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wizardoftrash

Alpha Team Vanguard
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Posts posted by wizardoftrash

  1. no seriously guys, spaceships wont be premade fully scripted meshes, and most of it, you ll be living inside

     

    so if you are happy with a sspaceship built in minecraft, and have enough time and imagination to animate it with your own dreams, thats good for you, then go back on  minecraft right now

     

    and dont reply to a pre alpha game mechanic topic if your dont understand what pre alpha or mechanic means

    Fwief, ok now I know for sure you are just trolling me  :lol: had me confused for a bit

  2. In terms of scale for C-Y space and the K-packs:

     

    Calabi-Yau is theorized as beginning to occur at perhaps 1/1000000000000000 of a meter.

     

    Atomic scale is matter is composed of atoms, and the distances of the pieces of the atoms exist at 10^15 meters. That is 0.000000000000001 meters. Atomic scale fits in C-Y space.

     

    If we take a person to be on the average 1 and a half to 2 and a half meters tall – we consider the Calabi-Yau distances to be about 2 million million million times smaller than a human.

     

    So what the tech likely does is deconstruct matter at the atomic level, then stores that mass in the C-Y space. The Blueprint attached to the tech can then reassemble the resultant stored masses/atoms (of the correct type) back into the right material.

     

    You may find that storage of actual items is out of scope and you cannot carry a "ship" in your pocket, only all the required materials which the "voxel gun" (or whatever the build tool will be called) then spits out according to blueprints. It would, from a certain perspective, appear that you are "unstoring and object".

    We aren't entirely sure what the character carrying capacity is going to be like. This could be some pocket-dimension level nonsense.

     

    It might be that character inventory is based on volume or mass. I'd imagine if you can carry X amount of mass, and it took X amount of mass to build a small spaceship, you could probably just pocket the ship in the same way you pocketed the polymer and elements you built the ship out of in the first place.

     

    But if the ship has a mass of 2X, and it took you 2 trips from your warehouse with the materials on your person to build the thing, there may be no storing it now that it's built. It may be that after you upgrade your character inventory you can now pocket your bigger ship, sort of like upgrading your bags in WOW.

     

    Not super realistic and somewhat immersion breaking, but hey, could be pretty dang fun!

  3. hey wizardoftrash, i m opening here very crussial playabilities issues for this game:

     

    - ability to build on a moving spaceship (do you have any idea how such a thing could be done mechanicaly talking?)

    - ship status (health of the ship, detection of breaches)

     

    you should go back on pokemon forum if you think things are made by magic

    + not everyone have time to watch flies during 6h, and switching to youtube to make yourself busy while waiting

     

    most people have work, get home around 8pm and get up at 6 or 7am, are you aware of that?

     

    so try be more constructive next time

     

    Thanks for insulting my intelligence again  ;)  really helps your argument. You spent 2/3rds of your response dissing me.

     

    Since we are talking about an MMO here we'll have to get real for a second. Lets say I'm in a ship, and it is under attack. How exactly is that damage going to be scored? You are assuming parts of the ship get damaged and destroyed creating holes. Since this is an MMO, I'll let you in on a little secret: things will probably have health bars.

     

    Damage to a ship =/= hull breeches

     

    The most likely scenario here is that the construct as a whole will have an overall health bar (possibly determined by what material it is, its size, its overall mass, etc), each of the constructs elements will have their own health bars (for attacking specific systems). When an element gets damaged, it needs to be fixed, if destroyed, possibly replaced. You might have to stop or land to make this happen depending on the building restrictions they put into the game. If the ships main structure (overall health bar) gets damaged, it needs to be repaired, if it is depleted, it is probably destroyed.

     

    Will there be voxel deformation? possibly as an effect to show how damaged an element is or how damaged the ship is, but the bullets won't be punching actual holes in your digital ship. It likely is not realistic for a game built for large numbers of simultaneous players to track functional voxel damage.

     

    TLDR: Get ready to be dissapointed, because you may have put your expectations in the wrong place.

  4. so you are satisfied with an EVE like? what dont you just play EVE right now instead of waiting 2 years for an EVE like? 

    Are you so dissatesfied by my response that you wanna code your own game? wanna take 5 years to make a game about plugging air holes?

     

    You can trivialize my response if you'd like, but I don't expect there will be long boring flight times in the game. If it turns out that travelling long distances is a dull activity, then freight will be a dull profession (not unlike mining). I simply don't see the problem, and adding a complex mechanic to the game to annoy and inconvenience players seems like a waste.

     

    Imagine for a second that in Minecraft they decided that Smelting Ore needed to be an active activity. That you'd have to interact with the furnace every 30 seconds to 2 minutes to keep the fire going. That would annoy the CRAP out of the playerbase, since smelting could be a very passive activity. There is no reward in having to interact with the furnace to keep it going, just a nuisance.

     

    They joked about something like that in the fake update where torches would simply go out after a certain period of time. realistic? sure, but not a mechanic that made the game better, it took work to add a feature to the game that simply made it more annoying.

  5. just  see further from whats on your nose

    project yourself, and imagine a second what will you be and do on those space ships if you dont pilot it

     

    and to be honest, read every and each lines of my topic, i dont care about if air is breathable or not, so dont bother make your little noob post

    what would I do on a ship if I don't pilot it....

     

    If I'm just waiting for my ship to reach its destination, I would entertain myself. The game doesn't need to take my full attention all of the time, do we feel the need for a bus to keep us engaged while we are waiting for our stop?

     

    In Eve, when you set a course that involved a half dozen jumps through safe space, that is the perfect time to grab a snack or make lunch IRL. You could watch a youtube video, read the news, listen to the radio.

     

    Heck you could do the last 3 things listed there in the game potentially. The game doesn't need to force us to do chores and patch leaks to keep us busy while the ship just flies.

  6. this is a such a simple answer, as we are in 2016, games whith such simple mechanics will be very fast forgotten

     

    dont forget that you ll build your ship, and its not a premade mesh with already placed detection elements

     

    if your team manage to build a 100m long ship with the control room at the very front, what would help you to know whats happening at the very back?

     

    your ship will be your life, DU offers mainly that, and thats what most people looking for

    so we should expect more from the dev team to make those ships not empty and full of life and interactions

     

    dont care about calculation and servers and blablabla, because you dont know much

    just be more demanding in terms of gameplay since we are far from a game right now and the gameplay concepts is all about that forum pre alpha thematic

    Uuuhhhhhhh huh

     

    In the same post you stated that this specific mechanic needs to be complex, while also aknowledging that you don't know how hard it will be to implement and for the server to track.

     

    If there is enough depth with other mechanics, there doesn't need to be a complex pressurization mechanic. Space Engineers has complex mechanics, and no more than 4 people can play on a server without it being basically unplayable (in before "its cuz of bad netcode"). The more needlessly complex mechanica a game has, the more it detracts from the primary gameplay mechanics.

     

    Like "sorry the contract and economy systems don't work at all, but this air pressure mechanic is great right" is not what we want to hear.

     

    This is an MMO not a survival game, and air pressure sounds like a survival game mechanic. It would be a really neat survival game mechanic, which is why its complex in Space Engineers, because that is a survival game.

  7. It all depends on how much a blueprint would cost to make, or if it would cost to make them at all. This would determine if it's cost effective or not.

     

    If it's a simple voxel shape then would anyone want to buy it anyway?

     

    If it is free to make players will just create the voxel shape themselves, then create the blueprint to reuse for whatever they want.

    Not sure how the blueprinting process works, but after s player builds a construct from scratch, they get a master blueprint for that cobstruct. Not sure if blueprint copies will cost anythinf to make, perhapse nit

     

    Well what if it was not a simple shape, but a very complex one, like a very detailed wing or a modular part of a skyscraper. It would be kinda slick to be able to make blueprints for parts of desings instead of just whole constructs.

  8. This is a tough one for me to answer, because I've sampled so many games.

    Primarily I would say I am a Minecraft player. I'm part of a private server, but also participated in a variety of modded and unmodded servers, some with pvp/civilization gameplay and some without.

    However some other games I have a great deal of experience with that would be relevant would be Space Engineers, Rust, Eve, World of Warcraft, Terraria, Spore, Halo 5's Forge feature, and Everquest (classic). They were all great games, they each have some flaws, and they all scratch different itches for me.

     

    I'm hoping that DU will scratch most of my itches all at once, and from what it looks like so far it lacks my least favorite mechanics from most of the games I've already described.

  9. I've got some thoughts on Construct Degredation, and it could be tied to Construct Units and Territory Units.

     

    What sets a Construct apart from just deformed terrain is the Construct Unit. It would make sense dor deformed terrain to eventually "settle" rounding out the edges of holes, mud huts collapsing over time, etc. You can set some kind of upkeep or required maintenance for CU's to prevent the construct from being susceptible to degradation. If CU's require power, an unpowered CU whld eventually begin to degrade.

     

    If a construct is within a Territory Unit's radius on the other hand, the degredation could be covered instead by the upkeep on the TU. Like storing a car in a garage, the protection of a TU could be enough to halt construct degredation as long as the TU is maintained.

     

    As neat as all of this is, it may end up being less server intensive to have no degredation mechanics at all. Games like Rust have degredation because there is so much information tracked for objects, that abandoned structures are server-killers. Space Engineers servers usually also have cleanup scripts that delete abandoned grids. Both of these examples however use complex collision physics, projectile tracking, mass and velocity calculations, structural integrity, and other variables that simply won't be present in an MMO. These other games have degredation and cleanup as a survival mechanism.

     

    Depending on how info is stored on constructs and voxel changes, it may be nothing to them to hold that info indefinately, which removes the need for degredation in the first place.

  10. Devs mentioned that there would be 2 kinds of Elements in the game, Functional Elements such as thrusters, territory units, power units, crates etc, and Voxel Elements, which are player-built complex shapes that are intended to make building easier.

     

    This novel concept, Voxel Elements that is, is the kind of thing that will make building consistent and elegant designs feasible in the long run. The idea is you can create a voxel shape or design, save it, and be able to paste it onto a ship or structure you are building so that you don't need to re-create each pattern or shape from scratch using the voxel sculpting tools. For example, if I were to create a curved and flattened S-shape using the sphere tool, slicing a flattened section of it, subtracting parts of it also with a sphere etc, I'd be able to save the resulting complex shape and use it as a repeated motif.

     

    Question is, would these Voxel Elements be stored as blueprints, and if so, be sellable?

     

    I built a really sweet looking column. Not a whole building, just a column. I'd be able to sell the column as a voxel element and/or a blueprint for it. I'd be able to sell design packages for dwarven or elven-looking designs. Sweet sweet possibilities there.

     

    thoughts?

  11. One point on this shapes in space don't really have to make sense no air for a start, such a ship would not be able to enter an atmosphere though else it would break apart.

    Could be wrong, but I doubt atmospheric entry damage will be a mechanic in this game. Space Engineers doesn't even have an atmospheric entry damage mechanic in the vanilla game, and it is a physics simulator game rather than an MMO.

  12. I'll be trying to push the limits during alpha and beta, seeing just how big I can make something, how awkward or poorly a ship can handle, how fast I can make a ship built just to be fast, etc.

     

    At launch however, I'll get my org together as best as I can, get into space ASAP and go pretty far out. Far enough that it would be pretty challenging to bump into us accidentally without sensors (yes and far enough for trade to be terribly inconvenient). Go isolationist for a while until we've got a general culture and uniform-ish look going. Once we've got a good mix of ships, weapons, loot etc...

     

    We'll return to populated space, a foreign people with foreign looking tech, with our own isolated history. neat?

  13. I've heard post about DU Kickstarter on some gaming site, checked some short video with JC and thought "Hey, they know what they are doing, they are transparent and got the technical skills and demo, awesome! Let's back this...". So I got the Silver Pack.

     

    One day later, after I checked several more videos, forum posts and organizations, I decided to upgrade to Gold Pack.

     

    And less than 24 hours later I just went YOLO and upgraded to Ruby :D And that's pretty much enough for me. I want this game, I want to help testing and improving it.

    I am seriously contemplating ruby, but its well a tiny bit much for me at this time :/ getting married is expensive

  14. Provided there isn't enough manpower to prevent new players from leaving spawn/buying and building ships, the worlds are procedurally generated: there will NOT be a hard limit on how many worlds have a given set number of resources. If you travel far enough in one direction, you stand a pretty good chance of not ever being accidentally found by other players (unless via scanners, which may have a limited range/can be jammed), and while also making it challenging to trade, a small org could have a nice long chunk of time to prep at the edge of the universe.

  15. I don't think the problem lay with trades. They are the things I'm most confident in since it will be goods and/or money against goods and/or money so no way to cheat your way out of those. Tracking these could be cool but will only be useful for the trade department of a company to show their results or be investigated upon (and maybe as personal historic for individuals).

     

    Contracts are much more interesting because it could provide a mean for entrepreneur to exchange much more than just goods and money : services.

     

    And as the game will be emergent, services are the thing we want to be supported by some helping features.

     

    Thus being able to track at least what the service is, what are the parties involved and what the reward will be is primordial.

    An extremely robust contract mechanic would be ideal here, as you could post an order to....

    -Deliver mined or refined material

    -provide rights to mine in a specific area for the duration of a contract

    -put up collateral for something like a transport mission, that is surrenderd if failed

    -contract hits on specific players, bases, or ships

    -cobtract unfinished parts of a ship or station to be built, delivered, and possibly even installed to the starion (and provide a tag dir rights to install the components dor the duration).

    -prevent a list of tagged ships, players, ans structures from being destroyed for a set duration.

     

    And ideally all enforced by ingame mechanics without player verification. A robust mechanic would also allow contracts to be dormed by scripts, for example a trade script that sets up a contract for deliverinf TU's from a depot to a trade module if a buy order is placed over a certain value dor example, or a script that puts a bounty on players or ships that are attackifg your structures or citizens in your territory.

  16. As much as it pains me to equate these to, but it could work kinda like Rust (shudders).

     

    You log off, your character goes to sleep (or into stasis or something). You can be killed (perhaps), and you occupy the space where you logged off. If killed, you will respawn at a respawn point. If not, you will come-to where you logged out. Same if your game crashes.

     

    Log out in your ship, wake back up in your ship (if it is still there). If you logged out in your ship and your ship gets blown up, you die (or are exposed and can be killed).

     

    You log out somewhere, and perhapse someone has to kill you to build there or claim the area or something.

     

    Alternatively the game could have a safe logout feature for you specifically if you have a ship, to log out in a planet's orbit, taking you and your ship out of the game till you log back in. They could also make a sort of pocket-space for you to warp to and safely log out with your ship.

     

    They will eventually need to figure this one out though, its a lovely puzzle.

  17. I think this is the kind of thing we won't really be able to meaningfully discuss till beta, since as far as I know alpha will be very construction oriented and not so much pvp oriented.  ;) I wouldn't be terribly shocked if players are able to build a low-grade ship with strictly safe-zone materials. I also wouldn't be terribly surprised if you could build your first ship BEFORE building your first weapon, but that's just a thought.

  18. I'd hope that at some point we get some kind of Cosmic Entities, since it would be kinda neat to interact with consequential things in space rather than just on planets.

     

    Gotta say though, it would have to be something added pretty late. As a space engineers player, Meteors were the most annoying mechanic, and never really worked as intended. They would hit your base sometimes through the other side of an Asteroid blowing out its internals, or bypass your automated defenses for no particular reason at all. When they add something like this, it would have to be done pretty carefully.

     

    Comets would be neat, and I'd say strictly visual elements to add some flare to space would be neat too, but its a ways away.

  19. *heavy breathing* oh man, I'm don gun' stuck in the US of A, wish I could have been there!

     

    So did anybody steal some DAC's during the test

     

    How did the building process feel, did everything seem to work the way you expected it to? Did you see people slap comical numbers of engines or other essential parts onto ships to see how they reacted?

  20. Who doesn't love getting sucked into space!

     

    They could probably have something a bit less complex, simply a division between pressurized and depressurized, and applying a ragdall force in the direction of the breech from pressure -> depressurized especially if suffocation isn't a thing.

     

    But this isn't really a physics game, so it might be a comically wacky effect. I'd be game for something like the classic bethesda ragdoll.

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