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wizardoftrash

Alpha Team Vanguard
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  1. Like
    wizardoftrash got a reaction from MookMcMook in Do you play EVE Online?   
    I had played EVE on and off for a while, and I've gotta say it is a fun and very visually appealing game. The main reasons I'm not currently playing it are...
    1: I've not a ton of time to play a new game for the next few weeks, prepping for major life events
    2: I'm afraid it will consume my life
    3: no one I know currently plays - MMO's don't hold my attention long unless I have friends there
    4: not creatively stimulating until high levels of play
     
    My main social group tends to follow whatever games my Fiancee and I play, and my Fiancee doesn't play Eve for reasons #2 and #4.
     
    Dual Universe is a whole other beast however because it will be VERY creatively stimulating. The games that have the most staying power for me are either fun party games, "lose 48 hours" deep strategy games (talking about you Civ 4 and 5), or games in the sandbox genre. So DU is slated to have every feature I liked about Eve and Space Engineers without any of the features that make those games unattractive to me or hard to play. It won't be as punishing as a proper survival game with collision physics and horrendous bugs, it will be a more active play experience than Eve.
     
    The way I see this game is that it is attracting the attention of players who have played similar games for the same reasons I find it attractive, it borrows from games that we like, while tempting us with the opportunity to shape this into our idea of a perfect scifi game. I've seen a great deal of Space Engineers players, Minecraft Players, Starwars Players, Landmark refugees, and even some WOW players check it out.
  2. Like
    wizardoftrash got a reaction from Comrademoco in So.. How did it go this weekend   
    Critics claimed "it occured" and "it is a game"
  3. Like
    wizardoftrash got a reaction from Captain Jack in PVP timers confirmed! What should we call them?   
    I kinda like "Wall". Not everything high tech needs a long name.
  4. Like
    wizardoftrash got a reaction from Armedwithwings in What Should DU Citizens be Called Part 2   
    ITS TIME TO DU-DU-DU-DUAL?\
     
    You've activated my Trap Ship!
  5. Like
    wizardoftrash got a reaction from Kurock in PVP timers confirmed! What should we call them?   
    I kinda like "Wall". Not everything high tech needs a long name.
  6. Like
    wizardoftrash got a reaction from Gridden in How are you going to play the game?   
    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?
  7. Like
    wizardoftrash got a reaction from Azraeil in Detaching ship parts   
    There are a few ways you can go about this.
     
    For ship docking for example, you could have a priority system that automatically shuts down flight controls for every connected ship or fragment that isn't the mothership of the fleet (for a larger ship and smaller docked ships). In Starmade that is by default how docking works, and in Space Engineers a docked ship can use thrusters to violently un-dock (does not recommend).
     
    In the case OP is describing here, the detachable components don't actually appear to be fully functional ships. OP is talking about un-powered connected containers that can be disconnected to reduce the ship's mass (to improve thrust). As long as the containers don't have thrust or any component system, there is no battle for control: only the ship has any claim to control there, so there should be no conflict between the docked parts and the main ship.
     
    It'll all come down to a few mechanics as to whether or not it'll be possible. Depending on how they set up landing a ship onto another ship, you might be able to create container "ships" that land onto your barge (if landing gears are magnetic and can lock). The troulbe is without any controls on the container "ships", you can't actually tell them to un-dock from the barge.
     
    On the flip side if you can use landing gears on the barge to connect to a container ship or ships, you might be able to tow them. This could be a problem too, as ships that have landed might lose their flight functions, so "landing" onto a cargo unit to tow it might shut down the barge and prevent takeoff.
     
    Best case scenario would be the ability to destroy/delete/disconnect ship components mid-flight, even if the only way to restore the disconnected parts would be to "repair/restore" the ship (basically to replace the detached components). A break-away block (like the rotors and connectors in Space Engineers, or docking components in Starmade) that you can control from the barge that would allow you to purge everything connected to it would be the way to go. You could even probably set up a script to automatically disconnect the cargo bay if your shields drop for example.
     
    If there is no such block at launch, a clunky but possible solution would be to set up an explosive charge in-between the cargo unit and the barge that would destroy the hull connecting the two, but not damage key systems, thus relieving you of all of the mass of the cargo when detonated. We don't know yet if damaged hull actually disappears, nor do we know if you can "cut" portions of a ship off as a result of damage. The devs mentioned damage to constructs warping/damaging voxels, however we don't know if that can actually cause systems to break off of a ship (of if the whole ship would "explode" before that type of damage would occur). So that might not be possible at all.
     
    We can expect AT SOME POINT in the future for there to be some kind of connector block that would make this possible, but if the above two solutions aren't present at launch, you might just have to go down with your ship.
  8. Like
    wizardoftrash got a reaction from [ĦΞЯΘŻ]-TMR in Require a Declaration of War to Attack a TU   
    EDIT: To preface this, I'm aware that currently the plan for protecting constructs is with some kind of "bubble". For the purposes of this discussion I referred to a potential function of a TU to be protecting constructs in the space from damage. I consider these to be interchangeable, since we've got no idea what the "bubble" is or how it works, needless to say this suggestion revolves around a method to nullify those defenses that takes hours and notifies the defending player of when they will be vulnerable. The other backbone suggestion here is that both tiles become vulnerable not just the defender, but they become vulnerable only to each-other. This turns the "cyber-warfare module" into a raiding or conquest tool instead of a griefing tool.
     
    It has already been hinted by NQ that in order to attack and claim a tile controlled by a TU, that the attacker might need to own an adjacent tile with a TU as well. Since this is a function meant to make taking territories more like a war and less like a raid or grieving run, lets keep that ball rolling.
     
    How about also requiring a declaration of war?
     
    This would serve as both a warning and a raid timer for the defending player, setting it so that a player must declare their intentions to attack the adjacent tile basically 24 hours in advance, opening a fixed window of time to actually raid and attempt to secure the adjacent tile. That the defender has time to gather a militia or hire mercenaries (since otherwise the attacker could mass a group and attack the defender while they are afk, like rust, which is not really what DU is striving to be).
     
    Some factors
     
    Each group of controlled adjacent territories would contribute to an overall score that would be a factor in the amount of notice and length of window permitted to attack. If the attacking side is attacking from a single hex, and the defending side is 5 or 6 hexes that are continuously adjacent, then the attacker would have to provide a lot of notice, and would be granted a narrow window to secure their first hex (narrow being a couple of hours or something), and if the attacker is able to successfully secure the hex, their window would be extended for attacking other adjacent hexes until they capture another hex (extending the window further) or the window expires. If the attacker and defender each had roughly the same number of hexes, it could be around 24 hours of notice for something like a 4 hour window. Once you reach a point where the attacker's tiles outnumber the defender's tiles by a wide margin, you might get 12 hours notice for a 6 hour window or something.
     
    What would this look like implemented?
     
    When a rival org might try to invade a planet, they would be forced to start by claiming an unclaimed hex to use as a "staging area" effectively. Even if for some reason a planet ends up 100% claimed, then the attacker could claim a space-hex (if that end up getting implemented) and launch their attack from orbit.
    If the attacker starts by claiming a tile that's adjacent to the enemy right away, they risk getting preemptively attacked is high because of the short window for being badly outnumbered. The attacker might instead claim a hex that is 1 or 2 spaces away to construct a base of operations, claim tiles leading to the territory they wish to conquer and go from there. Battles for large territories could take weeks (if the attacker declares war, waits the wait period, then claims only 1 or 2 hexes and repeats), or it could be done in a weekend (if the attacker declares war, waits the wait period, and systematically and successfully claims all of the interconnected hexes 1 by 1 extending their raid window enough to continue, but this would require overwhelming force, organization, and supplies in the part of the attacker.
     
    To take hexes from other players in this proposal, you'd have to be really committed to making it happen since it is unlikely that you'd be able to place your TU and also attack all in one play session (due to the wait period). The TU's would then serve their purpose very effectively in protecting structures and ships from random acts of looting.
     
    Some of the nitty gritty here, to ensure that you'll actually be online during the attack window as the attacker, when you declare war, you basically schedule a time for that attack window to start and the system would send the warning to the defending player 24 hours in-advance of the window set by the attacker (and of course, it wouldn't let you set a window for sooner than you'd have to wait based on the number of hexes).
     
    Some variations to consider
    -After the declaration of war timer is over and the window starts, it could mean that both the attacking and defending hexes are up for grabs, meaning that if someone attempts to steal a tile from you and you defeat them, you could use the time remaining in the window to launch an attack on their hex, preventing continued harassment and attacks. This is probably the best way to go.
     
    -This system could use different timer lengths for TU's owned by individual players vs TU's owned by organizations. Organizations might benefit from shorter or longer attack windows, or it might be that Orgs with at least 10 players get a slight boost (but not beyond 10 to limit dead alts, and not counting trial characters for the same reason).
     
    -Players might be able to raise temporary shields to affect the length of that attack window, or prevent the attack from spilling over into more adjacent hexes. That or it would come down to how they physically built the structures on those hexes, its possible for a player to make it very difficult to take more than one hex at a time.
     
    -Player count in those hexes might affect the length of the window as well, it would check to see how many players are present on the "smallest" of the two teams and scale the length of the window accordingly, more players means more time.
     
    -Raid windows could instead be determined solely by actual static-core elements (such as temporary shields or siege weapons).
  9. Like
    wizardoftrash got a reaction from Ghoster in My biggest worry about this game   
    The devs will also get to tip the scales pretty heavily here, don't underestimate the power of mechanical reinforcement!
     
    The game itself will likely have a bias towards order and protection, to help counteract the player-bias towards destruction and PVP. In games without that bias, it only takes a few destructive players to ruin the experience for a large number of peaceful builders, I've got some faith that NQ will provide plenty of tools to create safe-ish areas.
     
    We will still have some equivalent to null-sec (from eve) though, since "laws" will really only be enforceable in automated areas (like within the influence of a TU), or in areas where there are actually players to carry-out law enforcement (in loosely held zones or space without TU's). Outside of those areas it'll be the wild west, but space is huge, so a pirate finding you and killing you randomly will be a needle in a haystack situation unless there are solid ways to scan for ships long-distance, or unless you happen to be intersecting a high-activity area.
  10. Like
    wizardoftrash reacted to Capsuna in I just made a new desk for my computer!   
    I just made a new desk for my computer, but i measured wrong and it can't fit up the stairs... Oh well, I guess it can just go in the Dining room... I cut this tree down in my front yard, and because it looked so cool, i learned how to make stuff!

     

  11. Like
    wizardoftrash got a reaction from Shockeray in Unofficial Discord corruption   
    then ask the devs to un-ban the two of you... oh wait, the devs don't run that channel.
     
    Sounds like you'll need convince the person that banned you that it was actually wrongful rather than dragging it out here, which really only makes you look bad. You've shown us what you want to show us, which doesn't seem to prove anything :/
  12. Like
    wizardoftrash reacted to Vorengard in where is september devblog?   
    NQ is rather busy with the ongoing Pre-Alpha, as they should be. I wouldn't expect a Dev blog any time soon, and in this circumstance that's totally ok with me. 
  13. Like
    wizardoftrash got a reaction from Atmosph3rik in Unofficial Discord corruption   
    Its an unofficial channel, run by another human being. If he doesn't want you or your brother on, that's up to him.
     
    You taking it into here to try to get him in trouble just proves that he made the right call.
  14. Like
    wizardoftrash got a reaction from MinerMax555 in Unofficial Discord corruption   
    Its an unofficial channel, run by another human being. If he doesn't want you or your brother on, that's up to him.
     
    You taking it into here to try to get him in trouble just proves that he made the right call.
  15. Like
    wizardoftrash got a reaction from Ben Fargo in Space is Hard?   
    I doubt that building a ship that holds several players will be much harder than building a ship that holds 1 player. This means that if an org worked together to get into space, the work of building 1 ship would be shared across several players, and it would then take that org a fraction of the time to get into space.
     
    Specialization here is also a factor. We don't know what kinds of skills we will need to build a space-worthy ship, it might be that between scanning, refining, crafting, and piloting we need 4 different skills at a higher rank (like rank 2 or 3). With an org, you could delegate those specialty skills across several players, meaning that while a solo player waited a week or weeks to get the skills needed to leave a planet, an org would have it in a couple of days, makig it an order of magnitude faster. Even if the org then built 1 ship per player it would be a full week faster than the solo player, and they would all be in space with their own ships while McSolo was still waiting to gain ranks in their skills.
     
    It'll all depend on the pipeline, but I suspect that an org will be able to cross that space threshhold much much faster than a solo player, but it could be as few as 4 or 5 people needed to gain that advantage. Then building a 4 or 5 seater ship would be enough to get the whole org up and out.
  16. Like
    wizardoftrash got a reaction from Lethys in Space is Hard?   
    I doubt that building a ship that holds several players will be much harder than building a ship that holds 1 player. This means that if an org worked together to get into space, the work of building 1 ship would be shared across several players, and it would then take that org a fraction of the time to get into space.
     
    Specialization here is also a factor. We don't know what kinds of skills we will need to build a space-worthy ship, it might be that between scanning, refining, crafting, and piloting we need 4 different skills at a higher rank (like rank 2 or 3). With an org, you could delegate those specialty skills across several players, meaning that while a solo player waited a week or weeks to get the skills needed to leave a planet, an org would have it in a couple of days, makig it an order of magnitude faster. Even if the org then built 1 ship per player it would be a full week faster than the solo player, and they would all be in space with their own ships while McSolo was still waiting to gain ranks in their skills.
     
    It'll all depend on the pipeline, but I suspect that an org will be able to cross that space threshhold much much faster than a solo player, but it could be as few as 4 or 5 people needed to gain that advantage. Then building a 4 or 5 seater ship would be enough to get the whole org up and out.
  17. Like
    wizardoftrash got a reaction from ForlornFoe in Unofficial Discord corruption   
    "Unofficial Discord Corruption" isn't civil, its an accusation. The civil thing to do would be to politely ask for an appeal instead of showing up with "evidence" of wrongdoing.
     
    You got kicked out of someone's clubhouse, its not like you got kicked out of the game lol.
  18. Like
    wizardoftrash got a reaction from Sh4d0ws in Unofficial Discord corruption   
    This discussion is over. Take it up with the admins and move on
  19. Like
    wizardoftrash got a reaction from Zamarus in Unofficial Discord corruption   
    "Unofficial Discord Corruption" isn't civil, its an accusation. The civil thing to do would be to politely ask for an appeal instead of showing up with "evidence" of wrongdoing.
     
    You got kicked out of someone's clubhouse, its not like you got kicked out of the game lol.
  20. Like
    wizardoftrash reacted to Lethys in Black Ops and Cloaking technology development   
    Nope he changed it. No bullying there
     
    But thanks for just accusing me without knowing thethe facts
  21. Like
    wizardoftrash reacted to yamamushi in Unofficial Discord corruption   
    Being in the community discord is a privilege, not a right. 

    There are over 900 people in Discord right now, and everyone knows to treat each other with mutual respect despite arguments that arise when talking about the game. "Be Nice to Each Other" is the core rule of the server rules that everybody has to read before joining the rest of the channels. We have done a lot of work to ensure that it stays that way.
     
    I get that people are not 100% happy with the way that moderation decisions are carried out all the time, but we didn't get to be this large by letting everyone run around mistreating each other without any consequences. We try to foster an environment where people can be comfortable talking about the game without fear of being attacked.
     
    I highly doubt that the harassment your brother displayed would be well taken if he did the same thing on the forums. Like I said before, if you want a different type of discord where you are free to openly harass people, you are free to create your own. 
     
    If your motivation here is to try and get me in trouble, well... I'll let my own record stand as my defense. 
     
    Regardless, your actions on Discord, here and (probably most importantly) the threats in private messages you have sent me have shown that neither of you are willing to contribute in a positive way to the discussions taking place on the Unofficial Community Discord. 
     
    I have reported this thread for breaking the forum rules (Section 3.E) and the threats you sent me privately accordingly.
     
    That is all I have to say about this matter. 
     
     
  22. Like
    wizardoftrash got a reaction from Ghoster in Unofficial Discord corruption   
    Its an unofficial channel, run by another human being. If he doesn't want you or your brother on, that's up to him.
     
    You taking it into here to try to get him in trouble just proves that he made the right call.
  23. Like
    wizardoftrash got a reaction from Alethion in Unofficial Discord corruption   
    then ask the devs to un-ban the two of you... oh wait, the devs don't run that channel.
     
    Sounds like you'll need convince the person that banned you that it was actually wrongful rather than dragging it out here, which really only makes you look bad. You've shown us what you want to show us, which doesn't seem to prove anything :/
  24. Like
    wizardoftrash got a reaction from NanoDot in Unofficial Discord corruption   
    Its an unofficial channel, run by another human being. If he doesn't want you or your brother on, that's up to him.
     
    You taking it into here to try to get him in trouble just proves that he made the right call.
  25. Like
    wizardoftrash reacted to blazemonger in Black Ops and Cloaking technology development   
    No one is making any such claims.Unless you are seriously trying to make real world arguments against a make up world 23K years from now.
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