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RugesV

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Posts posted by RugesV

  1. On 9/3/2021 at 4:24 PM, Hirnsausen said:

    No, not the thrust of military engines, I never said that. ?

    I am talking about a thrust that is beyonf the thrust of a military engine. MUCH more thrust. But at a cost (easy damage, big fuel need, etc.). This would make sure NOT every ship would have such engines, but only very special ships.

    So how much more thrust? 25%, 500% 5,000%?    And how much more fuel consumption? 

     

    Currently Military engines provide about 16.6% thrust over other engines. At a cost of an additional ~20% fuel consumption per N. (33% over fuel efficient engines).  Rares Military provide an additional 42% thrust over other engines at a cost of  ~72% more fuel per N over normal engines (~237% over rare fuel efficient engines). 

     

    Even if you doubled the thrust of race engines. And tripled the fuel costs. your actually better off putting 2 normal engines on. Since that would also double your thrust and only double your fuel cost.  Because at the end of the day 10 engines providing 10 thrust each is the same as 1 engine providing 100 thrust. 

     

    So the concept of a race engine that has more thrust but less warmup is not a real valid option. Because it would become the defacto engine type. 

     

    However I dont think the concept of a race engine should be thrown out all together.  A longer narrow engine design would work better for race engines since the cross section is one of the more important parts a racing ship. Could also off set any benefit of a race engine that requires a special race fuel. 

     

    Also the concept of a race engine is pretty moot as it is. You can already build ships that reach max atmo speed quick enough. To the point where you start exploding.  You can even look at rockets that explode instantly when you accelerate past the max atmo acceleration. 

  2. Schematics are the quanta sink.  it could cost you half a billion quanta to setup a line to produce a single item. 

     

    Guess what else is coming. Property maintenance.  IE eventually your going to be paying a monthly fee for each territory you control. (granted much like purchasing I would not be surprised if the first one is free or cheap, and it gets progressively costlier the more you have). 

     

    So I would not worry about money sinks. 

  3. 5 hours ago, Daphne Jones said:

    Maybe they should implement it with a requirement that all the avatars in the combat area (i.e., the immediate area around the combat, not a defined unsafe zone) be on the same server. Then at least the networking desync wouldn't be such a problem. This would limit the size of the armies in a battle, but better than nothing.

    I think that gets rid of DU's strongest feature. DU's Single shard tech is what sets it above any other space game out there. You take that away and all the follies that are in DU make it a real subpar game.  Its also why I am playing DU instead of those other games. I think DU can fix its follies.  Those other games wont be able to  get past those  tech limits.  

  4. Avatar vs Avatar combat is very important.  However we are never going to see it at a FPS level.  Networking just wont allow it.  

     

    Its one of the things that make DU ship combat so interesting.  While some look at it as a horribly boring select and shoot system. The reality is it works very good for players with differing pings.  IE it does not matter that player A has a 3 second ping to player B.  And if DU combat was like a traditional FPS. a 3 second ping would just not work. The player would have closed his door and ran down the hallway before the game tells him he was shot and killed. 

     

    To which you might ask. but other games have it, why not this game. Most games are region based. Not because they are trying to segregate us, but because networking would result in un-enjoyable gameplay.  And then you might say, but that other SB game has avatar vs avatar worldwide.  That because that game is peer to peer. IE they are not truely playing a server. instead they are playing on theirs or a nearby players machine. Which does make it easier for a true FPS experience. However it makes it way worse for large battles. Or things like the giant ship expo's that DU gets. Or major cities like freeport. 

     

    Does that mean that avatar vs avatar is doomed for DU?  I dont think so.  I think we can see the same sort of combat that we currently see in DU. Where Player A targets Player B with a weapon or a mech and the weapon shoots automatically.  The biggest obstacle NQ has to solve is handling how to handle objects in between.  IE a player behind a wall. or inside a cave,  Which NQ has not even solved for ship combat yet. 

  5. You have 2 hours from the time that you land before that asteroid moves to the third column and its location is known to everyone.

     

    Hower the moment you land that asteroid is now broadcasting that someone just landed at it.  Which means anyone can then track it down. So a skilled ship can scan that down quickly. 

     

    However what I suspect is happening is pirates are scanning down asteroids, but not landing. So the asteroid remains in the rumor category. They keep watching the dsat for when the asteroid moves to the 2nd collumn. And when it does they fly strait to it. 

     

    Dont solo asteroid.  You need to leave someone on the ship to watch radar. And take off as soon as they see something. And your going to need to have a ship that has a higher acceleration then the pirate. 

  6. I said this would happen the first day they put shields on the test server and announced the voxel nerf.  They doubled the damage of weapons and reduced effective armor HP by up to 70%.  Even posted it in the discussions. 

     

    The shield is the equivalent of about 1kt of armor mass.  

     

    However shields are worth allot more then armor. When your getting hit in the armor your modules can also take damage. With shields you dont take module damage.  Basically meaning you needed to add more armor, and more modules since you would be loosing some of them early in battle.  

     

    However because your no longer loosing modules early in battle. you dont need those xtra modules/armor.  Infact if you get rid of all your armor your halfing your ships weight.  Which means you can reduce thrust and adjustors and brakes. which also reduces fuel.   Now you have a ship that costs a fraction of what it did before.  And its going to be much smaller which means its going to be harder to hit. And a lower hit chance is a sort of effective armor. 

  7. We have talked about Webs and warp bubbles. I have even made a suggestion about a dragnet.  Most of these things would take allot of work to implement. 

     

    However I was thinking If creating these systems are too hard. We could always use existing systems (IE our existing weapons). Add a new ammo type. It does 0 damage. But it slows the target. Have it based on  the targets mass. IE a heavier ship will be harder to slow. 

  8. Yea asteroids where exactly what I was thinking when I thought about this.  Since they already have a system inplace to spawn asteroids. Spawning some random structure should not be too hard to integrate. 

  9. Trying to figure out where to start this. Do I start with the loot or the PVE aspect.  Because they are really dependant upon each other.  I suppose we should start with the PVE aspect of the game because its simple and clear. 

     

    I know we are not getting fully fledged AI ships going around anytime soon.  Nor are we getting monsters to go shoot / hack at anytime soon.  However we should be able to get  emplaced defenses. IE an AI space station. that has automated turrets that fire at anything that goes near them.  This should be something very easy to do.  Heck players have practically created scripts  that already do this. 

     

    Why would people go to these sites? for the loot of course.

     

    So what kind of loot can we get ingame. Well the simple stuff like ore, elements, consumables, data items, elements, materials, parts.  Maybe even including exclusive rare and exotic's that can only be gotten at these sites. 

     

    And that type of loot is all fine and dandy. But you need the type of loot that make people going out to raid for. You know the mythical sword of +10 magic damage, or the cloak of unseen. Now how do you translate that to a space game?  Modules.

     

    Lots and lots of modules. The more module slots the better. Everything should have a module slot. From factory assembly machines. to fuel tanks, to engines, to weapons.  Slap that +10 damage module into your gun for increased damage. or +10 to range for increased range.  Add in a -10% to factory speed module to an assembly line to produce items faster. Or one that consumes or produces more materials or parts. 

     

    Heck maybe the machines / elements that take modules can only be gotten from these sites.  Have these sites in PVP space. Require them to be scanned down. and once they are attacked they send out an alert that announces to everyone that the site is under attack which creates PVP encounters. 

     

    These things put together create a system where players want to go out and explore, they want to go out and PVP. 

  10. The Inspect item thing is beautiful.  However it would be nice if below where it says inspect item, there was another option that says View Market. And View Schematic Market.  The one would open up the market for that item. and the other would open up the market for the schematic. 

     

    Inspect Idea.png

  11. Quote

     

    DIG IN

    Good news for the lone wolves of the world: Single-player asteroid-hunting is completely feasible. It is about picking the right amount of risk and having a well-designed ship for dig-and-run action. A major perk of being the first to discover and begin mining an asteroid is that you’re pretty much guaranteed to pull out a few nodes of higher-tier-ore from the get-go. A tier-3 asteroid might contain a couple of tier-5 veins.

     

    Single player asteroid will be limited to safe space.    Right amount of risk? Well thats safe space.  I mean how many asteroids would a player need to do to recoup the cost of loosing there ship? Even as it, planet mining is currently better then asteroid mining (except T4/5's)   A well designed ship for a dig and run?  If hes down digging. he wont know that an enemy has arrived. And they will blow up his ship before he even gets to the surface to start running. 

     

    You guys act like there is a 2 hour window. before the asteroid becomes public knowledge. So hes going to have 2 hours there by himself. When the reality is soon as he gets to the asteroid, it is now broadcast to everyone  that a player just arrived at that asteroid and is probably mining it right now. So every pirate out there looking for a kill is now going to go scan down that asteroid. So the miner could have only a couple minutes before a pirate arrives. 

  12. Just now, Smokinkills said:

     

    I dont see the issue? You want them to just hand you the items?

    The problem is stuff works one day. and then they roll out the patch and it does not work the next. 

     

    Imagine if ships did not require fuel. And then they released a patch that required ships to consume fuel.  However they did not release the stuff that you need to make fuel until the same day they released the patch that requires fuel.  There is no reason not to release the stuff that allows you to make the fuel days before its required that way people can  be prepared. Unless your an anarchist, and want to watch the world descend into chaos. 

     

    Its not about getting items for free. Its about allowing players to prepare and adjust to new mechanics.  I am not saying give everyone the schematics. I am saying put them on the market like they would normally be. and allow players to build the stuff before its actually required. 

     

    I dont understand why anyone would be against this. Unless they are an anarchist. 

  13. 3 hours ago, CoyoteNZ said:

    The PTS is open, we know how much the schematics (may) cost, we need to know what you need to make them (currently).

     

    This gives us enough to save up the quanta for the schematics, have the production lines ready and at the point that all re have to do is plug in the schematics and press start.

     

    I know it doesn’t go all the way, but it means you can be ready to press fly to the purchase point, purchase, come back and press start. That’s not the same but pretty close right?

    except for the part where it goin to takes 4 days to produce one of the ingredients. and another 4 days to produce the final product. So your looking at 8 days of being shieldless. More if you dont hae 200m+ laying around to buy the schematics right away. 

  14. 58 minutes ago, Shaman said:

    they did this already with parcel containers, you could buy them a month or so before they came out

     

    ~yea....   That was more of them releasing the patch that was supposed to use the containers. And then an hour later shuting down the server. and taking out the part that used the containers because of an exploit or it was broken or something. 

  15. When you guys put stuff onto the live servers. You should work it in before the items  are required.  For instance when .23 came out and required schematics. Instead of everything working fine one day, and the next day its all broken. It would have been much better if you guys released schematics into the world. and say you dont need to use them for the next 30 days. but you can go and pick them up now, so when they are required you dont miss a beat.  Does not need to be done for everything, Just a bunch of the critical things. 

     

    For instance. Shields are going to be a huge game changer.  Voxels are getting a huge nerf because of them. (and other things). However PVP is pretty much going to need shields. Thus if you add it all in one day, there is going to be a gap between when players have shields and dont have shields.  What I would propose is a month before you  add shields to live. You add the schematics to live. Allow players to start building them.  And either have it so they cannot be placed on ships until you are ready for them to go live. Or have it so they do not activate until you are ready for them to go live. 

     

    Same thing goes for things like power. You will get another .23 exodus if everyone logs in one day and everything is broken because they need to have power.  Instead put all the stuff in before power is required. That way people can build/buy the power sources before they are required. 

  16. Short answer, No. Dont take them out. Leave them in. 

     

    Before schematics, If you did any type of production and you wanted something. You would just build it.  With schematics it makes you decide, hmm should I build this myself. or should I buy it off the market.  And if your someone who sells things, you should actually like this. Because in most cases people are going to run the math and decide that its cheaper to buy it off the market rather then buy the schematic and produce it themself. 

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