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Kurock

Alpha Team Vanguard
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Posts posted by Kurock

  1. There are more than just a few ideas for in-game games and there is quite a calling for gambling games.

     

    DICE must ensure that such gambling games are fair (not a blatant quanta sink with no chance of payout) and that they are secure (they cannot be modified).

     

    Since this is an MMO, more interactive games (like poker as an example) would also be interesting to add. :)

     

    Individuals and organisations that wish to create in-game games are encouraged to contact DICE to ensure their works reach a wide audience.

  2. Greetings and welcome. Which organisation you join also depends on what you want to do in game. Almost all organisations will have building of some shape or form, so it's about choosing the flavour of org that suits you best. Industrial? Imperial? Impartial?

     

    I suggest having a look through the organisations on the community page and join the discords of the ones that strike you as a good fit.

     

    Most of all, have fun ;) 

  3. A bounty system is coming. Maybe not right now but eventually. The trick is to ensure that it feels like bounty hunting, it cannot be used as a tool for griefing, and cannot be abused.

     

    A suggestion can still be found here.

     

    Enjoy.

  4. Judging from a previous dev diary, it looks like a ship orbiting a planet will be possible, though I suspect stations themselves will be static.

     

    And as mefsh said, planets might rotate but they will definitely not orbit their star.

     

    I have a feeling we will find out soon.

  5. Dual Universe State of Affairs

    This is a quick overview of some of the oldest and current Top 20 organisations in Dual Universe.

     

    Dual Universe State of Affairs - Pre-alpha (part 1) can be found in Outpost Zebra

    Dual Universe State of Affairs - Pre-alpha (part 2) also available.

     

    Many eyes were cast over this document to double check its accuracy, so many thanks to all those contributors. Also special thanks to the Outpost Zebra team especially @Falstaf that slaved away at getting it formatted so well.

     

    Follow the Outpost Zebra thread here or register to Outpost Zebra directly to be updated with the latest in quality articles. 

  6. 1) Moving Voxels. While I wouldn't mind a nano-former jack, it would be equally interesting to have rescue vehicles or adjusters built into a hovercraft so that it can unflip itself. Moving voxels when building just seems like a very useful tool to have (cut and paste)

     

    2) Merging Constructs. Again, a handy thing to have, for example, to build large sections of a ship in different locations and then bring them together and join them in a central one. But it is not required when a ship is cut in half by attacks. The two "halves" will still be considered a single construct and still fly together. 

     

    3) Atmosphere in ships. This has already been covered quite well in the above posts. It is a survival element and will not be included at release (I am not talking about alpha or beta, but actual release). Even if it is added after release it will most likely take the form of a generator that creates a bubble of atmosphere because server strain reasons.

  7. 11 hours ago, KaneHart said:

    I agree but only if done right. That being said do you want people spamming them like an arcade style in PvP sadly might be messy. Slow cool down etc makes them a lot less fun. That being said can be still a useful utility. 

     

    An arena battle that takes place in the sky could be very interesting to watch.

  8. 1 hour ago, Lord_Void said:

    Based on what we have seen so far of the ship building you should be able to create whatever sort of ships you want, even massive ones. As to problems you will encounter:

    1. Cost. Gathering all of the resources or buying them for massive ships like this will be a pain if you are by yourself, especially in the beginning of the game. 
    2. Physics. Building in DU requires that the ship function much like a real ship, so you have to account for the game's physics. This includes engine and thruster placement and possibly even aerodynamics. 
    3. Crew. Getting 8 friends on to fly the Valenroth should be pretty easy, but getting 685 people on to fly the Centurion will be nearly impossible unless the game explodes in popularity. For reference, the largest single organization right now has about 447 people.

     

    This.

     

    So while it is technically possible, you will need quite a bunch of help to pull off the larger ships in any decent timeframe.

  9. First off, welcome to the forums. That is a hefty first post where most just say "hi".

     

    As for the comments, yes I would love a customizable weapon system, but I wonder why people always stop at weapons. Why not expand the system to be able to customize a whole lot more?

     

    Let's have a quick look at potential customization weapons systems that could be implemented:

     

    1) The whole hog. In this implementation, everything can be changed. From the look and feel of the weapon, to whether it spouts fire, plasma or lasers. Special components can be added or removed to make each weapon unique and handle differently. Effectively a weapon is another voxel construct. But this system has some drawbacks: it is costly to develop components and balance them and also there is the cost of just viewing the many different creations.

     

    2) Limited visual customization. A bit less freedom than the first option but still has a bunch of components that could be added to a weapon to upgrade it and give the element a slightly different look. This requires less runtime processing but requires more models to be created up front and, again, the components need balancing.

     

    3) Scripting with no visual changes. 1 element to rule them all. And functionality can be changed via scripting. This option may not be as visually appealing but it may be much more powerful than the first two "pre-set" options. The downside of this is developing the scripting API and it also has a much high bar for entry: not everyone will be able to DU it.

     

    DU is going with 3. Maybe later further visual customizations can be made to elements and avatar items in general, but I only see this being implemented after release, if at all.

     

    Side note: There is no scripting planned for avatar worn/held items AFAIK, so having any sort of player driven customization for these would be a big plus, though again it is not core functionality.

  10. Novaquark already plans extensive customization (and scripting) for HUDs in cockpits and interfaces.

    This is entirely correct, to the point, informative and lacking in snark. You feeling alright? ;)

     

    We know there will be LUA for the functional scripting, for interfaces there will be CSS and hopefully some HTML.

  11. I would agree other than the issues of what has to be done with these extra cores. If you build to max with one core, add another core, and then add a bit more material, what happens when you try to move/remove the core? Can you not until the material drops below the single core limit again?

    A Core provides an area you can build in. You cannot build outside that area. With core linking (if NQ go this route) it does raise the issue of whether cores should be removable at all. But yes, a solution could be to not allow the removal of a core if 1) it leaves any voxel or element outside of the new building area and 2) does not break the ship into multiple disconnected parts or disconnected build areas.

  12. I would think that each core gives an ever increasing building area based on the size of the core, but the largest is not infinite, just very big.  Then to build even larger constructs, cores would be linked to make ever larger constructs. Course, the more cores the more expensive the construct would be.

     

    Though NQ might have a completely different way of doing things.  We will find out...soonTM.

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