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Begogian

Alpha Team Vanguard
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  1. Like
    Begogian got a reaction from kirito in Ideas and Inspiration (Taken from movies and such)   
    I kinda want to build the ship from Pasengers, I thought that ship was really cool looking.
     
     
     

  2. Like
    Begogian got a reaction from Khaymann in Core Units   
    I believe in a Dev Diary or DevBlog they mentioned sizes for constructs. I don't remember which one it was though. Each one denotes a certain amount of voxels which in turn would be its general "size." The more voxels it covers, the larger the construct can be
  3. Like
    Begogian got a reaction from Lethys in Core Units   
    I believe in a Dev Diary or DevBlog they mentioned sizes for constructs. I don't remember which one it was though. Each one denotes a certain amount of voxels which in turn would be its general "size." The more voxels it covers, the larger the construct can be
  4. Like
    Begogian got a reaction from Lord_Void in Core Units   
    I believe in a Dev Diary or DevBlog they mentioned sizes for constructs. I don't remember which one it was though. Each one denotes a certain amount of voxels which in turn would be its general "size." The more voxels it covers, the larger the construct can be
  5. Like
    Begogian got a reaction from Frankenstein in MASKED   
    Welcome to DU.
     
    So with MASKED, you can be part of it without being part of it but if you want to be part of it you are also not part of it but still part of it without ever being part of it?
  6. Like
    Begogian got a reaction from Kurosawa in Copied Websites   
    *quickly scrolls back through all posts to like them*
  7. Like
    Begogian reacted to Lord_Void in King of the Hill   
    I call your Mom and tell her you are watching the Simpsons. Enraged by your exposure to crass humor, she finds you and drags you off to ground you, ignoring your pleas of "but Mom, I'm an adult and you can't ground me!" 
     
    I sit on the couch and channel check for something good to watch. Finding nothing, I decry the decline of American media and remember how much better it was in my day. I go back to watching the Simpsons.
     
    I am the King of the Hill.
  8. Like
    Begogian reacted to Lord_Void in Copied Websites   
    Ugh. Needless drama. You should have at least contacted them first. 
     
    In other news, Amazon and Google both have the letter "o". Coincidence!?? 
  9. Like
    Begogian got a reaction from Lord_Void in Copied Websites   
    *quickly scrolls back through all posts to like them*
  10. Like
    Begogian got a reaction from Novarkian in MASKED   
    Welcome to DU.
     
    So with MASKED, you can be part of it without being part of it but if you want to be part of it you are also not part of it but still part of it without ever being part of it?
  11. Like
    Begogian got a reaction from FD3242 in Copied Websites   
    *quickly scrolls back through all posts to like them*
  12. Like
    Begogian reacted to Begogian in Copied Websites   
    *quickly scrolls back through all posts to like them*
  13. Like
    Begogian got a reaction from Lord_Void in Jetpack alternatives and "safe-designing"   
    Like a ranged charger that is attached to the construct/CU
  14. Like
    Begogian got a reaction from Anaximander in Custom Implants   
    Addressing your key modules, not sure if the custom implants would be a progressive inclusion.
     
    The advanced brain would be very unfair down the long road. NQ wants the game to be progressive and a skill based game. They want you to work your way through the game, not get easily boosted. With an implant that speeds up skill training would throw away their entire idea of a long working skill tree.
     
    Energy converters should be from the environment, like sun, heat, water, not food. They don't want to add food till way down the road so converting food to energy would not be added. It would be better seen as an upgrade to your armor/exoskeleton which turns your movements into energy, or the heat from the planet into energy.
     
    I do like the Backup Life Support idea but again more for armor/exoskeleton. Maybe a revival system that gives you another boost. An injection and a shock and you get another "life" depending on how much damage is done to you. If you get shot down and then continue being shot, I don't see this working because you most certainly should be dead, but if you suffer damage and get downed, maybe you get another chance with this revival system. 
     
    Like ATMLV said, a lot of the ideas here would probably be better implemented into a progressive armor system. Maybe for these implants they allow you to move about the world in a unique way. Like a hand implant that allows you to access certain doors or controls when you get near them instead of using a key. A sort of NFC system for your body. It can detect your player based on the implant and grant you access or controls to machines, weapons, ships, and so on.
  15. Like
    Begogian got a reaction from Lethys in Custom Implants   
    Addressing your key modules, not sure if the custom implants would be a progressive inclusion.
     
    The advanced brain would be very unfair down the long road. NQ wants the game to be progressive and a skill based game. They want you to work your way through the game, not get easily boosted. With an implant that speeds up skill training would throw away their entire idea of a long working skill tree.
     
    Energy converters should be from the environment, like sun, heat, water, not food. They don't want to add food till way down the road so converting food to energy would not be added. It would be better seen as an upgrade to your armor/exoskeleton which turns your movements into energy, or the heat from the planet into energy.
     
    I do like the Backup Life Support idea but again more for armor/exoskeleton. Maybe a revival system that gives you another boost. An injection and a shock and you get another "life" depending on how much damage is done to you. If you get shot down and then continue being shot, I don't see this working because you most certainly should be dead, but if you suffer damage and get downed, maybe you get another chance with this revival system. 
     
    Like ATMLV said, a lot of the ideas here would probably be better implemented into a progressive armor system. Maybe for these implants they allow you to move about the world in a unique way. Like a hand implant that allows you to access certain doors or controls when you get near them instead of using a key. A sort of NFC system for your body. It can detect your player based on the implant and grant you access or controls to machines, weapons, ships, and so on.
  16. Like
    Begogian got a reaction from El_Nadie in Construct Mining or drills for ships.   
    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*
  17. Like
    Begogian got a reaction from Lord_Void in Ship Fuel   
    Welcome to the Forums!
     
    They have talked about fuel before and yes there will be fuel in the game. Each engine type will require specific types of fuel.
     
     
    "
    ...different engines will need different fuel types. So this is one example. You will have to factor the weight of the fuel tank when designing the ship and make trade-offs between autonomy and speed for example.

     
    If you want, check out this video where they talk about building ships and how they will work. JC talks about gas tanks and fuel cells.
     

     
    Cheers
  18. Like
    Begogian reacted to Cybrex in BOO - Band of Outlaws   
    Figured it was time to get an actual logo that properly represented our ever growing community, so enjoy.
     

  19. Like
    Begogian got a reaction from Lights in Outer space and how it's messed up   
    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.
  20. Like
    Begogian got a reaction from AccuNut in Non-Static Cargo Containers   
    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.
  21. Like
    Begogian got a reaction from 3lonwatt5 in "Super Weapons"   
    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."
  22. Like
    Begogian got a reaction from Lord_Void in Periodic Table of the Elements   
    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.
  23. Like
    Begogian got a reaction from Lord_Void in Stargate Fees   
    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.
  24. Like
    Begogian reacted to Lord_Void in Stargate Fees   
    As I currently understand it, Stargates will be usable based on having the proper permissions or something along the lines of a key. The Stargate owner can collect fees when people use the gate. This is a nice system; it's simple, but I think it can be easily expanded. I think a system that can be based on the mass of the ship will allow for more emergent gameplay around stargates. People could of course choose to just have a flat rate, if that is what they prefer.
     
    I propose three additions: 
    The ability to charge a fee for using the stargate based on the mass of the ship. The ability to set different tiers of mass that have different tax rates. The ability to crate different "keys" or permission levels that have different tax settings.  
    I will now go into more detail why I think this is good system and why it should be very easy to implement.
     
    First, taxes based on mass: why? Well, it's more fair. Why should someone who is flying a tiny shuttle pay the same fees as a space trucker who is hauling millions of kilograms of goods? How do you balance the two if you can only charge a flat tax? A mass tax helps solve that. If you charge one Quanta per 10 kilos and the shuttle is 1000kg, then that person pays 100 Quanta whereas the massive freighter of, say, 10,000,000kg pays a million Quanta. The freighter can easily afford a larger sum because it will make money off of the cargo it is carrying and it is just a cost of doing business. The pilot of the smaller ship will be happy because their fees will be low, since they don't have to pay some middle ground, one size fits all rate. The stargate owner is happy because it let's them collect more taxes overall while still remaining competitive. How difficult would this be to implement? It shouldn't be too hard based on what we know. NQ have indicated that ship and cargo mass will be taken into consideration by the physics engine, so they data already exists and all that has to be done is some basic multiplication. The plus side of this is that since cargo is also already accounted for, an empty cargo ship pays less fees than one that is fully loaded
     
    Mass tiers, this is where it really starts to get interesting. Users should be able to set "tiers" of mass that have different rates between them. For example, perhaps the rate for ships between 0kg - 10,000kg is 0.1 Quanta per kg, 10,001kg - 50,000kg is 0.5 Quanta per kg, and 50,001kg and up is 1 Quanta per kg. In this way, the large ships get the more they have to pay. Consider three ships:
    Ship 1 is 5,000kg and pays 500 Quanta.
    Ship 2 is 30,000kg and pays 15,000 Quanta.
    Ship 3 is 120,000kg and pays 120,000 Quanta.
     
    Why would you want to do this? To dissuade larger ships either for market reasons or military reasons. Or perhaps there is the theory that the bigger the ship, the more money the owner has to burn. That's up to the gate owner, but the true power of the mass tiers comes out with the third point.
     
    Different keys. The tax settings should be tied to each key and not to the gate itself, allowing for different keys with different settings for different people. There are many reasons that people travel and this would allow the fee system to be better suited for each person. I will give an example. Perhaps someone is coming to tour an empire, or apply for a job or whatever, and they need to get around but don't want to spend a ton on fees. Naturally, the people who live in the region don't want somebody who may not be fully trusted dumping a ton of goods on the market to compete with local businesses or bringing in a large battleship and causing trouble, so the tourist is given a key designed to meet these needs. The key could be set so each use under 2,000kg is only 20 Quanta but over 2,000kg it's 20 Quanta per kg. So if that tourist tries to bring in a 20,000kg freighter they are going to be smacked with a 400,000 Quanta fee. More taxes for the gate owner and it strongly discourages that tourist from bringing in larger ships or a lot of cargo. It's emergent and not set in stone. You could also raise the price even further to really discourage large ships. Maybe over 10,000kg it's 500 Quanta per kg! That's 10,000,000 Quanta for that same 20,000kg freighter! Good luck turning a profit on that. So long as that tourist follows the guidelines of their key, they can avoid paying much in fees, but if they try to do stuff that they are not supposed to they will pay the price, literally. 
  25. Like
    Begogian got a reaction from Sullos in Logging off Aboard a Moving Construct   
    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.
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