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Vyz Ejstu

Alpha Team Vanguard
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  1. Like
    Vyz Ejstu reacted to Anaximander in Loading Weapons   
    It would make said chore a thing to be recognised for when you got a team of people who can reload your weapons at super-fast times. Nobody likes sluggers, especially if those sluggers keep your weapons running And it would make new players be able to experience battle, without feeling powerless against "higher level" players. 
  2. Like
    Vyz Ejstu reacted to Anaximander in Loading Weapons   
    Exactly the idea good sir. And for that, you need a crew of dedicated people to quickly reload the gun, perhaps, the box is a phyiscal entity you got to remove and install on the turrets' mechanical whole. Would be amazing. That would also be a trade-off with lamp-based lasers, as they take time to cooldown, OR you can have people replacing a key component to bypass the cooldown and if they are fission based lasers ,they would still need nuclear material for the fission, so a reload mechanism applies as well here. Particles cannons would also need a payload to fire. Railguns would need a slug to be placed in them, so every single of them has a gameplay aspect of reloading in it, which makes players a viable option for such jobs in a battleship and creates a trade-off with automation, as machines consume energy off your ship's power core, while players do not.
  3. Like
    Vyz Ejstu reacted to Anaximander in Low-Profile Turrets   
    The problem is, Great Veteran of many A EVE Battles and (probably) Veteran of B-R5RB, the game goes for a partial destruction system and the weapons operate in a cone of fire/target/lock-on. Meaning, if a guy "paints" your turrets in his CoF, then he can destroy them out-right if you don't got them in SOME sort of protecting cover, meaning armor, meaning slotted armor plating, meaning turrets will need to be able to pop, fire, then pop back in on a firing run. There will be need for turrets to be kept in low exposure to not be destroyed on the first clash of two ships. Maybe some of them on one battery of turrets will be destroyed, sure, but it beats all of them. And before anyone here says anything about that, go check on the Multicrew, they do go for that kind of gameplay of destuction on parts of the ship, I just happen to have enough knowledge of video games, how they work to tell what they aim for at this point. And no, a target lock-on system is not a tab-targeting system, it's a tab-targeting system with actual effort put in rather than a "point and click" adventure.
     
     
    While I can see many EVE players do find Dual interesting, you guys must understand that EVE came out on 2001. It's been 15 years, let Tab-Targeting and Slug-fests go. Let the way of Dual begin
  4. Like
    Vyz Ejstu reacted to Admiral_Adama_ in Can your make a floating city   
    Dont see any sence in floating city. It will cost more, it will be easy to destroy it, and I dont see any advantages of this. But floating city can be useful on planets with high atmospheric pressure, and where nothing can survive on it surface. So planets like Venus can have floating city.
  5. Like
    Vyz Ejstu reacted to Jett_Quasar in Can your make a floating city   
    Someone will figure out how to do it I'm sure... I built one in KSP by using a little mod that removes the offset limits
     

     

     

     
    I call this one "Sky City" LOL
  6. Like
    Vyz Ejstu got a reaction from Jett_Quasar in So what Style of ships would you build or buy?   
    "It seems we share near similar tastes in design and aesthetics.
    Pax Vobiscum.
    "
  7. Like
    Vyz Ejstu reacted to nietoperek in Ship Titles/Classes   
    But all ships will be constructed by players, so every hull will be "class" in and of itself. What is the point of pre-defining classes, which will not exist? Oo
  8. Like
    Vyz Ejstu got a reaction from Astralator in So what Style of ships would you build or buy?   
    "It seems we share near similar tastes in design and aesthetics.
    Pax Vobiscum.
    "
  9. Like
    Vyz Ejstu reacted to Legate in Ship Titles/Classes   
    Hello everyone. Just got back from vacation, while resting in my Arkship while waiting for the WiFi to reboot, I was thinking about what would you name your ship and what catagory would it fall under. Mike wanted to help, couldn't find him when he tried to refuel the ship. He did leave me a pencil and a notebook, so I just write down some ship names when I think about them and where they fall under. I created my own list of ship classes for my business...if my Arkship ever lands...
     
    Here is the list of catagories I made, feel free to add on your own classes of ships. I will share some of the ship names, but not all of them...
     
    DRONES
    A.C. - Artificially Controlled: These drones usually go as missiles, small fighters, or just a scanner. A.C.s are meant to be remote controlled or put on a set course.  L.A.C. - Large Artificial Craft: These drones are larger than their A.C. counterparts. Instead, these ones are designed as large fighters, turrets, and mining bots. TRANSPORT
    L.T.C. - Light Transport Class: This category is meant for personnel, cargo, H.V.T. (High Value Target)/V.I.P, or prisoner transport. These ships are meant to travel long distances while carrying a small amount of cargo. M.T.C. - Moderate Transport Class: These ones can carry more than the L.T.C., including vehicles, drones, and S.L.Vs (Mentioned later) H.T.C. - Heavy Transport Class: The largest, but slowest and least mobile (jump wise) of the category. These are meant to carry military-grade S.L.V.s, Mechs, Fighters, and even L.T.C.s (depending on the ship) P.T.C. - Planetary Transport Class: Meant for either planetary evacuations or ICBMs. They are meant to carry a medium amount of transport at high speeds, but have low fuel. FIGHTERS
    A.C. - Artificially Controlled: MENTIONED ABOVE F.C. - Fighter Combatant: These ships are built to be aerodynamic and swift enough to deal damage and get away from threats at a fast speed. S.C. - Stealth Class: This brand of ships can be applied to any of the ships in this category   D.F.C. - Defense Fighter Class: These ships are heavy, pack a lot more firepower and can take more. At the cost of mobility and jump range. CRUISERS
    There are only 3 cruisers allowed to be made public at this time. More information will be disclosed. Some ships may be restricted from being viewed at any time.
    Cruiser - Gerven: A mid-class cruiser meant for military escorts, blockades, or peace keeping operations. This ship can hold 500 gunenrs and 30 pilots. Cruiser - [REDACTED]: This cruiser is meant to carry personnel that cannot be lost by any means, CEO [REDACTED] has one stationed in his base in case of compromising of base or full operation. They're the smallest class of cruiser, but almost as armed as Gerven Cruiser - Revere: An assault cruiser that can cover numerous areas at once due to it's long range weaponry and huge chassis. It can house over 900 Gunners and 70 Pilots. HEAVY
    D.C.S. - Destroyer Class Ship: These would have been classified as Cruisers, but are too heavily armed to be as mobile as a cruiser. Example of this is the Flak. D.C.S. - Flak: A massive space cannon that can be towed by Gerven. This cannon is capable of blowing a hole through a capital ship. The ship itself is REALLY slow and cannot do even medium jumps. SLV
    Suitable Land Vehicle: This category is for planetary-based vehicles. S.L.V. - Hound: An ATV meant for rugged terrain, equipped with a turret on top to fend off drones and smaller fighters. S.L.V. - Fiend: A light tank built for subtle terrain, can be equipped with an artillery cannon for long ranged combat. MISC.
    Planetary Annihilator - Black Sun: This massive station is too big to be called a ship, yet it somehow moves. This station is meant to lock into a planet via pegs. Mechanized Suit - Prometheus: One of the largest Mechanized Suits to be currently build, mostly used by Planetary Defense Forces. The suit is capable of grounding larger fighters using EMP fields.
  10. Like
    Vyz Ejstu reacted to Warden in 「Vulture Corporation」 [Security - Science - Service | International ☑ - Immersion ☑]   
    I would start before this: First pick the right alliance if you are not already in one. When in doubt, wait or filter more rather than going for the next best alliance you see, as picking one can define a long time. It better is a good or relatively good and sound choice then.
     
    Afterwards, there isn't really magic advice or a recipe for guaranteed success, as too many factors come into play including dynamic social human interaction.
     
    In the end it just has to "fit" or work somehow. It helps if people within this alliance have a general identity or similar ideas. If interaction is higher among the individual members, chances are people will be more motivated or effective rather than loose alliances where you only really start to call when you need cannon fodder.
     
    "Luck" also plays a large role. In the end you can plan all you want - while that may increase your chances or lower risks, in the end anything can still happen.
  11. Like
    Vyz Ejstu reacted to SquidGun in So what Style of ships would you build or buy?   
    I'd like to build ships inspired by Chris Foss and Syd Mead. Also the kind of ships I made in my signature.  
  12. Like
    Vyz Ejstu got a reaction from Astralator in So what Style of ships would you build or buy?   
    "Interesting choices. I believe in bringing minimalism into ship design with a touch a white aesthetic design. More or less like the Amarr Empire without the obnoxious gold meeting in holy matrimony with the Caldari State without the black and strange angle designs.
    Pax Vobiscum.
    "
  13. Like
    Vyz Ejstu reacted to nietoperek in E-Book based in the Dual Universe setting.   
    This is wonderful idea! Maybe @CharlesAugustus will rather compile such storybook from other players novels, and with player-made illustrations rather than write whole book by himself? We can do it as mini-comptetion, maybe with help of @NQ-Nyzaltar.
     
    Eve Community did something similiar, with good result.
  14. Like
    Vyz Ejstu reacted to Archer in Build Mechanics: Hacks and Overpowered weapons? Curse in disguise?   
    Now I'm imagining a Jaeger armed with an appropriately scaled up Lancer assault rifle.  I don't care how impractical it is, someone has to build this.
     
    Anyway I think player-created codes are already kept in check by limitations of the specific elements.  Space Engineers has a similar mechanic in place, allowing players to run scripts in C# from the programmable block.  However, scripts can only be used to instruct elements to do things that they are normally capable of doing and, as far as I know, functional elements are all pre-made, not player-made.  To extend the Space Engineers example I can build a small craft which contains a missile launcher.  I have at least three ways to instruct that missile launcher to fire.  Method 1:  Attach a cockpit, take a seat, set the launcher as my active weapon and click my fire button.  Method 2:  Attach a button somewhere on the ship, set that button's command to fire a missile and push the button.  Method 3:  Attach a programmable block, write an instruction in the script which commands the launcher to fire under some circumstances, maybe in response to a hostile walking in range of a sensor.  With the right scripts and sensors I can set up a fully automated attack drone.  However, the missile launcher recognizes a specific command to fire; it does not recognize any instruction to bypass its normal functionality, such as "immediately refill ammo" or "fire 200 missiles at once in every direction."  If I tried to write a script in that programmable block to do this the game wouldn't understand what my block is trying to tell it and the launcher will take no action.  Presumably DU's player scripts will work the same way, only able to reference sensors that the player has access to and only able to instruct elements to perform actions that they could otherwise.
  15. Like
    Vyz Ejstu got a reaction from Kremainn in Build Mechanics: Hacks and Overpowered weapons? Curse in disguise?   
    "I can literally see a BSG dancing to Michael Jackson's "Bad". Not surprisingly, it is taunting me. Pax Vobiscum."
  16. Like
    Vyz Ejstu reacted to Jett_Quasar in So what Style of ships would you build or buy?   
    I'm a huge Star Wars fan so I like the style of those ships especially the Millennium Falcon.  I've designed fleets of craft in KSP, but the tools are very limiting compared to what will be possible in DU (from what I've seen).
     

     

     
    Jett
  17. Like
    Vyz Ejstu got a reaction from Anaximander in Build Mechanics: Hacks and Overpowered weapons? Curse in disguise?   
    "I can literally see a BSG dancing to Michael Jackson's "Bad". Not surprisingly, it is taunting me. Pax Vobiscum."
  18. Like
    Vyz Ejstu got a reaction from Anaximander in Ship to Ship Communication and / or Player to Player Communication?   
    "Try out a walkie-talkie. It's been proven and tested for years on end.
    Pax Vobiscum.
     
    ​"
  19. Like
    Vyz Ejstu got a reaction from Anaximander in Build Mechanics: Hacks and Overpowered weapons? Curse in disguise?   
    "Well said and thank you for your reply.
    I thought so as well. But, you see, that's only half of the problem. Greater damage == equals higher price. I am in no wise a professional economist but, this should ring a  bell in every one's head. The more the quality, the more expensive the price. Granted, game mechanics and laws will be implemented, but how will they stop cheap projectiles and "just add water" defences from boasting the capability of traditionally (and reasonably more expensive) gadgets that exist in the market? 
     
     To some extent, this idea sounds most appealing. I am first of all a consumer--as will all of us be at some point-- and I rub my hands in gremlin like glee at the cheap prices for great defences and machinery.
    But, the downside is this: things will be created just for looks rather than focusing on functionality and actual game mechanics (at least where weapons are concerned). Unless you want to break the ceremonial bottle of wine on this ship with an economic war, prices and quality need to be ever so delicately balanced on a near perfect scale.
    Pax Vobiscum.
    "
  20. Like
    Vyz Ejstu reacted to Anaximander in Build Mechanics: Hacks and Overpowered weapons? Curse in disguise?   
    You are confusing programming with whatever Hollywood misconception of programming you are confusing it with .

    Game engines have a render distance, and Dual Universe's Unigine 2 is no exception. You may see something at 18000 kilometers, it doesn't mean you can target it. It's there as a background drawing by the server, that keeps it in check for you to know it's there, usually in low texture to give the apperence of blur. So, no, nobody will make a 70000 units death machine.


    The autorepair snippet is cool, but you need to have materials to repair anything. The devs said that a ship's design plays a role. You need a frame, a power grid, a DPU (items that hold LUA scripts in them) in a proper grid and relevant power cores to keep up the supply for the demand.  Hitpoints, is something irrelevant to this. If a passing fleet guts your power grid, you need to fix that grid and if your A.I. needs power ,that's up to the hands of the repair crew to fix the power-grid before the enemy makes a turn for another firing run. It's a vague example, but stay with me on this.

    LUA, is an amazing and easy to use language, but it can't make miracles happen. If it was so easy to create SkyNet, be sure that the chinese would have done it already, they have probably the best coders on the planet. Furthermore, the Devs have probably figured out a way to minimise Automation to simple function loops in the code to prevent any DPU from going into a loop that can crash the server, because, you know, trolls.

    While you can make an A.I. mecha, that mecha runs on fuel and it needs to follow the rules of a construct, it's not eternal. If Element targeting is in the game, meaning you can lock on a construct's particular Element (as the devs call items of mesh-work), be sure that people will find a way to bring down that Mecha by knee-capping it, or taking off its radar module or sensor node, metaphorically headshoting it or eye-gouging it. Those A.I. would be only automated IFF-read, tag, executor drones, not real A.I. and yes, if a mecha is poorly coded, it could go haywire if its IFF (Identify Friend of Foe) module is blown to bits, leading it to turn on its own side, since it's automated, giving the enemy a fighting chance, exploiting poorly thought-out designs.


    Everything balances out on its own.


    Peace be with you.
  21. Like
    Vyz Ejstu reacted to Warden in 「Vulture Corporation」 [Security - Science - Service | International ☑ - Immersion ☑]   
    Thanks for the feedback.
     
    But as I like to say: Multimedia isn't everything. As the first of us, many years ago, were roleplayers or influenced by it somehow, we eventually started putting the focus on certain videos, news reports etc. to add immersion. Or I did, rather. This included rather basic ads that I should actually throw in here later so you can compare with "back then <-> today". It also included basic briefing videos showing the AI. The tools were quite basic (movie maker...) but back then people liked it. The idea was to not just play a game in your limited or ample free time but to immerse yourself in it a bit more, and frankly, multimedia is probably one of the better options, if not the best.
     
    But to get back to my initial statement, multimedia isn't everything and we make sure to highlight where we currently stand to potential applicants, what they sign up for (now and later) and that multimedia isn't everything. This means that in the end, you can put on the nicest looking suit but your behaviour and input matters more than this beyond first impression.
     
    This should also allow for a more natural healthy growth. I'm no friend of simply trying to amass numbers no matter what. It boils down to the "quantity or quality" question to some extend. But regardless in the end we will just be one of many organizations and in turn concepts. We are in Star Citizen and if this game gets more interest and attracts more people, then it will be the same here. The main thing is that we have the right people by then to work on our goals as intended - and of course all who join us for this ride have fun along the way and experience something unique.
     
     
     
     
    We had one successful campaign in a modded Minecraft community already years ago. It had PvP but also an economy, player faction politics and more. And I can tell you it was one hell of a ride. I usually do not exaggerate like this but I really mean it. Perhaps the feeling of nostalgia and looking back amplifies the positive emotion, but there were really very notable and fun events in that time. This included a ten hour war against a major raider group where we had fierce ranged combat and it also included fighting a major uprising within just 26 hours or a day in essence.
     
    So to summarize everything said, in the end it's about going a little extra mile to try to deliver a fun experience to not just members but allies and partners as well ... and perhaps the occasional enemy, depending on how they take certain things.
     
    That raider group we fought for ten straight hours (5AM to 3 PM in my time with our alliance, in shifts basically) were fierce enemies then but after this we actually patted our shoulders. We agreed that no one wanted to have another massive ten hour war and became allies. We started making announcements or related videos about these events to further highlight how special they were.
     
    All who had this feeling know it's worth pursuing again and that's basically our motivation.
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