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vylqun

Alpha Team Vanguard
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Everything posted by vylqun

  1. Was wondering, is there a lower and/or upper limit for joint sizes? While there is probably no upper limit, i'm particulary interested about the lower border, which would basically be the main criterium for the smalles archieveable size of scripted bots.
  2. u mean, forming groups while marching through the swamps and mountains? i doubt the 20 alpha players will be able to create multiple spaceships within the short first alpha period^^
  3. In opposite to the majority here i think its far to early to form groups^^ Without the game being in alpha you can't really grasp other players playstyle, ingame-behavior and real attitude towards pvp/pve, so i don't think its possible to form long lasting groups in this stage of the development. I will probably try to establish my own "group" when i finished creating my machine god, it needs minions to support it with rare ressources for replication after all
  4. depends on how realistic DU will be, the power generating process and power output itself is proportional to the mass of the object, no matter how much mass that object has. Newton said F = ma (well, dp/dt actually) thus you just take the Mass of your Object, the Mass of the expelled reaction results from ur fuel and its speed and you pretty much get the acceleration of your vessel. Where it becomes a bit more complicated if the mass of the fuel is included in DU's calculation, because the sum of the masses m_vessel and m_fuel can escalate damn quickly for very large structures. If DU's spaceships dont use repulsion for acceleration but some kind of EM field drive or whatever they can come up with, then it would probably only limited by the strength of the powerscource which is not nessecarily limited by its weigth, thus removing the whole problem.
  5. i wouldn't make it that limited, after all the most important factor for speed is the design, if u build a medium class ship with 80% of its volume being the ftl engine then u can expect it to have a greater jumpradius than a large ship with a lot less (relatively) space allocated to it. As for everything else the important factor is the mass of the ship/object vs. the poweroutput of the engine. So if u want to create a short range ftl and mound a seat + a gun to it, then so be it. Have fun with your small ftl-able vessel. That matter also reminds me on a certain race in the sci fi novel "Perry Rhodan" if anyone should know it. They had extreme short range ftl/teleport engines which only teleported the ship ahead for a few cm or m, but in such short intervalls, that the effective speed is way faster than the speed of light (which is a nice way to avoid that speedlimit without ignoring physics)
  6. dual universe wants to keep it relatively realistic as far as i'm informed, i doubt that we'll come even close to speeds which would need relativistic correctures^^ And if its done, then they'd have to calculate the mass change and dependend on that the differences in intertia, fuel consumption, control etc
  7. newtonian? pls, we are in space and can build objects as big as planets (theoretically), we need relativity
  8. well, they weren't things for general announcements but a kind of information and tool service which single player could send requests too, so placing them at billboards etc. would serve a different purpose.
  9. My very first mmorpg was anarchy online, which i played for approximately 5 years, in Anarchy Online we had something called chatbots (set up by players, not by the system) which we could whisper commands, or in case of guildbots just write them in the guild chat, and you could get information, little tools like random rolls etc. For example a very important chatbot was "fixercom" and with whispering "/fixercom !whois blabla" you could get the character data of that person or "/fixercom !raid raidname" the timer till some kind of worldraid starts etc. I would be really happy if we get something similar in dual universe, that means a tool to code our own chatbots.But there might be some people who consider that as to much information available, so whats ur opinion about this?
  10. i have to admit that i don't use twitter, so all those news normally just pass by and i'd never know without other people
  11. as far as i remember we will have a single planet in the beginning where every player starts at, but the universe will be expanded continously While you might be able to create a complete automatized and scripted industry on a planet yourself ( if' u're filthy rich and can play 100h/day) normaly those things will depend on a group of several players to realize. As for ur own army, maybe it will be possible to create simple completely scripted drones which automatically attack players without certain permissions, so u probably could defend an industrial area by urself (again, with a vast amount of ressources)
  12. well, its not like dual universe would have many other ways to make money anyways, cosmetics mostly work only for games with players who look for fast satisfaction like lol, cs etc. and certainly not for voxel games and any kind of ingameshop that actually influences the gameplay is bound to fail too. The only other way for dual universe would probably be a real cash market with transaction fees, whichs drawback is annoying legal stuff and a high incentive to botting and hacking :/
  13. well, i sure hop u don't miscalculate there, due to good reasons every mmorpg, which tried to be p2p, failed the last 4 or 5 years, even big franchise ones. Anyways, my money is in ur pockets as long as the game can deliver
  14. vylqun

    The Economy

    story-wise all players will arrive with similar arkships, giving everyone the same knowledge imparted to them by the AI, so it wouldn't be surprising if there is a common concept of currency, whatever it might be. Best would be some kind of currency with actual use, so we wont have a strong inflation over time.
  15. vylqun

    Pets

    heh, i had to google kubrow imprints, sounds to me like breeding, was thinking about somehting more "spore'ish"
  16. vylqun

    Pets

    maybe we'll get an genetic engineering addon where we then can create new lifeforms and assign predefined character patterns for them
  17. i think that'll only be limited by ur surroundings and maybe statics
  18. immersive RP is good and nice, but it shouldn't impact basic game mechanics like camera control. I see no need to find an lore friendly explanation for being able to use 1st person and 3rd person views and especially none for a mandatory skillset if someone wants to use 3rd person.
  19. you could list the alpha testers on some kind of pioneers statue somewhere in the starting zone.
  20. Every modern mmorpg has a way to personalize your looks, so i dont see why DU wouldnt^^
  21. scientifically scientifically speaking, if the life is based on carbon and circles around a G-star (which it should be if the planet is intended as human colony) then most life there wouldn't differ very much from earth's life, at least on the macroscopic scale, because many structures and forms are required for a certain environment to live in or are caused by basic means of energy conservation. That doesnt mean they all look alike, but most organisms would be quite similar to the ones on earth.
  22. i'm looking forward to that devblog
  23. that is of course true, but its not sustainable, not even with a small ingame population (and we all hope it will be a huge one)^^
  24. Making exploration worthwhile is actually a pretty interesting and complex topic. There are several possible aspects of exploration, ranging from only small impact to a very heavy impact on the game. The easiest possibility would be to have mining/ressource gathering. Explorers would travel the world, scanning for rare mineral nodes, botanical features etc. and sell the information about the locations to other players/organizations, or just using the discovered ressource for yourself. The second, more interesing way is to include archeological sites to the planets, explorers could find ancient alien artifacts, which improve certain aspects of crafting or are just collectibles. The most interesting possibility to include exploration in the game is connecting it with science, let me explain this more detailed To use ressources for crafting they have to be refined first, metals have to be turned into compounds, active substances from plants need to be extracted in various ways, chemicals need to be mixed etc. etc. Different methodes of refining would lead to different materials having their own specific use for crafting. At the beginning of the journey the players only know some basic methodes of refining, only know a few possible refined materials, thus greatly limiting the possibly crafted items. To increase the "knowledge" about those refined materials and their uses the players need to read papers created by players with the science skill How are those papers created? Players with the science skill can use found ressources, compounds etc. to do research about its uses. If they gather enough knowledge about a ressource they discover a possible use or way to refine it, afterwards they basically create a "skillbook" which lets other players who use it learn about the discovery and be able to use it in crafting. If just the ordinary ressource is used to conduct the research, the research bar will fill slowy and the result is random. Thats the case if a person wants to research the useage of a certain radioactive isotope and only has the pure isotope, he can research it, but he won't know what he discoveres, if it can be used as catalyst for some chemical reaction, if it can be used for isotope batteries or maybe even for nuclear reactors. It could also be possible to discover its use for sensors in vehicles or anything. On the other hand, if he has the isotope in combination with a different material which shows some of its unique features, or if the isotope was found in an enviroment where it caused some effects which were recorded, then the research with that knowledge or sample is a lot faster and the direction in which its going is at least roughly estimateable. And thats where explorers become important. They basically search the whole world for scientific interesting samples or locations and sell those discoveries to other players or organizations which want to conduct research on it. If a player finds that radioactive isotope which is imbeded in a different material and produces extreme heat, then this would certainly be something worth collecting and selling, there might even be organizations competing over the sample because everyone wants to be the first to research thermonuclear power or smoething. Exploration would enable science to become a very important tpoic for organizations, because they can get ahead of others if they spend enough effort to find or buy a vast amount of samples which can be used for research. Rare samples could be exeedingly expensive, research results something to be fought for. Lucky explorers might become the most sought for persons in the game
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