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norab7

Alpha Tester
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Everything posted by norab7

  1. Nyz has commented saying there will be positional damage on constructs and I see no reason why this wouldn't transfer over to the voxels belonging to a planet, and it has been said that you can mine/destroy everything on the planet, other than the places that are protected by arksites or potentially alien ruins (not sure what the monoliths will be though). So What I think is that yes, you could destroy a planet, give that the devs create a weapon element powerful enough to do it, or that you have enough time. And yes if you bombard a specific area on a planet it will take damage unless protected. Although I'm not sure about the planet destroying weapons. What if there is only 1 TU / Arksite on the planet and you use this weapon, does the entire of the planet blow up and leave this chunk of planet floating, does this weapon bypass arksites, what happens if you target a arksite with it ?... If it is just a really powerful weapon and leaves big craters in the ground I don't have anything against it, but a whole planet destroying weapon could be both really horrible for the people on the receiving end of it, or the people who are unlucky to be placed on the planet. They will lose everything. I don't think a really expensive build cost would create any balance out of a weapon like this, because it would allow the massive corporations to just eradicate anyone who stands in their way who doesn't have a Arkified TU to protect them. Planet Destroying Weapons I Vote: No Really Powerful Weapons that leave big Craters I Vote: Yes (In moderation) nora,
  2. Isn't that just what I posted, but with an additional scanner and a extra feature of strength?. Strength could be a representation of ship size, but I don't know is feasabiltiy, because if there is any signal at all you know its something player made as we don't know about orbiting of moving asteroids ect. If ships size is show (signal strength) which could be a combination of size and systems emitions like heat trails ect, then you could fake a signal by using a decoy. You could perhaps have the power in the canners to only register signals over a certain value, if you have a large signal is hides smaller signals. Something like that, on phone so, yeah. Can't see everything properly. Nora,
  3. What about scanners that just scanned for proximity ? Scanner checks in a sphere around itself for any objects and represents them as either known or unknown objects and the distance they are away from you, if you know the ship then you can add a 'nickname' to the signal it gives off, but if you don't you would know that there is someone there cloaked if the scanner goes off and you can't see anything. (I hope there will be some kinda of give away to cloaked people, like a visual ripple in the sky to give them away, but not to much to cause issue to stealth, just seems unfair if you can't detect them unless you have the equipment.. maybe) But since the scanners only detect Object ID and the distance from the scanner you could require 3 scanners to triangulate the signal location and thus the location of the cloaked ship. This could be a standard set of lua that the devs create to give people a nice footing for creating detector systems?.. Just another way out of many that the cloaks could be detected and found, still, will with a game such as what DU will be you could have any amount of different possibilities for this. nora,
  4. This makes me think about how Gravity Generators work in SE, you can select the size, in all X,Y,Z directions so you can have the gravity that comes off it influence one the portions that you want. If it was like that but instead of affecting the volume area inside it, it affected just the perimeter so acting like a shield, this could work, you could then turn on and off different faces of the shield, so if you have two shields touching you can turn off the touching faces, or have power redirect to the face that needs more of the power ect. I think there is something to be gained of letting the players design and manipulate their own shields through lua and the like in a game like DU. You could have drone shields maybe too, so you could set up like a wall in space that acts as a big planetary shield my chaining single faces emitted by individual shield generators on drones. Or even have a bunch of drones follow a ship and project a ship out further or create a duplicated shield where attacked have to go through several drone shields before they hit the main capital ship shield. Don't know if that made sense, I'm quite tired and want to add my two cents before using the sleep nora,
  5. You kind of just touched on another thing that could come from having the blueprint inside a nanobot station or repair station. Upgrading your ship blueprint. If you want to upgrade your ship/blueprint without having to destroy and recreate you could change out the blueprints old for new and the bots would just got wild changing out all the materials, voxels, elements that would require changing or building, given that you have sufficient resources in the inventory to accommodate all the changes that happen according to the blueprint. You would need some form of change percentage thought to restrict a user putting in a completely different blueprint and morphing the ship to much, it would have to be changes small enough to keep the basic functions of the ship intact. If you wanted big changes you would either destroy your ship and make a new ship (because it's faster than the nanobots) or make smaller incremental changes that the nanobots could manage. I like this idea, would add a nice interesting way to generate revenue from blueprints that have already been sold, just upgrade them with new things or new voxels and sell them to the people again. Could even have a market section for upgrades and version numbers of blueprints, so you can check if your blueprint is out of date or not. nora,
  6. If they were going to have multiple starts for players I would hope that they have a way to select it... Kind of like a backstory to making your character, you could select the Arkship that you were chosen to go on for the journey then you could choose your spawn location next to friends and such. That would make for a extra addition to making your character that would give more immersion a little bit, especially if you have some form of pre-story to creating your character where you need to get out of the arkship on arrival or have to find the arkship on earth before it's hit by the neutron star and such, like a kinda of immersive tutorial level before you get put in the game.. But I think i recall something somewhere that they are going to do something like a tutorial in the virtual world while your aboard the arkship, that's how you learn the skills you start with or something maybe.. can't recall now. nora,
  7. Yes but are they sellable/tradable by themselves or do they have to be attached to a Construct/blueprint to be sold ? I'll have to look at the Lua thing again to find out i guess.. That one was one of the first i read so i've not so much in the front of my mind anymore
  8. I'm confused if they are both for me? ... It's like saying "YOU ARE BAD MAN...... Have a lolly"....
  9. Isn't that two lists merged into one? I'm just looking at the difference of the items you have listed. There are two distinct purposes or reasons for each. Fuel, Ammunitions is like a material or object that you store in a container like stone, iron, water, dirt ect. Heat, Data, Health are like variables or outputs that can be read or interacted with. Unless I'm misinterpreting it you've got, Materials/Objects and Variables/Output, could probably push for a third list of Actions that can be applied to Objects to get the Output. You would use Materials with an Action to Generate an Output.. (Materials + Action = Output). You put Fuel in a generator(Burn) to get Power (Fuel + Burn = Power)... Then you have different types of objects, or types of fuel in this case and different types of Actions that can be placed upon them, So you could have Coal + Burn, or Water + Movement (HydroGenerator). Maybe I'm over complicating things here but for the Materials/Objects you could have anything: Materials (Burn, Chop, Slice, Place...) -Wood -Iron -Stone -Dirt Fuels (Burn, Combine, Split, Store...) -Petrol -Gas -Solar -Water Ammunitions (Shoot, Combine, Store, Take Apart...) -Bullets -Shots -Arrows -Lasers -Battery Charge (Amount of power stored in a battery) Different Outputs that could be read: Heat -Value -Type -Maximum -Minimum Friction -Acting Upon -Value -Strength Gravity -Strength -Direction -Range -Diameter Damage -Type -Amount -Direction Player -Health -Shields -Body Part (For specific location damage, you could Limp maybe if shot in the leg) Power -Charge -Capacity -Flow Rate -Voltage -Amps -Flow Type (Like AC or DC but more Futuristic you could have new types) Shield -Direction -Power -Capacity -Protection Type (Phasers, Laser or Bullet protective properties) Radio -Type -Strength -Range -Frequency GPS -Location -Velocity -Distance -Speed -Direction This kind of the list you were looking for I have plenty more to list if you want them ? nora,
  10. I think you need to split your ideas up a little bit 'DD' you're asking questions that could lead to multiple debates all in the same threads. We could talk about either Shields, Repair bots, Repairing, Nano bots, Strength of armor, tier of armor.. Bunch of things from your idea. Shields, I would like some way to create the shield area myself, not just have a predesigned shape that you get when you place down a shield generator. So that I could have a shield different shapes, maybe in a effort to better suit the buildings and ships I design, not just a 'bubble' around them. The point of changing the power applied to the shields I like, if they manage to add that into the elements for shields I would imagine that would be controls by lua more than anything else, Lua would give you the options to change which shields get what power if your power is only a certain amount. Scripts FTW. As for the orientation of the shield and the quadrant, like i said above, I'd like to define which parts of the shields are what, so i could have any amount of quadrants i want, where I want to better suit my and my fighting style. If i'm circling the enemy i want to define where i want the shields. Potentially creating a instance where you could Lua script the direction of the power in the shields to be between yourself and the enemies around you. That would be nifty. Repairing is something i brought up in another thread and if there were going to be 'repair elements' but i don't think Nyz got back to it yet, so we don't know if there is going to be one or not yet. The nano repair bots sound interesting but why not just have them as the material themselves ? if you have say 10,000 stone in your inventory then you have 10,000 stone nano bots and they repair the closest point to the 'nanostation' that is damaged, one voxel every 'tick', if you have 3 nanostations you will repair 3 voxels every 'tick'. Giving you the options to have multiple nano stations on captial ships so they can sustain more damage ect. Obviously you would need the power to run them. This would also remove any issues with counting the nano bots, you would just need to make sure that there is enough resources available to repair the damage sustained. Could actually be a area effect repair this way, so that if you dock to a space station and have several nanostations poking out the side of it you will have several nanostations worth of repair while you are docked. only works if the ship is block to block touching/docked with the station or the whole 'nanobot' idea breaks down because how would they get to the ship?... Then you can have the repair start from where the ship is docked and not where the nanostation is as they would have to travel from station to ship. I kind of wrote this in a hurry so don't know if the reply makes sense or not, but hopefully it does. nora,
  11. No to this as well. If i create a 'top of the range' script that does something others haven't been able to get to work yet, i don't want someone just waltzing into my base and copying it without any effort. Scripts should be attached to the 'Master blueprint' of the construct, you sell the construct you sell the script attached. But if you sell a copy of the blueprint (the one off spawning blueprints) you don't get it to edit but you can use it, just like the copied voxels in the blueprint. I vote no for this. Unless we all have misinterpreted it as something else that what it describes currently. nora,
  12. All games I've played so far have the "Jump to get here" idea that I don't like. Jump around the universe but don't actually fly there at all ?... no thanks. DU is going to do it right, I like that you can just fly and fly and fly and end up at some other solar system half the galaxy away (or inside a star if you go afk incorrectly). When you have to 'Jump' from planet to planet like in SE it just spoils the game for me, flying at FTL and not jumping is totaly fine, I want to see the planet get closer and closer till i'm just about to crash into it. Like the new Star Wars, lightspeed into the planet to get past the shields ect.
  13. All of them. Like I said in another thread there is no "ship class"... you make the ship, you decide it's size, you choose what to call it. There is only one type of ship. 'A Ship' and you can do anything to that ship that you can to any other ship, regardless if.you have a planet sized Goliath ship or a little single person ship. Only restrictions you'll have is the designing of it. Do you have enough power, enough thrust, enough turrets ect. You design everything, if you want it, make it
  14. Yes yes... blame me while I'm not there to defend myself.. .. But the point is correct and I know where self replicating AI things are because it was me who linked you it ... unfortunalty I'm on my phone so I can't really do much at the moment. Same with the topic on material collection I know where that is, but to much hassle for the time being to link on my phone, I'll come back... I hope. But other than that, all I can add to what 'DD' said, (also, shortening you to DD because I can never remember how to spell it for some reason).. Nyz has confirmed that you can create anything you want inside of lua from self replicating robotic drones to a full mech suit walker, so my thoughts on the matter would be that, you can build the drones to do what ever you like, given that you know enough about the system to get then to function correctly. NQ is trying to make DU as open and free as they can, unless it impacts on the player negatively they are trying to avoid putting any restrictions on anything they are doing. Good news for us, and if I remember I'll find them links once back on my desktop. Nora,
  15. Yeah, i agree, i usually wake up to a few posts that I go around and offer my 2 cents in (maybe more than 2 cents sometimes).. but between 5pm - 11pm GMT:0 it's usually quite quiet sadly... Also, that's serenity.. tut.. tut.. and it's: "This landing is going to get pretty interesting" "Define 'Interesting'." "Oh god, oh god, we're all going to die"... Psssh.. Also, PROOF.. couldn't help myself: https://www.youtube.com/watch?v=G1IMM5XOwaM&ab_channel=donlatt Well now, that's DevisDevine... I'm going to have to watch all FireFly and Serenity now.... of course I did this to myself, but i need someone to blame
  16. Maybe there could be a IR scanner or heat signature from engines. Where you can turn off systems to reduce your signature but you have reduced 'element' performance. This makes me think of the FireFly episode where Wash flys the ship at the spacestation to dock without any power or systems running so he can get past the defence system without it seeing him... Something about 'throwing a dart at a dart board a mile away while blindfolded'..... Like a leaf on the wind... nora, p.s. I feel like we're just having one big conversation across the entire forums now, seems to be mostly me and you talking about the different topics..
  17. I will have to look into that for a weekend endeavour, given that I need to design, code and implement a new system at work in the next month or so, I'm going to be a little full of busy, especially working the forums like I am right now ... If I can squeeze some time out as spare I'll look into it but i'll have to learn how to do things on there first, not really updated a wiki in 'ages'... nora,
  18. I'm assuming that due to the way blueprints have been described, that you build them and you own them then spawn them in the world ect, I was under the impression that you would have to claim the asteroid or that you wouldn't be able to do it at all because the asteroid is like trying to claim the blocks of a planet, you can claim them, but not move them. Thinking about it now, you should be able to claim parts of a asteroid also, given that you can build in the world and not limited to the virtual world. Just, as you say, we don't know how the building is fully designed. Can we claim land and move it, as in asteroids. Or will asteroids be victim to what planets are (supposedly) and be static in place unmoveable by thrusters and the like ?
  19. I'll second this actually. As much as i'd like to be a silent warrior that attacks from the depths of space in cloak and out again before you even know what hit you. I wouldn't like it to be done to me. Cloaking and stealth are fine, but there needs to be the correct counter for the ability. If there is no counter then the ability is automatically overpowered, making it just expensive wouldn't work either, because you would have large organisations that have the entire fleet in stealth but the normal average persons wouldn't be able to get it, giving them a advantage (obviously like Nyz says people will always have the advantage somewhere). However there is a quote somewhere from Nyz, detailing that there should be a counter to everything that makes someone great (can't remember the exact quote) but I took it in the way that, if you have the biggest bestest ship in the universe you fall victim to small ships, because that is your weakness/counter. (Just realised I could explain better using the work weakness)... Rephrase.. For every power there will be / try to be a weakness involved to people don't just dominate the game... If only I could find the quote, this would be easier.. But yeah, Stealth is awesome, but a way to detect stealth would be required.
  20. he didn't confirm it, only that he would transmit the idea to the Devs saying that it 'would make sense' Actual Quote:
  21. Well I found what I'm going to be investing into straight away then... No-one will see me coming now
  22. Got to think about the fact that they are not constructs though, so we don't know if we can attach the general thrusters and cockpit onto it yet, Might just act like a really tiny planet. If we were able to attach thrusters onto the asteroid, how would we claim it as ours so that we can fly it and everything like you would do to a construct ?
  23. Nice, so the Devs understand the concerns at least that is bonus, we were probably all sitting concerned that the Devs were doing things because they could, and didn't think of whether or not they should do it. Good post, plenty of information for me to catalogue away in the brain box for pulling out at a later time and linking people to ... I might start something where I catalogue all the responses you've given in a fashion that can be searchable... But I already have to much on my plate for work ... Someday maybe "The thing is the team can't anticipate all problems... but we can definitely react to them." Also, ^ I can help you find things to react to if you like....
  24. I get the feeling that you wrote that on your mobile with auto-correct on.... airships and boobs instead of arkships and noobs... I guess commenting on how your idea of the asteroids being drawn into the planet by the arkship is a little redundant now that Nyz has commented on the matter. But what about if the players want to drawn in a asteroid for more resources?.. or specific location resources? You spoiled my reply ... I had a whole paragraph to comment and you took all the wind out my sails with that post... In a good way though, answered the question nice and direct But as i stated above, what is the chances of players being able to manipulate the asteroids so that we can crash them into the planet and give ourselves either more resources an the place we want or crash them into enemies for damage... (I think this was mentioned somewhere else by me also, can't remember if you answered it or not)... Or even have a base 'element' that has the ability to call down asteroids maybe?..
  25. I was thinking about this before. I don't think, or i can't remember, if it's said that you could code 'pure lua' into the game (as in make up your own functions) or if it is solely based on the elements functions and DCU's you put them in. So, i don't know if this will make sense but, maybe you can only ever increase/decrease a thruster and can't 'set' the value of the thruster. Or if you have a scanner you will only ever be able to get the information of the ship/size and not be able to 'target' it through it. Maybe the only functions you can call in the Lua editor are the functions that NQ/DU allows us to call, limiting both the capabilities of LUA and the advantage that other players will have inside lua. I'll have a look when i get in to see, again, how lua has been described, but i don't think it's been mentioned that you can create custom functions. nora,
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