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Obikawa

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  1. It has been a while - been busy. I distinguish a difference between quantum teleportation and quantum multi-world reality rewrite. Anyway what you said does have sense as well. What I aim at here is reusage of existing technology. It is a confirmed fact that the game's humanity learned to rewrite reality (the resurrection nodes). My understanding is that building of the first player made node will be possible after a technology of the quantum multi world gets rediscovered. On its own I believe it would be major breakthrough allowing for effective (while not desired) transfer of matter through unlimited distance. I believe this "technology" could be split to steps of progress ranging from "rewrite the reality here" to "rewrite the reality wherever in universe". Each of those steps could be associated with new, intriguing tools. I am thinking of barriers, no-damage zones, engines and finally the nodes and stargates. The Dev Blog about the quantum ressurection mentions the extremely high energy costs of this technology with which I agree. The solution to this problem was that only the player's body would be transported on death. I can see here two optimizations: "Only player's body" "Transport to the node" With my understanding of the quantum multi world the stargates could use the same technology after changing energy optimizations to "swap an area with preset location (another stargate)". I believe it may be easier to understand my engine when you step down the energy scale from the stargates and resurrection nodes. When you have less energy and less advanced technology you may achieve only lesser goals. Like rewriting reality to relocate an area on a small distance or (with even less energy required) guard an object from some damage. Explanation to the micro scale teleportation is my attempt to consider the game engine. Actually after some thought I believe it would be an important factor in FTL travel. You see, it is impossible for any computer system to perfectly represent a fully fluid movement. You can take efforts to make it as smooth as possible by updating the object's coordinates as often as possible. But when you have to to track thousands of objects across hundreds of servers it becomes a complex challenge! And I can not overlook the need to make piracy possible, so there has to be a way to intercept an FTL ship. So in effect we get a ship that with every "tick of the game's clock" updates it's coordinates. The more powerful the engine. the bigger the distance covered in one tick. While in FTL mode, it's relative momentum is frozen. Combine that with what I wrote earlier about conditions of failure and you get interesting tactics for combat with pirates. Imagine a transporter propelling away from destination before starting the quantum engine. If it gets ambushed by what I call a quantum anchor (a quantum engine with disc shaped containment zone and no displacement zone) it can still have a chance to escape if the pirates are not prepared to pursue in that direction. At a low level the travel would look like that: Check if any other quantum containment zones intersect. If true, shut down all engines generating those zones. If false warp to the next point; repeat above. I am aware I produced another wall of text, but hopefully I cleared some of your questions. The more you doubt it and point out the weaknesses, the more I can improve the idea.
  2. Energy is the laser's "bullet". Anyway, the previous post was meant to say that I do not see swords happening in this game.
  3. You could be just an external patron. Or not care at all and only buy the parts you want. Do you think every single player will want to engage in this development?
  4. Thank you for pointing the zero momentum aspect of that engine. You are correct. I overlooked that fact.
  5. I think an answer to the problem of unfairness would be to move the whole concept of development reseach from players to organizations. This way even a relative newcomer can help his organization by funding or supplying the research materials.
  6. But guns need bullets. Sword is the only thing that works when you run out of them. That said, from technical point of view mechanics of sword fighting seem very difficult to code. You need to implement collision detection, force and toughness differences, hitboxes on different body parts and respective damage severities... In this game this is too costly for too little profit.
  7. The WoW is a bad example because all those items are monster drops (I am wrong? I played WoW for just a short time long time ago). This is a completely different mechanism than what will be in DU. An example of what would happen is the car market IRL. While the improvements lie in construction techniques not components themselves, there is a general trend. The better, bigger, nicer or more posh cars are more expensive and in smaller numbers. Also, the WoW example you bought made me remember that this game is the very reason for my hate of randomness in games. You could grind a dungeon for months and not get what you want. This is just sad and a waste of time.
  8. Still, that pretty much shows that the Alcubierres are a mystery. The interactions are undefined. In case of the Quantum Engine none of that matters. As soon as two of them intersect they have to stop working because they no longer are able to completely enforce their respective realities. Let me repeat a question for you - what do you think a stationary Quantum Engine with a disc-shaped containment zone could be used for? I hope the answer will let you better understand the importance of proper intersection mechanics.
  9. You did not consider the fact that the suplly of the "best items" will be limited. Very limited. There is no way around it. Knowing people, such supplies will be actually further limited on purpose to drive the price up.
  10. Fix the engine to the rock, program the route and activate - done! If you go slower then light than the energy requirement becomes quite low. The asteroids themselves are quite small but even 100'000 km/h provides them with a terrifying momentum.
  11. No. "They would slip through each other". Literally. In an undefined way they would shrink/expand each other without actual contact during collision.
  12. With the theoretical Quantum Engine that I am working on you could hurl a planet... That is if you have obscene amounts of energy to spare. I am talking about many times more than a stargate needs. So yeah, I would be happy with just "tossing rocks" from an asteroid belt.
  13. Now that I have started to write down my theory of the Quantum Engine I am no longer as keen to compress the space thousandfold. Hundredfold will make the Earth equivalent have radius of 60km which is twice as much as the example planet above. The difference would be alleviated by having the FTL engines be ten times as fast and that's it!
  14. If you suggest going as far as keeping one tab open just for the music you might as well download the track and play it locally. There is no need to burden the server with the extra streaming every day you browse the game's pages.
  15. No. I hate random numbers. Ehem... There is a valid use case for material improvement. If you specialise in let's say production of ship hulls, you could sell those for better price if they have improved stats. This example also uncovers the need for a factory-wide implementation of this idea if it ever gets accepted.
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