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lethak

Alpha Team Vanguard
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Everything posted by lethak

  1. Hi, They will probably not implement any teleporter. It was more or less stated in the devblog about "Resurection Node" that they will prevent teleportation to become a thing I am happy with that. If we could teleport between our "secured locations", this would kill the pirate gameplay
  2. Hi, I believe you will be able to setup what ever you want within your organization via the "tag" system. You can read more about that on the devblog https://devblog.dualthegame.com/2015/05/21/rights-duties-management-system/
  3. And now I want to plant trees in a space station.
  4. It seems you are not able to comprehend my point and we are stuck to repeat mode. Too much time spent on this topic, time to stop.
  5. Sadly, what is, and what is felt by those coming here for the first time may differ. Also, you can decide English is universal all you want, this wont make a vanilla 17yo french guy understand it more. Thanks to our "outstanding" Education Nationale ... *cough cough*. In fact I believe the same applies in many country. This is the reality I understand and witnessed. Some ppl will come, speaking what the h*** they want, will you be mad at them each time ? what image of the community will be passed to the newcomer ? While I understand your need to read and check every bit of text posted here, if you want the community(aka early player base) to grow, another strategy should be implemented than "english please". If you are calling me a drama queen for voicing this opinion, then, we have not the same definition of such term clearly
  6. I can guess this is the case, very few radar can detect the moon Optical detection however, is another type of sensor I believe. Modern fighter jets and missiles are both IR and optical anyway, up to +30km i believe. So the question is, will the game feature tactical long range optical detection of target ? (And will we be able to communicate between construct using DPU scripting ?) not sure what to think about accuracy and precision of detection at this point. EDIT: very good read thx !
  7. The part about the "big shield" got me curious. was he speaking of a damage-mitigation shield, or an impenetrable barrier if you are not "friend" on the IFF ?
  8. How much time would depend on how much ingame creds you are able to earn by hour. I know ppl on EvE that can do it faster than required to ask them ! But others may take between 1h-10h per month. Anyway, they must make it challenging (at start) in order to make ppl BUY them with real money to finance the project !
  9. Well, that is the point of this guy, he is only addressing to french speaking ppl for his project. He don't want international cooperation. I can guess this is so because its simpler when you cannot understand english, to stick with folks speaking your native language. I understand your point ofc, but, as much as you want to believe English to be "universal" this is not an absolute truth. This guy must not be the first, and won't be the last. If the existing small community is filled with hatred each time this happens, the game won't grow as fast as it could be. Non english speaking communities should be allowed to thrive in Dual Universe. (and the forums) This is NQ decision in the end of course
  10. Speed and size are not the same. If my radar is maxed at 5km detection range, and the 8km long ship is entering this range by only 1m, my radar will detect it. If the ship is going slow, I will have plenty reaction time. If it is going at 1km/s however, I won't be able to think before it being on me. With a ship 8 km long, if you want a good radar coverage, just setup the biggest radar available on it. If the ship is still longer than the biggest radar capabilities, then your ship is not really viable for combat. just like in real life, there is no such thing as unlimited-dynamic-expansion of radar range. some funny pic of ship radar If they go with your idea of dynamic range, why not do it with engine thrust power too ? The bigger the construct, the more powerful the thrust. Making your ability to plug an engine and move a planet a reality
  11. Indeed, but you will be able to encounter them when you arrive at said locations, and in many case, it will just look like a city, an outpost, an industrial complex, etc ... They will be scattered for sure. This doesn't prevent the inevitable mess around the Arkship to form and who knows, a coruscent-style area may be there after some time. And like others said before, alliances will form and regroup This what we did in SWG (Kauri) by grouping most Empire PvP guilds into one player-built city called "Core Bastion", including housing, cantinas, medical facilities, defenses etc. After a time, the opposite faction (rebels) did the same just across the river, bringing EPIC pvp and fun times each day for a 2 year period
  12. Salut et bienvenue ici ! To the "english please" folks : sorry not every one can read write or understand this language, this must not be a barrier blocking DU to become internationally viral imo. Je vais reprendre chacun de tes points pour essayer de te montrer pourquoi je ne crois pas trop en ton projet de république. Oui et non. Un joueur solo pourra toujours se spécialiser dans une activité qu'il aime et en tirer profit. Il pourra ensuite commercer les resources/items qui lui manquent. Mais en effet, ce sera toujours plus long que de jouer dans un groupe coopératif. Une oligarchie donc ? Il te faudra donc une armée pour te permettre de rester souverain, indépendant et neutre, sous peine de te faire piller et "manquer de respet" en boucle. Une armée en général, c'est tout sauf démocratique dans son fonctionnement interne. Donc ils ne sont pas tous égaux ? Donc tous les joueurs de l'organisation sont des "legats" avec droit de vote ? Je vois déjà arriver les actes de sabotages necessitant d'instaurer un état d'urgence Donc en réalité, c'est un conseil non élu qui détient le pouvoir ? Qui ira vérifier combien chaque citoyen gagne ? Si je fais partie de cette république et que je déclare ne rien gagner ? Ca tombe bien, comme je ne gagne rien, j'ai besoin que la république me finance mon abonnement (PLEX) ! chouette Donc l'armée, mais l'armée est composée de qui ? de citoyens de cette république ? si c'est eux le bras armé, comment les empécher de prendre le pouvoir ? Copinage magouille et compagnie ? Comment enforcer cette condition ? rien n'empeche ton joueur de se barrer en douce, ou de ne jamais se reconnecter. Sans être un spécialiste, mais basé sur mon expérience communautaire perso, je pense que ce n'est pas réalisable. Dans un MMO, le modèle de "fausse démocratie" occidentale que tu prend en exemple n'est pas adapté a un groupe de personnes indépendants. De surcroit, ce modèle de démocratie n'en est pas une. C'est une hypocrisie que de le croire, et les mécaniques hypocrites a gérer pour maintenir la poudre aux yeux font perdre du temps et de l'efficacitée à tout le monde. Sans parler de la prise de tête hallucinante pour essayer de rendre le tout cohérent. De mon point de vue les nations qui vont se former "in game", vont avoir comme fondateurs des groupes de joueurs déjà constitués, qui vont se regrouper pour des opérations militaires. et éventuellement se regrouper géographiquement dans un soucis d'efficacité sécuritaire. Appel ça une nation ou une alliance, c'est un détail role-play finalement. Si jamais ça ne fonctionne pas, jette un oeil à ma signature pour trouver un groupe de joueurs teamplay qui cherche a construire un groupe soudé et coopératif sur DU et StarCitizen, sans démocratie ni doute et prise de tête sur le mode de fonctionnement en dictature militaire "éclairée" et accepté par tous. En attendant bonne chance
  13. If a planet is 100Km radius, and you could cover it all with only 1 or 2 sensor, it would be too easy and without challenge to cover. Having to build an array of carefully placed sensor bring the challenge of organizing the data to be able to build a human readable overview. This is the kind of challenge I like. This is also an opportunity for emergent gameplay since hostiles cannot disrupt and impair your detection ability too easily, having to seek and destroy a grid of sensor is proving to be a greater challenge than only one. But securing such a grid can be proving very costly too.
  14. I found out the error 500 isn't always blocking the file upload.
  15. With more than 900 hex per planet, gg on the first org/player to "own" a planet But I agree, it would be nice to be able to share data(events?) between construct, With each sensor reporting to a "master" script located on your base/HQ/planet. What could be nicer, is to be able to trigger a web call to a private webserver in addition to that ! ... but I am dreaming as it will basically make a potential DDOS relay of the gameserver. Or maybe the opposite, DU could expose a RESTfull small API for us to "fetch" such events
  16. I am eager to see how the scripting will be implemented, hoping to see more on that ! But a nice multilayer demo will do just fine too
  17. I was not aware of this one, this is confusing having another sub with the real name
  18. DUC - Dual Universe Credit
  19. lethak

    Hover Boards

    You mean.. like Lucio in overwatch ?
  20. That epic rant You are right about Windows 10, but I am not sure to share your conclusion about casual users switching to linux "en mass" ! Taking time to make a 3D sowtware running on many platform cost money, and if only 0,01% of your userbase use linux, it is simply a waste of money to allocate 1% of your spending to it. This is not lazy, this is capitalism
  21. Well, idk if this will be possible or not. What I can see is something like this: Plug your turrets and a radar to a DPU, you will receive events from the radar like "new <target> at target.position". then create your own target prioritization system, lets say by range, speed, interception ETA, etc. and for each turret, order to fire if the prioritization rules are all met for a target. BUT since the game weapons are not "ballistic" and more based upon probabilities and maths, I am not sure the level of interaction that will be possible with them.
  22. I am not sure scripting can be compared to what SE is doing, it will be more component and event based here. What I understand is that each "Element" (say a door) will have a set of public function and events you will be able to listen and even trigger your own. For example you will have a "logic block" called DPU, with 5 door and an oxygen level censor plugged in. You will be able to code: for each change in oxygen level broadcasted by the censor, if it is below 50%, call the function "close" on all the 5 doors, then trigger a custom event called "emergency life support mode enabled". This custom event can be listened to by another DPU with another set of action to occur when this is triggered. Remember this is only speculation, but the devblog make me think it will be like this.
  23. Welcome. You should read the devblog on LUA Script and Distributed Processing Units ! This more or less what will enable things you are suggesting;)
  24. This is the only reference I could find source What I understand is: You will be able to construct at any altitude, but, above 1km, it wont be in a zone you can "own" (with a ground based TCU) I haven't found any news about space based TCU yet.
  25. Thanks you for pointing this out yamamushi. That is an interesting background for sure.
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