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Captain

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Posts posted by Captain

  1. First of all, according to the devs, there are only two forms of propulsion in the game right now, hover engines, which will let you get up to 1km off the ground, and your normal thrusters that will take you into orbit. There are no wheels or other "ground based" vehicles. You will be flying, hovering or walking. I see no reason why you couldn't build a large mining vessel like described above to work in atmosphere. And from the sound of things, you're going to need something like that early in game, because you're not going to log on, mine for an hour, and be in space. You're going to spend some time on the ground before you rocket off into space.

     

    And as far as fuel costs.... if you're in a mining vessel, and fuel is mined like Uranium or Ice in Space Engineers.... doesn't it make sense that you would be mining fuel too? Wouldn't you then be fueling yourself as you go? Bam. Fuel problem solved.

     

    This does bring up one question in my mind... if everyone starts off in the same arcship and has to mine.... at what point is the arcship the only thing left on the planet? Does the server reset all the mined areas of the planet, like EvE regenerates asteroid belts? Because you know there is a carebear organization out there somewhere who's only goal in life will be to mine an entire planet. And if so, how does the game differentiate between a massive hole dug solely for mining purposes, and a hole I dug to hide my base in, but I ran out of time to place a structure in there before the server reset all the mined areas.... I'm glad I just play and comment on the games. lol.

  2. Pay to play is the way to go. I can't think of a cheaper hobby than 15 bucks a month to sink endless amounts of hours into. You make a game worthy of my time, and I will gladly hand out 15 bucks a month to play. Plus, it gives me 4 months to figure out if I like the game before I reach the $60 amount a new game goes for these days. EvE Online has sustained itself for 10+ years on this model, and I hope DU will do the same.  

  3. I don't know if any of you have played Artemis, but if you haven't, you should look into how that plays out.

     

    Sure the different Elements will provide different controls and such. It would be relatively possible for a single person to maneuver a ship. But when you factor in sensors, movement, defenses, offenses, etc etc, there simple isn't enough WAYS a player can operate it singly.

     

    Having specific stations for people with devoted screens with the fine details of that section, so Weapons control, Communications control, engineering, maneuvering, And maybe all the inputs feeding up to a captain who only sees the bigger picture indications and relies on his crew to do their job. This would be the best ship. The Outlaw Star of the galaxy. Multi-manned ships will begin to easily out perform single manned ships, even with advancements in AI control.

     

    This will start the break down of the different classes of ship. There could be large single man frigates, multi-manned destroyers, etc. Dual-piloted fighters that have a pilot and a gunner so that one focuses on dodging and positioning while the other focuses on aiming and countermeasures.

     

    ...I sorta like Dual Universe a lot now.

    I like the way you think good sir. This is exactly what I was thinking, and hoping for with this game.

  4. I strongly doubt that running scripts to aim weapons and fire turrets will use fuel. That's a bit of an exaggeration. If our ships use that much fuel for common easy to understand things like auto targeting and firing turrets then they use WAY to much fuel in general. If they do then the game will fail, simple as that, no one wants a game where they need to micromanage every tiny detail every time they stop at a station. That's why many games say that Fusion Reactors run the ships, they are fueled when they are bought, and only need refueled once every few years, unless you're an explorer that never sits still. Space combat games I've played since back in the 90's all use similar things so that people can play and have fun. Managing little things gets tedious and is not fun. Fuel loading and reloading? Done automatically when we dock, and we don't even have to think about it, that's playing and having fun...go ahead and add a fuel costs... if its reasonable, but make it too expensive to play and people wont stay, that's all there is to it.

     

    I have no problem with refueling a ship with say, uranium, like in Space Engineers, as long as the fuel is fairly easy to obtain and doesn't get used up ridiculously fast. I agree that dealing with minutia can get very tedious, but it also adds to the emersion of the game. Finding a good balance between the two is what makes a great game.

     

    I also have no problem with AI cores taking up more energy that if the system was operated by a human. There has to be a trade off between automation vs. player controlled, be it power consumption or effectiveness of the system, or else you risk knocking the game out of balance.

  5. Hey all! I'm curious as to the functionality of larger ships and the ships systems. I've seen in the videos put out by the devs so far that large stations will have control rooms and each display will show certain ship systems readouts on them. My question is this... will large "Capital" ships be able to be controlled by one person, or will the larger ships and stations need to be manned and controlled by multiple players. For example, can a single player control piloting the ship, shields, weapons, engines, etc. or do you need a gunner, helmsman, engineering, etc.?

     

    tldr: will ships have AI to run ships systems or are players required for each system?

     

    In my opinion, you should have to have a player assigned to each major ship system, if not each turret, on the ship. This requirement will keep "mega organizations" (like Goonswarm used to be in Eve) from bringing hundreds of large ships into a fight and being able to do whatever they want whenever they want.  Instead, they'd be able to bring a smaller number of ships with greater functionality to the battle, thus giving smaller organizations a chance. (think rebel alliance vs. the empire)

     

    Your thoughts?

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