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kulkija

Alpha Tester
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  1. Like
    kulkija reacted to Lethys in [Updated] Player-made Safe Zones   
    You can live in your cosy arkzone forever, but you won't be building ships then anytime soon (except you buy overpriced minerals).
     
    Everything outside those bubbles should be dangerous to go to. Risk vs reward. Immersive/emergent gameplay. There are lots of reasons
  2. Like
    kulkija reacted to Anaximander in captured ships and selfdestruct   
    I think the carebears wil be called "civilians" in DUAL.
     
    Civilians don't actually want to go to war. 
     
    And if a faction starts Drafting people in it with the punishment of exile if they don't tag along, POLITICS gets more serious.
     
    Dictators make people like me look good. I like bombs. I like bombs a lot. Just saying.
     
    I don't think people who are in it for the building in the game will actually want to fight. Not all people like fighting. It's not a PvP centered game, it's a sandbox. You can play as (almost) anything you want that's not PvP related.
     
    It's just that PvP needs to have consequences. If you defeat an enemy army by killing their soldiers time and time again, you essentially cripple that army for a certain duration until their medics get through all of them, thus, creating a dynamic in PvP that goes beyond the battle of here and now.
     
    Healing costs resources, resources cost money, money means possibly higher taxes, higher taxes means civilians start protesting, and some of them call me for a good ol' fashioned bombing attack to start a rebellion. :|
     
    Have I said I like explosives? I do.
     
  3. Like
    kulkija reacted to Anaximander in Locking Your Ship   
    Falstaf is not the Devs though. RDMS is not hacker-proof. It can be bypassed, it's just not an easy process.
     
    And Lua scripts can be used to have Passwords, or more accurately, keypress inputs.
     
    And yes, it's a good idea to have multiple doors, but it's not the best idea. The best idea would be to add explosives in key places and narrow corridors in a ship. If someone tries to pass through that's not authorised to be on your ship, they die.
     
    That's what will make or break a builder's fame. Building smart goes farther than just "cool looking ships".
     
     
    Build ships with multiple Core Units, small and big. If they hack they obvious one, the rest will be their demise.
  4. Like
    kulkija got a reaction from Archonious in [Updated] Player-made Safe Zones   
    @ Archonious
    I see your point, and I like it because safezones will make big trading hubs possible and by that way create content for pirates, and many others.
     
    There is, as we speak some attributes in zones/tiles
    0,) default is free pvp, warzone
    1.) Ownership, by TU
    2.) Protection, by weapons, and bubble
    3.) Access rigths, by RDMS
     
    As of safe zone RDMS could go there, if it includes, "no weapons or agression" - attribute.
     
    I also agree that balancing defence by numbers is hard and many lead to grinding.
     
    Timers is good as long there is someone to ask for a help or there is options to deal with owerpowered attacer.
     
    How ever I saw in Eve that help was newer there, when needed.
     
    There could be also other attributes wich may make safezone stronger and harder to destroy.
     
    - it could be decleared by its owner as DMZ, demilitarized and neutral zone.
    - more civilian activities stronger dmz
    - if there is groving industry and other civilian installations and buildings they make DMZ attribute stronger.
     
    DMZ
    - is dmz same as safezone? generally yes.
    - how ever it could exists witout TU or buble.
    - it could expand itself slowly, by activity and population and it may go down if no activity.
    - it could be created also by political agreement.
  5. Like
    kulkija reacted to Anaximander in captured ships and selfdestruct   
    1) a grenade is not C4. Same goes with power cores. A level 1 power core won't have the same blast radius as a level 10 power core. Fuel type plays a role as well. 
     
    When a player dies ,they lose some of ther gear and the rest is destroyed (possible salvaging gameplay on that unkown)
    As I keep saying, if you board a ship, go and disconect the fuel tank from the power core. That will stop the core from overloading with fuel.
     
    2) An explosion in space does not behave like it would on earth. JC Baillie on youtube AMA, said they plan for damage to spread around a point of impact, that means an explosion can be made with a tapering effect. 
     
    Are you shoulder to shoulder with the overloading ship? You'll probably get melted. You see a ship overloadning ? Get away from them, it's tha tsimple. They cna't accelerate, because they got no thrust going, because they are overloading the core. 
     
    And no, a Battleship and a destroyer class ship should not have the sme explosive radius. A power plant on a planet, should not have the same destructive radius on overload with a shuttle's power core.
     
    The thing with self-destruct, is that its only shades of grey, would be the power core stats. If a power core has a better fuel replenishment speed, then the power core overloads faster. If a power core has more power output then it has more powerful of an explosion and any other aspect of the core there is.
     
    Fuel tanks should be a secondary primer for this, if a fuel tank is destroyed, it explodes as well, so, if a power core goes boom, its explosion is limited (since its space), but its intensity would be more powerful.
     
    All the self-destruct would do, would be to turn the ship into one last glorious stand.
     
     
    And I do support the idea that if a ship bumps to another ship, both ships suffer an "core fuel leak", which fills up the bar on the power core that leads to overloading. Link the process to the ships' masses and you got yourself exploding starfighters when they crash onto a battleship.
     
  6. Like
    kulkija got a reaction from Archonious in Multi-Organisations membership   
    https://board.dualthegame.com/index.php?/topic/272-devblog-rights-duty-management-system-rdms/
  7. Like
    kulkija got a reaction from Anaximander in Night-Vision / Thermal Sights / Thermal Scanning   
    Good idea.
    Thermal scanning does not require pulse.
  8. Like
    kulkija reacted to Anaximander in Multi-Organisations membership   
    Indeed.
     
    I suggest a radial menu tied on the left click (like the utilise in building), with a "scan" option that reads the Implant on the brain of the target, revealing their Dossier.
     
    Add a Hacker skill tree, with a skill called "Data-Mining" that allows the Hacker to see MORE info on the target and then have a Hacker be able to forge their Dossier.
     
    So yeah, if the Devs go that way (which they said they may go indeed), Archonious will have to come up with actual ways of blocking Infiltrators from sneaking in his org.
  9. Like
    kulkija reacted to Anaximander in Multi-Organisations membership   
    Well, the way it seems, the only real safezone is the starting zone. Protection Bubbles beyond that, are simply safer zones. :|
     
    But anyhow, you try to reason with Archonious... that won't happen.
     
    I say let there be an "Exclusive Membership" choice for your org, that won't allow people in unless they are not part of any othe organisation. I mean, why not. Absolute control and stuff. And given orgs can be part of other orgs, I can it that people like spce-truckers may have to be "neutral" in order to be profitable and trustworthy as an org, so it's mandatory that your space-trucker is not part of another org, before joining a hauler organisation.
  10. Like
    kulkija reacted to Hotwingz in Counterfeiting, fraud and fun for all the family   
    In essence all land is free.
    You can build where ever you want. No rent required.
     
    It is only when a Territory Unit is placed that ownership of land is enacted. The owner of the TU will have full rights on that piece of land. In that case and only in that case you could be required to pay rent to build inside the territory.
  11. Like
    kulkija reacted to Hotwingz in Counterfeiting, fraud and fun for all the family   
    I cant remember what the deal is with master blueprints and copies. But snapshots are NOT masterblueprints.
     
    Snapshots are images you create during construction. Its basicly an autosave function.
  12. Like
    kulkija reacted to Anaximander in Inertia Dampeners?   
    Not really, the Devs have compacted the language for their in-game interpreter. One may even think of Lua as C++ macro code in a way. So they can have a command for detecting a Landing Pad element, then going to a function that finds range and speed given the Directional Unit of the Station as a whole as a referrence for simplicity of computing server-side, then you order yourship on a predefined loop of adjustments until it lands. The real minutiae to this is not the code itself, but tweking the code for a smooth landing.
     
    Yup, Campbell does use them in his books quite accurately. You got leeway on the turn, but you got limits. Go  real fast and your ship pops like a baloon, which makes sense. Also, if two ships collide, they evaporate, which can be used by the Devs by implementing a Power Unit Overload, given how abruptly the ship stopped. A ship on its own thrust, can't actually come to a complete halt, but if let's say, a Battleship was to collide with a starfighter, the starfighter would explode under the impact, while if two Battleships were to collide in certain trajectories, they would be evaporated upon impact. Comparing angular motion and / or lateral velocties between two ships, then having a mass comparison to dictate a Power Unit Overload can also be used as a proxy for collision physics. Collision physics would take a lot of computational power, while the Power Unit overload would only take into account data like :
     
    1) The Constructs connecting have Dynamic Core Units
    2) The Constructs' combined velocities and if they exceed a certain limit the Power Unit suffers a X% overload that dissipates over time, OR you can have engineers manually repair it - which means fun as well and makes engineers a real vital part of a warship.
    3) The Constructs' combined mass and each ship's overall inertia tolerance, which adds a higher tolerance on the Power Unit for overloading fast on the hit.
     
    This, would take very little computational power, it's an emulation of physics, not a simulation, the server can even pick up the possible collision and be on standby when it detects two Constructs coming into close proximity, which by the way is how their Dynamic Space Splitting technology seems to work.
     
    Thing is, Inertia opens the doors to many gameplay mechanics that can make or break an industrial in the game and set apart clever builders from people who threw together ten thousand voxels, added Thrusters in the right pattern and make a few simple scripts.
     
     
     
     
     
    I hear people saying "but Twerkie, Space Engineers has Collision Physics and people ram each other!"
     
     
    To which I say, script a flipping auto maneuverer for your ship and learn how intercept trajectories work guys, so you can plan not colliding with the enemy, tactics is a thing in DUAL, JC said it time and time again, PvP with ships will be all about tactics, formations for maximum cones of fire overlapping and focus fire. Flying a spaceship is not like driving a car, the distances involved are insane not to mention, trajectories WILL be a part of the PvP, as the devs did say lateral movement will affect Weapon Element accuracies in Construct Vs Construct and Newtonian physics will keep your ship on a steady track until you decelerate to 0, so people will have to scan you, figure out your directional velocity as momentum carries you and plan an intercept course via Lua scripts to arch to your location for a good ol' firing pass.
     
     
    I hear people saying "But Twerkie, Collision Physics are taxing on the server".
     
    If you have collision in the traditional way, you have Mass + Acceleration + Angle of Contact + Contacting Surface Area + How much MAss in Compressed on Contacting Surface Area + Voxel HP + Momentum Brake  and all of that on the double and multplied on how many voxels get affected during the collision, calculations between two ships and commnicating with each other and the server to determine how much they got banged up in the collision, which is, incidentally, taxing. What I'm proposing with the Inertia mechanism is to simply compare things the server is already is aware of and there is no individual Voxel damage calculation, as your ship's Collisional HP comes down to factors of Power Unit Overload * Inertia Dumper Power, with the Inertia Dumper Overload being linked the ship's lateral speed when it came in contact with the enemy. Faaaaaaaaaaaaaaaaaar less calculations involved.
     
     
    So yeah, Jack Campbel's view of collisions also apply if there were to be inertia and Inertia Dumpers (or Dampers from them being a Damp mechanism) in the game. You got two spaceships collide in a bad strike of chance as two fleets charge at each other? Welp... instant death via super explosion.
  13. Like
    kulkija reacted to wizardoftrash in Counterfeiting, fraud and fun for all the family   
    NOPE, BP masters are stored in your character's library. They are NOT an item (strictly digital, like currency), BP copes however are.
  14. Like
    kulkija reacted to Dhara in No Construct vs. Construct at Launch a Good Thing   
    Yes, it is very exciting, isn't it? That's why I supported this game.  If they try and fail, so be it.  But I'd rather support the people who are trying to push the boundaries of what can be done instead of the guys who are doing the same-ole, same-ole.  This game fits that bill and I am very excited about what I have learned so far.   Is it a risk?  Sure.  But this team just might be the one that pulls of something new after so many years of the mundane.  I'm keeping my fingers crossed until release  
  15. Like
    kulkija reacted to Hotwingz in No Construct vs. Construct at Launch a Good Thing   
    Exactly the technology they developed they call "dynamic area splitting". There is a video showcasing the tech. 
    And once more I'm going to link the wikipedia entry for JC the creative developer for people who are unfamiliar with him. https://en.m.wikipedia.org/wiki/Jean-Christophe_Baillie
    As you can see he is a well known scientist. With quite a few accomplishments to his name.
     
    JC said that the mmo genre needs to be disrupted. And he developed the tech to do just that. I'm very confident that his claims will work out. At least on the tech side.
     
    As for CvC not being in at launch, if NQ is able to deliver on the free expansions as they envision, I'm sure DU will grow over time. Like it should be. Like it used to be and that is a good thing.
  16. Like
    kulkija reacted to Dhara in No Construct vs. Construct at Launch a Good Thing   
    Well, from what I have learned this is new tech that they have been working on for years before they even started working on the game itself.  I doubt any of us would know too much about it except what they tell us at this point.  I have faith.  They don't seem like liars to me, so until they prove that they actually are, I will choose to believe it is possible.  Somebody is going to figure it out some time, so why not these guys?
  17. Like
    kulkija reacted to Ripper in Counterfeiting, fraud and fun for all the family   
    Correct. There's a difference between master prints and regular blueprints.
     
    The master is safe, and a blueprint has a limited number of runs (AMA #2?)
     
    If you purchase or steal a blueprint, you won't typically have rights to modify the print. You will just be able to run off a few copies of the construct
  18. Like
    kulkija reacted to wizardoftrash in Counterfeiting, fraud and fun for all the family   
    Blueprint copies perhaps (that have a limited number of runs) but not blueprints Masers (which won't even clear during wipes from Alpha>beta>release)
  19. Like
    kulkija reacted to wizardoftrash in Counterfeiting, fraud and fun for all the family   
    There are plenty of games where crime and fraud are a big part of the genre. This is no one of those games.
     
    Like we have to prove to you why an off-genre feature that isn't planned shouldn't be included?
     
    There will be plenty of "crime" as it is, since it is a sandbox game. Players will have plenty of chances to attempt to scam other players, you have the "just-like" method that I described, plus nothing will stop a player from placing something dirt cheap on the market, and ambushing any player that tries to travel to claim it.
     
    This isn't a crime simulator, the focus is on building. We don't need the devs to go out of the way to create tools for players to use to counterfeit blueprints.
  20. Like
    kulkija reacted to Hotwingz in Counterfeiting, fraud and fun for all the family   
    I dont think counterfits qaulify as creative.
     
    I also dont agree that not being able to reverse engineer blueprints break immersion. Blueprints are encrypted blocks of data. Since we are dealing with qauntum technology in this game its reasonable to have 100% succesful encryption. I'm not an expert but qauntum key distribution is pretty strong as far as I understand it.
     
    The devs realise how important IP is in a game like DU. Thats why you cant reverse engineer blueprints. If you want to make a name for yourself you will have to put in 100% of the effort.
     
    I'm not a builder but I really understand why someone wants to protect his creations. And it follows the game lore. Nothing artificial or immersion breaking about it.
  21. Like
    kulkija reacted to CaptainQuoth in Counterfeiting, fraud and fun for all the family   
    Because nothing kills creativity more than a bunch of people attacking the original creator for "stealing" the design that was stolen from them seen it happen have had it happen to me .
     
    I wouldnt want to put something out for the public if all it means is that someone will steal credit and I will be left defending myself from claims of theft.
  22. Like
    kulkija reacted to Velenka in Ship building mini game. Pre-release.   
    The builder tools dev blog has something like this:
  23. Like
    kulkija got a reaction from crazyman130 in No Construct vs. Construct at Launch a Good Thing   
    It wont be any instances or multiple servers.
    https://devblog.dualthegame.com/2014/09/26/a-single-shard-continuous-universe-one-world-no-boundaries/
    https://m.youtube.com/watch?v=QeZtqoydXpc
  24. Like
    kulkija reacted to Wallfacer in Combat system, will there be avoidance or defensive action   
    To further explain, my understanding is that once a shot is locked and fired an algorithm will calculate what damage is done.  So if there is a shot the system will calculate things such as weapon fired, structure hit, distances, and result in specific damage from zero to the maximum damage depending on the luck of roll (somewhat random chosen value within the range).  Once the shot is fired; it's just math.  
     
    How I see this working, ideally, is that a firing ships client sends a string through the server that a shot has been locked and fired.  The string could include the location of the firing ship, the weapon used, and the location of the target.  This string can pass through the server to the targeted ship's client which will initially calculate when that shot will reach the target ship based on the weapon used and locations of the ships.  The target client then waits the required time to impact and at the time of impact makes the final damage calculation taking into account the end location of the target ship and whether any defensive elements were used (like flares or interception laser or projectiles).  It's all just math.
     
    So nothing "in-game" on the server side actually affects the shot.  This also shouldn't effect server load too much since the server only sends the shot string one time between the clients.  It really only adds extra load to the target ship client since it now has to make two separate calculations (when will the shot hit?... then how much damage?).  I suppose an extra string may be required by the server registering weapon and defense numbers to complete the final calculation if there is a concern that players will hack their client and change the values of weapons and defenses.
     
    Then again, I don't really know where the combat calculations are made.  Maybe they have to be done completely server side because of connection issues?
  25. Like
    kulkija reacted to Lethys in The game econemy   
    Good luck trading with player run currencies. You get scammed in exchange, get scammed in price, get fucked because you have like 200 different currencies in your inventory and finally you get scammed because big players on the market will just ever continue to drop new currency with referral programs and whatnot
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