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Shōjiki_Haundo

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  1. DU, a sandbox, P2P, MMO is most likely going to be independent away from steam. I just dont see why the Dev team would use steam as a platform for an p2p mmo.
  2. My bet would be that it would be heliocentric solar systems. The game to me seems to be heading to a mostly realistic interpretation of real life. The planets and moons might be a little smaller in comparison but hopefully the spacing between them would be scaled appropriately. If we look back to the teaser trailer we can see the two main planets situated close together, the main reason for this is mainly to show off the games main points. Just imagine the tidal forces between those two planets, both planets would have been destroyed a long time ago.
  3. If piping would be a viable thing to do in DU i will be all for it. but sadly i dont think it will go through, there's just way to much to account for in battle-like situations. Just to get an image of why just look at the other components that a ship needs. Most of them can be just one offs with no connections required (reference to DU gameplay vid). If piping were to become a thing it would single handedly be the largest component on the ship. But then again im open to other ideas. Oh yes the starwars life support modules. The technology behind such a thing always puzzled me when i was a kid with my PS2. And i always kinda hated why the life support module the very thing that controls the well being of the crew of a massive ship would have a critical weak point on its exterior. always pissed me off.
  4. I certainly agree that breathable environments being a thing in space fairing ships. It almost feels like it should be a must have feature. But then again the technicality behind having it implemented into DU the same way SE did theirs would not work to well. There has to be a simpler way around the problem. Now in SE oxygen is pumped (or removed) via the use of piping and vents that connects to massive oxygen tanks somewhere in the ship. That's alright and all but i fear that people might not find laying oxygen pipes down throughout their ship a very fun experience. In fact if we want to add pressurized rooms into DU, the exclusion of oxygen pipes will have to happen. It would just lead to calculation trouble and lag the server down if the ships piping were to be partially damaged or destroyed some where. I could go into some detail on how i envision a solution of having pressurized rooms on ships/stations but i'll explain it on a later hour. EDIT: Okay i got a possible solution.(correct me if im wrong on this) Alright in SE a room is pressurized by oxygen. This oxygen fills the room like if it was filled with water (invisible blocks). Throw this aspect out entirely along with oxygen piping. All a ship needs to operate with oxygen is a oxygen Tank/generator, this in turn will oxygenate every enclosed room in the ship automatically. With every room on the ship there will be an associated modifier if the room is either enclosed (1) or not (0). (1) being that it is enclosed by walls or door and that there is a working oxygen generator working on the ship. (0) is when the room is not enclosed (via damage or edits). A room marked as (0) is considered a hostile environment and that anyone caught without proper gear would suffer (the obvious). If a single oxygenated room were to be compromised in a event of a battle there wouldn't be any star trek level decompression blowing anyone out the opened hole, the room would simply change modifier to (0).
  5. Well if anything the classifying thing will always be a subject to debate. But if anything i would love to see a time where a person could become a legend of sorts in our game's history in which his or hers particular ship would be recognizable by the masses, either shining fear or hope into anyone that would happen to spot it. kinda like the legacy of Nathaniel Flint and his boat The Walrus. Merchants fear
  6. Sensors that reads overall size, mass and volume does have its merits and downfalls when trying to figure out what kind of ship you are trying to see. But if a station was trying to gauge an incoming large vessel with fairly high mass the station crew could mistake it for a large cargo hauler just due to its mass alone. Later the crew finds out it wasnt a large cargo hauler but a massive Battleship class. Both ships (the Cargo Hauler and Battleship) share the same characteristics in both size and mass creating confusion. There are solutions after all. we could... > Make a sensor that identifies what elements are present on the ships exterior as well as Size and volume. This would throw the classification window out the other window on the next house over because with this anyone that wants to know about a distant ship can know what it really is and not be confused at all with its possible contradicting size or mass. The only problem i would have with this is that it feels a little cheatsydoodles. > Make everyone agree to one universal, set in stone "detailed and extended classification diagram" when making ships Not really preferred because it would limit a builders creative drive. But in turn uniforms everything that comes with classification. > Make any company that makes ships for selling clearly label their ships class onto its entity. for example im flying around space one day and come across this ship that i dont know anything about. im curious and do a quick non-hostile scan on the ship to know more about. My scan clearly tells me that this ship is of "X" class on my HUD (nothing more, nothing less). But for instance a person made a home-made or retrofitted ship my quick scan would tell me its of either unknown / Retrofitted "X" class respectively. (for some reason i cant think of a disadvantage for this one).
  7. The classification of ship categories in DU will be tricky at first since everyone has their own interpretation of what sizes and utility governs a ship to be this class. Fortunately there is a solution that i can conclude for size classification. Now if people remember the devs hope to create a interesting power balance when creating ships in the game, a person building a ship can only build a ship so large to a point where the power and engines required to run such a beast would be very unreasonable and impractical. I can assume that this point is the largest ship we could build within reason. From there we can work backwards from the largest colossal type craft down to large cargo haulers to battleships to etc etc. But regarding the ships utility we cant classify it in the same way. only through variants could it be classified as some sub-class variant of a base size
  8. I didnt mean to come of as rude, sorry about that :/ But yes, thank you again. Ill make sure if i see you around when the game comes out to keep my distance, haha.
  9. Wow. that really clears things up for me. Thank you Captain, your pink text has enlightened me. so to recap what you have said if i were to aim at a person with an assault rifle 100 meters and just dump ammo after a short moment of aiming i would get chance indicators if i landed a hit/miss/ or critical regardless of where i aim on his body. And that if had specific skills that would help in combat like "Aim Down Sights" that would increase my chances of landing consistent hits on said target.
  10. Captain Twerk, i see you mention Tera so many times when in regards to infantry based combat. even after doing research on Tera's combat system i still fail to understand by what you mean by it, . If you could, could you just for example tell me (us) a detailed play by play of how you envision DU infantry combat to work? I ask this because from what i can tell Tera online combat system looks like a "limited" 3rd person shooter to me. I fear that this will still be very problematic lag-wise for a game scale like DU. Now for the main topic reply: on the topic of individual weapons we could just have a modular weapon system similar to that of Fallout 4 or Black Light Retribution. where the whole roster of core modular parts can be stored on the client side to save processing power. Now i wouldn't want there to be hundreds of different model variants but lets say some kind of choice to choose base colors to make it feel like its yours could be implemented. And perhaps another aspect of customization could be the alteration of caliber/wattage size to give that extra layer. It doesnt have to be shown visually but only via looking at the weapons stats. (I am waiting to be shut down from being told that this isnt an fps. i know that mate)
  11. From what i can tell from reading old topics and some dev blogs the answer to your question is yes. Organizations will be able to create their own private banks if they wish so with some level of automation. For example: you work for a mining company and you have an account in their bank that gets a daily salary. After X amount of hours a cut from the main bank gets transferred to your account under your name in the same bank for you to use. So more or less similar to real life. whether the currency in particular is backed by a type of element (resource) or some form of "fiat" money it really depends on who runs the bank. Regarding the second topic its also a yes. its all emergent game play after all and very flexable. I cant really add more of my input into this since you pretty much kinda answered your own question. All the things you have mentioned here are all very much possible and doable with the direction the devs are bringing DU towards.
  12. The idea of erosion over time (A Long Term Process) would be a solid solution to smooth out the ugly parts. But what about considering natural reclamation from the planet's flora to hide the ugly bits? of course there would be ways to block the flora if you wish. (walls, total flora extermination, etc)
  13. Yup. its most likely going to happen for sure. I wonder what kind of balancing will the devs implement for Shields.
  14. If such a town does happen to be a thing i would like to open a saloon named "neque bibit" you could be the town's one and only police officer.
  15. I personally cant wait for the Wild West choas that will be the first month of the game's release. just imagine..... Only when someone makes an engine capable of space flight. Order will take place. Or not who knows.
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