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Ripper

Alpha Team Vanguard
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Posts posted by Ripper

  1. 46 minutes ago, Lord_Void said:

    Yes, I am quite aware of the current model. 

     

    This is an idea for a different model.

     

    Sorry,

     

    Your initial post made some assumptions that suggested you thought market bots had a FINITE amount of resources to work with.  This isn't the case.

     

    I do agree with you that there should probably needs to be a mechanism to regenerate resources that are depleted from high traffic areas.  I like the asteroid idea.

  2. At this point, the only "bots" confirmed in the game are "Market Bots".

     

    This will allow NovaQuark to control the economy by adjusting the supply of materials.  They can sell materials to increase the supply of that material in the market, thereby lowering the price due to supply and demand.  They can also purchase materials in order to decrease the supply and thereby increase the price.

     

    The bots don't have to mine or stockpile materials.  They have an infinite supply of each.  Novaquark just has to set a price range for each material, and the bots will handle the rest.  If the price of a material exceeds NQ's limits, the bots will adjust the price and supply as needed.

     

    Otherwise, if the price is within NQ's range, all transactions would be performed by players, and the price will fluctuate based upon player demand.

  3. Nothing official, but my guess is, if you blow the core you blow the build grid and RDMS ownership.

     

    So most likely the entire construct is lost in a spectacular explosion with a voxel/element loot drop from the list of vowels and elements that comprised the construct.

  4. You're just pulling stuff out of your ass.

     

    Novaquark hasnt nailed down scale let alone speeds.

     

    If you look at this from the 10,000 foot perspective, then it doesnt matter what the scale is. Its all relative.

     

    From that perspective, and knowing that we have FTL drives, orbital mechanics of planetary bodies doesnt make sense.

     

    I'd rather the devs focus their efforts on CvC and collision damage. For example...

  5. "Subluminal" covers a HUGE range of speeds.

     

    Your example of 200km can be crossed in a fraction of a second at sub-light speeds.

     

    Exactly what speed would you like to argue your point? So we can accurately continue this discussion.

  6. "Subluminal" covers a HUGE range of speeds.

     

    Your example of 200km can be crossed in a fraction of a second at sub-light speeds.

     

    Exactly what speed would you like to argue your point? So we can accurately continue this discussion.

  7. Do you know what happens when you don't drop out of FTL before reaching a stargate?

     

    You get farmed by smart pirates like me that will be waiting you right on point.

     

    Do you know who's smart? A person that warps at a 200 km ping off a point.

     

    Welcoem to the real world. People like me are cunning like that.

    Which is it Twerk?

     

    Players come in too close at FTL speeds and cant land in an LZ...

     

    Or they drop out of FTL too far away and get ganked by you.

     

    You've argued both sides of the argument, because you have a beef with the person you're talking to.

  8. And this thread is about orbital mechanics. I've denonstrated that parabolic flight is not needed at FTL speeds. (Even 1C)

     

    My point is "why waste development hours on a mechanic that would rarely be seen or used by players?"

  9. Subluminal flight WOULD require a parabolic course IF the pilot was stupid enough to drop out of FTL at too great a distance.

     

    Yeah, Im gonna take a trip from NY, to LA but Im landing in KC and walking the rest of the way.

  10. But consider our real life solar system.

     

    It takes 5.3 hours for light to reach Pluto from the sun.

     

    Traveling 1C would be slow and boring in game time, but do you honestly think Pluto would have shifted enough in 5 hours to justify parabolic flight?

     

    A half second course correction would be all thats needed at that speed.

  11. You leaps in logic always amaze me.

     

    Now, please, do tell me where you pulled the 10c speed out of. My guess is thin air, but do humor my curiosity good sir.

     

     

    I took your previous statement of 8C and rounded up.

     

    :P

     

    If you remember, in a previous thread I said I would prefer speed limited to 15-20C depending on scale. You said 8C. I thought 10C was a good compromise.

  12. I'd like to point out that parabolic flight isn't necessary when you can travel at 10C.

     

    Lets use the latest devdiary as an example. They traveled between two planets in 15 minutes. IF the planets were using orbital mechanics, they wouldnt have shifted far enough to justify plotting a parabolic course.

  13. Just for clarification:

     

    All data to the client is validated and sent FROM the server. No peer-to-peer communications.

     

    Also, your client wont have positional data for ALL 50,000 players. Only, players where theres a remote possibility of interacting with.

     

    Google and Amazon allow you to rent servers by the minute.

  14. Agree with Twerk on the combat model. Server side hit detection is a resource hog. DU's combat model is closer to "tabbed targeting" that you'd see in an MMORPG. "Active lock on" or I prefer to call it "Reticle Targeting" selects your target only while its in your crosshairs, and then damage is applied like an RPG lightning bolt or fireball.

  15. As a reminder,

     

    Coordinate update frequency changes depending upon the distance from the player.  I'm also betting that it scales to the number of players in the area, and possibly the players internet bandwidth.

     

    What this means is the servers can most likely support those 50,000 players.  Even in  a small area, but your client will most likely see a fraction of those players.  Don't get me wrong.  If your org mates are on the other side of the city, you can always meet up with them.  But, NQ will design their Networking solution to provide fast updates of other players that you will most likely interact with, while providing slower updates (even non-existant) updates of players that are too far away to interact with.

     

    What I'd like to see is a mechanic that prioritizes coordinates between players in combat.  They're already planning to prioritize on proximity.  I'd take it one step further to include players who have recently damaged you (within the past minute?), or possibly the current player in your crosshairs.  The crosshairs suggestion may be asking too much because its determined client side and then requested of the servers.

  16. Magic.

    Actually,  I like Twerk's response.

     

    Its pre-alpha.  A lot of stuff will change between now and release, and your opinion on what tools they decide to ultimately use is meaningless at this point.

     

    Take a look at the dev blogs, but you're most likely NOT going to get these types of questions answered by ANY developer at this stage of development.

  17. Being in pre-alpha, I doubt you're going to get a response about system requirements and server allocation.  We know the game is "single shard" with a cluster of servers on the back end.

     

    Anti-hack will be more like the anti-hacks you find in an MMORPG.  Not a FPS shooter.

     

    All constructs are persistent, but NQ plans on having a solution in place to protect you (to a degree) when you're offline.  That coupled with organizaiton security "should" protect your items if they are within your organization's territory.

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