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Begogian

Alpha Team Vanguard
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Everything posted by Begogian

  1. The problem is that people (mostly new users and new forum people) are seeing this as a "really funny troll" to screw with the community or try and make the most popular org on the charts. First of all, who the f*** cares who is the biggest orgs, I mean, look at TU, sorry sorry, too far..... Second, while they see it as a troll because they are either inexperienced or new to the community, everyone else just sees it as extremely annoying and trashing up the community. If someone who wants to pledge visits the forums to see the community and comes across something like the Banking Org, they may think the whole community is garbage and decides not to pledge. This will cause DU to lose players and pledges which hurts everyone who really wants this game to succeed. Hopefully the owners of these orgs see this thread and realize what they are doing is/could be causing more harm than a simple joke. **ends rant**
  2. Well, after talking in San Fran, they are looking at more towards July to release Alpha. I am also very excited but not impatient
  3. As far as I know from watching videos and demos, there isn't any landing gear unless you add nubs or something under your ship to act as a "landing gear."
  4. And add a 4th. Started watching the vid but wasn't a big fan, sorry
  5. If a smaller ship lands on a larger one, the larger construct will be the controlling one. This could maybe only work with friendly ships, built by you or your org maybe as to have no room for trolling others. This could allow an org to have a bunch of player with ships and one ship slightly larger. Then they all connect into one massive transformer ship, that would be nuts!
  6. Great concept craft, looking really cool and great work overall. Can't wait to see more designs
  7. Whoops, yeah that's what I meant
  8. There is only one answer. Destroy everyone, leave no survivors and scrap everything for what it is worth. It isn't wasting ammo
  9. This looks awesome and like a great Org. Welcome! It would be nice to have a company that could come in and train new players on how to build ships and machines. A sort of DU Ship Academy
  10. You could have mini shopping carts for stores
  11. That wouldn't work. You can only ship a shipping ship inside a ship shipping ships, not shipping ships on a ship, duh
  12. Maybe the magnets can be used to pick up debris or ore that is laying around but if there is a working core unit then it won't effect the construct. That would help keep it from being troll proof
  13. I also enjoy the Halo Universe more because, especially with DU, it is a more realistic universe and shows more of what our future can look like
  14. That does sound better, I would say go with: 2 Dacs (Value: 2 months of access). I can see how game time and gameplay could get confusing
  15. They have mentioned the sizes of planets and there is no way anytime soon that they will turn into swiss cheese. The sizes of the planets are so large that it would take a very very very long time and by the time you do turn it to cheese, everyone will probably be off Alioth and living elsewhere
  16. So these would be the different components needed to fabricate a single farming unit. Also, I think from the stand point of making the plants easier to install into the game, there can be a generic plant model that shows up within the confounds of the fences but still produces different crops. That's what I was thinking too. It would be interesting to see a skill branch all about crops and genetically modifying crops for different uses
  17. Now you may be asking why I started this thread because there is already a thread on Agriculture, but I thought I would address an idea of how it should work when implemented into the game. I was thinking about it and after talking with JC at the meetup I have thought of a great way to implement growing and cultivating crops into DU. One of the problems JC has been talking about when it comes to crops and animals is they have to design them and write the code to have them randomly generate through the planets but there is a way to do the same thing but make it easier on the developers to implement. Imagine a machine that you build out of materials that starts at a 10 x 10 square. When you place down the farming machine it places down a 10 x 10 fence box and starts "growing and cultivating" crops. It doesn't place down the crops, instead it simulates them growing and being harvested, then places them inside the machine's inventory. Then you can build upgrades for speed and efficiency. Place and attach these upgrades to the machine to improve it. One upgrade is a 'harvester' for speed, one is a 'processor' that gets you more crops per "harvest" and more. Then you can build machine upgrades and place them inside the machine that increases the cultivation size. One upgrade is 20 x 20, one is 30 x 30 and so on to a maximum size. There can also be biome specific plants that you can select. Each biome can cultivate certain crops that do certain things in the world. You can go in the machines settings and select the crops you want it to grow. During certain times in the games, certain crops won't grow so you will have to change the crops produced when "seasons" change. The machine will need to be powered and have a machine that feeds it water, possibly a machine that pulls water out of the air or processes it using some sort of technique that can be discussed below if you want. Crops can be used for biofuel, medicine and so on. The best way I can try and explain it more, sorry, is by using the harvester and planter from FTB Minecraft. I know, minecraft minecraft, but it is a great example of how it could work. Harvester: https://ftbwiki.org/Harvester Planter: https://ftbwiki.org/Planter If you have any questions, more ideas to add on to this, or better ways of doing it then let me know, it is just a cool idea. And I know I ramble so if I didn't explain it right let me know, somethings like this are hard to move from mind to words.
  18. Both the meetup and on the forums and I believe in an interview as well but I don't remember which one
  19. Yeah, good point. With LUA though, someone is bound to make it possible. Wonder if you can link multiple controllers to a single engine.....
  20. They told us it won't be in alpha but probably beta
  21. What if there was a way to make it designed so that when the player steps away from the engine, it slowly sinks down and then a 2nd elevator that is designed to float up when not told to float down. One elevator could help people get up and one to help people get down.
  22. Begogian

    Rogue AI

    First of all, welcome to the forums JNDuval, glad to have another player aboard. A lot of people have been wanting AI and it has been a big topic that gets brought up from time to time but unfortunately, there will be no combat NPCs in the game, even at launch. NQ wants to keep it more player oriented and focused on the players and not quest style games. There will though be NPCs in the market place. These will basically be bots that buy and sell items in order to stir money around and balance the market system. This will also be the way money is put into the game without quests or NPCs to kill and raid. If you want additional info, here are 2 basic links to these topics in depth: 1) http://dualuniverse.gamepedia.com/In-game_Economy 2) https://board.dualthegame.com/index.php?/topic/10763-please-provide-read-only-game-data-apis/
  23. They have talked about close range material usage. This would basically mean that if you had a pouch bot following you to increase your storage by using the bot as a quick, mobile backpack, if within a certain range, you can pull from the bot without having to approach it and walk back and forth between building site and storage unit
  24. There will be a lot of planning and testing sizes of transport ships. They have always talked about weight limits and realistic physics so planning out the ships and trying to make the most efficient and largest transport ships will be an arduous task.
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