Jump to content

wizardoftrash

Alpha Team Vanguard
  • Posts

    777
  • Joined

  • Last visited

Reputation Activity

  1. Like
    wizardoftrash reacted to Hotwingz in Hover Bikes/open-topped constructs   
    People who hate Star Wars? *shrug* 
    I would really like to see something like this. I also have some elements I'd like to see so I can totally relate.
  2. Like
    wizardoftrash reacted to Hotwingz in Kickstarter - Update Ideas   
    Ha, I would definitly like to see pretty much everything suggested so far.
     
    I think showing a time lapse of 1 or 2 players building a bigger construct could be cool.
  3. Like
    wizardoftrash reacted to Cornflakes in Ship Identity and Transponder   
    I'd prefer if theres no explicit ID system but instead something thats built on LUA communication.
     
    Like a few standard communication tags with assorted data sectors (like xml or json tags).
    For example vessel name and affiliation.
     
    Security features atop that could be handled by player made LUA code.
     
    i'd also make it hard to impossible to intercept such communications.
    Transport layer security should be hard to circumvent
  4. Like
    wizardoftrash reacted to Archonious in (DEV) DevTeam reply mark on threads   
    Not sure about colour, because this forum allow to use any colour to everyone. So it is just a question of choice
  5. Like
    wizardoftrash got a reaction from Deacon in Contract Fulfillment: Negative Condition   
    For the purposes of this thread, I'm operating under the assumption that contracts will have an in-game mechanic that enforces contract fulfillment conditions in an automated way (if person X accepted a contract, and fullfilled its conditions Y, then the reward Z is automatically dispersed through the methods described in the contract without additional player action by defailt).
     
    We would expect to be able to put a hit out on a character or ship through the contract system. Kill "Player 1" report to location Y and receive Z spacebucks contract expires in 24 hours, that kind of thing.
     
    What I'd like to suggest is that the negative of those same conditions be a possible building block of these contracts. For example, rather than Kill "Player 1" within 24 hours be the condition, "Player 1" is not killed within 24 hours also be an option in writing a contract. This would allow orgs to write insurance policies as contracts for ships, effectively provide additional incentive for a bodyguard contract, or allow players to bet on organized free-for-all arena dogfights through a contract system.
     
    This might sound like a no-brainer, in which case great! This would make the contract system more complex, and could create some confusion.
     
    Thoughts?
  6. Like
    wizardoftrash got a reaction from Deacon in Poll : DACs are not physical objects and cannot be stolen or dropped upon death.   
    I think at this point, the fantasy of a lootable DAC should be considered a meme
  7. Like
    wizardoftrash reacted to TheRealBeowulf in MagicaVoxel Editor - Easy prototyping for anyone   
    @Leonis:
    At least the so called "inception syndrome" (that's what NQ called it, maybe the name will change?) will be available. It is ingame, but you can build and test and even create blueprints without necessarily having sufficient resources and without anybody being able to bother you. It'll be like some kind of creative mode. There are no plans for external editors or import of designs from third party software besides that, at least as far as I know.
  8. Like
    wizardoftrash reacted to GrandMaster Apex in It's a Problem that Ship-to-Ship Combat is a Stretch Goal   
    us old time veterans will be sitting in the tavern looking at these war mad newbies with their 1000 player cvc battles in years to come, reminiscing about the good old days when you had to get your lazy ass out of the ship to avatar vs avatar to destroy the ship. "They don't even know how good they have it" we'll say!
  9. Like
    wizardoftrash got a reaction from Phroshy in NovaQuarks latest KS update   
    The devs already mentioned i. An interview that center of mass vs center of thrust will be a larg component of how ships will handle in the game.
     
    Now DU won't have any mass-speed-based collision physics like Space Engineers has, since it is not a physics simulator. They will be able to afford to make thrust more complex if they aren't tracking collision for crash damage each second.
  10. Like
    wizardoftrash got a reaction from Kuritho in It's a Problem that Ship-to-Ship Combat is a Stretch Goal   
    I'm actually expecting this to be whether it is included in the full game, or instead in a future expansion.
     
    Being subscription based means regular funds going in for expansion content. Hitting this stretch goal means having those funds available sooner, and as such having that content sooner.
     
    Also I think it would be kind of funny for there to he a period of the game before ship weapons become a thing. To hurt someone you would have to get out of your ship to do it lemme pull over real quick and give this guy a piece of my mind
  11. Like
    wizardoftrash got a reaction from Code24 in NovaQuarks latest KS update   
    Woahhhh his changes everything.
     
    Here I was expecting tab-targeting, with just health bars for the individual elements and a collective one for the construct.
     
    This though, this is really impressive, and somewhat intimidating. Now the way a construct is built will be less about cosmetic and more about function. Though part of me is a little dissapointed by that... I'm MORE excited about the possibilities of merging practical and visual design. This is a HUGE jump in the conplexity of combat from what I was expecting, far far more emmersive than eve.
     
    Brb gotta upgrade my pledge
  12. Like
    wizardoftrash got a reaction from Lord_Void in It's a Problem that Ship-to-Ship Combat is a Stretch Goal   
    I'm actually expecting this to be whether it is included in the full game, or instead in a future expansion.
     
    Being subscription based means regular funds going in for expansion content. Hitting this stretch goal means having those funds available sooner, and as such having that content sooner.
     
    Also I think it would be kind of funny for there to he a period of the game before ship weapons become a thing. To hurt someone you would have to get out of your ship to do it lemme pull over real quick and give this guy a piece of my mind
  13. Like
    wizardoftrash got a reaction from Semproser in For the devs: What you can do to make me donate   
    If they released a slimmed out version of the voxel build system, you could have hundreds of "players" playing around with it and seeing what kinds of neat stuff they could make. Problem is, in the wrong hands it could just be a bottomless supply of materual for a youtuber bash-fest like the stuff bluedrake42 keeps kicking out.
     
    On the flip side though, that is how you ignight a community. Kick out an offline version with one planet, and the voxel tools that are already available and we would be posting pictures of buildings and ship components like crazy. If there was even a way to save creations that could be turned into blueprints on the incoming alpha that would be HUGE, but not a realistic thing to expect.
  14. Like
    wizardoftrash reacted to PetdCat in It's a Problem that Ship-to-Ship Combat is a Stretch Goal   
    Well, I guess you should do all you can to make sure they reach the stretch goal then.
  15. Like
    wizardoftrash got a reaction from Demonneo in It's a Problem that Ship-to-Ship Combat is a Stretch Goal   
    I'm actually expecting this to be whether it is included in the full game, or instead in a future expansion.
     
    Being subscription based means regular funds going in for expansion content. Hitting this stretch goal means having those funds available sooner, and as such having that content sooner.
     
    Also I think it would be kind of funny for there to he a period of the game before ship weapons become a thing. To hurt someone you would have to get out of your ship to do it lemme pull over real quick and give this guy a piece of my mind
  16. Like
    wizardoftrash got a reaction from ThatAlex in It's a Problem that Ship-to-Ship Combat is a Stretch Goal   
    I'm actually expecting this to be whether it is included in the full game, or instead in a future expansion.
     
    Being subscription based means regular funds going in for expansion content. Hitting this stretch goal means having those funds available sooner, and as such having that content sooner.
     
    Also I think it would be kind of funny for there to he a period of the game before ship weapons become a thing. To hurt someone you would have to get out of your ship to do it lemme pull over real quick and give this guy a piece of my mind
  17. Like
    wizardoftrash got a reaction from Dhara in The Great DAC Compromise Poll [Please Read Before Voting]   
    I love how users in this thread continue to discuss DAC's as a risk-free currency when anything you turn DAC's into immediately exposes you to risk? It's almost like they ignore it because they can't find a good way to counter my point.
  18. Like
    wizardoftrash reacted to Anaximander in It's a Problem that Ship-to-Ship Combat is a Stretch Goal   
    After KS, the Devs can sell Alpha Access for PayPal only users (who cna't access Kickstarter).


    They can reach the goal later on.
  19. Like
    wizardoftrash reacted to Anaximander in Is scamming going to be a thing?   
    "Deliver me 100 megatons of technetium. Yeah, through that highly-dangerous pirate area. It's safe, I swear. Paid upon delivery, yes."
     
    this kind of contract, it's a scam I wonder how many people will figure it out.
  20. Like
    wizardoftrash got a reaction from Dhara in The Great DAC Compromise Poll [Please Read Before Voting]   
    ^It is obvious that you simply have no answer to the objection that DAC's aren't wealth until you attempt to turn them into goods or services. Then once you do attempt to turn them into goods or services, those goods and services can be stolen or destroyed. That IS risk.
     
    You won't have magical powers of monopoly over the economy, you won't be the only person buying and selling DAC's. your actions alone will NOT have an impact in the face of large orgs and the general populace. You'll spend your time mining and earning in game currency to buy DAC's to sit on just to prove a point. Meanwhile, you'll have to spend some of your resources maintaining the infrastructure you need to keep buying those DAC's be it pirate ships, traps, or just traditional industry and other players will be buying and selling DAC's like you weren't there. You simply cannot do enough damage by yourself to make this a compelling argument.
  21. Like
    wizardoftrash got a reaction from Dhara in The Great DAC Compromise Poll [Please Read Before Voting]   
    Seems legit!
     
    But in all seriousness, will enough people want to play banking simulator instead of flying a spaceship or building a deathstar? Do we even care?
     
    And for whatever reason the players who are threatening to game the market all seem to be strongly in favor of the system that would allow them to be stolen. That seems a tiiiiiny bit suspicious.
  22. Like
    wizardoftrash reacted to Archonious in The Great DAC Compromise Poll [Please Read Before Voting]   
    Make DAC not resellable, and all your plan failed...
    DAC must be sold by owner only (who spend $$$).
     
    So if you bought DAC from owner, you can use it only, not sell to somebody else. Simple and not abusseable
  23. Like
    wizardoftrash reacted to SimonVolcanov in The big log on / log off question   
    I think the question was: Will you spawn in the ship when you relog, or will you spawn in space where the ship was when you logged off? Obviously, it has to be ship-fixed. Maybe a cryo-chamber of sorts that authorised people will be bound to automatically
  24. Like
    wizardoftrash got a reaction from Anaximander in Is scamming going to be a thing?   
    Even if the trade and contract mechanics are pretty solid, the scum of the community whll find a way. Sweet deal dor some cargo? Gotta fo to a spooky planet to pick it up? Ambush!
     
    Plus there may be orgs that do everything by handshake..... Lol
  25. Like
    wizardoftrash reacted to Violet in Air voxels   
    Oh man, I didn't mean to start a flame war here. If you were going to do an air simulation I would do it as a on/off type deal an area is either pressurized or hard vacuum, actually simulating air flows and such would be crazy!!
     
    If you wanted to know how I would implement it it would be by calculating "regions" of null space on a vessel that are enclosed and are constrained on macro grid of say 50 by 50 voxels. Each region would maintain links to all of its neighboring regions and a link would be dependent on say a door open/closed state. Each region would have a binary air flag, operating on this to determine if an area is enclosed would be simple enough and does not have to be update every single tick.
     
    Of course actually implementing all this would take a long time and to be honest considering how honest Nova quark are about even basic features not being in the initial release I think I would like to bump this waaaay down the priority list
×
×
  • Create New...