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Thokan

Alpha Tester
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  1. Like
    Thokan reacted to Comrademoco in WAR, what is it good for?   
    Absolutely nothing, War, huh, yeah. What is it good for. Absolutely nothing. Say it again, why'all...
     

     
     
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    On a serious note: 
     
     
    Benefits will come to those organizations who's primary focus is mining, prospecting, outsourcing and construction. We'll need ships and lots of them. 
     
     
    Many set of conditions, a war could erupt over basically anything; religious beliefs, political dilemmas, treaties etc. ... even over a twinkie...
     
     
    I don't see full scale wars happening at all during the first couple of years of Dual. There's just no possible way to be big enough, territory wise or military wise at the start... but as the years go, we'll definitely for sure see huge scale wars.
  2. Like
    Thokan got a reaction from Omfgreenhair in Fleet Command Structure & Communications - Diagram   
    "No, no! The other left!"
  3. Like
    Thokan reacted to Kuritho in Brush shapes   
    There better be a preset penis brush
    COUGH WHAT?
    Oh yeah. We'll most likely be able to do that extremely easily. I believe it's already possible in DU.
  4. Like
    Thokan got a reaction from Cybrex in Fleet Command Structure & Communications - Diagram   
    Aye. Most probably up until a certain point, of numbers and sizes of ships, PvP will prolly be a simple matter of calling out targets to focus-fire. Grand Fleet Battles are cool though, if ever logical.
  5. Like
    Thokan reacted to Lord_Void in Regarding the bounty system   
    Death in a game is not about death, it's about resources. If I can destroy you ship and ability to fight, I have won regardless of whether your character has died or not. In this way, bounty hunting is going to be more about destroying resources rather than just killing someone. 
     
    Or just laying the pain in people because you don't like them and have the money for a bounty 
  6. Like
    Thokan reacted to The_War_Doctor in Regarding the bounty system   
    This, also if someone is away from their home system harassing you or your group then killing them will send them out of your system. it will at least take them time to get back and they will have lost a ship
  7. Like
    Thokan reacted to Zamarus in Regarding the bounty system   
    Honestly, i wouldn't put it that black and white. There may be respawns but remember how the ress nodes are supposedly gonna work and the fact that you lose the majority of your inventory on death. Putting a bounty could be a strategic means to cripple your opponents, making them lose valuable time and resources as well as forcing them to shift focus to their surroundings and go on the defensive for the time being. And if your bounty is anonymous then its gonna have real potential since your enemies couldn't be sure you were behind it or not. You could even use it to hurt neutral parties that you think are in the way for your own progress but you don't want to declare war upon because of their allies or your image and whatnot.
     
    Its not just as simple as Permadeath = Worth, Respawn = Not Worth The Money
  8. Like
    Thokan reacted to Kurock in Dual Universe State of Affairs - A quick history of top 20 organisations   
    Dual Universe State of Affairs
    This is a quick overview of some of the oldest and current Top 20 organisations in Dual Universe.
     
    Dual Universe State of Affairs - Pre-alpha (part 1) can be found in Outpost Zebra
    Dual Universe State of Affairs - Pre-alpha (part 2) also available.
     
    Many eyes were cast over this document to double check its accuracy, so many thanks to all those contributors. Also special thanks to the Outpost Zebra team especially @Falstaf that slaved away at getting it formatted so well.
     
    Follow the Outpost Zebra thread here or register to Outpost Zebra directly to be updated with the latest in quality articles. 
  9. Like
    Thokan got a reaction from Vorengard in Fleet Command Structure & Communications - Diagram   
    Aye. Most probably up until a certain point, of numbers and sizes of ships, PvP will prolly be a simple matter of calling out targets to focus-fire. Grand Fleet Battles are cool though, if ever logical.
  10. Like
    Thokan reacted to Wilks Checkov in Fleet Command Structure & Communications - Diagram   
    Here is the smaller scale version of it - I imagine this is what the early engagements may appear like: 
     

  11. Like
    Thokan reacted to Anasasi in Fleet Command Structure & Communications - Diagram   
    I posted something asking for opinions on the fleet command and structuring of general groups and whether it would be based on a system that was close to EvE where it was Fleet Based or like, you know, other MMO groups, anyway, that got no bites but it is interesting to see the thoughts of another person and the style of percieved fleet command that we think we'll need from what we've heard.

    This is a good structure to be remembering though as most fights may end up with this sort of thing, at least large scale ones, as for small skirmishes I assume that you would just remove the secondary command ships and just have a direct squad of smaller vessels running around. More a 'gang' of ships. 
    This graph looks to be easily modified as well, so. 
    It works multiple ways to however people want to use it. 
  12. Like
    Thokan reacted to Wilks Checkov in Fleet Command Structure & Communications - Diagram   
    This is just to give a rough idea how complicated - large scale battles will be - especially when you start using larger more complex ships with crews. 
     
    Hopefully this diagram will give you a rough idea how to organize yourselves around. 
     
    Hopefully it will benefit you all in the long run. 
     
    Anyway - have any questions on structure - feel free to ask. Will do my best to reply soon as possible. 
  13. Like
    Thokan reacted to Vorengard in Fleet Command Structure & Communications - Diagram   
    Before I point out the flaws in assumptions being made here, let me first say that I really like this idea, and really want it to happen.
     
    That's being said... I think you're all forgetting how hard this is going to be to implement, and that means it probably won't happen. 
     
    First of all, communications channels like this are complex and time consuming. Getting information from the crew to their captain, to the admiral will take time, and would really require a coms officer to do effectively, especially for an admiral controlling a dozen ships. In all but the most massive alliances, that's a huge waste of manpower that could otherwise be in more ships. Furthermore, it will take a lot of time to pass this info back up and down the chain, during which time things can happen. We don't see this structure in EVE because people would die, thus changing the situation, before that process could happen. For this structure to work in DU, the combat would have to be slow enough to make it viable, which might be too slow for most people's desires. People often forget that in real life naval battles take hours and hours.
     
    Also, it's going to require a lot of skill to do. Not only will you need a competent admiral, you'll need competent captains of every ship, who are also mini-fleet commanders of their own. This is a problem because most people can't or don't want to be fleet commanders, and even if they do they're pretty terrible. Look at EVE again. Even major alliances of 2000 people might only have 5 or 6 decent fleet commanders (and only 1 competent Strategic level FC, if they're lucky), and FCing in DU won't be completely different from EVE no matter what happens. The likelihood of having enough competent command staff to make this work is pretty low, just because most people won't want the responsibility, they just want to blow stuff up. 
     
    And that's only two of the problems I see. That's not even mentioning issue of efficiency and cost. So, even though I want this to be a thing, I don't think it will be a thing because of all the obstacles in the way.
  14. Like
    Thokan reacted to NQ-Nyzaltar in Distance Tool   
    While there isn't currently a tool to measure angles in-game, you have however some visual feedback to measure the distance in straight line when you are in Building Mode, as shown in this DevDiary video (at 3:27):
     
     
    - a square defined with faint lines indicates a side length of 25cm (the size of a voxel on a Construct).
    - a square defined with moderate lines indicates a side length of 50 cm.
    - a square defined with strong lines indicates a side length of 1m.
  15. Like
    Thokan reacted to Stig92 in Galactic cartography   
    From everything that I have heard of they aren't going to "create" or "add" systems or stargates. The world in proceduraly generated and to get new systems players have to go explore and discover them. Expansion of the world would depend on how much players go out there. To get stargates for those players have to build the gates themselves. They don't just exists like in eve for example. I'm actually hoping to have/be part of an organisation that builds and controls gates in multiple systems and cashes in by charging people for travel. 
  16. Like
    Thokan reacted to NQ-Nyzaltar in A sorting system for ideas?   
    Hi Elildar,
     
    Sorting the ideas posted in this section is part of our to-do list.
    We also want to make a table on which we would answer if the idea is:
    - accepted and included in the roadmap before the official launch
    - accepted and included in the roadmap after the official launch
    - accepted and might be included but much later.
    - rejected temporarily (because of some reasons, but that reasons may disappear at some point)
    - rejected definitely (because of reasons that have no chance to disappear or because it's just not compatible with our game vision).
     
    However, as we have a lot of priority tasks at the moment, this hasn't been done yet.
    If someone was willing to make at least a kind of summary of the ideas already posted (with links toward the involved topics) right now, this would help both the Community and the Community Team.

    Best Regards,
    Nyzaltar.
  17. Like
    Thokan reacted to Stig92 in Americans VS. Everybody else (See: Imperial VS. Metric)   
    Everyone should measure distances in Poronkusemas' (reindeer's pisses).
     
     
     
    " An old Sami word meaning ‘the distance reindeer can travel before needing to urinate’. Used as a distance measure, as in “ There’s a Poronkusema to his house’ (7 kilometres, in case you were wondering)." http://www.scandikitchen.co.uk/useful-scandinavian-words-start-using-english/
  18. Like
    Thokan reacted to ATMLVE in Will we be able to build ships or space stations with abnormal shapes?   
    If you want to see some voxel shape creation in action, check out this part of the latest devdiary:
    https://www.youtube.com/watch?v=pz-XcdbaC3E&t=33s
     
    Also, there is an article on the wiki all about building, which I'll link below. If you just want to see a quick example and move on, then don't bother with this article, it's pretty lengthy. 
    https://dualuniverse.gamepedia.com/Builder_Guide
     
  19. Like
    Thokan got a reaction from Kuritho in Fuel   
    Oh come on, guys. This is not a Factorio mod. We don't have to have a stone age progression system just for the sake of it
  20. Like
    Thokan reacted to FD3242 in How are you going to play the game?   
    I am going to join, collect a few resources, make a small base, Repeat 12 times because I keep getting raided, finally make a hovercraft, drive said hovercraft off a cliff, then rage quit.
  21. Like
    Thokan got a reaction from Pang_Dread in Ships and the crew required   
    But you are basing this off of assumptions, my friend.

    A, that the supportive role will be "Pressing R", id est boring per definition, comparing it to mining in EvE.
    B, that a player-built ship is universally better than smaller ones
    C, 90% of people will want to constantly PvP in a voxel-based, crafting/building sci-fi MMO.

    I am trying to tell you that bigger ships probably won't be as viable as you'd might think. That they would need screens and crews to be viable, thus limiting them to organizations. I'm guessing NQ will try to balance it to where three individuals on a ship might handle and direct as much firepower as three individuals in individual ships - the overall bonus and point to bigger ships is the overlook, focusing, and supportive role.

    Also that playing a supportive role would prolly be more diverse and changeable than sitting on a spot "Pressing R", since that would indeed be boring and ineffective use of a person making me doubt NQ would implement it in such a way.
     
    Furthermore, this game is a MMO and will host a variety of playstyles. Sure, PvP and Org versus Org will be a great focus of the game, but there will still be plenty of crafting, gathering, building and whatnot. Saying everybody wants to PvP all the time is more than far-fetched - it's absurd to anyone who have ever played a MMO
     
  22. Like
    Thokan got a reaction from ATMLVE in Ships and the crew required   
    But you are basing this off of assumptions, my friend.

    A, that the supportive role will be "Pressing R", id est boring per definition, comparing it to mining in EvE.
    B, that a player-built ship is universally better than smaller ones
    C, 90% of people will want to constantly PvP in a voxel-based, crafting/building sci-fi MMO.

    I am trying to tell you that bigger ships probably won't be as viable as you'd might think. That they would need screens and crews to be viable, thus limiting them to organizations. I'm guessing NQ will try to balance it to where three individuals on a ship might handle and direct as much firepower as three individuals in individual ships - the overall bonus and point to bigger ships is the overlook, focusing, and supportive role.

    Also that playing a supportive role would prolly be more diverse and changeable than sitting on a spot "Pressing R", since that would indeed be boring and ineffective use of a person making me doubt NQ would implement it in such a way.
     
    Furthermore, this game is a MMO and will host a variety of playstyles. Sure, PvP and Org versus Org will be a great focus of the game, but there will still be plenty of crafting, gathering, building and whatnot. Saying everybody wants to PvP all the time is more than far-fetched - it's absurd to anyone who have ever played a MMO
     
  23. Like
    Thokan got a reaction from yamamushi in Ships and the crew required   
    But you are basing this off of assumptions, my friend.

    A, that the supportive role will be "Pressing R", id est boring per definition, comparing it to mining in EvE.
    B, that a player-built ship is universally better than smaller ones
    C, 90% of people will want to constantly PvP in a voxel-based, crafting/building sci-fi MMO.

    I am trying to tell you that bigger ships probably won't be as viable as you'd might think. That they would need screens and crews to be viable, thus limiting them to organizations. I'm guessing NQ will try to balance it to where three individuals on a ship might handle and direct as much firepower as three individuals in individual ships - the overall bonus and point to bigger ships is the overlook, focusing, and supportive role.

    Also that playing a supportive role would prolly be more diverse and changeable than sitting on a spot "Pressing R", since that would indeed be boring and ineffective use of a person making me doubt NQ would implement it in such a way.
     
    Furthermore, this game is a MMO and will host a variety of playstyles. Sure, PvP and Org versus Org will be a great focus of the game, but there will still be plenty of crafting, gathering, building and whatnot. Saying everybody wants to PvP all the time is more than far-fetched - it's absurd to anyone who have ever played a MMO
     
  24. Like
    Thokan got a reaction from Ben Fargo in Ships and the crew required   
    But you are basing this off of assumptions, my friend.

    A, that the supportive role will be "Pressing R", id est boring per definition, comparing it to mining in EvE.
    B, that a player-built ship is universally better than smaller ones
    C, 90% of people will want to constantly PvP in a voxel-based, crafting/building sci-fi MMO.

    I am trying to tell you that bigger ships probably won't be as viable as you'd might think. That they would need screens and crews to be viable, thus limiting them to organizations. I'm guessing NQ will try to balance it to where three individuals on a ship might handle and direct as much firepower as three individuals in individual ships - the overall bonus and point to bigger ships is the overlook, focusing, and supportive role.

    Also that playing a supportive role would prolly be more diverse and changeable than sitting on a spot "Pressing R", since that would indeed be boring and ineffective use of a person making me doubt NQ would implement it in such a way.
     
    Furthermore, this game is a MMO and will host a variety of playstyles. Sure, PvP and Org versus Org will be a great focus of the game, but there will still be plenty of crafting, gathering, building and whatnot. Saying everybody wants to PvP all the time is more than far-fetched - it's absurd to anyone who have ever played a MMO
     
  25. Like
    Thokan reacted to Lethys in Ships and the crew required   
    What void said....
     
    And additionally:
    We all want DU to be successful but I don't want to play another generic, theme park korean mmo with the SAME mechanics. Pick up group mechanics (pug) are handy and nice and easy to use. But they're not special. EVERY game uses this so why the hell should DU use it too? Make it as boring as those games? Make it for braindead-afk users appealing? 
     
    Why not go for a well balanced game where small groups can do tons of stuff, get their fights and get involved while bigger orgs (who are well organized) get an advantage in terms of ship size?
     
    If someone wants to fly big ships or 've some kind of God on turrets - feel free to do so and join a big org. Or make your own. But don't expect the game to be the same for everyone, that's against a sandbox
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