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Ripper

Alpha Team Vanguard
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Posts posted by Ripper

  1. I would think mesh based elements could be repaired, unless they're entirely destroyed.  This wouldn't require a blueprint, just the drone detecting the damage state.  In fact, all voxel elements could be repaired unless completely destroyed, without the blueprint.

     

    But, repairs of destroyed voxels would require knowledge of the original construct.

  2. I would think repair drones would need a copy of the blueprint in order for them to know what to fix.

     

    These types of details would be specific to the ship, and would need to be hard coded into the drone.  Therefore, a builder would need to supply the drones with the ship.  It IS interesting, and replacement drones would need to be purchased from the builder.  Thereby, generating another stream of revenue.

  3. Nyzaltar has said that there will be both jetpacks for atmospheric and MMU (Manned Maneuvering Units) for space based maneuvering.

     

    As far as moving without a MMU, nothing has been said.

  4. If you think having the basic foundation first and not getting sucked into feature creep is equal to 'all things to all people' then I guess you are well on your way. Sure DU Devs can make the game they want but will it be a game players want? And will there be enough interest - real financial support - to insure it's completion and long term survival in an extremely competitive market? The Devs at Battlescape thought so and were so confident of their product, but their Kickstarter barely paid the bills. In fact some Devs had to leave. And Battlescape isn't alone in this department. So as much as I admire a Devs commitment to completing a project, it requires more than commitment: it requires looking at the market, what has been done before, what is being done presently, timely releases and what ultimately players want. One should be careful building the game they want because the game THEY want may not in the end pay the bills. 

     

    Don't get me wrong - though I'm sure some will try - DU has great vision and one which I can support - for the most part. Financial support however will probably depend on Kickstarter information. And to be honest, if DU insists on making a game untenable for those who don't wish to spend weeks learning LUA and months if not years becoming competent in coding/game design, I simply can't support the game financially. 

     

    Hey Zen,

     

    I know you're excited about this game, and its easy to project the problems of other game developers onto it.  It appears that the majority of forum members are aware of the other projects and the challenges they're experiencing, so I'm sure NQ is aware as well.

     

    The "Project Charter" will have all of the features and goals that were initially stated.  You and I may not ever see it, but we can get a good idea of what is in it by reviewing the details of the Kickstarter campaign.  Scope crepe comes in, when you don't have a good project manager.  There will certainly be revisions and addendums to the charter.  Some may be critical, and delay the initial release, but a good PM will make those "additional features", future expansions.

     

    But your suggestion shouldn't be dismissed outright.  At the moment, we're "Pre-Alpha" so things a pretty fluid.  Feel free to make recommendations.  They can easily be added to the project before Kickstarter.

     

    As for the economic viability...  JC Baillie is an entrepreneur.  He already owns other companies.  I'm confident he's aware of the demand for the project he's developing.  He's already heavily invested in this project, and I'm confident his business model has been heavily researched.

     

    Zen,

     

    Here's a question to you...

     

    Since all the other "sandbox games" have a scriptable interface, why should DU hamstring itself by not providing a common feature? 

     

    I would expect not providing a common feature in your product, would turn off more customers than it will generate.

  5. Spawning will be performed via resurection nodes.

     

    Your first node will be in the arcship, but the thought process is you will have a second one you can place somewhere else.

     

    Its my understanding that you can build or buy additional nodes

  6. Levels of complexity and beauty will naturally increase the further you get from the arcship.

     

    Im hoping that LUA is unrestricted as possible. We're already restricted to premade mesh built items.

     

    The younger players and those not committed to the game wont make it far from the arcship. Those that do will purchase their constructs. And they're going to purchase the cool looking ones, not tge crappy ones.

  7. My thoughts on orbital physics:

     

    Calculating the orbit of an object, and defining the best intercept point, or calculating your apoapsis and periapsis in order to define an orbit are due to our limited access to power, velocity, and resources.

     

    I have no need to perform these functions when I have anti-gravity units or FTL drives or reactors powerful enough to power them.

     

    I can create a static space station with that technology. And I can fly from a moon to a planet in seconds. No need to plot an intercept point.

     

    Id prefer the devs focus on other things besides orbital mechanics.

  8. From my understanding, you can have crew controlled weapons and script controlled weapons.  The "need" to multi-crew should be based upon complexity of the task.  A person is going to be a lot more efficient than a script.  However, there should be no restrictions upon players who would like to attempt to pilot larger ships by themselves.

     

    Some people are just loners.

  9. i think i will have to dissapoint you there, stargates, if they exist, will have to be built by players, that means explortion has to be done with other FTL-devices. So it wont be as in the tv-show where you travel to long lost places with the stargates, you can only "discover" places which other persons already visited and deemed to be worth it to start heavy development o that system, because stargates will be extremely expensive.

     

    Hey Vylqun,

     

    Would you please cite your source that Stargates will ONLY be built by players?

  10. Hi Rayzonic and Ripper and welcome on the Dual Universe forum! :)

     

    Target locking will be an important game mechanic for combat in Dual Universe, so you can expect so clear UI indicating when your target is locked before firing a missile ;)

     

    Best regards,

    Nyzaltar.

     

    Hey Nyzalter,

     

    I was speaking of when a missile was locked on YOU.  Not the other way around.  For example in Battlefield, there's a high pitched warning sound.  Unfortunately, I can't hear that frequency.  It would be nice to have a flashing indicator.  However, maybe that can be scripted into a custom control unit.

  11. One of Star Citizen's biggest problems is how they handled public relations.  They promised everything under the moon, without thinking about the ramifications. 

     

    Please be aware that when someone like Nyzaltar makes a statement, its considered marketing your product.  Your customers are watching what you say, and they will hold you to your word.  Otherwise, its false advertising.

     

    Then, not answering questions because they are afraid of upsetting people.  This just strings people along who are upset due to the direction the game is taking.  The people then generate NEGATIVE publicity.  It's much easier to rip off the band aid, and get it over with.

     

    So, Nut Up!  It's your project.  Build it the way you want it.  Don't promise the moon, and have the balls to inform your customers of any problems you're experiencing with development.  We'll understand.

  12. I really like how Battlescape has been keeping their community up to date. They have no problem informing their players that they're having difficulty implementing joysticks, or deciding which physics library to use.

     

    I love this. Even if its not done the way I like it. Its 1000 times better than informing their fans they'll release a whitepaper on their controller implementation, and a YEAR later.... We havent seen it.

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