Jump to content

Shōjiki_Haundo

Member
  • Posts

    23
  • Joined

  • Last visited

Everything posted by Shōjiki_Haundo

  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.
  16. Just by looking at the current corporations list there is going to be a lot of battles between them. Especially with COPS being a prominent group this just reinforces it. Ill be salvaging all that free stuff to my hearts content. I just have to disguise my self with an innocent company name like 'Jackaline Prospecting' and just sell the stuff back to them. Thats what i plan to do.
  17. That's what they had in plan for star gates mate. Oh and regarding that second thing. yes there were said plans for hidden technology not hidden resources on planets where people can exploit it for certain things like ship jump drives, weapons, fuel, etc etc. But the hidden technology isnt locked to a certain area i believe. Once someone finds a piece of "hidden tech" they could keep it for them selves or share it around with everyone. so yes they have that planned.
  18. Hi welcome to the forums! Admiral Adama. After reading your post i both agree and disagree in some points. regarding game speed yea i agree. the people from the ark should've already known about space fairing technology from earth. i don't know what made them forget about said technology. But i do understand the concept of starting from nothing. the suggestion of 2-3 days of making a space capable ship doesn't make much sense because it is a quite hard tech to achieve just by yourself (just imagine doing this by yourself IRL). If i had to choose a time frame for when people would be able to create a low tier form of space travel i would choose 2-3 weeks not several months. Regarding your second post star gates are just fine and shouldn't be changed. But perhaps in the future people would be able to make ships capable to travel a certain distance via FTL jump drives making most early game star gates obsolete. When that time comes it might've already been several months since the games start and the only star gates that are still around are the ones that can jump you several thousand lights years away. And regarding your last post... I dont understand. Are you suggesting that there be per-made Factions/Classes with their own specific advantage and pre-defined/pre-made areas for specific activities such as trading and war? please elaborate.
  19. when ever DU gets a full release i wouldn't be surprised if it takes several months before a proper fully fledged government-like body would appear (with any real power). What we as the players would see at the start would be the formation of numerous corporations that only really have influence within themselves. But when a government body does appear and depending on what type of government it is the regular player would have to abide by that governments laws, taxes and regulations in government controlled areas. And if you were a citizen of said Nation the laws/taxes would extend to you even if you were out of government controlled areas. But being a citizen for a said nation would also have its benefits, such as unobstructed travel within governments lands, rights to own land under your name, Trade discounts, Citizen safety backed by army, the list goes on. I wouldn't really be a guy that would like to start up one but if one comes around and that their benefits fit my needs i would like to apply for citizenship no matter what government type it is. Oh look its a Feudal Kingdom on this here Moon. they said they have cake. lets join :3
  20. I was wondering if anybody remembers the hover bikes from Jak3 from the ps2 era. if you make it. I will buy it. oh man will i buy it
  21. This topic took me a long time to think about and word properly since it is an in-depth aspect of the game. But after many rewrites on my side i simply give up on making a coherent proposal on this subject. To simply put it, I am interested in what Form in-game currency will be made into. In many MMORPG styled games, currency can take several different types of forms but two in particular are the main ones. These two are like the opposite ends of a short stick. Non-Physical currency & Physical currency For those who don't really know here's a quick explanation on the two goes like this. Non-physical currency is simply a thing that isn't an object but really just a number on the player depicting how much he/she has. The entirety of ones wealth usually always stays on the person on all times with no restrictions on its weight or differential value. One good example of this kind of currency form is in the GTA series. Now unlike non-physical currency, Physical Currency is considered to be like an object similar to that of any kind of inventory item. It has weight (as in it takes up space) and usually has heavy implications on having Personal security such as banks to keep ones wealth safe. There is also Different values on the currency ($1/5$/10$.etc) One good example of this Form of currency is from Real life. Both options have their advantages and disadvantages with it being either being simple and user friendly or on the other hand, realistic and open to many possibilities. on a side note keep in mind that in-game "online" transactions will still be a thing with both options (hopefully) and that a compromise of taking aspects from both sides is an option. so at the end i would like to ask you guys how would you want the form of currency to take? Also there are a few other things i would like to ask you guys regarding in-game economics in a MMO such as DU (since its quite different from your regular MMO) > If everyone starts of with a fixed starting amount of credits how would one come to make more money? (thus increasing inflation) > How would Inflation be handled or reduced in a game such as DU? > If player made banks appear that serve the open public what Measures can the bankers make for others to trust them and vice versa. I apologize for this long post guys but i just have far to many question for this kind of topic for me to just ignore for to long. Again, sorry :I oh and if this particular topic was posted and explained somewhere before could someone link me to it. thanks
  22. I really like what i see from the posts on this topic. From what i can tell, yes wheels and tracks should be a thing in DU as a cheaper and more appropriate mode of transportation on planets compared to hover technology (in most cases). The only apparent problem that comes to mind is how the physics engine and server will handle them. I remember in SE that wheels were a give or take a Dodgy thing at best. so a quick solution is to make land vichs into a sort-of semi physic object (i dont know much about physic engines) similar to that of lets say World of tanks type physics. not only that but with the inclusion of Wheels and tracks also implies a new aspect for business and economy. People interested in the creation of amored Tanks, APC's, Artillery, all the way to Dump Trucks, Mineral Excavators, and leisure vichs have a new market that also mirrors the development of Space ships and planes.
  23. hello. I'm new to forums for dual universe and i would like to say my hello's to all of you. Question: Will there be Wheeled or Tracked Vichs in Dual Universe? I've been looking throughout the boards and dev blogs in search of this certain aspect of the game's building element. But sadly i couldn't find anything regarding the topic, except for lets say "hover cars only" in one post. I just find this slightly disappointing. I know this game takes place far into the future but the exclusion of having Wheels or tracks for land Vichs seems out of place. I could name a few advantages for having Wheels or tracks. One being that they could be far cheaper to develop and maintain compared to hover (anti gravity) Technology. (be gentle its my first time on this forum)
×
×
  • Create New...