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Begogian

Alpha Team Vanguard
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Everything posted by Begogian

  1. I know, I just spent 10 mins reading both sides and it is very even. Both of you have certain arguments coming from certain standpoints and backgrounds. Both of you are using different base arguments pulling from different parts of the game. The whole argument is flawed, but I do agree with your argument Twerk. Not the personal argument about his mental capacity, but about your standpoint on the topic. And you did start using Ad hominem against him first which is kind of a feeble tactic when trying to powerfully portray your side of the argument.
  2. Devu, don't take any of it personally and he is probably 100% serious. It's Twerk. The argument is at a stand still and it seems as if neither side will ever give in. Welcome to an argument with Twerk. Love Ya Twerk!
  3. Probably in the future you can use stars for an almost unlimited energy supply by either harnessing the solar rays or power plants. Directly extracting gases and pumping them into a factory for processing, burning and energy creation or pumping them into stations that pull the hydrogen and fill fuel cells
  4. What about a machine that allows you to design a logo and then it gets processed to make sure it isn't phallic by the devs. If it passes, then you receive a notification and a chip with that logo/design that you put into a tool to print that logo on surfaces. If you can collect certain resources, then you can duplicate the chip for others to use.
  5. Very sorry for this happening to you, hope you don't lose your voice and recover swiftly. If only this happened after Alpha launch so you had a good excuse to use every waking minute to play . Hope all goes well.
  6. This looks amazing. The improvements are coming along very well and I am getting even more excited for Alpha launch. Keep up the good work Dev team, everything looks awesome! I really like the orbiting feature and I love how JC even is watching the community and is mentioning things like racing in-game and mini-games with the laser. He knows us all too well . The designs for the new parts are looking great as well, the design team is on to something.
  7. Very secret secret. Looks good. Good luck and welcome!
  8. I was pointing more towards his talk of realism. Obviously in-game they have created their own up/down/left/right, probably based around the way they designed the world. Imagine a large box containing the game and the space. There is a coded up/down/left/right that is pre-determined, but again, I was talking about his talk of real space in the real world.
  9. No. With this feature there wouldn't be which would mean we would need a way to protect your CU from being hacked. You would need to hide it well enough to where an attacker couldn't find it. Also, maybe put up fire walls and such but now you are confusing people who can't code. It is a cool idea but flawed in way too many ways. It would be cool though if you could hack it. Maybe when you hack it, it allows you to sell it on the market or scrap it, but no disassemble it to where you can understand how it was built.
  10. To pick at some of your points. I think this "gravitational block" everyone is mentioning is probably built into the CU, not a separate mechanics which makes it very realistic. The main component holding the voxels together and creating this construct is also controlling its personal gravity. Also, in space, there is no up. It is one of the biggest controversies over space, which way is up. Up is a relative term we use which in reality means; "away from our core/center of gravity on the rock we live upon." There is no defined up or down in space. It is all relative to where you are looking because we as humans have simplified it to this system so, no, he wouldn't be falling, he would be floating away from the center point of the ship. Because this is a futuristic style game (most of the tools and mechanics don't exist today), the fact that our species in this time has now figured out how to control gravity and build ships that have gravity makes sense. If not this, then our species has mastered the art of magnetic pull, which allows our ships and boots and tools and so on to "stick" to the larger ship. Though anything built on the ground doesn't have this feature so this would rule out any form of "magnetic tethering." On planets, you can't build a tower and walk vertically up the the tower but you can walk "up/away from the construct's center" when in space so I would guess the CU is using a form of future gravitational technology that applies to the construct and objects that come in contact with it. Let me know if I made any mistakes but I think I covered everything.
  11. Exactly, it just takes a while I think this is a great idea. Could help Orgs know who will be joining them in the Alpha stages to start the creation of their in-game org.
  12. JC mentioned at GDC how to build these types of things. You will need to build small constructs that hover and have mounted containers. You can make a ship that hovers and carries 50 containers if you have the time and resources to build it.
  13. Calewars. Watch the GDC meet-up video, PLEASE. It has everything you are talking about and more and answers every question you may have about this topic. Also, there is a handy search bar in the upper right of the forums *wink wink*
  14. This sounds really cool and I hope that after launch they slowly implement these throughout the universe. To tackle your ideas for meteor showers/ comets, this has been stated many times (watch the GDC meet-up for the most recent) that these will never be put in the game or possibly just very far down the road. JC wants everything to be accounted for. Random events like these could cause for players to judge and dis-trust the game as a whole because no matter who the meteors hit, they will always complain they were targeted. He also wants the players to have some form of control over their play. If you build a large ship in a cool place, log off for 1 week, then return and find your entire ship you spent 5 months building shredded to pieces, you would be enraged. This is what he is trying to avoid. Small disasters that do a little bit of harm aren't as bad but JC made it very clear he never wants the player to work for a long time only for his/her creation to get demolished by "natural, random" disasters.
  15. As many people stated there won't be any gigantic/very destructive weapons introduced ever, but that is what an army is for. The"super weapon" will be a conglomerate of an entire Org all attacking at once which will be great to see further through launch. Imagine placing 50 cannons tightly around a single point and having 50 people control them. All firing at once you can basically create a "super weapon."
  16. It will probably expand as the game progresses. After release they have talked about these free "expansions" which will be the updates they release, and they said some may be mineral expansions so we will see full updates that come will loads of materials, minerals, and resources added to the game.
  17. Hopefully there can be elements which can transmit the ship's info to a mechanic as the "weighing" mechanics. As you are building a ship, the core unit tracks the amount of voxels used to build and creates an overall weight, a sort of stat for your ship. Each material has a general weight, track the amount of voxels of each material, multiply by their designated weight, add everything together and you have your ship's weight. If it is a carrier, then the CU can also factor in the weight of any items loaded onboard in crates or on people. When the ship gets scanned at the Stargate, the basic stats are relayed and that is how the final tax is created. I think the idea is wonderful. It would most certainly create a more realistic view on trade and commerce because, like in the real world, when you transport items into countries, in DU it would be solar systems, they are taxes, especially when using a mechanic that takes an incredible amount of resources from the creator to build.
  18. This is possible but way down the road and not by everyone. For anyone not buying DACs but buying the final game, they will need to pay for subscriptions based. All backers have DAC but only a limited amount (except the lifetime subscription backings). It is true, like in EVE, that later down the road DACs can be purchased from other players on the in game market, but at the start and for a while, subscriptions and purchased DACs will be the way to play.
  19. Incredible. "Puppets." Haha, good one That reddit page though has very little attention. It seems dead, I mean, the last real post, not by the owner, was 10 days ago
  20. Have you tried reaching out to him? Seeing if others from the community who are dedicated and participate can come in and co-run it?
  21. If it is, he/she is going about it the wrong way
  22. As far as we know, and this is all speculation, I believe that once the construct you log off of is destroyed, your character re-spawns at the closest RN to your last known location in save. For example, take Point A and Point B. Point A is where you logged off and Point B is somewhere during your trip through space (while logged off). If your ship was destroyed at Point B, you would re-spawn at the closest RN to Point B, even though you logged off at Point A. Hope that wasn't too confusing.
  23. Begogian

    Spawning

    I wonder how long it will take players to find a 2nd Arkship after launch (if they even are putting one in the game). I do agree that it will take away some player interaction. It will be interesting when we are further through launch and large Orgs need to shuttle their noob members from the Arkship to their home base. It will need to be guarded, safe, and very efficient.
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