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Violet

Alpha Tester
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Posts posted by Violet

  1. Choosing to bulld a new outpost or not is a logistics thing, presumably you are going to need to build refineries and factories to build new constructs eventually the time and risk of pirates when traveling from mining sites to refineries will make it worth the cost of establish outposts. Defending those refineries, factories, storage areas and social spots will be a big job for a large organisation. Defending ever large volumes will be tricky.

  2. People who just want to build in peace and do some mining will be able to do so in the ark areas. I suspect a lot of early game orgs will have there HQs in the ark areas but their operations out in the world until travel times get too excessive to justify going back and forth.

     

    I just hope what happens on long lived multiplayer minecraft servers that the spawn area becomes a strip mined wasteland or an abandoned city of derelict houses doesn't happen to DU.

  3. Balancing mechanics is something that's an on going process in mmo, if one organisation gets too powerful the devs could either tweak the game to give underdogs an advantage or if it was really bad spawn in an asteriod going towards the capital :D

  4. You should be able to specify that a contract is voided if they go offline or after a certain time limit and you should be able to set the maximum number of people who can have the contract at the same time.

     

    With a flexible enough system you could do lots of interesting things, like payments at certain times and requirements to deliver certain items. advances, security bonds etc.

  5. A voxel is a zero size point in 3d space (volume pixel = voxel) with some information in that point. How that information can be visualized is a question. Minecraft chose to visualize it with cubes. This is why when the uneducated plebeians hear "voxel" they think a cubish looking thing. Voxels can be visualized with any sort of geometry the programmer wishes.

     

    You are quite correct, what I should have said is halving the space or doubling the resolution. I made a voxel style "minecraft" clone in unity and I implemented the marching cube algorithm to create a polygon mesh, I was using a 20cm voxel "size" and my world files were huge (2gb) for a 2km square area.

     

    I read the paper on Dual Contoring and its very exciting but it does have its limits on fidelity

  6. The way I would like mining to work on planets is that common ores (iron.aluminium etc) are very common in small quantities at the surface and rarer but in much larger quantities deep down.

     

    When players are new, they can get all the resources they need to advanced from collecting on the surface and cave diving however larger orgs will need to use team work and deep core scanning to locate large deposits deep down that will be more profitable. Typical once locating it will take many hours to dig to the depth of a deposit but once there you are there you have rich seams that you can mine for weeks.

     

    Brings in some interesting dynamics with people breaking into other peoples mines to get a free ride, people might want to prevent non-org people from entering the mine.

  7. If it has implications on gameplay there has to be limit, specifying it has to have a exhaust makes sense. I hope they create some "naked" versions that you can incase in as much or as little armor and make it look cool.

     

    I want a cockpit that is just a seat and a joystick so I can build whatever type of canopy I like or be totally open to space.

  8. It's a good principle for game design.

     

    I'm not sure how much equipment there is actually going to be in the game but yes the game should be based around mechanics that create multiple strategies.

     

    In terms of end game its going to be around PVP and which faction has the best designed ships to counter the ships there enemy is using.

  9. Halving the size of a voxel increases memory by a factor of 8. There has to be a trade off in term of storage and network traffic.

     

    That video was very impressive but its only storing surface information on each point, it does not need to stores what the insides of the wall are made from.

     

    One day when we all have petabyte hard drives and 10 GB network connections it will be a amazing :D  

     

    Thought the guy was being very cocky talking about his tech

  10. Player issued currencies could work once factions get established but i have to imagine that there would be a lot of people who have not learned about hyperinflation and would piss a lot of people off my making them broke overnight.

     

    I don't really like the idea of there being any npc's in the game and having a currency brings up a lot of problems with how you bring it into existence when the only people to buy and sell to are other players. I don't really like the idea of the ark ship buying stuff from you that seems kind of lame.

     

    Minting gold into coins sounds like a good idea.

  11. Yeah some sort of system by the game to enforce player contracts will make things a lot easier. 

     

    It should be configurable, you pick a bunch of criteria for success and invalidation and then game takes the reward items into escrow when it is issued. This would stop most of the scamming that would put people off and could be pretty much automated with a builtin board in public locations

  12. Would be pretty cool to have your ships enemy tracking and targeting implemented in lua. Brings up some question how much information would you provide to lua? Would your sensor just provide mass and a direction or do you give full information like its a ship owned by such and such?

     

    Would be cool to have a transponder element that you could place on your ship so that you could choose to identify yourself (or not) and perhaps you could build ships with a low heat signature so that it reduces the detection range. You could go "silent running" so that you are less visible if pirates are about (or wait in hiding where you know someone will be :D )

     

    In fact you have a whole active verses passive scanners thing going on which will be interesting. You could have a narrowly directed active scanner for checking stuff out in the distance that you trigger manually so you don't expose yourself and then a all round passive scanner looking for people who might be approaching

  13. Sorry for resurrecting an old thread.

     

    The 2km depth limit has been bounded around, I don't think people appreciate how deep that is, obviously going across the land it does not seem much but going directly down its a huge distance. The deepest cave in the world is 2,197 meters and expeditions have take up to a month to get down to that depth.

     

    https://en.wikipedia.org/wiki/Krubera_Cave

     

    I suspect "spelunking" will be the activity of choice for new players who want to mine, building a city underground will be very cools but unless you are lucky and find a huge cave I suspect it will be incredibly time consuming excavating and disposing of thousands of tons of rock and gravel.

  14. I want to build a frontier trade outpost and saloon.  It would be cool to bring people together in game and start a township on the edge of explored territories and watch it grown and progress overtime, fighting off bandits and eventually developing our own customs and politics.

     

    The way I see it, without NPCs or fast travel the only place to get equipment will be the ark and the only place to get resources will be the frontier, people will be forced to work together or spend hours and hour hauling inventories of unrefined ore back to the auction houses at the ARK.

     

    This is pretty much how its been described in the videos, there will be a 20km radius safe area around the ARK where everyone spawns. This eventually will become the first city as people would naturally want to set up factories and shops in a safe area.

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