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Wicpar

Alpha Tester
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  1. Like
    Wicpar got a reaction from Lord_Void in Make Everything Difficult   
    there is another aspect you forgot to mention: difficulty that you cannot counteract becomes frustrating way faster than difficulty you can work around.
    aditionally, this:

  2. Like
    Wicpar reacted to DaSchiz in Sensors 2.0   
    However sensors are done I already have the best countermeasure ...
     


  3. Like
    Wicpar reacted to Violet in arkship user experience   
    Hey NQ, What ever you do don't do this to new players:
     
    https://www.youtube.com/watch?v=fv58jkDR9KQ
  4. Like
    Wicpar reacted to MaximusNerdius in Planetary warfare   
    I would certainly hope they have some sort of handheld weapons, otherwise that will mitigate a large part of potential gameplay scenarios.
  5. Like
    Wicpar got a reaction from Kuritho in Chemical composistion   
    Hello,
     
    In DU there is a lot of potential. Despite being a sci-fi game, DU can have a lot of scientific material in it, and this is what it is about: add science based mechanics, that could potentially be used to do IRL research.
     
    The mechanic is simple in concept, but adds a ton of complexity to the game.
    All material crafting should be done with material combinations or chemical reactions (material combinations being alloys, assembly etc...)
    chemical reactions would be made in a chemical reactor, where you input molecules in certain proportions, and it outputs the realistic output. during that process, it either absorbs or emits heat according to this concept that can either be used to produce or needs energy to work. different energy levels can mean different outputs.
     
    the crafting system would be quite like in reality:
    you get the ore, crush it to improve reaction speed and efficiency, put it in a chemical reactor to extract your wanted material into a solution, extract that material from the solution in another reactor, let it dry to get a powder of it, and melt it in case it is a metal (last step not required, but needed to use it as block).
     
    Additionally, that would allow for scientific like discovery of compounds in the game (it is to decide if it remains fictional or is realistic to cooperate with material research labs irl). if we go with the scientific discovery one, a physical simulation of the reaction will be made on 3 of the client's computers, so it can be validated. all three of them will get a reward for it: the compounds but also the rights of exploitation in case of discovery. 
    these mechanics should be worked on a bit more tho.
     
    I hope this makes it into the game as it would make it quite educational if not a benefit for science, and would add the required complexity to the game to make it worth specializing in such fields.
     
    EDIT:
     
    how would these new compounds interact with the mechanics:
     
    1: they can be used for further reactions
    2: have their IRL properties
    3: if 2 is non existent, as if not discovered, it will deduct its properties from composition of the groupings it is composed of (like all alcohol molecules will burn, or will have the color, or be explosive etc...)
     
    globally each molecule has different stats.  In crafting, you do not need a specific molecule, you need a molecule grouping, for instance for fuel you can use any carbon chained atom, and the more the molecule has carbon atoms in it the more power it will produce when used as fuel.
    Procedural texturing could be used to generate the alloy textures depending on the impurities and compositions of alloys, and on the colored molecule groupings.
  6. Like
    Wicpar got a reaction from wesbruce in Make Everything Difficult   
    Hello,
    I would like to streass a point about hardness. there are two kinds of hardnesses: hardness on factors you cannot interact with, hardness on factors you can interact with.
    The first would be rarity of a material, that has many usefull uses. This makes the game frustrating as you cannot interfere in it, this is the bad kind of difficult.
    The second would be the complexity of the production chain and its optimisation. this makes the game frustrating in itself, but if the production chain is very simple to make, but very complex to make an efficient one, then it is fun because you have a sense of interaction and progression.
     
    these are nuances that discern a good from a bad game.
  7. Like
    Wicpar got a reaction from Jeronimo in Ability to build on a moving ship? technicaly feasible or not?   
    Maybe building a chassis around the area you want to be able to buld a ship in would result in that, like the star trek ones.
  8. Like
    Wicpar reacted to Vyz Ejstu in Make Everything Difficult   
    "
    I have to agree with this. Team play should be rewarded especially when it comes to undertaking large projects. No one builds a mega project alone and the largest masterpieces take massive amounts of time or spectacular joint effort. Building, mining, programming, exploring and so on should be accessible and easy to do for the individual; not everyone that will play Dual Universe will come here with friends and it is impossible for everyone in an organisation to be online at the same time. If I want to build simple things, or code simple scripts, I should be able to do so on my own as well. Novaquark should be able to find that silvery line between both to make the game as balanced and immersive as possible. 
     
    Team work should make things easier and possible. Solo play should make certain activities enjoyable.
    "
  9. Like
    Wicpar reacted to Violet in The Case for a Complex Ship Design System   
    Yep, couldn't agree more. There should be some ineficency loss from conduits and they should have maxium power ratings and where you place your engines in relation to your center of mass should have an effect on the flight model.
  10. Like
    Wicpar got a reaction from Violet in Make Everything Difficult   
    Hello,
    I would like to streass a point about hardness. there are two kinds of hardnesses: hardness on factors you cannot interact with, hardness on factors you can interact with.
    The first would be rarity of a material, that has many usefull uses. This makes the game frustrating as you cannot interfere in it, this is the bad kind of difficult.
    The second would be the complexity of the production chain and its optimisation. this makes the game frustrating in itself, but if the production chain is very simple to make, but very complex to make an efficient one, then it is fun because you have a sense of interaction and progression.
     
    these are nuances that discern a good from a bad game.
  11. Like
    Wicpar reacted to wesbruce in arkship user experience   
    Its all hinted in the back story.
    Player has memory loss = create character,
    Play looks like death warmed up = edit character appearance,
    Player has this glowing thing on his hand = VR training,
    Player leaves ship at launch = spawn is some distance from ark and the alpha and beta builds will be wiped (but may appear as ruins to be found later. )
    Late player enters game = Choice of city or wilderness start. In the latter case someone has moved his cryopod to somewhere JC sanctions probably nearer the edge of the safe zone. The cryopods in the back story are portable!!!
    Hard mode. Late player leaves the ark proper = a bambie org or player picks him up in a speeder and whisks him off into the wilderness for a hard zero resources and zero protection start, NQ NPC vendor pays the taxi/ noob bus driver, 
     
    There will be player made tutorials in world very quickly. The VR system would include ongoing tutorials.
    Designing the start of this game is the easy bit. 
  12. Like
    Wicpar reacted to wesbruce in Make Everything Difficult   
    Easy mode; As described already.  Hardish mode; someone has moved your cryopod out of the safe zone to the other side of the planet. Dig and hide. But the nanoformer works.  Hard mode; As per hardish mode but the nanoformer is on the fritz you take damage every time you use it but you can make a healing booster that fixes it if your close, you can pick stuff up by making a lever and cut stone with a hammer and wedge, Strip branches form trees with a pruning hook. Dig dirt with primitive pick-hoe. make a 3D printer and fix the nanoformer with a repair kit from it.  Extreme mode: defective cryopod, you emerge a zombie. You can walk, jump, turn, melee and make a nanoformer attack but nothing else works until you harvest a vital resource to fix your brain and nanoformer. And everyone is hunting you because you have a useful resources drop. How long can you last as a space zombie.  [i keep writing about space zombies and awaiting someone saying "Noooooo no zombies!" But All I hear is a worrying silence. Scary. ]
     
    Hard and Extreme mode would both be sweet griefer penalties.  
  13. Like
    Wicpar reacted to Kuritho in Planetary mining dangers or lava burn   
    It'd be awesome if an alien took over the mines, and they sent like a elite group to wipe them out...
    Only to get #REKT by the elevator stalling.
  14. Like
    Wicpar got a reaction from elDunco in Use things built in the beta/alpha and turn it into "Ancient relics"   
    what should happen, is that weapons fire doesn't make particles disappear, they make particles compact into a new material: scrap.
    This scrap would then combine the materials inside and could be retrieved to get back the original material quantity.
    The more compact a scrap voxel is, the harder and longer it will take to be refined.
    This would allow for battles to leave nearly 100 % of their original material, but in an unusable form, and with a wreckage shape similar to the one of the ship. assuming only the planet gen would be reset (refill the ores and regenerate the non artificial undergrounds, compacting all artificial constructs into scrap ruins) this would leave a nice amount of wreckage and scrap to work with.
    Scrap would need some amount of resources to refine, since you need to separate all the metals. base metals could be combines into alloys, and any failed alloy would be scrap with the composition used to make it. To separate the metals a chemical process would need to be used, like in reality.
     
    This would require a chemical synthesis mechanic, and an advanced metallurgy mechanic, that would give you an advanced degree of freedom to work with alloys and their recycling. for containers, a good idea would be to require certain alloys that to not react with the contained compound to build and use a container for some materials. for instance a plutonium container made out of neutron reflecting materials would trigger a nuclear blast. (i am pro nuclear weapons as we wand absolute freedom even if it means having massive craters in the ground of planets and even then it could be awesome to see a crater from space )
  15. Like
    Wicpar reacted to Violet in consequences of non-regenerating planets and ressources   
    Newbro housing:
     

  16. Like
    Wicpar got a reaction from Vorengard in Ability to build on a moving ship? technicaly feasible or not?   
    withe the script system they plan i doubt people will stop at a ship. it will be one man fleets, that can be controlled purely with scripts you buy on market.
  17. Like
    Wicpar got a reaction from wesbruce in Use things built in the beta/alpha and turn it into "Ancient relics"   
    what should happen, is that weapons fire doesn't make particles disappear, they make particles compact into a new material: scrap.
    This scrap would then combine the materials inside and could be retrieved to get back the original material quantity.
    The more compact a scrap voxel is, the harder and longer it will take to be refined.
    This would allow for battles to leave nearly 100 % of their original material, but in an unusable form, and with a wreckage shape similar to the one of the ship. assuming only the planet gen would be reset (refill the ores and regenerate the non artificial undergrounds, compacting all artificial constructs into scrap ruins) this would leave a nice amount of wreckage and scrap to work with.
    Scrap would need some amount of resources to refine, since you need to separate all the metals. base metals could be combines into alloys, and any failed alloy would be scrap with the composition used to make it. To separate the metals a chemical process would need to be used, like in reality.
     
    This would require a chemical synthesis mechanic, and an advanced metallurgy mechanic, that would give you an advanced degree of freedom to work with alloys and their recycling. for containers, a good idea would be to require certain alloys that to not react with the contained compound to build and use a container for some materials. for instance a plutonium container made out of neutron reflecting materials would trigger a nuclear blast. (i am pro nuclear weapons as we wand absolute freedom even if it means having massive craters in the ground of planets and even then it could be awesome to see a crater from space )
  18. Like
    Wicpar reacted to MechMercant in Different Species?   
    Cyborgs should at least be a cosmetic option
  19. Like
    Wicpar got a reaction from wesbruce in Ability to build on a moving ship? technicaly feasible or not?   
    Voxels will have physics upon placement right now but ghost images could be considered. I don't think travelling will take months, just making instant travel jump gates will as you will have to tractor them apart (quantum link).
     
    Floating voxels will exist, but they may be solutions for the terrain, but not for the ships. We will call that quantum struting when a flating part exists on a ship. But: it is possible to detect if a ship is cut in half thanks to baking (they talked about procedural mesh baking) so i expect them to be able to sample that baked mesh for separation. (There is probably a mathematical way to achieva that).
     
    For the terrain we could just detect if the below neibors exist or not and if not detatch the block of dirt and let it fall and rejoin the ground underneath. See the terrafirmacraft mining system for more detail. It is not feasible for ships as the materials are too strong to be able to use that technique effectively even tho it may be adapted.
  20. Like
    Wicpar got a reaction from Anonymous in Don't Make a 'Best Version' of Anything   
    I proposed a material/material quality/molecule group based stats generation system, so depending of the quality and rarity of the materials used you may have different stats.
  21. Like
    Wicpar reacted to Schoff in NO MONTHLY SUB. PLEASE!!   
    Exactly! It's amazing how entitled people have become when it comes to gaming. 
  22. Like
    Wicpar reacted to Zantsuken in Storing data in game   
    If the scripts are actually stored "in" the construct and simply executed in the local client, then as far as we are concerned I don't think we should really care. So long as anybody with rights to the construct can access and execute the scripts.
  23. Like
    Wicpar reacted to Anaximander in Poll : G forces, should they have an effect on a ship's pilot/crew?   
    Well, Sci-fi, and no-sequitorial sci-fi, are worlds apart.
     
     
    Sci-fi in DUAL is about using science and nanotechnology to rebuild society. Star Trek is about... I don't know... how much can a StarFleet captain can violate the Prime Directive without being caught
  24. Like
    Wicpar reacted to MrFaul in Crypto-Currency ?   
    I second that, this would have a giant tail of legal stuff and would it made even illegal (in rare cases) to play.
    Most problems of all, you would need to pay taxes as a player to your government<-the RL one.
  25. Like
    Wicpar got a reaction from MrFaul in Crypto-Currency ?   
    the reason NQ will never do that is that there are immense restrictions about money transactions in europe and you have to have licenses, rights, can be sued if anything goes wrong, because you do not play around with money. You can intake money and manage it youself, if it doesn't leave your product it is not considered a currency as it is one-way.
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