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Violet

Alpha Tester
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Posts posted by Violet

  1. I can't really see what game-play use an apartment will give but, factories, ware houses, space ship hangers, markets, public meeting places will all be useful things and building them together in a TU where they are protected from casual deletion (but not weapons fire) makes perfect sense. As you can define who is a friendly and who is a bandit and set up turrets/defense shields

     

    In OPs scenario with 4 friends, it probably doesn't make sense to build a city on the surface but it might make sense to build an underground lair. When you start getting orgs of say 20 people or larger you start to have the sort of critical mass that makes it possible to carve out an area relative safety beyond the safe zone.

     

    Yeah, planning the cities is going to be an interesting dimension. 

  2. Oh twerk motor, I thought they had got to you when they disabled pink text, good to see you are still talking smack to the carebears.

     

     

    So scripts on objects you own will only run when you're online.  So your building's automated defenses will only be operable when you are playing but when you're on vacation, your building is just sitting there waiting to be turned into scrap.  Is it possible for the scripts to run on a server leased by the player or an organization, for example, instead of on the client?

     

    I don't think that how its going to work, the way I understand DPUs will operate on any players clients when its loaded into their game? So they might be running the code that is causing the defenses to shoot at them, if that makes any sense.

     

    I think we all need to cool it and see how it works in Alpha. It seems fairly certain that there is going to be ways to protect your stuff when its offline although it will be much harder going it alone versus being part of a city or nation that have better collective defense against people like TwerkMotor

  3. Hi there I have applied to join your organisation, I would be interested in working for the ministry of colonization or helping out in anyway as the situation requires. 

     

    I think the first priority of the Union should be locating the site of and establishing the first city of the union and to that end I would like to lend my efforts towards that goal.

  4. Apart from the mentioned stuff todo with flying ships. What other sorts of API do you expect to give designers access to?

     

    Personally I would be interested in things like:

     

    - Making changes to the local rights management such as tagging players in response to certain events.

    - Handling events when trades are executed in market blocks.

    - Observing weapon fire, and damage to attached structures.

    - Conducting trades, accepting deposits and giving out items (yes I know this is done by the market block but there are scenarios where being able to have experct control would be interesting)

    - Showing GUIs on terminals and interacting with players.

    - Sending messages, to individuals and groups of players

     

    Additionally, if DPUs are run on each client that comes into contact will there a way to be persist state and keep it synchronized between players using the same DPU? 

  5. Setting up small land parcels, basically defining a volume that someone can build in is a a must otherwise its going to be really hard to have "cities" in any meaningful way.

     

    You could even have a hierarchical system where owners of a building/ship/station could define spaces for individual room/apartments/warehouses that could be rented out.

     

    I hope that NQ is thinking on the same wavelength here, it seems like something that would be coveded by the "Rights and duties managment system"

     

    Everyone is going to want a apartment/house/warehouse in the ark zone so there is going to be a serious need to be able to efficiently subdivide and rent out areas

  6. Laws are going to be org specific so the goto "punishment" is going to be exile and marking them as a hostile "persona non grata" until they pay a fine or make ammends in some other way.

     

    How this works, I do not know, at first it its going to have to be a manual thing managed by org leaders but making a script that hands out 24 hour bans for firing weapons inside a city sounds like a plausible idea.

  7. I couldn't find any posts on here talking about this but I really hope that the world generation includes explorable cave systems in the same way that mine-craft does.

     

    I've played a lot of voxel based, resource gathering games and the real difference between mining being a chore and it being a fun activity in itself has been the adventure of exploring underground cave systems. Minecraft obviously has the best, its such a core element, the danger of getting lost and being in the dark is exhilarating, space engineers also had it in asteroids which adds a whole other dimension when you are in zero g and you have no sense of "up".

     

    On the flips side, I have been playing Empyrion recently and mining in that game is booooring. You follow a way point and then put on a podcast or something while you grind away at a massive sphere of iron just below the surface. Same with eve, boring as hell.

     

    Given the multiplayer nature of this game, you need to make people spend significant amounts of time mining to create value can we at least have it be fun

  8. The mining mechanic is fundamentally a time sink, you are trading time for valuable product, if you make it so that a veteran player can mine 10 times as much a newbro you will make mined resources 10 times cheaper and the newbros will lose out and be more likely to quit. 

     

    What you want to do is give tools that allow veteran players to locate the more precious ores, so that one veteran can recruit a bunch of newbros and actually have them be really useful on day one.

     

    What I would like to see is "entry level" mining being a fun exploration mechanic like in minecraft (cave diving) but then to get the best resources you need to build scanners and dig shafts that go down deep to the big and rare ore deposits but the pay off is worth it if you work as a team. You could even have secondary market of "prospectors" who go out and locate stuff and then sell the information to miners.

     

     

    The worst thing they could do is do it like empyrion, where you just have these huge deposits and you are just sitting there for hours digging away at a the same blob of iron.

  9. I think it would be pretty shitty thing to do if they did.

     

    What is most likely is that at least during the alpha, there will be pre-arranged play sessions where they invite people to play rather than running the servers 24/7.

     

    The way I understand the infrastructure works for DU, they can add more more less servers as needed if you combine that with something likes ec2s bidding on spot instance pricing you can get it for cheap as long as you don't mind interruptions by whales

  10. Oh man, I didn't mean to start a flame war here. If you were going to do an air simulation I would do it as a on/off type deal an area is either pressurized or hard vacuum, actually simulating air flows and such would be crazy!!

     

    If you wanted to know how I would implement it it would be by calculating "regions" of null space on a vessel that are enclosed and are constrained on macro grid of say 50 by 50 voxels. Each region would maintain links to all of its neighboring regions and a link would be dependent on say a door open/closed state. Each region would have a binary air flag, operating on this to determine if an area is enclosed would be simple enough and does not have to be update every single tick.

     

    Of course actually implementing all this would take a long time and to be honest considering how honest Nova quark are about even basic features not being in the initial release I think I would like to bump this waaaay down the priority list

  11. If I remember correctly, JC said if they did do it would be something really simple like having an atmosphere generator element that projects a sphere of air around it at a fixed distance.

     

    Doing the checks to see if a given point is within an enclosed hull is really tricky, although of the bat I can think of some optimization strategies that could make it possible its a really complicated system that does not add much value to the game.

  12. The way I see it happening is that there are likely going to be specialist markets based around the types of goods looking to be brought and sold.

     

    Someone might operate a refinery with an attached market unit buying ores at one price and selling refined metals at another with no fees

     

    There will be specialist metal exchanges where people buy and sell moderately refined metals that take a lot of space but aren't really much of a target for pirates, who steals a ton of nickel?? These will be fairly common.

     

    Then there will be high security, high value commodity markets with thick as hell walls that sell the sort of low volume high value items that pirates love and they will have top of the line defenses and well paid 24/7 police patrols watching them, these are likely to be super rare.

  13. From the kickstarter FAQ:

     

     

    Spaceship combat is a Stretch Goal?

    "Construct vs Construct" combat is a the first stretch goal. If it's not reached during the Kickstarter campaign, it might be added later, after official release.

     


    I understand that it might not be in alpha but really are really going to say that it might never be in the game? Are you guys crazy? Who wants to play a game like this if you can't have ship battles. I hope this is a typo.

     

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