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ForlornFoe

Alpha Team Vanguard
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Posts posted by ForlornFoe

  1. It is a good idea to ponder, main limiter in my opinion being how the voxels will behave.

     

    Since they are pretty much glued to each other when placed adjacently, I very much doubt implementing "sliding voxels" will happen. One way to dodge around the issue might be to make every door (or each side of door) its own construct. Obviously different constructs will not glue to each other, but that would also mean making a core among other elements for each door separately. I very much doubt controlling such a door remotely as part of another construct would work either (as in ship controls: open hangar doors) since they are separate constructs tied to separate core elements. Can we link multiple constructs under one control?

     

    There is also a question mark regarding player collision with moving voxels, in worst case scenario it might cause glitches or outright kill the player (moving through a door in motion and just grazing it = hit by a moving construct -> death by impact). Space Engineers is very notorious of these. How well does the game register non-glued voxels next to each other as "closed"? Can one target weapons through the visually nonexistent gap between closed doors? 

  2. Thank you both, Nyzaltar and Nomad. Good to hear from you. 

     

    I think it was the complete silence after Kickstarter that led people into uncertainty and quesswork, so might I suggest a simple message ie. "Busy, expect news around [loose timeframe]"? Learned during military service that complete lack of information is much worse than hearing 'bad news'. 

     

    Appreciating you taking the time to share the info, you certainly have you hands full.

     

    Cheers.

  3. Devs have been very quiet about this, let's see if we can catch their attention...

     

    Instead of having multiple levels of quality for each resource, I would suggest that there is only one, standard quality version of each raw resource. This raw resource could then be refined to different levels of quality, the higher levels requiring skill dedication and consuming more of the raw resource. Here is an example of what I mean: 

    • 1x raw iron -> 1x standard iron ingot
    • 3x raw iron + skill -> 3x standard iron ingot OR 1x quality iron ingot
    • (higher skill could also allow making more standard ingots with same resources, say 3x raw iron + skill -> 4x standard iron ingot)

    Why I suggest this? It would keep the starting resource types relevant and fit well with the fact resources are finite, allowing more of the resource type to be worth mining instead of switching mining location once "the best quality of resource" is exhausted. If one wants to be equipped with the highest quality, considerably larger resource investments are required. This way also small groups or even solo players have a chance to - with effort - get enough resources to make quality stuff, big groups can't hog every bit of resource as they would smaller pockets of "best quality resource". Additionally, production of a construct can be either upgraded or simplified by changing the resource refining quality, no need for search of different quality level of resource (until it is exhausted of course). 

     

    As a sidenote on the "luck in crafting to get a better version", I say no. That rng-based stuff is something I absolutely despise, it is too unpredictable and can screw you over just because you get unlucky rolls. Better in my opinion to always have a predicted result. 

  4. Yup, now begins the waiting and preparing phase. Interact with the community, stalk the NQ news, learn some LUA scripting, practice ship designs, develop an organisation... Or simply wait, for example. 

     

    And welcome to the forums!

     

    *** Recruiting ahead, ignore if not interested ***

    In case you would like to try ship designing or scripting, I recommend checking out an org called Alpha Academy. It is an open community with members from multiple organisations and aiming to become a source of information and assistance for new players at the game's release. Currently most of the org's activity is on Discord as chatting and ship designing. 

    *** Recruiting ended, carry on ***

  5. Welcome to the community,  ThunderHan. 

     

    There is going to be a long wait ahead, but so far the devs have not disappointed (on the contrary).

     

    When it comes to actual players, so far the main movement has not been towards banditry and warmongering. Hopefully it will stay like that, but we will see.

     

    There is a myriad of organisations already, so take your time thinking about joining some. Considering your message, I will recommend Alpha Academy. You might find their interests similar (= test everything, cooperate and help new players after release), and there is no restrictions about joining any other org.

  6. Welcome to the community, Alayna.

     

    Hopefully you will stick around, as it will take months until even the alpha phase begins. There are already numerous player-made organisations (=clans/guilds), recommending to check them out to find people to hang around with while we wait.

     

    Forums are a great way to learn more about the game, but I will also drop a link to an external website that keeps track of the developments so far:

    http://dusleepers.fr/topics.html

     

    Cheers.

  7. I look forward to seeing if large ships are doable. In most games the larger a ship is, the heavier it is, thus the more power you need for the engines. But the power generators you build add to the mass. It is the issue we have now with liquid fuel rockets. Diminishing returns and the like. Although it might fit into the jump gate idea. If we need to build jump gates to get to other systems perhaps an organization can build a giant ship to house the people and resources needed to build one, then jump to the new system and build another. 

     

    perhaps there will be a very expensive, very advanced anti gravity block that reduces a ship's mass so a larger build can move at a viable speed. 

     

    This concept art of an antigravity engine seems promising, though it is dated 29.05.2015. Found from Dual Universe Twitter feed. 

     

    https://pbs.twimg.com/media/CGMIX-WXEAALhPB.jpg:large

  8. Alpha is not likely to have Construct vs Construct combat and all progress will be wiped for Beta, so this seems perfectly reasonable. Although, I think that at least one person should be shot just make sure that game mechanic works. Any volunteers? :P

     

    [Raises hand] I volunteer! I just ask that you won't loot everything from my corpse, for experimenting purposes of course. 

     

    Gotta know how the resurrection goes, how much of the corpse's stuff can be looted and how long it will take for the corpse and stuff on it to disappear. This all may even require repeating the experiment...

     

    What, it might have been a joke? Pshaw, this is science!

  9. In space, you don't have to deal with air.  The best design, from an efficiency standpoint, will be to maximize interior space with as little weight as possible.  Very different from vehicles meant to travel through an atmosphere.

     

    So the best design really would be a box -- like a skyscraper in space.

     

    It would be neat if the game simulated atmosphere so that it would make sense to design aerodynamic ships for atmosphere and boxy ships for space, but I don't see how that will be possible with current computing/network capacity.

     

    The Vogon spacecraft from Hitchhiker's Guide to Galaxy would be quite interesting to see in DU, those giant yellow bricks are so endearing. 

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