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Ripper

Alpha Team Vanguard
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Everything posted by Ripper

  1. I'm sure NQ will investigate on a case by case basis. No matter what you call it. If you're going out of your way to kill a newbie over and over, in order to spoil the game for the newbie. I'm certain NQ will ban your account. (no matter how much DAC you've amassed) Give it a try and let me know how it turns out for you.
  2. Being able to see something doesn't mean you can hit it with a laser. Optical and Radar sensors would fail to provide the exact location of ships at extreme range. This is due to the speed of light. What you see onscreen is the location of the ship at a previous point in time. Technically, due to the vastness of space, lasers and projectile weapons would be considered "short range". Missiles and torpedoes would be the only munition that could travel FTL, or be able to home in on a target that was detected by your sensors.
  3. My understanding is: Players can be scammed Constructs can be stolen DAC won't initially be able to be stolen, but the developers may allow it later. And griefing of any kind will be addressed by NQ.
  4. Dear backers, Although the Kickstarter finished 10 days ago, our team has still been busy! We’ve barely had time to catch our breath before we look forward to the next phase of development. However, we wanted to take the time to answer the questions we know many of you still have. 8,000 Backers Social Goal Reached, Reward Revealed We were amazed to reach the goal and go significantly beyond it in the final 24 hours. You guys rock!!! If you missed the good news, we revealed the 8,000 backer reward just before the end of the campaign. Every Kickstarter backer will receive a unique and Kickstarter-exclusive blueprint of a single-player hovercraft! (Players will still have to gather the materials to build it.) We will give more info soon. Backer List and Funds Transfer Usually, Kickstarter sends a list of backers between 1-2 weeks after a campaign has ended. For larger campaigns it is usually closer to 2 weeks. It shouldn’t be long before we receive the list. Once we get all the data, we will send you a form to fill out in order to get additional information, like the name reservation for your character(s). As for the funds, we are still waiting to receive them. They should be transferred soon, and we are working with the Kickstarter team to make it happen as soon as possible. Payment Portal Launch and Packs Availability Development of the new payment portal that will help us continue the crowdfunding effort is underway. We want to make sure you understand what will and won’t be available on this new platform, so read on to find out more. There will be two phases: Phase 1 will be short and temporary, starting from the payment portal launch date and going through the end of the year. Packages will be quite similar to the Kickstarter packs, so that those of you who couldn’t pledge during the Kickstarter campaign for various reasons (not being able to pay with PayPal, missing the end date of the Kickstarter, etc.) can still support us. The available Founder packs will have the same number of DACs as the Kickstarter ones. However, they will have a few less perks. The following packs/rewards will not be available because they were all Kickstarter exclusives: Early bird and boosted packs. The rewards tied to social goals (reaching 6,000 and then 8,000 backers), which were name reservations for every backer and the exclusive single-player hovercraft blueprint mentioned above. The Kickstarter outfit for Bronze packs and above, and the in-game pets for Silver packs and above. Phase 2 will begin in January 2017. The Founder packs will be removed permanently, and will be replaced by Supporter packs. The Supporter packs will be significantly different and the price of the DACs slightly higher. Don’t worry, they will still be cheaper than after the official release! For those who like in-game pets and didn’t have the opportunity to get one from the Kickstarter, we plan to make a new one available through an add-on. Update frequency The Kickstarter campaign was very intense, and necessitated frequent updates. While we still plan to update you regularly about the development progress, the updates will come less often than during the Kickstarter. You can still count on hearing from us when we’ve achieved a milestone! If you are interested in more regular communication with us, you can follow us on Twitter and like us on Facebook. You can also subscribe to our monthly newsletter. We have also some exciting things to share with you that we didn’t have time to tell you about during the Kickstarter, including details about the storyline and guidelines for fan fiction compatible with the official lore. We also have not one, but two community contests planned for November and December, so stay tuned! The Novaquark Team
  5. Hey Everyone, Just a heads up. Novaquark just added an update to Kickstarter.
  6. Having some signin issues as well... My phone has saved credentials, and I can post. I can't login from my PC..
  7. You're all arguing scientific theory vs game design. This topic can be broken down into TWO factors that can be addressed programmatically. 1. Construct Inertia - which is part of the flight model 2. G force effects upon the avatar I completely agree with Twerk that we would want "player skill" involved with piloting a ship. Having a construct model inertia is important. It doesn't need to be "true newtonian physics", but having some drift will go a LONG way to making piloting challenging. Another factor used in flight sims is G-LoC (G Force related Loss of Consciousness). Flying a plane at its mechanical limits, may exceed the physical limitations of your body. This results is that your avatar experiences a blackout, or redout. Even rotating a LARGE construct on its axis will exert LARGE forces upon the avatars that are at its extremities vs those avatars close to the axis. The math involved would be quite significant. And this doesn't address the MASSIVE G forces that would turn you to jelly, when accellerating to FTL speeds. Its easier to say in the game lore that this issue has been resolved through scientific development. Unfortunately, that removes the "G-LoC envelope" when it comes to piloting a ship. It makes piloting easier. That's why construct inertia SHOULD be implemented. It will create an opportunity for a player to develop skill in flying the ship. I'm completely open to other factors that would make piloting a ship challenging, but believe G-LoC should be removed via game lore.
  8. If ships can jump to FTL, then I see no reason why a torpedo couldn't. FTL torpedos would be faster than a laser, by definition. I don't think any other form of combat should be possible in FTL, because the ships are already traveling faster than the munitions.
  9. Inovae is doing an Excellent job of providing weekly updates on Battlescape. I have extreme confidence in them, due to the strict discipline they've used to keep the community informed. They've kept us in the loop when things were going well, and when they were experiencing problems. I would love for DU to follow in their footsteps. It just makes for a much better wait, and we're not taken by surprise that the game is delayed indefinitely, at some convention.
  10. Pythagorean Theorem: (for those that don't know it) a^2 + b^2 = c^2 (for right triangles ONLY) a, b, & c ARE lengths of the legs of the triangle. There are NO angles involved in the formula It is derived from the Law of Cosines which is: c^2 = a^2 + b^2 - 2ab cos C With right triangles "2ab cos C" resolves to zero.
  11. Since WHEN was the Hypotenuse EVER SHORTER than another leg on a right triangle?
  12. Are you calculating the surface area, or are you calculating the area of the base?
  13. The Pythagorean theorem REQUIRES two sides of a triangle. You DONT HAVE that with the information you specified. You provided a 30 degree apex and a height of the cone of 1000 meters. The Law of Sines allows you to compute all angles and sides using TWO angles and one side. (which you do have by cutting the cone/triangle in half)
  14. You need to use the "Law of Sines" to solve your math problem. Not the Pythagorean Theorem (although they ARE related) Given a known Apex angle and a given distance, you don't have enough information for the Pythagorean Theorem. (which requires a right triangle and TWO sides) You DO have have enough information for the "Law of Sines" 30 degrees and 1000 meters First cut the triangle in HALF to come up with a Right Triangle (90 degrees). This will give you a second angle, to complete the Law of Sines. THE LAW OF SINES: Sin A = SIN B = SIN C (where A, B, & C are angles which total 180 degrees) a b c A = 15 (half of 30 degrees) B= 90 (Right Triangle) C= 75 (180 degrees - A - B ) a= unknown b= unknown c= 1000 meters Sin 15 = Sin 90 = Sin 75 a b 1000 .2588 = 1 = .9659 a b 1000 Solving for a .2588 = .0009659 a 267.94 = a Solving for b 1 = 0009659 b 1035.30 = b (the hypotenuse of the right triangle) Now we know the RADIUS of the Cone at 1000 meters, which is 267.94 meters. Area of a circle = Pi * Radius^2 A = Pi * 71791.8436 A = 225,540.72 sqr meters or 225.5km^2
  15. Script your thrusters.. That's the difference between a well designed ship and a pretty pile of dog crap.
  16. I'm liking Empire's growth. Cinderfall and Terran Union also look good.
  17. I love what Twerk has proposed, but I doubt it will be implemented. At least not in the first release. There definitely needs to be factors that will require player skill in order to fly the ship. A good pilot in a mediocre ship should be able to outfly a bad pilot in a good ship. Whatever they do, I don't want to be standing on the bridge and watch my pilot sitting next to me goat faint while G forces have no effect on me. (Like a SC video I watched) JC mentioned "player skill" in addition to "avatar skill", so I'm confident that whatever they do, it will be great! (I have much more confidence in him than over CR)
  18. I completely disagree.... Just because I'm hard headed....
  19. How's that different from a Master Blueprint? Yeah, you can have several snapshots during the construction of the construct. But I could do that by creating Master Blueprints as well. A snapshot and a master blueprint are only differentiated by when the builder thinks the construct is finished. He may delete the previous snapshots, only keeping the MB or he might save previous snapshots so he can make different revisions of the construct.
  20. I came in here wondering "How can a thread be so long about a nonexistent feature?" Ugh! Just reading a handful of comments was a waste of time.
  21. I interpreted that video differently. I think JC's use of the term 'snapshot' is synonymous with 'Master Blueprint'. If you purchased a ship, you can repair it, but you're not going to be able to rebuild it from scratch (snapshot) because you don't own the blueprint. A 'snapshot' is to protect the builder. Therefore it's a 'Master Blueprint'. WizardOfTrash is right. Those Master Blueprints ARE the snapshots that are saved to your client. They're unable to be stolen.
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