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Shadow

Alpha Team Vanguard
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Posts posted by Shadow

  1. I don't know about Zapp Brannigan's book, but maybe Shadow was refering to a Caldari  Admiral named Tovil-Toba, raming his ship (with himself aboard) on the Gallente city Hueromont? Or maybe Gallente Admiral Noir ramming his ship into a Caldari Station ? ;)

     

    Best Regards,

    Nyzaltar.

     

    There are plenty of examples :).

    Especially, I can remember references in the Star Wars books, Haegemonia campaign (it's a sci-fi RTS game), Space Engineers user creations and some books from P. F. Hamilton.

    I didn't thought about the Caldari Admiral (and never know how his name is spelled), but I know the story and it works too (check www.youtube.com/watch?v=nppFn_dPX20 if you want to learn more).

     

    Regards,

    Shadow

  2. Hi eagle777,

     

    It would really help us to understand if you were speaking in English (which is the common language used on this forum).

    Even if I roughly got what you said in the other posts using Google Translate, I don't understand what you are saying here.

    Don't be afraid to make mistakes, that's fine: you are not writing a book, we just need to understand (and I'm pretty sure we are all making some mistakes here and there).

     

    Google translation:

    ??? ????????????? ??????? ??? ??????, ???? ?? ???????? ?? ?????????? ????? (??????? ???????? ????? ??????, ???????????? ?? ???? ??????).
    ???? ???? ? ????? ???????? ??, ??? ?? ???????, ? ?????? ?????? ? ??????? Google Translate, ? ?? ???????, ??? ?? ???????? ?????.
    ?? ??????? ?????? ??????, ??? ?????????: ?? ?? ?????? ?????, ?? ?????? ?????? ?????? (? ? ??????, ??? ?? ??? ?????? ?????-?? ?????? ????? ? ???).

     

    Regards,

    Shadow.

  3. Some reaction in my opinion:

     

    To pilot a flying construct, the gameplay will be nearer to Elite Dangerous than EvE Online.
    This won't be as developed as in Elite, because we're building a MMORPG and being a Massively Multiplayer Space Sim isn't our core gameplay even if it's an important component. It won't be "point & click" either. However you will have the locking target mechanics in order to shoot at other constructs or players.

     

    Actually, I guess it'll be really similar to Space engineers controls ?

     

    Subscription model works for me. I have always liked subscription models simply because the player more often than not has to make a conscious decision to play the game or not...or risk throwing away money. I think to some degree this helps bring in players who are invested in the game and react accordingly, this is not always the case obviously.

     

    +1. Also, it helps to reduce multi-accounts players, which is often a broken mechanism.

     

    Playing a subscription based game is safer for me (and my purse) that's for sure.

     

    I agree too: I prefer to know that I'll get full contents for a fixed subscription fee than dealing with cash shop details and, sometimes, unfair advantages for those who cash out enormous $$ amounts.

     

    Games are still a business. If your business doesn't make money, you have to change something or scrap it. Changing something typically comes before pulling the plug, and F2P is often times the answer.

     

    Sometimes, it's just because the game is a copy of another one with no real gameplay innovation. That's what kill MMO today: there is nothing new.

     

    Free to Play and subscriptions both have their downsides for players. I think F2P has a lot more and penalize the game on the long term, that's why I don't like the model.

    Some editors rush for F2P as the ideal answer to all and any problems. It's not. But it isn't bad by nature. For example, LoL model is quite nice.

     

    Regards,

    Shadow

  4. Hello,

     

    I never played EVE, so i'm not sure how the controls work differently, but the flight controls in Elite Dangerous seem great to me so i hope we end up with something similar in DU.

    In EvE, you don't control your ship directly: you give orders like "orbit this ship at 10km" or "align this celestial" or "go in this direction", then, the crew manage to trun, accelerate or decelerate, and so on.

     

    Regards,

    Shadow

  5. Hi Ellegos,

     

    You can already find some answers one this devblog : https://board.dualthegame.com/index.php?/topic/21-devblog-from-barter-to-market-economy/

    For the remaining, I guess we need to wait for Nyzaltar answers.

     

    I'm also interested about currency.

    In one hand, I would be please to manage ourselves the economy, but, in the other, having a centralized banking system which handles transactions is aslo a good thing and remove a lot of useless hassle.

     

    Regards,

    Shadow

  6. Ima make a ship, live on the ship and operate on the ship. I'll touch down occasionally for resources, but you will most likely find me on the dark side of the moon.

    I will probably do the same: live on my ship, explore planets and the far reaches of space, form a small dedicated group.

     

    Else, this concept seems interesting.

     

    Regards,

    Shadow

  7. Hello there,

     

    I think that would depend on how the "mesh" utility was approached. Less publicized and used more as a "for advanced users" it should not affect the publics perception. That being said, the other game just uses a smoothing tool, there is no mesh adjustment tool...its all trial and error and critical thinking about how the voxels work. Oddly, this technique that stems from a "simple build tool" is much more difficult to understand and use than a mesh converter would be.

     

    If we are able to move the verticies in Dual through creative use of the smoothing tool and other tools, the price of admission for "good builds" will be much much more intimidating than a  mesh tool would ever be. 

    Good point. I can't say anything but that I do agree.

     

    There will be soon an update on several topics regarding the voxel tools.

    Looks great. Wait and see  :ph34r:.

     

    Regards,

    Shadow

  8. Hi Nyzaltar,

     

    That sounds good to me too.

    One question though: are mechanical workers a static craft with predefined AI, or will player be able to build their own worker (using standard ship construction mechanisms) with their own scripts ?

     

    Regards,

    Shadow

  9. Hi Nyzaltar and thanks for the answers.

     

    Space suits are cool too.

    Can I request that players can put their helmet on or off after alpha ?

     

    That's true that we've a bit diverted from initial subject here.

    I hope Kiklix will forgive me... but I may continue... just a bit, I promise  :unsure:.

     

    About this statement :

    No decision has been taken yet about allowing UI add-ons created by players or not.

    We'll keep you informed on this topic as well.

    I would just say: if it is easy to implement UI modding (for example, because you are already coding it in LUA), just do it.

    Most people won't use it, but there will be a point where some UI elements won't meet player needs and they will be happy to be able to mod them (think about EvE: how many times have ou wanted to tweak what overview shows or which notifications pop ?).

     

    In the other hand, if it's hard to implement, just forget about it for now and ask the question back within a year (maybe in a poll for players).

     

    Also, I would limit modder access to already displayed information so that players don't get unfair advantage.

    Ensuring all mods are public and open source may be a good idea too.

     

    PS : feel free to split the topic and move my question in another subject if you want to.

     

    Regards,

    Shadow

  10. Hi and welcome Daddio,

     

    I have played all of the MechWarrior games and proud to have one of my player created maps in one of the two the MW4 Mercs Expansion Packs.

    Plain old, but still glorious games. Good job on getting one of your map included.

    Board games were not bad either.

     

    Regards,

    Shadow

  11. Hello Atmosph3rik and welcome aboard.

     

    We don't cook so many things, but we have cookies.

    Astrophil ! Come back here and don't try to keep them all ! :)

     

    The idea of being able to build stuff and then actually see it come to life and have a use and a purpose sounds awesome i am really excited about the idea of that.

     

    Don't forget that part when they explode.

     

    As Kiklix said: make sure to read the devblog, it's really interesting.

    I hope you'll enjoy your reading.

     

    Regards,

    Shadow

  12. I agree and understand the premise but I will say that I am currently making ships in another voxel game that completely outshine anything I have seen in space engineers (I also play Space Engineers), of course those ships cant fly but this is in part due to being able to manipulate the voxels. It does take longer to build, but the build (in looks) is more rewarding. 

     

    I like things to be simple as well, but at the same time there is something to say about  being able to refine ones skill and continue growth in a voxel build due to being able to manipulate the vertices (I know the corners are technically "voxels" but most think of a voxel as the cube, not the corners). In the other game I play this alone has kept some of us to continue building (admittedly not that many) with very little development seen over the past year. 

     

    I am less concerned about players finding new ways to make shapes with voxels and more concerned about the large workstations this often requires that ugly up the environment. 

    As long as it remains simple and accessible, I see no problem with that.

    I can imagine, for example, a "smoothing tool" that round corners and edges, but asking players to manipulate meshes will probably repel most players, even if it is not mandatory.

     

    Regards,

    Shadow

  13. Hello there,

     

    I copy/paste here Nyzaltar answer from https://board.dualthegame.com/index.php?/topic/49-what-if-we-had-pets/for having it handy : 

    Hi there!

     

    Pets are currently being discussed.
    It's not 100% sure yet, but there will probably be some pets as rewards for backers during the crowdfunding campaign.
    If it's the case, these pets won't be giving any ingame advantage. This will be purely cosmetical.

     

    For more evolved pets, having specific ingame uses and available to everyone, it's too soon to develop on this aspect.
    But this might be a crowdfunding campaign stretch goal. Who knows ? ;)

     

     

    That being said, I totally agree with Saffi, key points being:

    • As far as we know, mechanical pets could be built by players (and would probably represent a quite healthy market) ;
    • I would enjoy taming wild beasts, but pets should not give advantages to players ;
    • NQ should not focus on pets as they are not central gameplay.

     

    Regards,

    Shadow

  14. Hello Kiklix, (hello all, actually),

     

    As far as I understand voxel tools, you should be able to make nearly any kind of shapes, so you could make whatever object you want and give realism in your ships, stations, and so on... they won't be usable though.

     

    Regards,

    Shadow

  15. One such game would be Elite of course. But one point, I think, is that a criminal system shouldn't be universal and be an automatic implementation as in Elite Dangerous. Like in real life, justice systems would have to be established by players themselves to determine what is bad or good or wrong or right. Also adds more roles for players ex. judges and lawyers.

     

    But yeah, bounty hunters sound cool. 

    I do agree with Astrophil on this point: Players need to be in charge !

    Also, consider that bounty hunters usually don't care about right or wrong. They just hunt whoever has the highest bounty, even if the bounty is offered by the worst guy in the Galaxy... so anyone may face them sooner or later :).

     

    Regards,

    Shadow

  16. Good points, perhaps instead of floating enemy names we could have devices that help us find hiding enemies or track their movements. Things we have to make from blueprints and require rare or higher quality materials so that these instruments aren't too common.

    I like this idea.

     

    Also, we could have some kind of scanner to identify people, as long as the scan requires a bit of time and can only targets one person at a time.

    That could lead to interesting "Bounty Hunter" gameplay where the hunter needs to identify the target.

     

    Regards,

    Shadow

  17. Hello,

     

    My opinion:

    • First and third person view are ok in most situations as long as you can't zoom out like Kiklix said. So I would allow both and let the player changes it softly with, maybe, a shortcut.
    • For building large concepts, it a bit more complicated. I would be tempt to allow a much wider view... but this may leads to complexe abuses.
    • @Saffi, I like your idea of building small remote controlled drones. There are similar "drones" in Space Engineers and they are very useful. So, for large building, you could just build a small drone, put it in the air in a static position, and look through it when you need.
    • Also, thses drones will be strong tactical tools, being able to monitor key locations or used as scouts.
    • As they will probably still be easy to destroy and not so cheap (they at least requires engines, camera, telecom, etc. in a small hull), they should remain balanced.

     

    Regards,

     

    Shadow

  18. Hello Saffi,

     

    I'm interested in the implementation of "Imperial Senate". For me, this name could lead to a lot of different interpretations. But, at least, it sounds cool.

     

    @Ellegos, sorry, I have not had the time to read your blog yet, but there are groups in EvE where leaders are elected and they are working.

     

    I think, you need to have someone in command in order to take fast decision, but you also need to prevent them from becoming dictators. They must work for the group.

    Thus, I like the idea of an elected emperor for a set period of time and, if members are not happy with them, he gets pushed out.

    Also, especially in EvE, lots of powers are delegated. Having military and diplomacy director is common for example.

     

    Regards,

    Shadow

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