel in a specific position, so when you build one, you can't just place small dirt blocks, but various pieces, like the part where the flwme texture come out, or stuff like that (otherwise would not be immersive). So they need to add those pieces. Then they'd need to balance the volume for example, you can't just build a trhruster made by 1 small block, would be way more convenient compared to a standard one that takes space on the ship. Then the game would have to load more blocks, so it would be laggier. Then they'd have to do this for all the interactive parts they're going to add in the game (hundreds?). So, yes it's cool, but you get this, or you get the game, pretty much xD

     

    I was thinking something a bit different. Like, you have a set of parameters you have to meet before you can publish the blueprint for a specific part. Among them would be specifying where the flame texture comes from, where any light effects are, etc. Also, there would be certain things, like say computer chips and the like, where you have to put them in to increase the power of the thruster, leaving them exposed makes the thruster easy to disable, so there's a certain size that you simply cannot go under if you want an effective thruster.

     

    In regards to the bit about loading more blocks, once the blueprint is complete and the part is manufactured, it all becomes one entity. That's how ships work as well. Once it's built, it's all one entity. Now, if you hit a part of the ship consistently, you can possibly shoot that part off, but the singular ship removes the problem of lag. Think of it as a Sum of it's Parts, rather than a Part of it's Sums. One whole over several tiny bits

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