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Kurosawa

Alpha Team Vanguard
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Posts posted by Kurosawa

  1. This is one of those things that gets twisted in what ever way the presented wants, for good or bad.

     

    For me, I'm fine with P2V if you as a player can gain the same by playing or if it's cosmetics, simple as that.

     

    I mean if someone wants to dump lets say 100 coins extra a month to progress faster or look like an orange monkey with tiny hands, then why should i complain, at the end of the day it help me as well because it funds the company behind the game.

  2. Yeah, but there are no space junk in-game.

     

    how do you know that ?

     

    Can the orbit's be elliptical? Would you be able to perform a 'gravity assist' to get to other celestial objects more efficiently whilst using sub-light drives?

     

    Depends on what kind of physics they put in, im not sure we know yet

     

    I cant help but think that there'll be a lot of junk orbiting... But Im confident pirate orgs will "clean it up" :P

     

    well if it goes like every other (build) game the start zone will be quite chaotic with junk all over

  3.  

    Someone has never read The Hitchhiker's Guide to the Galaxy.

     

    “Space is big. You just won't believe how vastly, hugely, mind-bogglingly big it is. I mean, you may think it's a long way down the road to the chemist's, but that's just peanuts to space.” 
    ― Douglas Adams, The Hitchhiker's Guide to the Galaxy

     

    Douglas was referring to deep space or the entire universe. As it was clearly shown by the Vogon constructor fleet orbiting earth, orbit can be very cluttered.

  4. I'm wondering where you came up with this. Certainly nobody official.

     

    Who's to say the entire construct explodes and releases a random drop of voxels and elements when the core is destroyed?

     

    we do not know yet, but experience from other voxel games says that that is very likely

     

    We also know that builders can create a variety of constructs for sale.  EACH construct will need a core unit for construction and to give it a unique identifier for possession (RDMS).

     

    So consider the builder that has come up with a cool "turret solution".  You buy it and attach it to your ship.  Now your ship has two cores.  But it doesn't have to be a weapon.  The builder may just build a shaped voxel solution to give a ship swept wings.  It may be cosmetic, but if you buy it and attach it to your ship, you have another core.

     

    All of this to say your ship will most likely have more than one core unit.

     

    If the turret takes energy from the parent ship it will die with the parent.

     

    In regards to the wing, i hope they are making templates you can copy paste on to you ships, both to ease building but also to reduce the entity count as each entity requires more calculations and collisions checks.

  5. This topic is absolutely essential. If we don't have this, the game could never work! 

     

    Also, I think the trees should be sentient and sneak up behind you before they explode.

     

    this, everyone knows trees and elves are evil. the game needs exploding sentient tree stalkers.

  6. No worries, EVE Online's contract system has you covered. TL; DR : the hauler puts up a collateral fee for the cargo, that the person issued the cotnract evaluated his cargo as.

     

    If I wanted to move 10 billions worth of minerals to my factory, I would take into account :

     

    1) the price of my minerals

     

    2) the time I would invest on them if I was to refine or manufacture through them.

     

    3) how much I would actually make in the market.

     

    Then I set up a collateral of 20 billions on my 10 billion cargo. If the cargo hauler does not deliver the cargo within a certain window, I get the collateral the hauler put up to undertake the contract. If the Hauler delivers the cargo to the cargo container I designated for him to put the cargo in, he gets paid as the contract is fulfilled. 

     

    And that's how it's done. A simple mechanism of contracts. Contracts in EVE == player quests. Some may ask you to bring the body of a particular person to them to be rewarded. Other contracts may be for minerals, while others use contracts to sell stuff.

     

    Yes, this can be used to scam noobs that can't tell what contract is a scam, but hey, ce la vie.

     

    So yeah, cargo should be stealable, but if you put up collateral for it when issueing the contract, you are covered. It's the hauler's problem to make sure they deliver the cargo.

     

    Given your example, what would you consider and adequate payout for the transporter when you take in to account that he must insure the cargo for you, hire mercs, protect his own assets and knowingly jump in to what is highly likely be a trap.

     

    Regarding alts i hope there will be a way to see how characters tie together, to prevent ass hat behavior. I mean if you a afraid to fly a pirate flag maybe you should try mining or something like that.

  7. you see it as a jet-plane. Both are right.

     

    Never said such a think, so that is on your own account

     

    Remember, your scheme can apply on starfighters, who are agile enough to pull deccelerations. A battleship doesn ot have the same courtesy, so a person can use a mouse to turn a ship, not to mention, inertia would cuase your ship to wiggle around like cray as it's NOT precise at all to turn a ship of such masses with drag motion of the hand.

     

    To me, there is no difference between large and small space ships in regards to thrust and maneuvering, the difference is in energy required and time consumed. With that in mind you can use the same layout for both small and large crafts.

     

    De-acceleration and directional thrust is already a big part of large ocean ships,of cause there are other factors on the ocean but it works as an example of large crafts with multi directional thrust.

     

    Mind you, being able to control each thruster individually, means a far more precise control over the ship. Just pressing S means you just reduce accelrations. Half W @ 90% and E @ 100% though, means my ship can turn left, at a steady rate. I can then focus on other things as a pilot on a ship - an essential thing for people who fly ships like cruisers or frigates, that are three or ten manned constructs (at least by what I would build), then, as a frigate driver, you'd need to be able to set up a manual intercept like that, let alone a fleet beign able to coordinate by stating precise degress of approach, i.e. "dive 5 degres down, then at time 10 pivot 20 degrees" in order to avoid a possible mine field right out of an FTL jump.

     

    I been thinking on how you want to factor in ships with engines center around the spine of the ship or ships with 1 engine ?

    I mean a centrally mounted engine would be more likely to push you forward then turn the ship.

     

     

    W, E = Forward thrust, W left main propulsion, E right main propulsion. Let go for W, you yaw left, likewise for E..

    A, F = A is for left side maneuvering thrusters, F for the right side.

    S, D = S is rolling left, D is rolling right.

    C = Dive.

     

    Spacebar = Pivot. 

     

    Talk about some precision cruise controls. And this doesn't even cover the ACTUAL clutch idea I have for tuning the rate of the controls. :P

     

    dive/pivot do you mean pitch and yaw?

    you are missing climb and yaw L/R

  8. Being a Capital Ship Driver (yeah, a ship has a driver, go figure) is not something that should be easy nor should it be simplistic, not at least on a scale of effort being put into making such ships and crewing them.

     

    simple and easy are not bad things, it's what you get if something is well build and though out, complicating thing for the sake of complications is the reverse of all that is good. Maybe i misunderstand but would you prefer to press shift w+e over just pressing s.

     

    I think, we in general agree. But differ on the solution we consider the best. basically we are moving around in circles.

  9. What will the flight model be in space?

     

    Airplanes and/or submarines in space (the most common way games do it)? Six degrees of freedom with no friction (the way space really works)? Something in between (like Star Citizen)?

     

    I'm thinking about this from a design point of view. It drastically changes what will work for a spaceship.

     

    Also, will ships have artificial gravity on board? Will we need an element to implement that?

     

    I am not sure we really know, i cannot remember reading any official posts about flight model.

     

    I am hoping for newtonian physics with full 3d motion and collisions, for fun and explosive deaths. But i think, by default, we probably will get something like in star-made where you control heading with the mouse and speed/trust vectors on the keyboard in some kind of fluidicspace.

  10. Yeah, DU is about multiplayer. You don't need 90% of that layout.

     

    As I said, there's no real "right" flight model. As they say, "whatever floats your boat". If it works for me, it can probably work for others. But having different cruise controls, only guarantees a level of immersion, where a faction's Navy has to train people into flying REAL complex cruise controls, that can make a destroyer class ship be impossible hit while it's dishing out damage at a spot on precisino rate - missile boats exluded, cause they only flight skill, not actuall coordination between gunner and pilot.

     

    X3 was just one example, there are plenty other games using the same model for 3d movement, both single and multiplayer. It is the same layout used in countless games and will allow players to quickly pick it up, if you want to alter it down the road is something else.

    The OP asked what the flight model and controls would be, my guess is it will be as close to the other games as possible by default and hopefully include rebindings and other control change methods.

     

    Math: you want 90% of the keys gone from the example. which 6 keys would you keep :) ?

     

     

    As I said, there's no real "right" flight model. As they say, "whatever floats your boat". If it works for me, it can probably work for others. But having different cruise controls, only guarantees a level of immersion,

     

    options options options, that is the key.

  11. only because some game did it, YOU don't have to do it that way. With lua and so many more options you'd probably be better off and design YOUR personal, perfect control system. 

     

    just saying

     

    The ability to design your own is of cause always welcome, options ads flavor and depth

  12. It's a spaceship, not a car.  It doesn't got "Reverse". You wanna pull back? Turn off the main propulsion, pitch up the nose and fire vertical thrust to deccelerate or move backwards. Wanna strafe? Roll left or right, and fire vertical thrust.

     

    Retrograde thrusts and maneuvering thrusts, RCS, TVC, directional thrusts and so one. Nothing to do with cars.

     

     

    It's a spaceship, it has 6 degrees of freedom ."strafe" is not an option for spaceships. Yaw (veering left and right) roll (turning your ship on the side on its X axis) and pitch (moving the nose of the ship up and down) is the only way to fly.

     

    hmm so going side ways is aka strafe is not an option, if you where going to comment on lack of direction you should have mentioned i left out up/down

     

     

     

    The aforementioned system is for PRECISION flight. You get precision out of it, as I said, that's the rough draft of the keymap. Theere are math involved in the script to make the cruise controls have a "hydraulic" feel to them.

     

    precision not really, seem to over complicated.

  13. Except if I get a say in the keybinds with Lua.

     

    Then prepare for the revolutionary method of :

     

    W, E = Forward thrust, W left main propulsion, E right main propulsion. Let go for W, you yaw left, likewise for E..

     

    A, F = A is for left side maneuvering thrusters, F for the right side.

     

    S, D = S is rolling left, D is rolling right.

     

    C = Dive.

     

    Spacebar = Pivot. 

     

    Talk about some precision cruise controls. And this doesn't even cover the ACTUAL clutch idea I have for tuning the rate of the controls. :P

     

    Seems a bit over complicated

     

    Newtonian physics :)

     

    W,S : Forward/Reverse Thrust

    A,D: Strafe

    Q,E: Role

     

    Mouse to control heading/direction.

     

    ?? key to turn autoadjust on/off. on ship will correct it self, off you can spin like mad

  14. And there's no such thing as "torpedo" ships that way. A battleship can't really accelerate to the point it would pop a power generator - because physics - at least, not in the time frame of an actual battle.

     

    are you in alpha? how do you know about ingame physics :)

     

    It would actually be fun if you could overload reactors equipment and weapons

  15. a "few" years ago in a game named Jump Gate they had collisions, it was awesome.

     

    Sure you lost things and rage a lot, but it also made things fun, like speed docking heavy freighters or created fun objects like "the roid of death" a tiny almost invisible rock between 2 gates.

     

    so collisions ON and may the greates rammer win

  16. Feel free to check the kickstarter page and video. Then you can take a chill pill cause your extreme butthurt clouds your judgment . Your passive aggressive is really amusing , don't overdo it though, you might have a rage-induced stroke.

     

     

    I really admire ignorant folk like you, life must be so blissful when you just stay in the dark. :(

     

    lol, need i say more. And now back to the topic

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