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Vyz Ejstu

Alpha Team Vanguard
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Posts posted by Vyz Ejstu

  1. Problem with allowing players to name planets/solar systems - especially in an MMO - is you come across the abuse of said system. I would be all for it personally, but only if there was a report feature if you come across an inappropriate name. Even then, that would put more of a work load on the NQ staff. It'd be a neat feature, but I can settle for randomly generated names as well.

    "Good point. That's why there's a community. They already have report features for posts and organisation names, no?"

  2. If indeed food becomes a thing in the game it should be a simple resource, not an elaborate "you are hungry, sit down and manually eat this stuff".  Instead it should be a thing you bring, but you can reduce the need for it by bringing a cryo tube or some other suspended animation system for when you log off.  Logging on to find yourself dead because you forgot to bring a few extra units of food would suck really bad.  In fact I think the survival should be more like Space Engineers, the food thing is too crazy for the distances of travel the devs are talking.

    "Sigh. Have pity on the developers, Thor. This game is still in the pre-Alpha stage!"

  3. My god, it's full of stars!

     

    I am hoping planets rotate, as I wouldn't know how to feel if my outpost/city or whatever was constantly in light or dark. 

    "They could through in some randomness. It won't be much fun if all the planets rotated at the same speed and in the same direction. Some planets may have sides of eternal day or night...until the Death Star obliterates them."

  4. That would be quite epic. have one going from the Ark to a station in orbit above the ark would be amazing. We should make this a thing!

    "In my opinion, it's too much of a risk. Anything could happen, and I mean anything.  While it will do for a great landmark, it's going to take more than one organisation to keep it fuelled, maintained and standing. That brings another question, is maintenance going to be a thing in Dual Universe? Engines have to be replaced due to wear and tear. I hope this is somehow implemented in the final release version."

  5. I don't think it will take all that long to get to another planet. Maybe a week or 2. but it is still a bit worrying.

    "Ah... The competition will be rife. I seem to hope against hope that everyone will get along, just long enough for us to travel to another planet. Who knows? Putting all the players in approximately the same place will be a good chance for last-minute pacts and alliances."

  6. Today I thought I would talk about the different ways power could be generated in game. There are a great many things to discuss today, so lets get right into our topic. 

     

     

    After reading around I have yet to see a huge amount talked about on the current subject so here is a few of my ideas on generators & power sources as well as potential effects and other assorted attachments.

     

     

     

    Low yield power generation:

    These forms of generators would more than likely be used early on in starting the game. Some of which may come pre shipped on the ARK, and fuel would be readily accessible to either produce or harvest.

     

    • Solar power cells - not terribly efficient at generating power unless in massive arrays - require capacitors or batteries to store power long term. Are effected by weather effects.
    • Bio-fuel Generators - essentially a generator that burns organic matter to generate heat to generate current. Potentially provides a use for trees - wood - and even coal as a resource. Would require water to keep cool, or just kept at low operating temperature. 
    • Geothermal - not sure if there are going to be heated areas on planets - but would be a interesting concept to go around. Provides easy infinite resource of heat to use to generate current. Downside - may be uncommon to find on planet, but when located do provide a inexhaustible source of current for running long term operations. 
    • Wind turbines - same area as solar - but instead of relying on sun they work on wind. Work far more efficiently in areas of high altitude, current generation is tied on cycle factor of wind being present. If wind is however not present - no current is generated. 
    • Hydro-electric - if there is water nearby it can be moved under pressure to generate current. Is limited to the amount of water stock piled, requires infrastructure to be built beforehand. 

     

     

    Then as we progress along, we get towards the mid range of power generation. These generate significantly more power than the low yield tier, but some do have side effects and or things that can go wrong. The mid range tier is more suited towards powering ships and other larger objects, instead of ground based facilities. 

     

    Mid range power generation:

     

    • Fission reactors / Nuclear power - allows for steady generation of power via the use of enriched uranium - via uranium oxides / ores on planets and asteroids. Hazardous if containment is ruptured - radiation exposure throughout facility and or ship. Can cause fatalities. Suggest protecting in well hardened area. Generates enough current to power small ships and fair sized ground facilities. 
    • Fusion reactors - similar to nuclear except instead of trying to pull apart atoms it fuses them together. Hazardous if magnetic containment is breached - imagine plasma at the temperature of the sun leeching into your facility or ship. Can cause fatalities, and ship destruction. Suggest protecting in well hardened area. 
    • Cold fusion - far safer form of fusion - generates same amount of power - but occurs at room temperature instead of super hot environment. 

     

    Then as we progress further down the line of research - you start to encounter ways of generating enormous amounts of power. Some of these are inherently hazardous to ship and person. So do keep a eye on em - and for goodness sake hope something does not break. The generators in this category would only be accessible after a significant amount of research time, and would require exotic components and minerals to be constructed, as well as a high level of knowledge to maintain and operate. 

     

     

     

    Theoretical Prototype / High range power generation:  

     

    • Zero point energy - generator that draws quantum energy from a vacuum. Requires significant materials to construct but is capable of generating enormous amounts of energy. No inherent danger. 
    • Antimatter power generation - generates current via use of antimatter - Inherently very dangerous to ship and person if containment is ruptured and contact is made with normal matter. Capable of generating enormous amounts of energy. Expensive to maintain and harvest fuel. 

     

     

     

    These are just a few of the ideas I had about potential ways to generate power in Dual Universe. Anyway what are your opinions on the choices? Did I miss anything?

     

    What are your ideas on power generation?

     

     

    Feel free to debate below. . .

     

         - and remember to leave a like, it is appreciated. 

    "Splendid. I like the last five a lot. With great power comes great responsibility. Nuclear reactors are essentially large "shoot me and hear: "BANG!!"" beacons. While they provide a wonderful occasion to give the attacking team a round of applause, they will swallow most of your ground based needs with ease. The question is: are we going to be able to script this or will it come as a ready made non-editable blueprint?  

     

    Fusion reactors are much more like awesome fireworks in the night sky, causing a major blackout to the unfortunate owner(s) if hit. (Insert Katy Perry's song here.) 

     

    Cold Fusion? Well, I don't know much about it, so I'll quietly leave this one be. 

     

    Zero-point energy: I like your thinking, good sir, but this may not occur till five months after complete game release. Six months? Perhaps eight? The point is it's a wonderfully far-off brilliant idea. How will a zero-point reactor be fitted in a Spaceship? How long will it take to build, research and test? God forbid that one of those should blow up just beside the grinning builder. If this one should be breached, however, we may have something like a cynosural field. I'm thinking one could be deliberately breached and deployed into a concentrated enemy area (forgive my devious mind, I enjoy day dreaming to an extent). 

     

    Anti-matter generation: This sounds very advanced and expensive. The Skill levels for this will have to be daunting. If it works successfully, say farewell to all your energy needs. If however, this malfunctions: anti-matter takes all, destroys all, eats all, purges all, loves none. Splendid. 

     

    The creative aspects of this should have come first, but, that is for another post entirely.

     

    "

  7. I don't mean to be that guy, but where did you get this figure from? Methinks the Arkship would be capable of holding many more people.

    "Well, this is not the Arkship. Project Deliverance was an alternative to the Arkship. Oethe Inc. and its massive manpower tried to help out the people that weren't picked.

    In essence, I'll give you a spoiler: the ship's name is: "Terra Ulterior. And unknown, to our dear Grand Architect, there are many more people aboard the ill-fated ship."

    "

  8. Yes, but you have to remember, each element, needs a DPU, if a DPU was to be linked with many elements,, it's power output would have to be increased as well. Not in a logarithmic way (hopefully), but at least in a logical one. Wiring a ship's weapon systems, thruster controls, etcetera etcetera, yes, it would not take much. Wiring a ship to the point of it flying and firing on its own? Yeah... well, that would and should be taking a lot of power out of the whole rig, as it requires many more DPU nodes to be achieved.

    "It would be quite a beauty if all DPUs were the same, won't it? There's already enough we have to save up for."

  9. Remember ladies and gents, when out exploring in your brand new ship, don't fornicate with the alien wild life. We weren't all born to be Captain Kirks after all.

    "I seriously doubt that will be a possibiltiy: for the sake of all that is good. Some parents might pick up an issue with the developers. But, since you brought it up...

     

    Captain Kirk is a legend, nay, a God. He is omnisexual.

    "...there's always someone to continue the pick up line. I love Dual Universe forums!"

    "

  10. so you have no source, great.

     

    then stop claiming that DPU's will have significant power draw :P

     

    "We can ask Nyzaltar to explain. How will DPUs be limited in terms of power or quality? Will there be quality classifications, and if so, how will they be clssified? There, now that's better."

     

    You are expecting NQ to do the same kind of mistakes Space Engineers did uh? :P

     

    I told you, for ships, I expect a limited amount of DPUs due to power cores running on fuel and because of the fact DPUs are in a grid, they are linked, they consume power like CPUs would.

     

    For factories on the ground, that's a totally different thing. Build a power plant next to it and have 10000 lines of code to run the whole thing. If your costs are outmatched by your profits, keep doing that :V

    "10000 lines of code? Captain, captain, why would you put yourself through so much trouble? That's what the Aether is here for!"

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