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Vyz Ejstu

Alpha Team Vanguard
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Posts posted by Vyz Ejstu

  1. I think we can all agree with this and the OP.

     

    That said, while newcomers should be doing some research prior to asking questions, we can't just leave that entire burden upon them and then chastise them for being ignorant. Sometimes information is just not as readily available as some might think. It wouldn't hurt to have one topic stickied with a FAQ about everything we know in DU so far, with links providing the source. Would certainly make keeping track of all the information around here easier.

    "Alternatively, we could reply questions with the links of the posts/topics that answered similar or identical questions instead of plunging into protracted merry-go-round discussions."

  2. I am really hoping dreadnoughts/battleshops do not become the main staying power in fleet engagements. Don't get me wrong, they're cool, but there is nothing like having your battle group focused around your carrier with your fighters and bombers doing the majority of the work while your heavy ships serve more of a defensive role. But alas, we just don't know enough yet to even begin thinking of fleet comps. :/

    "Well said. I'm personally against battles dominated by immovable statues situated at both ends of the battle. Don't worry, we know enough: battlecruisers and the like are going to be expensive and impossible to build at the start of the game. Mini-ships/destroyers are the largest crafts you may see for a long while."

  3. "In order to minimize your profile: the smaller is better. A swarm of small crafts can do as much damage as a few dreadnoughts. But, if targeting is to be done like Captain mentioned, oddly sized/shaped ships will likely be the hardest ones to hit. It's up to the designer and the client to decide."

  4. Why not add explosives to it ? :)

     

    With such a system, i believe the problem would be logistic.

     

    "3D printing" the projectile in a loop can be done in Space Engineer, not sure if this will be the case here,

    anyway, it requires the construction materials to be on board the launch platform in order to feed the printer.

     

    Or you could simply create a ballistic bomber with X projectiles already in the bomb bay, and reload it from your base somehow.

    "There is nothing stopping anyone from looting the satellite of its essential production factory. Except it has ample security.

    Ample security means that the satellite would be heavier to launch into the atmosphere and if it is launched from space, well, I know some "raid-happy" pirates who will be more than happy to remove the satellite from your list of worries!"

  5. Most definitely, which groups are already doing. And I get it, it doesnt hurt to have a leg up against your rivals prior to launch. But man, some of the vitriol around here is dissapointing.

    "The effects of politics are already at work. But I agree with Khaymann. Irrelevant topics should be ignored. There's already enough information to answer almost every question that can be asked."

  6. If the Devs add melee weaponry (and I don't know why they wouldn't) an Arena system, organised by players for players, would be insane. Liike Landmark arenas, only actually fun.

     

    In fact, let's do better than that. Make War World from the DC Comics battleworld of the same name. Make an entire planet into an Arena. Park the Waar World around a red sun as well, to make for epic captions of combat under the red sunlight.

     

     

    And before anyone calls me a pro-slavery knave, remember that Gladiators were  not slaves in the Roman Empire, they were actual volunteers. Nobody would ever give a spear or a sword to a slave :P

    "Splendid idea! Let's all go find a reason to kill ourselves in a gladiator match. Winner takes the wallet of the richest alliance in the game."

  7. "It depends on the level of in game physics that the game contains. If the orbit it too high: say for instance outer space orbit, the gravitational field of the planet will tear the object apart before it even reaches the surface. However, from the looks of it, in Dual Universe, it may work if the developers code orbital scripts into the game engine. But, you have to be painstakingly accurate: satellites orbit the earth at around 15000 mph--and that's at Low Earth Orbit. If your script is even a split second late in releasing the payload, and it drops on the wrong piece of dirt, you may have a war on your hands."

  8. I personally don't think anything should "vanish", beside, maybe players.

     

    Regarding ships:

    -People will just log off in dangerous situations. A 10 sec cooldown will not always be enough, because this game is probably not gonna be just close range combat, so you'll often have 10 sec of time before the aggressor shots you. More than 10 sec cooldown is going to be annoying for people to wait. 

    -You're probably gonna have more ships, spread across different planets. What's going to happen to those? Every single construct you own is going to disappear at the same time?

    -What if you are a leader of a corporation and you're piloting a ship with 100 of players inside it?

    It would be so frustrating and unfun, that i can't imagine this is what the devs want. 

     

    Regarding players:

    Still a player could just log off in the middle of a fight. Let's say you are winning a fight with your ship Vs his own, and he knows he's going to die. He would just take all the stuff he can from the storage, and would log off. Even in this case, the best way to balance this would probably be: when you logoff your character go sleep, and doesn't vanish. This would require for people to build escape pods, and stuff like that, and would add more depth to the building system, and to other sections of the gameplay. 

     

    Regarding autopiloting:

    My guess is that, an autopilot should be just something that gets scripted by the players. So players could come up with some system that automatically send their ship to a safe location, but I wouldn't want it to be "standard"

     

    Regarding being harder to detect:

    I feature like this could be fine as long as the ship can be detected from a relatively close range. It just can't vanish.

    "And what happens, if for some reason, your internet connection trips off? The Developers have to keep this in mind as well."

  9. Theres a difference between "wanting" and "seeing it work".

    None of us want to pay anything.

    But theres the small detail that the servers and maintainance and bugfixing and continued development have to be paid with something.

    And the p2p people prefer a working and good game over a free one :P

    "Everyone wants everything to be for free, until they start creating things they want others to buy. Ahh...Sweet capitalism is coming to Dual Universe."

  10. I'm guessing how big you can span your empire depends on the people you have. If you have a large group with dedication and a good chain of command it could last a fairly long while but could easily collapse due to inactivity and members not playing their part.

    "Or greed. Cold, merciless greed. Revenge. Emotionless, thoughtless revenge. Mischief. Stupid, silly mischief. Empires will last long enough as the leader knows who to trust, who not to annoy, who's good at what and knows how to dance the macabre diplomatic ballet extremely well."

  11. The politics will go something like ... I am your friend .... until I'm not.  Probably more of the latter although I'd hope more of the former.

    "It's a tough game, that's why only the strong survive. Many a bright politician have lost more than a career, or a life. Suffice it to say, being the leader of a popular or influential alliance is the same as running into target practice with bull's eye on your back. Run from it, is my best advice. Unfortunately, I don't follow my own advice too well at times..."

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