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Limyaael

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Posts posted by Limyaael

  1. does anyone know the approximate specs of dual universe?

     

    im trying to figure out if i can play it on this laptop.

     

    I'm just going to say that no, you almost certainly can't.

     

    NQ have stated that they expect modern day high-spec computers (i.e. GTX 10 series, quad core 3.0GHz or greater CPU, etc.) to be medium specs for the game. The alpha will require higher level specs just due to its lack of optimisation.

     

    A laptop bought in 2018 might, but unless you've gotten one of those new laptops that are running desktop GPUs, I don't think so.

  2. You've got Japanese listed twice.

     

    I see no problem transliterating words into foreign scripts, but a lot of words, as Lethys has said, just don't have native equivalents because they're English scifi inventions.

     

    I mean, you could "translate" stargate as 星門 (hoshimon), or even ワープの扉 (waapu no tobira, warp door), but it's really weird and the movie's just called スターゲイト (sutaageito) anyway.

     

    Stuff like "pick up item" will probably be translated in the future, but these are all post-release issues. Interfaces on ships (like a user-created screen) might be modifiable at release so that could be localised for each ship.

  3. If they used something similar to a API system, wouldn't that upload and sync with a website that is pre determined?

     

    When you go to create an organisation the website warns you that all the organisations will end up in the game - I'd wager that they're going to use something like that down the line.

     

    I would say, there is much better to create types of organisations with different abilities and opportunities.

     

    Noooooo. The whole point in giving them the vague name of "organisation" (as opposed to company, guild, corporation or nation) is that they can be anything we want them to be. Want to be a mining company? Fine. A religious order that worships the idea of blasting out into the unknown to discover as much as possible? Fine. A group to set up monthly gatherings of the 3D mega-chess game you've created in secret in a building somewhere in Alioth's megacity? Fine. Creating abilities for organisations just limits their purposes and further shoehorns people into making them synonymous with "company" or "government".

  4. I'd have to guess July 14th, near the Fourth of July... but they're from France, so they don't give two jigglies.  So added 10 days.

     

    And in a case of complete coincidence, you stumbled upon one of France's most important holidays - Bastille Day. So probably not then.

     

    I'll guess May 25th because it's the closest to my birthday that also falls on a Thursday.

  5. I'm sure a limited amount of grow back will be needed at least around the start area as a I personally guarantee you will have some bright spark who will try and dig the arkship lol

     

    One man tries to make it ugly, seven surround him, shoot him for the bounty because this is the fifth time he's committed the crime this week, and people continue to build the city in the Arkzone. :P

     

    My point is that if we want the area to look nice, well... make it nice. Stop people who dig aimlessly around an area where people have said they'll build a newbie welcoming platform.

  6. Will planets vary in size?

    Will planets have multiple moons? Take Pluto, for example, which has five moons.

    How far apart will planets be in a single solar system?

    These questions right now boil down to "don't know, I hope they do." A few specifics that give us hints though...

     

    The planet (Alioth?) that we've seen so far has been approximately 120km in diameter. NQ have said planets in the final release will be larger, although the reddish planet nearby appears to be smaller.

     

    NQ have talked about moons a little, but no details.

     

    As NQ have mentioned that ships will require FTL drives to get between planets (and that this will take a few minutes between planets) we can guess that they'll be not necessarily real life distances, but very far at least. Don't expect the first spacefaring ship to be able to ever reach another planet, it'll be too slow.

     

    Will planets orbit the Sun? (Silly question I know, probably not, but you never know)Will planets have varying rotational periods?

    Will asteroids be able to move? Maybe they could even start off stationary but be able to be hauled?

    In the current pre-alpha build, the home star is actually moving around the mini-system that's been setup. In the final game planets will rotate (presumably with different rotational speeds) but will not orbit their star; neither will their star move. The reasoning behind this is not just collision detection problems, but because it will make interplanetary travel too, well, realistic. Calculating how much fuel you'll need to get from one planet to another while both planets are moving, at different orbital speeds, is pretty difficult and will make early space travel an even bigger pain than it already is. Orbiting planets would probably be reasonable from a user perspective once everyone has interstellar-type craft, but is probably not the best idea.

     

    For similar reasons (asteroids travel really fast and are tiny, you know) I doubt that asteroids will be able to move. Whether they will be moveable, however, I have no clue and don't think NQ have commented on that yet.

  7. A base could float on the surface of a gas giant, similar to how a boat sails on water, since oxygen is lighter than the dense mass of mollecules it "floats" on.

     

    Not really. Air doesn't work like water.

     

    You can get hdrogen in the vacuum, not to mention, you can get hydrogen by things like.... electrolysis. And the starting planet has a pretty good supply of hydrogen. >.>

    And electrolysis just so happens to be the manner in which we produce oxygen for spacecraft fuel. Hydrogen is also a byproduct produced in a lot of industrial applications of electrolysis too.

     

    As an unrelated sidenote, electroplating something via electrolysis is really cool.

     

    You don't actually harvest gas giants for things you can find on planet surfaces or seas, like hydrogen isotopes. You can find a lot more hydrogen isotopes in asteroid belts than on gas giants, by virute of one being naked to radiation from a star 9asteroids). So as you see, asteroid mining = fuel harvesting, if hydrogen isotopes are the fuel.

    There's a lot more fuel to be found in a gas giant though. And as they have enormous magnetic fields too, they've got lots of excited isotopic structures aside from all the really weird stuff lurking thousands of kilometres beneath their "surfaces'. However...

     

    Otherwise, as Lethys pointed, why bother mining on planets? :P

    Because it would be a horrible nightmare.

     

    Ignoring the high gravity that would require a ton of constant thrust aimed downwards just to stay afloat, the gas giants are probably the most dangerous part of the entire solar system, and that's including the hellscapes of Venus and Mercury. The winds on any of them are insanely high (Jupiter has ten hour days but has a radius 10x larger), so much so that NASA have concluded that any such mission wouldn't be able to be accomplished by setting down some massive ship with a scoop and having a refinery on board to pass off to smaller vessels to carry away. Any mining ship will have a very limited operating life set mostly around diving into the planet's atmosphere and then returning to orbiting vessels to take the materials elsewhere.

     

    There's also the problem that in the most diverse giants we know (Neptune and Uranus) it's theorised that their atmospheres are actually full of rocks and chunks of ice.

     

    These planets also have pressures that ramp up pretty quickly, temperatures that are enormous (Jupiter's core is hotter than the surface of the sun but with 4 trillion Pascals weighing you down, approximately 40 million atmospheres of pressure).

     

    Of course this stuff is science-reality, not the science fiction of the game. But if a mining company's just able to set down a ship they built three minutes ago, load it with some fuel and a refinery and set up shop permanently I'd be pretty annoyed.

     

    1) a new system of mineral depletion other than voxel consumption : A gas giant has 1 billion metric tonnes of minerals, with percentages of them being "harvested" on every filtering cycle. That means, that for every, let's say, 1000 m(3) of minerals you mine, 1% of them will be gold, 3% of them will be iron and 96% would be silica - that's sand :P. That can be enhanced as a number, by "gas harvesting" skill training, making that 4% mineral you prospected out of the gas dust you gathered, into "10% of the total gas harvest is minerals" that in turn drains on a planet's collective pool of resources - as a gas giant is a swirling soup of mollecules, it's not like a planet, where veins of minerals exist. So, a gas giant harvesting group, would be making money due to "quanity mining" not "quality mining" as in asteroids or planet mining operations, not much different than oil-riggers IRL. And we need to get "quality mining" straight, before we move to Quantity mining :P

    I like this, it describes my general thoughts about how the mining would work too. Keep gas giants looking much the same (considering that they're enormous and would take even longer to mine were they regularly voxel planets) and restrict a lot of their elements to mostly simpler mathematical calculations. Want to know how big it should look? Take the planet's original volume, subtract mined volume, set new radius for the swirling clouds. How much of your mined gases are actually useful? Just a number.

     

    Stuff like wind speed and its damages could be pre-calculated stuff - devs plug in some ranges for the speed to be, its particle density (you didn't think all that gold and iron you found wouldn't damage you if you didn't pick it up, did you?) for each giant to a formula that dictates how much it damages shields, treat it like a regular weapon hitting armour.

     

    2) It would demand - as Yama pointed out - atmospheric physics, like buoyancy for floating a 'cloud city" (wink-wink nudge-nudge Lando is the man). That being said, the Devs would also have to introduce a radiation threat for survival, as Gas Giants are pretty much a star with a lot of particles around them. Stars are thermonuclear fusion explosions. They can bake you alive. So, here's a risk / reward sitatuino for people to actually find worthwhile harvesting gas.

    Gas giants don't have dangerous radiation for the same reason stars do. Stars have it because they're nuclear fission factories spewing it across the cosmos. Gas giants have it because their cores are enormous balls of magnetic hydrogen producing radiation belts larger than the Earth. Stars make, giants trap.

     

    And buoyancy physics won't be needed because stuff just can't float in a gas giant.

     

    So yeah, Gas Giants would be the "end-game" mining gameplay. You mastered ground, then asteroid and finally, gas-giant mining. No need to go out and harvest a vein manually, just let a machine scoop up minerals for you, you earned it by training up to that point :P

    The ultimate end game. It should be an expensive, dangerous endeavour only the most well organised crews can put together. Gas giant mining shouldn't be an easy venture - it should be hell, but a hell absolutely full to the brim of money-making opportunities.

     


     

    All the stuff about numerous moons is also pretty fun. Gas giants could make for interesting local bases in a system - you've got a dangerous but profitable mining operation, and a HQ spread out over a system of moons that could really showcase the seamless planetary transitions. Easy place to setup detection radar too.

  8. Anyone can attack anyone else they want without warning, but there's a reason declarations and rules of war were established for international conflicts. You'll see groups that care about their reputations going through such channels and others that don't completely ignoring it. Pirates don't declare war. Smugglers don't care for your taxes or trade laws. Countries do.

  9. Even without jump drives, I think battles would still be possible.  Each side could construct their own stargate to a system and use it to establish their own territory there.  Battles would result when these territories encroached on each other.  Many of the ships involved might be ones built in those territories.

     

    I am not against jump drives, but I think interesting conflicts can develop even if they do not exist.  It would just be a different type of combat that would require a different type of  strategy.

     

    But what if you're attacking a territory where you don't own anything and everyone on the other side of the only available stargate is hostile?

     

    You can't create unassailable fortresses simply by virtue of owning all the land in the system. There needs to be some way to crack even the toughest of nuts.

  10. If I remember correctly from the show (I didn't watch much of Atlantis) they didn't move it a lot. Stargate inspired ships like the Daedalus would be easier to get done due to sheer size alone.

     

    It's nice to see another organisation wanting to make a colony/city type ship though. Maybe one will actually get made.

  11. Because people are LAZY AS FUCK

     

    And it's more than just this. Travel in DU isn't as easy as Eve. Or at least as easy as other people have made it seem.

     

    Getting to another system will involve:

    1) Starship capable of warptravel

    2) A crew for said ship (I doubt if you're going to get a lot of cargo that it will be a tiny soloable starfighter)

    3) Stargates between the origin and target systems (especially relevant if you live in an isolated empire that restricts international travel)

     

    You might want to buy the restricted gun from a foreign system, but it'll involve you getting out of your own system and smuggling the weapon back yourself. Isn't it just easier to pay someone else?

  12. It doesn't need to be actual liquid moving. Hook up one tank to another with a pipe, turn on the pump, and as long as they're connected one tank's numbers go down and the other's goes up. If the hose breaks or something malfunctions or one side blows up, just stop the numbers changing.

  13. You're describing a P2P gankfest.

     

    Thats not smuggling

     

    How is he describing that at all? You want to get maximum profit out of your products, and you're trying to sneak it passed the TU's border patrols guarding their home system. If successful, you get to the black market on the homeworld's moon and sell for maximum profit. Considering that people going to a black market in such a heavily patrolled area are probably desperate for the item you can mark it up a bit too. This isn't about PvP, or P2P (who are you giving money to in this situation?), it's about being clever and evading superior enemies.

     

    What org in their right mind would outlaw the possession of specific items.

     

    Therefore no contraband.

     

    What kind of laws are you going to pass to force specific player behaviour.

     

    All your doing is coming up with an excuse to blow the other player away. Just do it and steal their cargo. Stop being a pussy by justifying the act.

     

    Organisation X has decreed that only merchants registered with its new Trade Agency will be allowed to transport weapons throughout their territory and sell it in their markets. The taxes are lenient, but the heavy price for registering increases all costs on weapons in the territory. A clever smuggler can pass weapons around while pretending to cargo rice between planets, make a profit, and have buyers who won't have to pay as much.

     

    It's not going to be "drugs are bad, m'kay, we've banned them". It's going to be organisations' bureaucracies trying to squeeze more money out of their economy, and people who want to combine the danger of espionage with the profits of trading to make some money.

  14. I'm pretty sure the war ended due to the nukes, not because the industries were not destroyed.

     

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

     

    You want to stop your enemy, you stop their ability to fight back. Hence, you destroy the means of production.

     

    Yes, it was the nukes that forced the military's hand. Unlike the numerous raids on other Japanese centres of production (which by this point in the war had been destroyed, that's why with the exception of Kyoto every city in Japan has more modern concrete architecture) the nukes were a terror tactic to get Japanese high command to surrender to the Americans instead of waiting it out and having a similar partition of the archipelago as Korea. They weren't being used to destroy factories or places of political significance because there weren't any left.

     

    This is similar from the other end of the war, except that it ended in failure.

     

    But DU won't be full of fanatical ideologues who will defend their territory to the death. If one side's losing and they can't produce enough spaceships to keep up, they'll go to the peace talks.

  15. It would be more or less possible, but in a game as immersive as this one a war of that size could make the econmical system collapse. Most will play DU not very risk taking because of the costs of a good ship.

     

    It only ruins the economy if the centres of the economy are the places being destroyed.

     

    As we all know, what pulled the USA out of the Great Depression, was not WW2 and its industrial renaissance.

     

    War makes certain needs apparent, one of them, being resource harvesting and a steady pay for such harvesting.

     

    And in converse, you can only sustain such a long total war when large industrial areas aren't being destroyed.

     

    If organisations go into massive wars to fight over a few planets on the outskirts of their respective nations, there'll be a massive, long war. If one side manages to firebomb their enemy's industrial zones, expect the war to be short.

  16. I understand why they want/need to do lock/fire weapons, especially for ship combat and even more so for ranged PVP.  With that said, I don't understand why we can't have traditional ballistic weapons that are based on player skill for close quarters PVP (not construct vs construct).

     

    Because the reasons CvC combat is using lock and fire is the same as for PvP combat? Server load.

  17. May not be related to topic, but I just thought that if people were going to complain to NQ that their ship was destroyed because someone thought it would be fun to do so, and they want their ship back, I should make an insurance company. Emergent gameplay solves the problem yet again!

     

    The IBO have mentioned that they're doing "insurance," but from reading their statement it sounds like they're focused on cargo insurance more than other kinds. Of course they could expand later.

     

    Overstep our bounds? We are pirates. By definition, we live outside the constraints of your laws. My org, at least, allows any of our targets a chance to keep their ship relatively intact by giving up their cargo or paying us. We may fire until your weapons are disabled before leaving the area, but we won't completely destroy your ship. It's nothing personal unless you intentionally grief or harass one of my members, then you will see how much of an asshole I can be.

     

    You cross the line from being a slight nuisance to a constant detriment to parts of society, civilisation will attack. I mean, in the early game the ring at the edge of the Arkzone will be one of the most tense places in the universe. It's prime piracy territory. Keep that raiding up once that area turns into a city and it's the jurisdiction of the police and they'll hunt you down. It's just an example, but you have to understand that people will respond when their bounds are overstepped, not yours.

  18. I'm going to piggyback Lord_Void's answers and just add a few bits myself, his are fine on their own.
     

    1. Will there be npc's and will there be ai empires? Or is it all player created.


    No regular NPCs like in WoW or something. PvE will be very restricted/nonexistent, especially in the early days. If you get the game at release, you along with everyone else will be dumped into the same empty planet full of grasslands, and can do as you please.

    NQ have said they would like to put in alien fauna, so I guess PvE won't be completely nonexistent, but this may not be present at the immediate release and you shouldn't expect these to be anything but fairly easy to beat creatures.
     

    2. Will this game protect your bases while your offline or have methods to where you can have security to protect your bases.


    You'll need to add security to the base yourself. I should mention that I've never played Rust, so I don't really know how the playerbase acts (other than them being dicks to people all the time) but DU will be very heavily multiplayer focused. You will need to form groups, even if only small ones with friends, if you keep planetside holdings.
     

    And will my character be safe while I'm offline? Will he still be visible to other players like in rust.

     

    The player avatar will disappear after a few minutes. The constructs however remain, so the ship is still there. It can however be protected be either being in the Safe Zone, or simply with a protection bubble, and possibly also an invisibility cloak that you can power to make it disappear when offline.


    Basically, you will persist for a little bit before disappearing but any ships or buildings won't disappear obviously.
     

    3. Is this a online only game? Is there any solo or offline play?


    Online only. A big draw of the game for people is its single shard universe, which will be made possible due to some very inventive and impressive server technology. If on release there are 50k people playing, you'll see all 50k at the start.
     

    4. Is this subscription based and how much per month.


    Yes. Unfortunately the server demands will be very strenuous and it's not possible to pay for it all using people buying a single copy of the game. NQ keep using the figure of somewhere between 10-13USD. There will also be an ingame item called DACs (Dual Access Coupons) that you will be able to exchange for a month's worth of playtime.
     

    5. When you build a ship is it more like how mine craft builds you just place it and it's ready to roll or is it how space engineers builds and you literally have to build your ship?


    There's no predefined "this is a ship" object. The game doesn't even differentiate between buildings and ships - they are both constructs, one is simply able to move. Hence you can be as creative as you like with their design, but you will have to build everything and the more complicated bits will need LUA scripting.

    But don't fret, you can still buy ships on the ingame market (from other players) if you find it too time consuming and just want to fly around.
     

    6. How will engines work? Will I need engines in every direction to control movement like in space engineers?

     

    At 7:50 in this video JC shows us "Adjustors", elements that are essential to give your ship steering capabilities. However, there are no engines at the front (not that he goes backwards) but how exactly flying works has not been heavily detailed.

     

    You should watch that whole video though, and all the others, they'll give you a good insight into the game.

  19. I myself, have no issue with some hardcore difficulty when it comes to being a pirate, either by making difficult to travel to other systems via warp (not access to stargates via blacklisting), or by having fuel limitations, which make a ship impossible to resupply on it if its within a hostile territory, thus requiring some black market to operate in each faction that profits from such pirates. See? Even pirates have to socialise in a game that way.

     

    And now you have a reason for smugglers and smuggling and voila! Look at all that emergent gameplay.

     

    At this stage I have no idea. When it comes to the eventual civilisation we establish, I'm at a loss. I've considered many types of roles, from engineering to commanding a starship, to trading and smuggling to communications officer to pilot. I'll see where the wind takes me once we get to that point, I suppose.

     

    But for the early game, I'll probably keep away from the actual building side of the game and stick to protecting the parties going outside the Arkzone to mine for rarer materials; so a mercenary I guess. And maybe I'll see if the fledgling governments and corporations will ask for some pirate hunting, because I'm sure there will be plenty of you sticking just outside the edge of the Arkzone in the wilderness, waiting to kill everyone and being all self sufficient (until ships get guns and civilisation starts the bombing runs). Unlike the late game, piracy will be really easy here for a while (as it will be on the edges of civilisation in general I guess).

  20. Yes, but what about those who are trying to communicate one-on-one outside the logistical resources of a ship and its crew?

     

    So, that is why you need more than a bridge officer who speaks English. :)

     

    Unfortunately, as I said, Google Translate just isn't that good for all languages. Even if it were integrated into the game (even though encouraging translating jobs is emergent gameplay) it wouldn't work all the time. For French? Sure, that'd be easy. Not many quirks when translating between French and English, they're quite similar. But with say, Japanese?

     

    ニューヨークへ行ったなのに、飛行機で乗りませんでした。食べたり、飲んだり、話したりしました友達と居酒屋にあるが、残念ながらお酒は水臭い。

     

    Google Translate gives us "I went to New York, but I did not get on an airplane. I have eaten, drunk, talked with my friend in a pub but unfortunately the alcohol is smelly."

     

    While it's mostly correct (GT has gotten to be quite good over the last few years) it's not perfect. The first sentence isn't very natural (something like "Even though I went to New York, I didn't take the plane" is better), the list of verbs doesn't indicate that it's actually a non-exhaustive list of things that may have been done, the translation of 水臭い is incorrect (in this context, "watery" is correct) and it actually ignores that I haven't once specified that "I" am doing all these things. In fact, there's no pronoun at all because Japanese can drop them with the correct context.

     

    Fact is, in the real world, you don't always get a translator and you have to do with hand signals and a few words. That's how the game should work. Are you on a mission, but you've been given some free time in this trading market populated mostly by Russians? You need to either know Russian, or hope no one misunderstands you and shoots.

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