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vylqun

Alpha Team Vanguard
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Everything posted by vylqun

  1. At least a crafting system doesn't pose any problems concerning server tech etc. its more a question of creativty, so i wouldn't be so pessimistic about it.
  2. the question is always how the locking will occur, there can be quite a variety in that. be it with a kind of minigame involving the ships sensors or an optical targeting cone, i hope they have good ideas concerning that.
  3. i'm still hoping for something like that for crafting: at least for the materials items are composed of. And ofc. the final efficiency/quality of the elements hsould depend on the materials used.
  4. you requested sources, i posted them and you ignored it, just scroll up a little^^
  5. https://devblog.dualthegame.com/2015/03/20/organizations-build-your-corporation-faction-nation-or-empire/ https://devblog.dualthegame.com/2017/03/31/organizations-purpose-management/ https://devblog.dualthegame.com/2015/05/21/rights-duties-management-system/ Everything needed to create your own democracy right there.
  6. sorry, but thats nonsense. Organisations will be a big part of the gameplay, and considering the devblog concerning orgs (which you probably didn't read) they are far from static and defined. They can be pretty much everything if set up correctly. And if you join an org. with a single leader aka Boss, then its your choice, no reason to cry about not having anythign to say. You could as well join a democratic org and take part in decisions etc. DU whatever you want - but don't force other people into a democratic superorganization just for your sake.
  7. Sorry, but thats just idealistic nonsense. Without impact or limitations on players activities such a council has no power at all and is therefore a useless instrument solely usable for rp. If it has consequences ingame then it is a artificial system that imposes its rules upon players and limits actions and there is not supposed to be a mechanic like that in DU. So either it doesn't conform with the idea of DU or its useless, in both cases there is no need for it. As i already said, if you want such a government, create the organization and try to make everyone join, but setting it up as game mechanic? Far to limiting and stiff.
  8. Remember, playwrs can be part of several organizations, si if they feel the need for an all embracing government they'll create it themselve.
  9. well, of all the possible systems of government you chose the democracy and deny the existence of other forms, isn't that in itself pretty limiting? Besides, its a bit arrogant to think that democracy is the only way to go for an advanced civilization, democracy is a pretty limited system, it only really works in idealistic environments where every person is well informed about political, economical etc. issues. Otherwise it devolves into inefficient structures lead by persons without excellence which only serve to limit the development of a state.
  10. Of course, but that will only be doable in safe zones, because everywhere where pvp is possible security will be the most important part, and building good defense and ships uses up a lot o resources. If the game would be pure pve, ofc, many people will build bases and stuff, even if tis just decoration, but with pvp involved that wont be the case, building decorations in pvp enabled zones is pretty much suicidal.
  11. Not really, no. Resources will be rather limited, so wasting them on constructs which have no benefit at all won't happen except for some smaller RP guilds or really big guilds which build an HQ for their reputation. Thats why city building needs to be a nessecary requirement for advanced active elements. Power consumption and production would provide that, as well as certain dependencies between elements. If you hope that people will create cities just because they can, then they will be very, very rare. Not much of a civilization building game^^
  12. mostly research and pvp coupled with the necessary building for pvp, i'm to lazy to find a group of ppl to play with, so i'll most liekly try to get the most automatized ship possible^^
  13. yes, for security reasons there will be a few more requests to handle. Sadly my knowledge about coding doesnt extend to networking and related matters, so i can just guess. It'd probably require unique requests for radars and damage zones so third party programs cant just scan the data for those. as for the damage zone itself i dont see an issue. Its known which kind of weapons the ship posseses, so its easy to check if the damage zone properties fit.
  14. The drain on the servers would be rather small tho, there are only 2 things the server has to do, send the velocity vectors of the targeted ship, which it has to do anyways, and send the static damage zone infos to close ships. the calculations can all be done client side.
  15. if its really just lock and fire i guess it will include stupid randomness, thats quite a pity and definitely a big minus for a game like DU.
  16. depending how you set the parameters it can describe nearly any weapon. lasers for example have a bery high velocity, a long l, narrow area of damage and nearly 0 duration. and concerning the tech, it would declare a certain area of the space as damage zone, shouldn't really be hard on the servers.
  17. In regards to the topics discussing about cloaking and radar tech (links below) we might want to discuss how DU PvP itself will most likely look like first. We know that DU won't be ego-shooter style but also not lock and forget, so how will it work? DU aims to be a realistic scifi mmorpg, that means the combar system should also be somewhat realistic and i want to discuss about one of the (in my subjective opinion) most probable systems. 1. Getting the targets coordinates Getting the targets coordinates would involve the much discussed sensors (mass, heat, radar etc.) as well as visual detection by the player himself. Those coordinates would have to be locked with the targeting system. At the same time that means that every weapons targeting system needs to be connected in a way to sensor arrays, we know NQ doesnt want us to have a central control for all weapons, so we probably would have to specialize some weapons due to their scanning systems (balistic low caliber weapons versus dogfighters would probably need a short range heat/Energy sensor, long range artillery for fighting big targets would be better with mass type sensors etc.). 2. Firing If the target is locked by the sensors the targeting system recieves the targets velocity vector. If we assume that weapons have the properties Velocity, DispersionAthmosphere, DispersionSpace, Duration and Area of effect additional to the normal attack properties like Damage, Piercing or whatever, then the targeting system would calculate a path depending on the velocity vector of the target and the velocity of the weaponattack to the estimated point of intersection, then it would check if the path is clear from obstacles and initate fire. Players should have the ability to modify the path if they wish to (direction, distance). The range of the attack is defined by the dispersion stat (for example after the Power/mm reduced to a tenth the attack counts as ineffective) If the calculated point is within the range a damage zone defined by the area of effect property is created after the necessary time defined by the distance ot the target and the attack-velocity passed and the duration of the attack. 3. Hitting If the target is within the damage Zone its damaged depending on the weapons attack properties and its own defense properties. Additionally ships would have a Sensor which detects incoming attacks and warns the pilot, thus giving him the opportunity to try to avoid the damage zone by de-/accelerating or turning. 4. Consequences This system has several advantages, due to the possiblity to adjust the attack path and evasive actions it enables intense close range dogfights and at the same time it works very well for the employment of strategic long range weaponry without illogical consequences. The turning speed and acceleration as well as the size of ships becomes quite important which would positively influence the quality of shipdesign. It shouldn't be to hard on the server as it doesnt require checking if an attack hit a certain target, it defines damage zones on the server which last for a certain time and the hitcheck only involves checking if a ship entered the damage zone or not. The disadvantages are that slow weapons might travel through obstacles which moved into the patch after they were fired, but maybe the system could define several damage zones along the way for slow weapons. 5. Role of radars and cloaking The role of radars is obviously very important in this system, as they directly influence how well the targeting system works. A low quality of radars/damaged elements could introduce an increasing error in the calculation of the attack path, equally the employent of disruptive elements (due to spys or weaponry) could also strongly increase the error, thus leading to more strategic options in warfare. Cloaking on the other hand wouldn't only include elements that directly reduce a certain signal, be it mass or heat or similar, they could also include elements that strongly increases signals. If a small ship has the mass signature of a ver big vessel it might lead to the opposing ship using its expensive heavy artillery, wasting it, or a fake heat signal could lead to fast mid range weaponry miss the target because it calculated the wrong path. Radars and cloaking wouldn't be a paper, rock and scissors system but rather a strategically relevant, non random, decision.
  18. Didn't i just say simple is not always the best? Why would i suggest something so stupid? Ofc killrights involve more than just killing someone, but killing someone is a definite part of it... Please read what i write before answering, i don't even understand how you would have the idea that selfdefense would lead to a killright, thats plain stupid O_o
  19. simplicity is not always good tho, and tricking new players into killing someone? That requires a certain grade of stupidity on part of the new players if they think thats a good idea.
  20. and so any discussion about it is fuitile? let me guess, ballons and fantasies? Nearly every system is exploitable, but a killright system at least guarantess that the person it works against was in any way a "bad guy"
  21. then you didnt really understand the context of the last few posts, it was related to blazemongers suggestion about killrights.
  22. maybe, but there still is a chance, and dedicated headhunters can camp their bases to wait till they leave or try to construct stuff. Otherwise its absolutely impossible to do anything to them as long as they are in those zones. turtling in a base or just being restricted to the arkship and sanctuary moons is a big difference.
  23. I would go with not being able to attack static constructs, but for dynamic constructs they should be attackable, else it wouldn't make sense at all, because nearly no one will walk if they can fly^^
  24. but there still should be the possiblity to get revenge in secure zones, be it personally or with a contract.
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