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Begogian

Alpha Team Vanguard
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Posts posted by Begogian

  1.  

    It is an interesting rat tail when looking at the organizations more closely. (Relating to the clients of the above organizations)
     
    It may be possible that there are trolls. But how do you want to prove that? If the person is not hiding behind a proxy, hardly any evidence is possible. If you take the opportunity to structure your organization and members, the chaos is perfect. It is also correct that all, irrespective of whether with or without donation, can already join and serve.
     
    With an "All persons fictitious disclaimer", you also reduce the possibility of initiating legal proceedings. The pretext would be that it is a public figure. Perhaps NQ could use "misuse of identity" as a reason to deactivate it provisionally until the members have proved and can identify as these persons.
     
    The situation looks different when there are fictional characters who appear in books. These are protected works. NQ should ask the people to rename themselves and the organization. Except the members can prove that they are the author.

     

     

    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. My Idea was to make them a voxel material. So you can make the landing gear what ever shape you want. Another idea is to make a way to magnetize all kinds of metal. Like a electromagnet. The only problem is that not all materials are magnetic so they can stick to it. So they would need some lore work around.

     

    Also I just realized we have never been shown landing gear so we don't even know if they are planned.

     

    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."

  3. That's a good point ... offensive anchoring ...

     

    I'm not sure how they'd solve that.

     

    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!

  4. There aren't many people who would object to some kind of magnetics in the game. If you can make it relatively troll proof.

     

    Perhaps allowing you to only interact with constructs where you have permission to do so. I think not everybody will want strangers picking up their constructs and flying away with it. :P

     

    But as always we have no idea what the technical costs are behind cool ideas.

     

    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

  5. Should it not read "2 DACs (value: 2 months of access)"? I think that "game time" could be misunderstood as actual time in game.

     

    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

  6. Alioth as a starter planet is huge, I dont think swiss cheese will be that big of an issue.

     

    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

  7. First prize would be terrestrial farming which could be quite involved. Here the plant growth is outside the elements used. And each element has a range of effect so it can be used in a static construct to do the same area over and over again or a ship to tend multiple fields. For example:

    A tiller element which prepares the soil for planting,

    planter element which plants seeds,

    optional growth enhancing elements (sprayers/lamps),

    Harvester element to take in the plants.

     

    This was just quick off the top of my head.

     

    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. 

     

    Maybe different skills allow you to grow different crops, build/maintain a harvester to a higher level and just make you a better farmer. And this is the future, so you will/should be able to genetically modify your crops for different things. Amount of water needed, heat/cold resistance, amount of time in sun needed, time to grow and crop yield, etc. (Assuming those variables will be there to affect 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

  8. 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.

  9. Still, it doesn't solve the problem for in-between floors. This would work only for a two floor elevator, which is redundant, given you could have the ancient technology know as stairs to circumvent the whole issue :P

     

    I mean, if a skyscraper was to be built with 30 floors, then it would need 60 elevators to reach all floors. It's not worth it at that point to make a skyscraper.

     

    Yeah, good point. With LUA though, someone is bound to make it possible. Wonder if you can link multiple controllers to a single engine.....

  10. However, in order to call it down, NQ has to add "remote control", so we can call an elevator from a floor as well, without tee pad being a part of the elevator's construct.

     

    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. 

  11. 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/

  12. So what about build ships in a base or shipyard? Will there be an a local storage unit that you can place materials and pull from it when building? Or will it be "I ran out of materials again. Back to the storage to get more."?

     

    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

  13. Transporting materials from site to site will involve some thinking ahead to make it safe, efficient and profitable.

     

    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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