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Dinkledash

Alpha Tester
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Posts posted by Dinkledash

  1. Additionally 

    4 hours ago, Serula said:

    You'll want to give different sized ships a different strategic advantage that promotes good gameplay. Changing values like this barely affect the gameplay. What NQ did was change the weapon tracking speed which is a much better solution because that promotes good gameplay. Balancing that property will have a very similar effect combined with what the player chooses to do. Getting in close should make it hard for big weapons to hit. So another thing that might need some tweeking is the speed and maneuvreability of smaller ships vs bigger ships in order to get a good balance.

    There are certainly other things that would improve gameplay but I was thinking that the weap-core size differential would be easy to implement.  Deflection and relative speed modifiers would also be a great improvement from a tactical perspective.  Adding evasion skills for pilots would significantly increase the importance of the pilot relative to the gunner and making evasion skills work better for smaller cores could make fighter pilot a real job.  Also, adding fixed forward XS and S weapons with very narrow cones and short range that do a lot of damage would make fighters a much more cost-effective firepower solution (considering that the real bottleneck is human players rather than game resources, there has to be some advantage to smaller ships that makes them attractive.  Anyway, tiny ships with massive turreted guns are ugly so there would be an aesthetic appeal as well.

     

    Also I understand the 30kkph limit is necessary because of lag, but maybe the relativistic effects could kick in at lower speeds for larger cores to give smaller ships an advantage when maneuvering.  It makes sense that massive ships would warp space more at lower speeds relative to C than small ships would, right?

     

    Countermeasures elements such as sandcasters, radar jammers, countermissiles, decoys, etc would also increase survivability and be more effective against different weapon types and in different situations (ie sandcasters work against lasers, countermissiles against missiles, maybe specialized armor voxel types work well against guns and railguns, and decoys and radar jamming against everything but not as effectively).  

    I (and from what I recall quite a few others) would like to see spinal mounts for large ships that have a very narrow cone but are very long range and do a lot of damage.  Personally, I'd like to see spinal mounts be made of multiple elements that get linked together rather than one big element, so you could make weapons that do more damage, have longer range, have higher rates of fire and are more accurate depending on what elements you use when building the weapon system.  Plus that way the weapon's performance could be degraded as the constituent elements take damage.  We could have the four standard types (laser, railgun, missile and cannon) as well as exotic types (tachyon, graviton, chronon and singularity launchers) that would have exotic effects and may be a little dangerous to use.

     

    Underpinning everything though would be a power system that charges weapons and shields.  Maybe you could overload lasers and shields at the risk of burning them out.  You can use LUA to make a control interface to apply power to a particular shield generator or weapon, choose which ones to power down when you start running out of juice.  It would add a lot of depth to combat.

  2. Make repairs while the combat clock is running take 3x longer than otherwise.  If a voxel or element that is under repair is hit, the feedback through the nanocrafter injures (or kills, I guess, until you have avatar damage implemented) the player performing the repairs no matter how far away they are.

    Add a to-hit % adjustment, after all other calculations, between the size of the weapon firing and the size of the target core:

    Weapon Size   Target Core Size

                            XS         S          M          L
    XS                    1           1          1           1
    S                       0.75     1          1           1
    M                     0.50      0.75     1           1

    L                       0.25     0.50      0.75      1

     

    This combined with the lower rate of fire for larger weapons would make smaller ships more survivable but not make it impossible for a L weapon to hit a XS fighter.  It would also give battleships a reason to have smaller weapons for point defense which would make ship design more interesting.
     

  3. On 10/19/2020 at 6:05 PM, Emptiness said:

    Except that it wasn't NQ stuff. The markets are owned by Aphelia. Where is it stated that Aphelia is NQ? Aphelia should not be NQ.

    This market heist should have had an ingame response, not a Hand of Zod response.

    So by stealing from Aphelia you basically stole from God.  What did you expect would happen xD

  4. I've got about 60 people who applied to SLI in the game but haven't come to our Discord. Our policy is that you need to interview on Discord before joining the game in the org. Unfortunately, there is no way to communicate with the applicants and send them our link unless their names happen to match between Discord and DU, except to add them as contacts in DU. But as far as I know, there's no way to remove a contact - you can remove them from your list but you're still on theirs as far as I can tell, and can therefore lock on to you. I know I keep getting notifications about people I've removed. I wish I could add a message when I reject an application.

     

    Does anyone have a solution to this issue? Any ideas? I don't want to just mass-reject people without a hearing. Thanks.

  5. Do creatures in other universes count as aliens? And I have my characters engaging in banter that includes racial slurs, but they're actually friends and don't mean it seriously. Not sure if my short is publishable. Who can I send it to for review?

  6. On 7/5/2019 at 2:06 AM, Destrin said:

    Is there a way to get a full screen display window on a cockpit? The cockpit is less useful and not as functional as a chair because of the hud is not full screen. The cockpit has more mass, much larger and looks cooler but lacks in functionality compared to the other control units.

    I would think that widgets that are displaying in system will appear in 3 person view.

  7. I checked the thread and didn't notice whether we had posted our new logo, so here it is.  I would like to take this opportunity to mention that for the 3rd quarter of 2019, SLI retail sales have exceeded 5 million quanta for finished elements and 3 million quanta for ore, and our contract sales are in excess of 6 million quanta for finished elements and honeycomb, including volume discounts. We look forward to an even bigger fourth quarter and are interested in direct hires for miners, pilots and production engineers, as well as developing our business relationships with independent and organizational suppliers and customers. Good luck, and happy DUings!

    SLILogo.png

  8. Sorry if this was already covered; I searched the forums and didn't find it.  I'm a Digital Ruby Founder (Early Bird) and I noticed that the newer supporter packs appear to have items that weren't available two years ago.  These are my current rewards per kickstarter:

     

    • Game at launch (PC Digital)
    • Thanks in the credits as early backer
    • "Ruby Founder" Forum Title
    • 20 DACs (value:360€ post-release)
    • Lifetime Subscription
    • Original SoundTrack (Digital)
    • In-game Pet (lvl.1 version)
    • In-game Pet (lvl.2 version)
    • In-game Pet (lvl.3 version)
    • In-game Pet (lvl.4 version)
    • Closed Beta Key Access
    • Alpha Access Key
    • Alpha Team Outfit

     

    This is what the current Patron Pack provides:

     

    • i-access.pngx1 Alpha Access (now)
    • i-tui.pngx2 Sanctuary Territory Unit (STU)
    • i-key.pngx3 Beta keys (can be gifted)
    • i-dac.pngx12 Dual Access Coupons (DAC)
    • i-outfit.pngx2 Earth Legacy Outfit
    • i-outfit.pngx3 Arkship Passenger Outfit
    • i-pet.pngx3 Pets
    • i-node.pngx2 Resurrection Nodes
    •  
      x1 In-game title
    •  
      x1 Dual Universe T-Shirt
    •  
      x10 Character animation pack
    •  
      x20 Furniture Set
    •  
      x9 Extra Character customization
    •  
      x1 Reserve your name
    •  
      x1 (Digital) Artbook (PDF Format)
    •  
      x1 (Digital) Original Soundtrack
    •  
      x1 Arkship Cryogenic Tube (decorative)
    •  
      x2 Character redesign token
    •  
      x500 Fireworks
    •  
      x1 Forum title
    •  
      x1 Content Creator Pack
    •  
      x1 Name in the credits

     

    I think the fireworks, content creator pack, furniture, tube, art, redesign tokens, in-game (as opposed to forum) title, customizations, animations, resurrection nodes and legacy outfits simply weren't available as rewards back in the day.  And these are all nice things I would like to have, but getting 2 territorial units is serious business.  I mean, yeah, I get to play this until I drop dead, which is great, but having TUs early in the game is a strategic advantage.  Are the founder rewards getting upgraded or do I need to "upgrade" to get them?  Can I, even?  Thanks.

  9. 43 minutes ago, CptLoRes said:

    First knee jerk reaction.

     

    - Inventory reduced from 64m3 to 4m3 (4000 liters)?

    There's going to be some fallout from that one. Seems you will need containers even for the smallest build or repair jobs now. 

     

    - Liters?

    Not sure I agree that makes more sense, considering we are mostly dealing with voxels and elements with cubic volume.

     

    - Fuel is suddenly heavier?

    What is the rationale? Combustion based fuel liquids generally have less density (weight) then water.

     

    Also the blog talks about transport being a problem that needs addressing, but it never says what the fix will be? Saying 64000L instead or 64m3, dosent really change anything.

    I'm getting the definite impression that mining is going to require a cargo speeder.  But also, cargo speeders will now make sense.  It's not actually a bad thing for the game to require the equivalent of a light truck to make your mining trips worthwhile.  The nanoformer volume was WAAAAY too high for light vehicles to be of any use.  I just wish I had made some S containers while I was churning out stuff in the past 2 sessions.

     

    Yeah the fuel is heavier thing threw me for a loop.

  10. And now we have cross-section.  Which means that efficient atmospheric ships will be flying pencils.  I wish that wings gave lift, ailerons roll and pitch, rudders yaw, tails and canards stability, and flaps acted as brakes in atmosphere.  And adjusters only work at low altitude and low speed (for hovers) or in space.  But that's probably just me.  I also post on necro threads.

  11. 1 minute ago, Oxyorum said:

    Only thing I want clarification on is this:

     

    "Someone said on discord that mass is reduced by a factor of 16, but I don't see that in the devblog."

    "No matter what happened next, we needed to drastically reduce the amount of weight that a player would have to reasonably move around; even in the context of large transports."  So perhaps the recipes have been tweaked to require far less material.  How does this sound; ore stays big and heavy, but refined, the weight and volume are massively reduced.  This would be fairly realistic for many types of metallic ore (not that there really is a carbon ore or a sodium ore, they're basically mined as pure in the real world).  So maybe it makes a lot more sense to extract and refine on site, then transport pures/scraps.  And L containers wouldn't really be needed on transports.  Maybe an M container would be able to carry as much as 4 L containers used to, in terms of what can be made with them.  

     

    I guess we'll find out in 8 days, 15 hours and 5 minutes.  But who's counting?

  12. 31 minutes ago, DaphneJones said:

    So a large container still holds the same volume, but what about mass? Does iron still mass 8kg per liter when it's in the container, i.e. L container full of iron masses 1024 tons? If so, I don't see how this solves the cargo problem unless you can make more with the same amount of mined material.

     

    Someone said on discord that mass is reduced by a factor of 16, but I don't see that in the devblog.

    If they aren't going to give us wheeled vehicles and ships to move bulk materials around with, they're going to have to either reduce mass or massively increase engine power and torque tolerance for us to be able to move anything.  I mean yeah, there's a reason we use trucks, trains and especially ships for moving lots of heavy stuff, but if they don't give us the option, they're going to have to do something.

  13. On 10/6/2017 at 11:56 AM, 0something0 said:

    How hard going to space at the beginning should be with the lowest tech/skill? Should it be hard like modern-day with each launch costing a fortune? Should you be able to get into a WWII fighter and go to space?

    From what I understand, the original plan post general release was for 1 month of play until the first orbital flight and 3 months to interplanetary flight (I think that's using in-system FTL.)  I don't know how long until we can build stargates.

  14. 5 hours ago, Miedein said:

    You know how in a lot of MMO's they'll have seasonal events, like, I play FFXIV as my main MMO currently and we get seasonal and special events for cosmetic items around most major holidays.

    I'm also curious though if there will be potentially down the line be something like fishing or other mini game activities added to the game. will there be a command for a random number generator? What if someone wanted to run a casino? Building, exploring, and fighting is all well and good mind you. And obviously I don't expect precious man hours to be wasted on these types of things throughout the alpha and beta stages of the game. Let's get the core gameplay solid and balanced first. 

    But as someone that's played a lot of different MMO's, and a pretty avid RPer, I've noticed that one of the best ways to keep a keep community strong is by giving them as many options to be able to interact with one another as possible. So possibly giving us some mini-game options, fishing for just relaxing (assuming you can develope a fun fishing system sadly a lot of games fall flat on that one) But even some casino like mini-games would make things fun. 

    I'm sure you could code casino games with LUA.

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