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Dinkledash

Alpha Tester
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Posts posted by Dinkledash

  1. 2 hours ago, AUTO6PL said:

    ESC for leave a ship is not the best idea I think. Many people will push ESC by mistake when they want to leave the game (or open options), not the ship.

    I assume at some point you'll be able to map your keyboard any way you want.

  2. I think there should be mining tools and possibly vehicles, but not drones.  A human should still have to actually do the mining.  If you're a professional miner (I think everyone will be a miner to some extent) then you'll reach the point of diminishing returns of your mining skill fairly quickly.  Tools should be available that will allow you to mine materials faster, and of course scanners to allow you to detect deposits, which will have elements that effectively multiply the effect of your skill.  That way a professional can make an investment to improve their productivity and you can continue to develop your specialization.  But we don't want to see hordes of Van Neumann planet eaters denuding entire solar systems.

  3. I am sure that there will be at least a broad brush worldbuilding so we can write in a shared universe that is released with the formal announcement of the fanfiction contest.

     

    I'm also curious about all those other arkships that were mentioned.  Is there a chance we may bump into another arkship civilization?  I know that even if there are hundreds of ships that had been launched, we'd still be thousands of lightyears apart after 10,000 years of travel at .99C.  But how far will we be able to travel?

  4. OR, park your a ship on the Arkship, just in case. Not anything fancy, just to get you back out there.

     

    Also, I don't think "public" res nodes will be available, because of the possibility of someone building an arkship inside a protection bubble and traping people in it.

     

    So yeah. Res Nodes are for organisations only. So it's an incentive to join one due to that.

    It will probably be easier to have backup ships near the arkship early in the game, but when the arkzone gets crowded... it might be profitable to make highrise parking garages for backup ships.  I expect that there will always be a profit in passenger services from the arkworld to other major hub systems.  When you die you keep your money so if you're wealthy enough you could just buy a ship, but you'd have to wait for it to be manufactured.

  5. Hello everyone!

     

    Can't believe I missed the Kickstarter.

     

    Well I've been waiting for a game like this for a very long time. From back in 2007 when I first got wind of Infinity:TQFE. I have since lost all hope in that game when they scaled back to just doing the Battlescape.  I can get that from many other space sims that are more fleshed out so to speak.

     

    So now I'm here with my hopes up again as I greatly enjoy Minecraft and Space Engineers. 

     

    See you around!

     

    -Roninmizu

    Check your inbox when you get a chance.

  6. I believe membership in organizations and the appointment of legates are ultimately under the power of the founder, so unless the founder voluntarily shares or surrenders control, all organizations are autocracies at the moment.  And I'm sure if there are additional options made available in DU for organizational, er, organization, the founder would have to approve that transfer to a new organizational model.  Even if legates are able to accept and eject general members, I don't see any way they can do the same with other legates.

     

    That raises the question, what happens if the founder stops playing?  If the founder fails to log in for several weeks and doesn't return messages from the other legates or members, will DU transfer control of the organization?  To whom?  What if there are no other legates?  Will organization assets be eternally frozen in their accounts?  Will the RDMS for objects managed by the organization be forever locked?  

     

    I hope that NQ has a plan to address the maintenance and inheritance requirements of organizations and provides alternative governance models.  I could imagine different models such as Monarchy, Republic, Democracy, Syndicalism, Corporation and Dictatorship having advantages and disadvantages in terms of stability, as well as the satisfaction of the membership in terms of participation in the government.  Once the RDMS is in place, we may see Republics and Democracies appearing, as well as the existence of Boards of Directors for corporations, but unless NQ wires control of the organization and its assets to the RDMS, whatever gets voted on can be rejected at the whim of the founder and the only choice members would have would be to vote with their feet.

     

    Developing business rules for civil wars could be very interesting too, as well as regional governments at the planetary/system level, or even at the city level.  It all depends on how big things get.  I can't see one person effectively managing the affairs of a 10,000 member organization.

  7. The booster idea that's called an inertial damper / dampener, is by definition stupid at best.

     

    It's like calling Deceleration as "Acceleration Dampening Force".

     

    An inertia dumper is giving you leeway on how FAST you can decelerate, the boosters proposed are the DECELERATION instrument. They work together. The higher the quality of the dumpers, the GREATER the deceleration that can happen, along with how tight a shp's turn can be.

     

    Those "boosters" that fire away from your destination won't keep your crew alive in order to accelerate to higher and higher speeds. An inertia dumper will, via the liquid method, as it would turn 50 Gs, to a more survivable 3 Gs (numbers could vary).

     

    The boosters firing away, are the frigging BRAKE. A brake is not an inertia dumper, as dumpers are more like the Airbags. They are there so you won't die if you had to withstand a VERY brutal deceleration rate.

    I'm thinking the inertial dampers would consist of some kind of quantum technology that generates a field inside the hull of a ship that bleeds kinetic energy from the objects inside the field at a molecular level by absorbing Higgs bosons or some other subatomic plot device.  A liquid filled interior would certainly dampen the effects of inertia but the added mass would make every ship wallow like a barge filled with lead.  

  8. Ok, DualUniverse have hit goal and all is great but now what?

     

    Can DU please let us know of their estimated road map is for Alpha, Beta release etc.?

    Being someone who designs computer systems, I know that times will slip but I still want to know how many sleeps I have until I can test this baby! :D

     

    Also would there be any mechanism for any of the people that have already pledged and would like to up their pledge for Alpha release?

    Click the Notify Me button to sign up for the newsletter.  You'll be informed when the PayPal option comes on line.

    http://www.dualthegame.com/

  9. "Flip and Burn" and "Speed Matching" will need to be scripted for each ship. Since ship mass and thruster placement are important, there's no way for anyone to know how the ship will fly, but the ship builder.

    A docking script would be some serious coding... You'd pick a docking target and identify the docking point... basically impossible if the target is maneuvering because he could just roll.  But speed and course matching, variable geometries... You could have an Ai script match course and speed, then burn to catch up or fall back to the target, roughly line up your docking rings with your ship in the correct attitude, then let the AI do the final approach with micro burns.  So two scripts, one where you identify a ship as a target and one where you identify the actual docking ring as the target.

  10. I'm all in for Intertia Dumpers, but not for Inertial Dampeners. One is a mechanical achievement, linked to certain Elements that can be introduced in the game to make a ship more maneuverable, the other is a Star Trek non-sense, despite the fact Star Trek bridges shake on an impact regardless.

     

    G-Forces thread dwelled into this as well and I stated my suggestion there. Mass of a ship + relative acceleration = Slow down effects on people due to G Forces being applied. G Forces get to much, player's avatar gets stunned for a few seconds, so it seperates good pilots from bad when it comes to skill.

     

     

    If a good builder can build very pretty vitros with voxels and can be recognised by their expertise with the voxel engine, I believe a pilot should be recognised via their understanding of their ship's mass and how much they can push it before they get stunned.

     

     

    Otherwise, we may have Titan class ships doing barrels rolls like they are jet fighters.

     

    Inertial dampers are also used in the Jack Campbell books.

  11. Man now I wish I had the 10,000 dollars so I could meet him and have the 1 hr call and stuff with him.  I wanna pick his brain on this.  Has anyone seen any industry papers on this Dynamic Area splitting?  I tried searching and couldn't find anything...but I only searched for a few mins too.  

    It's proprietary.  If they can get it working in DU they'll probably make more money from licensing that than they will from the game.

  12. Well, from what I have learned this is new tech that they have been working on for years before they even started working on the game itself.  I doubt any of us would know too much about it except what they tell us at this point.  I have faith.  They don't seem like liars to me, so until they prove that they actually are, I will choose to believe it is possible.  Somebody is going to figure it out some time, so why not these guys?

    https://www.dualthegame.com/technology#cssc

     

    "This involves what we call "Dynamic Space Splitting", server nodes are assigned to regions that are more densely populated, and these change the frequency of updates of remote entities to maintain a fluid experience for nearby entities."

     

    As a database software engineer, this is what I'm getting from this:

     

    When there's sufficient density, players will have a "primary" node assigned to them for rapid updates for them and anyone near them, so if you have 20,000 people in a city, everyone in that city will be on a single rapidly updating database instance.  That data will be replicated to all other nodes, but those updates will be less frequent than the "focus" instance for a given cluster of players.

     

    Say that the fleet of 2,000 players on instance ABC123 is jumping into a system where the players are focused on instance XYZ789.  As they pass through the jump point (or their FTL drive brings them into proximity) their client machines will start sending updates to instance XZY789.  The last thing ABC123 hears from them is that they have moved out of that cluster.  

     

    After that, ABC123 will still hear about the players in the fleet, but they'll hear about it every 5 minutes as a job replicates all updated data from all nodes on the continuous shard to all other nodes as opposed to updates from the focused clients which happen every 10 milliseconds or so.

     

    Presumably there will be a designated failover node for any given node on a different physical server, so one of the non-focus instances is getting updates perhaps every few seconds rather than every 5 minutes.  If the focus node fails, the clients get a blank screen for a few seconds as they reset to the failover server and pick up where they left off.

     

    It's a guess but I think it's a fairly educated one.

  13. I think you are right.  While most of us here can certainly wait until the right time to get CVC, not having it at launch will do nothing to entice new players into the game.  So it might be a slow start.  Hopefully they will have a lot of marketing planned just for the release of that expansion - as much, if not even more, than the actual live release.  

     

    And I am also concerned about all of the more casual players who get used to living in relative peace in safe zones who will fight CVC once they start talking about launching it.  It will change the game and many will already be comfortable with how it is and will do their best to try to talk the Devs out of adding it in.  Seen it happen before.  

     

    I'm in for the long-haul either way.  If this game ends up being half of what they plan on making it, I'll probably be very happy with the game.  I just hope the Devs don't buckle under pressure when the outcry comes. Seen that happen before too. :(

    Well they're French, so they're stubborn.  The louder people yell for CvC the less compliant they'll become... and in this case that's a good thing.  We want CvC right, not right now.  And JC said it would be available in the 1st update.but he didn't say when that update would come out.

  14. I guess you plan on being a loner without friends or an organisation that you can delegate to keep your building running, right?

     

    You can always do an AirBnB on your buildings, ren them for the period you are on vacation, or hire people to look after them on your stead. Pay them with DACs or whatever.

     

    I at least, will be having some friends of mine to look after my crib when I'm offline. Or even better, I won't even build a base somewhere. It's not a mandatory thing to have a home in the game, you can always roll as a space nomad. The only thing you need is renting parking spots.

     

    Oh please, like you have any friends!

     

    :wub:

     

    OK so the planetary defense systems will require someone to be online and in the chair, more or less.  This is a great reason to require two-seaters, because one of your folks could lose their connection (or their spouse could start demanding attention) and your space fort will just go dead.  But what if that connection goes dead before there's a handoff?  Will there be a way to test that the script will start executing on the second-in-command's client?  And when you go online will you appear at your station or do you have to move there from a spawn point?  I can see in a big ship with a crew of several hundred, each division would probably want it's own spawn point so you don't have to spend 10 minutes going through corridors when you report for duty.

  15. Yes it is. You won't get ships designs like in DU, but you'll get a good idea at how to think about constructing things.

    Welp I went to Steam to look at it and the reviews are pretty horrible. Apparently it was very good before they introduced planets and destroyed playability.  The constructs in the videos are also kind of ugly, to be honest.  Gravity looks good, and the collisions are cool, but for gameplay purposes here we won't do collision damage (see 37 other threads.)

     

    One of the things I like about the architecture DU seems to be adopting; it's firmly multiplayer and it's starting with planets and the kind of stuff they want to add appears to me to be foundationally sound inheritance-wise from an object oriented programming standpoint.  Ships are still ships, elements are still elements, we're just going have them zap each other when CvC comes out.  If we can't figure out how to do something with voxels, elements and LUA, we just won't do it.

     

    The one concern I have is isolating the LUA scripts so they can't divide the universe by zero and crash the whole game, but I'm sure we'll put LUA through its paces in Alpha.

  16. There will still be Avatar vs Avatar combat, and there is a strong likelihood that avatar weapons will be able to damage constructs. Combat is going to be very STRANGE, but there will be combat.

     

    The biggest implication this has for me, is that as a builder we won't be able to really develop fighters until after the game has already been released. If avatar weapons can damage constructs, we may be able to build ships and structures that allow players to shoot from them at other constructs. For example, a fighter with a machine gun nest built in, where a 2nd player fires through gaps in the fighter's armor at other ships, or a bunker with firing slits.

    If avatar weapons can damage constructs, than a ship could have its weapons disabled, and be subject to a boarding action if it is a large enough construct for it to have a control center.

     

    But when proper CVC gets implemented, there will be a development frenzy of builders retrofitting existing constructs to allow for weapons. It will prevent alpha and beta players from having an advantage in holding military blueprints through wipe, and will dramatically alter player behavior at launch. There won't be an arms race (apart from avatar weapons), instead each org will be racing to get infrastructure in-place for producing military constructs, stockpiling resources, TU's, etc.

     

    That notion is kind of exciting and could be used to build hype for release. Everyone will have an opportunity to get "set up" before it all hits the fan.

     

    But again, they might raise enough funds through paypal to hit that goal post-kickstarter regardless.

    That's a great notion.  It's sort of like how in world war 1, for the first few months, pilots actually shot at one another with pistols.  I can see a ship with groups of people with little personal turret points shooting their hand weapons at enemies... it will make for weird combat, that's for sure!  But imagine the pirate ship chasing the freighter, toughs in space suits shooting the engines out as they close, then just getpacking to the helpless ship, breaching the hull and getting inside...

     

    It even makes sense in game because we can only make stuff with our nanocannons, and without the blueprints for railguns and such, we have to improvise.  Warship design will be very interesting indeed.

  17. That's why this is on kickstarter and not steam.  Alpha will be some time in the first half of 2017 and beta 2018.  It should be available for general release second half of 2018.  Alpha players will experience a lot of issues and we'll probably restart our characters many times as the world is reset.  We'll literally be playing a game to test components of it that we know don't work 100%, and we'll be trying to figure out what conditions break the game so they can fix them.  Beta players will also experience bugs but the crashes there will probably be due to load and optimization issues more than logic errors.

     

    Alpha and Beta players won't get to keep their character advancement or stuff, but we will know a lot more about how to play the game when general release comes, and it is satisfying helping someone debug their code by deliberately flying your ship into a sun at FTL speed to see what happens.

  18. I wouldn't have thought they'd have that much of an advantage over beta players tbh. I imagine the beta period will be long enough to build all those skills up from scratch before live happens. Alpha and beta players will have that advantage over non-betas, though.

    Maybe the advantage the Alphas will have is that we'll actually have some input into the core business rules and maybe have a deeper understanding of them, having experienced the development of the system, while the betas will just experience the implementation.  Alphas may know where the bodies are buried...

  19. @Dunbal You cant let players create currency for many reasons. If an org issued currency crashes what about all those players holding said currency? You are going to say; tough luck? No that doesnt work.

     

    What about going into a foreign market? Pass through an exchange office? Hoping you dont get ripped of? It would be awful having to convert currency over and over.

     

    In practical terms how would it even work?

    How could the game know wich org qaulifies to issue its own currency? And how would your inventory hold all of those currencies? Everytime a new currency emerges it adds another "slot"? Sorry that just isnt practical.

     

    Beyond that its a crazy idea to give players direct control over minting currency. Just look at real life to see how well that works out.

     

    JC said that currently they are not looking into allowing players to create currency. And thats a good thing.

    If the purpose is to create a civilization with emergent politics and economics, the training wheels will have to come off sometime.  

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