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About VerZalj

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  1. discordauth:zNpuaWuwi4o7fhr5-Mz__qHzGsYJNoB-xdlV7N_nr2U=

  2. Hi. I'd like a mod to approve my account when you get a chance. I'm trying to get setup for Discord. Thank you! 😄 VerZalj
  3. discordauth:zNpuaWuwi4o7fhr5-Mz__qHzGsYJNoB-xdlV7N_nr2U=

  4. Man i missed this thread. I was looking for this to discuss weapon types and other mechanics but i was in the wrong sub forum. What do you guys think of any off the ideas found linked below? It's not all new or 100% original, just an idea post. https://board.dualthegame.com/index.php?/topic/10102-damage-types-resistances-weapon-statistics/
  5. Yes i agree. Thanks! Any other damage you think should be there?
  6. I totally feel the same way! Having the game reward team cooperative combat, between a crew on one ship and also multiple ships sounds awesome to me. Ships being designed and operated with cooperation in mind also sounds like a fun design challenge as well.
  7. Thanks for the reply. I like the idea of colors being used to show a corporation's ships, but i was thinking some corps would have a color pallete for the ships themselves. I don't know i guess i got used to mmo's showing damage types with color.... Like getting hit with a fire attack is red or orange but an ice attack is blue. I know this isn't exactly the same here in space, but i think the game mechanic is there. "Oh man they are almost all plasma weapon equipped and we are really weak against that damage type... I think we should run for it!"
  8. Good evening! I've searched for a thread to discuss damage types, resistances, and weapon statistics and have come up short. If anyone could point me in the right direction to discuss this stuff, I would appreciate it. If not, here's some ideas me and my buddy came up with while at work late one night. Please let me know what you guys think. Cheers! First off, some of these ideas aren't brand new or anything. We were just discussing games that had balanced damage and resistance types and also combat systems that rewarded preparation and cooperative combat. We grinned at the idea of multi-crew ships with players having their own role to help on the ship but also each ship having it's own role as well in the fleet and in a skirmish. So to start, before discussing the specific damage types, we thought how the balance of the weapon's base statistics and how they affected each other was important as well. So during build mode... During build mode, when making your ship/construct, and when you are setting up a weapon element, there would be a slider table of base stats of the weapon element (as written below). This slider shows all the information dynamically and how each factor changes the others. It also dynamically shows the resources and skills required to build that weapon. This information moves as you scale up or down any weapon factor. So the balance of all damage types could be changed by NQ modifying the base table and then it would efficiently affect all weapons at the same time. Regardless of damage type, each weapon would have base stats that would affect the requirements to create such a weapon. You could make a high powered laser that does a lot of damage, but it's rate of recharge and wattage requirements might prevent it from being used very often. Or, you could have a high rate of fire projectile weapon with low power requirements, but it has relatively low damage output. Scalable base statistics for weapon elements: - damage per shot - point of impact size of shot - rate of fire/recharge time of shot (recharging would show a colorized graphic, so a longer recharge could be seen more easily) - distance of shot (accuracy or damage falls off at a certain rate farther away) - accuracy (chance to hit modifier) Those base weapon statistics also scale the minimum requirements for that weapon to function which are... Weapon minimum requirements: - wattage/power requirements per shot - voltage/ship energy system design - fire delay after fire command - accuracy - number of shots before overhaul/rebuild of weapon is necessary Damage Types: (each with it's own colorized graphic to show during combat whats going on) Laser (red) Plasma (teal) Electric Arc (blue) Rocket (orange) Projectile (white) Nanite Healers/Repairs (pink... and more on healing/repairs later) Shield-Repair Energy Beam (green) Electo-Magnetic field/pulse (purple) Weapon Elements can be made for any of the damage types when having the necessary resources and possessing the correct skills when building. Based on the damage type, it slightly or greatly colorizes the element itself in some way. Either just a little bit or a great deal, based on some of the scalable stats. This gives value to scouting fly-by's of possible enemys before encounters. Also, as JC said, resistances to damage types could baked into voxel material. A construct could be made with base resources, or if you added a certain elememt to that voxel to make it an alloy, it could be given a modified resistance to a certain damage type. For example; iron is used to make basic voxel armor, but if you add 25% cobalt to it, it adds 25% resistance to plasma damage. To further allow for ship customization and creating different ship roles, Weapon sizes could be small(50cm), medium(250cm) large(1m), and could either be fixed or turret elements. Fixed weapons could only be operated from the main control seat, but turretted weapons could be operated either locally or with alternate control seats. Now on to another idea... For ship-to-ship energy transfer, which could be a game mechanic of repairs or helping charge a super weapon, a microwave transmitter or reciever element could be used. This would not need to be a special asset model, but could use any antenna asset model if one already exists. The idea behind construct energy transfer would be that, based on the scalable stats as described before which might require a lot of wattage, a very specific or high yield weapon might take the energy of numerous ships to charge up and fire. Yes all the power generators or reactors could be on that one ship with the weapon, but it would make it very massive, slow, and an easy target. Energy transfer could also aide it supplementing repair systems of a ship that is currently taking damage. The energy transfer could be broadly targeted (at lower skill or tier) to only help any shields. Or at higher skill, allow for the targetted discharge of microwave energy to their reciever antenna and now that construct has a temporary surplus of energy for usage where chosen. This could boost repair modules, help charge any FTL drives, or high yield weapons. Inter-ship or contruct systems adds another layer of complexity to the game which rewards corporations that are organized, and work well as a team. I could just imagine having a primary weapon ship having one plasma weapon that is set up for just one massive shot, but it doesn't even have the power on hand to charge it, but thankfully 4 ships can discharge their reactors into it's receiver and they all can power up the hail mary huge plasma shot that could tip the tide in the battle! Well, thanks for reading. And sorry if these ideas were stated before or come across as unorganized. I like to know what you guys think and hear what ideas you have regarding ship-to-ship cooperative and organzied combat.
  9. I agree. Whatever the method of implementing "support classes" of ship technology or crew roles within the ship, I'm interested in it. Combat should not be decided just based on what resistances and damage types you left your hangar with (and enemy targeting skills), but should include multi level cooperation between crew and corporation ships that rewards those who are not only prepared, but can react, respond, communicate, and help the friendly ship that is currently being targeted. It seems that an easy way to implement this at first might be a gun or turret that you can fire at a friendly that either is a cloud of repairing nanites or maybe some plasma that can add energy to their shields or something? JC said there would be different types of damage... Maybe they could add "positive energy" damage our something to that effect? Anyways, thanks for your guys discussion. It's interesting seeing what comes out of these brainstorming sessions. ☺
  10. Nice inflammatory word salad. You seem to make many assumptions about an undecided future of development, and use that " evidence" to troll and "debate" in a condescending way. You can still have a crew repairing things AND have ship-to-ship energy transfer (for shield aide, not voxel our element repairs). That way combat isn't as short-lived and only based on damage output and voxel thickness of target. AAAAAnd JC said combat WOULD have targeting like in Eve (please correct me if this isn't the case). Six degrees of freedom doesn't mean Star Citizen flight and targeting, just 6 degree flight. "Targets will be locked on." That to me says targets will be locked on to fit a certain amount of time, and they will still be locked on if it moves a bit. Which furthermore negates any aiming concept.... So yes; like EVE. Cornflakes, Croxis, Velenka, Anfros, and Shogun, Thanks for your feedback in this thread.
  11. Agreed. The engineer profession or repair skill would be an invaluable line to train in and seems like it would fit well. As far as energy transfer for shielding supplement, I think it could be balanced with range and making the repairer ship more vulnerable (reduces its shields significantly whilst boosting other shields). That way it is taking a risk by being close and "healing". Just as in any fast paced mmo with a skillful coordinated effort, to switch to softer targets quickly and come back to the main target can make a difference in the battle.
  12. I like the idea of ship yard repairs for sure. But with the balance of range, i still think a ship helping another ship can add some more complexity and coordination opportunities in combat. Maybe just on a shield supplement/ energy level? So there's no need to poll the construct blueprint which seems unnecessary at second thought. Since combat, based on what was said in the interview, would likely be target lock eve style (due to the single shard server with many ships), ship repairs seem like it would fit. Just my two cents
  13. Good evening! I've been searching for a discussion regarding the repair mechanics of DU, and have come up short. If anyone could point me in the right direction, I would appreciate it. If that discussion doesn't exist, what do you guys think about ship-to-ship repairs? I know JC said in his recent interview something to the effect of "players might have to keep their ftl drive repaired to allow for escape if needed...". Local repairs by players on the actual element would be great but i also think, for example, a ship discharging energy from their construct to help another keep their shields up adds another layer to fleet combat. Thanks!
  14. VerZalj


    Mechs are definitely cool in principle... I mean who would not want to walk around in an AT-AT? But in terms of mobility, you would just use a hover-craft, which will be available with fan thruster elements. But a walker would allow you to stack on the armor/iron voxels. If wheels would be made available, which i believe JC said they wouldn't be, they would be even more efficient that legs. Having played+1600 hours of space engineers, walkers are known as a slow quirky experiment, at least in that game. Just easy targets...
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