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Jett_Quasar

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  1. Like
    Jett_Quasar got a reaction from Ryoko_Takahashi in COPS - Coalition Of Pirates & Smugglers   
    .... NO! ...                  ... MNO! ...
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                ....... MMMMM..    OPPMMP    .,OMI! ....
                 ...... MMMM::   o.,OPMP,.o   ::I!! ...
                     .... NNM:::.,,OOPM!P,.::::!! ....
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                   ....... MN MOMMMNNNIIIIIO! OO ..........
                ......... MNO! IiiiiiiiiiiiI OOOO ...........
              ...... NNN.MNO! . O!!!!!!!!!O . OONO NO! ........
               .... MNNNNNO! ...OOOOOOOOOOO .  MMNNON!........
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                  ...... OO! ................. ON! .......
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  2. Like
    Jett_Quasar got a reaction from Code24 in So what Style of ships would you build or buy?   
    I'm a huge Star Wars fan so I like the style of those ships especially the Millennium Falcon.  I've designed fleets of craft in KSP, but the tools are very limiting compared to what will be possible in DU (from what I've seen).
     

     

     
    Jett
  3. Like
    Jett_Quasar got a reaction from djthekiller in Physics   
    Any game that includes space battles can't use entirely real world physics and still be fun to play.  For ground and air combat, the physics could be quite realistic, but when it comes to space, there needs to be some sort of compensation in order to keep things in control.  I believe the best way to achieve this is by doing space battle physics similar to how it's done in Star Citizen and Elite.  The ship has inertial dampeners that can make it fly in a vacuum the same way it would fly in atmosphere.   This doesn't necessarily go against the laws of physics, it just uses thrusters that are way more powerful than could be normally achieved (that would also be the case for FTL drives).
  4. Like
    Jett_Quasar got a reaction from Kiklix in New gameplay footage!   
    There's a new video link on YouTube as well.  I am sooooo psyched for this game!!!
     

     
    Jett
  5. Like
    Jett_Quasar got a reaction from nietoperek in Uploading mp3's into in-games's ship's sound system   
    Technically there wold be less of an issue than copyrights. 
     
    Personally there is nothing better than exploring a bunch of new planets with Cosmic Castaway blasting in my headphones, but unfortunately I don't own the IP so sharing it out to other players becomes an issue... unless of course you have some sort of agreement like YouTube does where they can play ads to pay for it.
  6. Like
    Jett_Quasar reacted to CharlesAugustus in Ship Weapon systems?   
    I'm here wondering what weapon systems for ships will be available in game? I have a few idea's and I'll discuss their uses but I do not know if these kinds of weapons will be in the final game these ideas are my own theories.
     
    Plasma Weaponry - Now if your an Avid Sci-Fi reader like my self you'll know Plasma is a popular idea, Although in space i wouldn't say it is, Plasma is let's say essentially super heated Gas and Space is a Vacuum, no air and very very cold so over distance the Plasma is going to lose heat and disperse which will at best make it only a decent short range weapon, and in space you want long range weapons so Plasma weaponry on a ship i think would be best for just Point Defense, in fact it'd be great as an Infantry weapon as well.
     
    Missiles - A classic piece of weaponry which could have many different types and uses, you could have your usual explosive ones to destroy targets or you could have ECM ones to confuse the enemy scanners and make them think you have more missiles than you launched, In fact you could have a load of very small missiles used for point defense purposes taking down large enemy missiles.
     
    Lasers - Light Amplification by Stimulated Emission of Radiation, this is what Laser stands for so it is essentially concentrated light to form a very hot beam (How many of us have gotten a Magnifying glass on a sunny day and murdered thousands of bugs?) And it has an effect on Earth but what would it be like in space with no Atmosphere to block most of the Radiation and refract the sun light? Why you'd get a 100% certified death beam and since Light travels very fast you have a great Point defense system and if the enemy don't have some strong ceramic armor then Lasers would be devastating in ship to ship combat.
     
    Rail guns - A classic weapon, compared to the others listed so far its simple and easy and if enemy ships do have ceramic armor to prevent lasers then Missiles and Rail guns are the way to go, the great thing is once the rail gun round reaches top speed it's not going to stop until it hits some thing, so i guess Rail gun's are simple but what about their Rounds? Why you could stuff explosives in the middle of one so once it pierces enemy armor it explodes inside doing untold damage! (Essentially a Smart round.)
     
    Mass Driver - A cousin of the Rail gun, this could be used to launch very large objects at an enemy ship.
     
    Now i did this post on a whim and there may be more weapons that i did not mention (Torpedo's, but no idea how these would work in space?) if you can think of some just leave a post!
  7. Like
    Jett_Quasar got a reaction from Vyz Ejstu in Can your make a floating city   
    Someone will figure out how to do it I'm sure... I built one in KSP by using a little mod that removes the offset limits
     

     

     

     
    I call this one "Sky City" LOL
  8. Like
    Jett_Quasar reacted to Vyz Ejstu in So what Style of ships would you build or buy?   
    "It seems we share near similar tastes in design and aesthetics.
    Pax Vobiscum.
    "
  9. Like
    Jett_Quasar reacted to Bella_Astrum in So what Style of ships would you build or buy?   
    Sounds good to me! Anything to be prepared is good in my view. I may keep dabbling in Landmark until I can get my paws on Dual *muhahaha*
  10. Like
    Jett_Quasar got a reaction from SquidGun in So what Style of ships would you build or buy?   
    I'm a huge Star Wars fan so I like the style of those ships especially the Millennium Falcon.  I've designed fleets of craft in KSP, but the tools are very limiting compared to what will be possible in DU (from what I've seen).
     

     

     
    Jett
  11. Like
    Jett_Quasar got a reaction from Antioch in Shields   
    While I agree that everyone is entitled to their opinion, I mus respectfully disagree with yours.  Here's why:
     
    This is an MMO game.  That means you want fleets of craft piloted by large numbers of players going at it mostly in space combat.  In order for there to be some semblance of strategy there needs to be complexity in how offensive and defensive systems work.  Otherwise the game will be populated with one ship design covered with huge shields and bristling with the heaviest weapons.  This is not conducive to long-term gameplay - the community will quickly tire of repetitive battles and people will simply stop engaging.
     
    In fact this is why most sci-fi are set up with this sort of offensive/counteroffensive strategy.  Take a look at Fractured Space for example: there are 5 different classes of ship, each with a different strategy for winning and each having a distinct area of weakness that can be exploited by the opposing team.  And that game is entirely composed of space battles. 
  12. Like
    Jett_Quasar got a reaction from Vyz Ejstu in So what Style of ships would you build or buy?   
    I'm a huge Star Wars fan so I like the style of those ships especially the Millennium Falcon.  I've designed fleets of craft in KSP, but the tools are very limiting compared to what will be possible in DU (from what I've seen).
     

     

     
    Jett
  13. Like
    Jett_Quasar got a reaction from Antioch in Antimatter - The Starship Fuel of Champions   
    Interplanetary and interstellar ships require vast amounts of energy for propulsion.  There was a previous thread looking at nuclear power but antimatter is by far the most concentrated form of energy in the Universe.  A couple grams of the stuff will put the Space Shuttle in orbit, and several Kilograms can accelerate it to a significant percentage of the speed of light.
     
    It would require a high level of technology to build a magnetic containment unit (or E/M bottle) using superconducters and to cryogenically cool the anti-hydrogen atoms to maintain a liquid state.  Also the unit would need to be extremely reliable since any power interruption would result in catastrophic failure of the unit.
     
    The interesting thing is that you can create antimatter with a particle accelerator, but it's actually more efficient to collect it from the radiation belts surrounding planets.  A large electromagnetic trap could be set up in planetary orbit and used as a "gas station" to refuel starships in space.
  14. Like
    Jett_Quasar got a reaction from Atmosph3rik in Physics   
    Any game that includes space battles can't use entirely real world physics and still be fun to play.  For ground and air combat, the physics could be quite realistic, but when it comes to space, there needs to be some sort of compensation in order to keep things in control.  I believe the best way to achieve this is by doing space battle physics similar to how it's done in Star Citizen and Elite.  The ship has inertial dampeners that can make it fly in a vacuum the same way it would fly in atmosphere.   This doesn't necessarily go against the laws of physics, it just uses thrusters that are way more powerful than could be normally achieved (that would also be the case for FTL drives).
  15. Like
    Jett_Quasar got a reaction from Astralator in Hello World   
    Welcome to one of the friendliest forums on the net and one of the soon-to-be greatest games ever!
  16. Like
    Jett_Quasar reacted to KlatuSatori in Physics   
    I was actually thinking that "normal" travel would be as I described, but that you'd also have a different kind of engine (call it warp, FTL, Alcubierre, whatever) which can effectively break the speed limit for all practical purposes.
  17. Like
    Jett_Quasar reacted to Hylios in Physics   
    From what I know, there are already plans for an FTL mechanic to allow us to jump between systems, as well as a warp gate mechanic where we have to build a structure at each destination for it to work.
     
    So the issue here is how things will be handled at sub-light speeds. I like Klatu's idea of using an equation for a stellar speed limit with mass holding a direct relationship to the max speed and acceleration.
     
    To that end, it is possible to attach a massive engine and MAC cannon to form something of a gunboat, a low resource weapon. Or use several massive engines to attempt to propel a massive capital ship.
  18. Like
    Jett_Quasar reacted to Thoger in Physics   
    Absolutely. There is something highly enjoyable and aesthetic about true Newtonian physics that is hard to explan - I guess nature came up with something our brain instantly recognizes as "the way it shouold be". Fire the main trrusters, turn them off, drift alongside the space station due to inertia, spin the ship while drifting to have a better view on the station - just beautiful, as it could be experienced in great space simulation games like Jumpgate. Ridiculously powerful maneuvering thrusters as in some games do indeed destroy the beauty of it. For quick breaking I want to see maneuvers like turning 180 degrees and firing the main thrusters, as it was common in Jumpgate or as it was depicted in the Battlestar Galactica remake series.
     
    I'm not sure if something like a restricting "vertigo simulator" is necessary to avoid stupid movement patterns. Overpowered maneuvering thrusters play a part here, and also another factor: Smooth movements were happily in place in games for a while already, but then people became to stingy to purchase a joystick and started playing even flight or space sims using only keyboard and mouse. Steering a space craft with a mouse is immersion breaking for me. And it results in unpleassant, sharp zig zag movements in all sorts of games, which also makes most game videos on Youtube ugly. First person view where the camera moves like a mouse cursor is outright disgusting. So the flight mechanics should be optimized for joystick use, then mouse steering should be tweaked to achieve similarly smooth movements as with the joystick.
  19. Like
    Jett_Quasar reacted to Megaddd in Physics   
    On the topic of physics, I hope their ballpark for 30 days until space was for the technology that allows interplanetary travel by just pointing at the planet desired. Whereas more Newtonian-aware players, especially those who have played KSP would be able to use chemical rockets to get themselves off planet much earlier using, much more crude in comparison, chemical rockets, proper orbital mechanics and a concept of deltaV.
     
    I feel like this would cater to both player bases - ones who come for an EVE-like game, and those who come for a space sim.
  20. Like
    Jett_Quasar reacted to this3ndup in Physics   
    While there is a lot of interesting theoretical discussion here, I don't think any variation of unlimited speed is even on the table.  The reason space MMOs have embraced the unrealistic notion of a speed cap in space is because unlimited speed--no matter how you balanced it for gameplay--would be impossible from a technical standpoint.  There will be a speed at which the game itself simply won't be able to keep up (try playing Space Engineers with extreme speed mods, for example).  This is why it's necessary to have different speed "tiers" that are governed by different game mechanics.  It's a workaround dictated as much by technical constraints as by gameplay.
  21. Like
    Jett_Quasar reacted to Bella_Astrum in Shields   
    I'd really love to see shields of some kind. On ships, I think it's a given that many people would like that in some form, but on buildings, yes I'd really the ability to do that. I wouldn't expect it easy to either obtain or build the technology for it, but it's something I'd consider worth obtaining. 
  22. Like
    Jett_Quasar reacted to Anaximander in Shields   
    Depends. The game is target and lock-on, which means you have to keep a target in your crosshair to lock them. How the particle effects will work or if there will be cluster of hits recognition on each ship, it's up for debate. And given the turrets cannot shoot at something they can't turn and face, it's safe to assume an AoE "area of effect" witchcraft trickery, like WoW's AoE spells work, will be in place to emulate voxel destruction on ships during firing runs. Prepare to get stop-watches people, you'll need them for firing runs
     
     
    So yeah, shields could be in the game, scaled to your power core(s) to match power output on them.
  23. Like
    Jett_Quasar got a reaction from Ghoster in Subscription should not be its pay model   
    I actually really like the EVE model of "play to pay".  This makes complete sense to me since it gives you an incentive to actually play the game and get ahead in order to avoid paying a monthly fee.  It gives an incentive for new players to get good at the game and have the community more involved in building out the world universe.  On the other hand you can pay the monthly subscription fee and choose to keep your hard earned in-game currency to build up your empire.  
     
    My question is, what happens if you want to take some time off and not participate in the game?  Do you still need to keep forking over the subscription fee or can you suspend your account until you're back from "vacation"?
  24. Like
    Jett_Quasar reacted to Kiklix in Hello World   
    Welcome Astralator! Dual is shaping up to be a very exciting game.
     
    If you have not already done so, make sure you visit the dev blog and visit the media section to see more images and eye candy to help you understand the game even better!
     
    Take care!
  25. Like
    Jett_Quasar reacted to Anaximander in Hello World   
    I came here expecting a LUA scripts discussion. If you get why, then 
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