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Precise_Calibre

Alpha Tester
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Everything posted by Precise_Calibre

  1. I might be in the minority, but I don't want just a "trash" option for things like terrain waste. Small items like gun parts, broken weapons, food etc would be find to "trash", but I think that allowing entire tens to thousands of cubic meters of terrain, rock and waste to just be deleted would be take something away from the potential of the game. Just like condensing cargo down to tiny cubes (I hope condensing is only fraction of size for the original volume) would make freight hauling almost trivial, making waste just go "poof" would remove complexity and nuance from the game. The need to move and dispose of unwanted material could open up and entirely new avenues of play for some people - like those of us who enjoyed playing with construction and earth-moving toys when we were kids.
  2. I like the idea of a tram running the length of large ships or stations; grounded or in space. I know someone said something about rail systems in the forum elsewhere, so I feel like this would work nicely in this situation. It'd also give you as a designer and opportunity to add some extra flair to your ship or station. You could have a tram car that's really gritty and industrial looking if you are making it for a dedicated mining or manufacturing station, maybe you have a sleek, high-tech car for a really cutting edge research base/medical facility, or maybe even a fancy, ornate car with polished wood paneling and brass hardware, to really wow visitors to your economic mecca.
  3. It'd also add a culinary angle to the game, which is something I'd like.
  4. A competent builder-for-hire or designer will have their own portfolio of previously completed works available for perusal, along with testimonials from those they have worked with in the past.
  5. My only issue with She is that his songs are almost universally less than 3 minutes. It's like a sample of something that could be great to listen to an extended version, especially the "Days" songs.
  6. Each individual group will most likely have their own classifications for ships, with crossover happening between both groups naming conventions and the criteria used therein. There might be some that become universal, such a very large ship with heavy armaments being known as "Battleship" for example, but I think it will mostly be an organic phenomenon that develops over time with certain things just sticking while others fall to the wayside.
  7. The only interest I have in this is flora and fauna of alien planets. Just one more aspect to make an environment feel "alive". Exploring a world devoid of sentient life will not be as gratifying as one that has natural hazards. However, if such things will sacrifice the core game's stability, I'd just as soon go without.
  8. If you watch the asteroid base building video, they also change colors for voxels several times to make markings on the landing pad, such as the boundary box and number demarcation.
  9. I certainly hope that if I'm carrying several hundred tons of resources that they 1) take up a (semi)realistic amount of space and 2) impact the calculations for anything that involves mass. I don't want (demi) hammer space to just let people spirit around large quantities in a limited space, or there'd be no point to building large cargo haulers, jump-jet transport couriers or anything of the like. I understand the concept of "condensing" materials, but I don't think it should be unreasonably effective to the point where it invalidates the concept and aesthetics of cargo, storage and transport.
  10. I think it'd be fun to have the NQ-set weapons available to use, but allow a bit of "cosmetic" swapping with them. Like you could have all the same weapons available, but perhaps you can change how they look depending on personal preferences, "manufacturer" or skill-improvement level or otherwise. A lot of it could be as simple as a re-skin, but you could also, say, swap a dual-stacked automatic weapon with a visual of a minigun instead (everything should be available as a gatling gun, even lasers!).
  11. We can "handwave" this away by remembering that this technology was created using the element narrativium, which is one of the most powerful elements in the known universe. Also, I wouldn't be too keen on my first major, irreplaceable foothold in a new corner of the cosmos being a giant hunk of metal orbiting around a planet. Planting it in the ground to harvest geothermal energy while providing shielding to new colonists in a safe, secure environment makes much more sense from a long-term practical point of view. A space elevator would be something you'd build later as you re-emerge into the stars from your starting point, if it were possible in the game (it won't be).
  12. Physics-based stress calculations aren't really something they've said they'd be doing with the game. That many calculations would bring a server this size down in seconds. It's the same reason they're not going to have gravity-based voxel destruction or dynamic construct VS static construct impact damage (to the static). It's just not practical with the hardware and processing ability available. What materials will most likely do is provide certain armor class against damage received from outside sources. Just like most building games out there, you'll see a marked difference of say wood VS stone VS metal VS reinforced metal VS unobtanium etc. Since area-specific damage isn't really going to be a thing - ships will most likely take an average of material used into account and assign a "HP pool" to the construct. Thus two ships of the same size and voxel-count will have markedly different durability based on the material used in each. If one is primarily wood with some metal and the other is almost entirely reinforced metal with some space-age polymers, the wooden ship will most likely have only a fraction of the durability of the metal ship. That means it would disintegrate under even limited incoming fire, while the other would be able to take a pounding from small-arms and still remain in flight. Add to this, that they could theoretically add certain "worthiness" values to each material. Just as they have engines meant for atmosphere and engines meant for space, perhaps things like wood and the like could negatively impact the function of a ship once it hits the space threshold, if used too liberally.
  13. The following are just spur of the moment thoughts I had. You could set up a system where such large weapons require a time of charging and calculation in order to fire. I liked how they depicted this idea in the novel "Halo: Fall of Reach" where the AI had to charge the MAC cannon and develop a highly complex firing solution in order to accurately launch an attack with such a powerful one-shot weapon. Anything else would have been pot-shots with wasted resources. Represented in-game, it could be an attack with a long wind-up and an obvious targeting to the person being fired at. It would work only with a low percentage chance of hitting, increasing if a target is stationary and almost impossible if a target is moving rapidly. It could be used as a coup de grĂ¢ce against a crippled ship or as a precision high-powered attack against a structure. Obviously damage to a mobile ship in space would be more devastating, as a building can have a large hole punched through it and still remain standing without have to worry about the forces exerted on a massive moving ship.
  14. Time for Space NASCAR or Hovercross to develop as an industry. You could set up large areas with pre-made race tracks and have races, perhaps even with betting and such. OR you could even go rally mode and have off-"road" races across massive tracks of terrain.
  15. Logistics. I plan on moving things from point A to point B. Whether it's people or cargo depends on the job. As a courier, not a smuggler. Kinda like the UPS of DU... DUPS?
  16. You could have some sort of system checks going on for an area depending on elements detected. Examples: If a lot of trees are in an area, an ambient sound of a forest could be played. If there's a lot of grass but not much else, perhaps things like crickets or some similar (alien?) ambience. When the game detects a lot of structures, make it play a windy, more spartan ambience. These are just examples, but you could probably tweak it so the game detects what to play fairly reasonably. As far as people go - you could have ambience based on how many people are in a particular area, or several factors. If a lot of buildings are nearby and the area goes over a certain threshold of people, play an ambient crowd or marketplace sound. Beats people just standing around silently. But on the flipside, if a player found themselves in that same space by themselves, like late at night, they'd only hear the wind. Other factors, such as whether or not combat is taking place nearby could determine which, if any, sounds would be played. Just some ideas.
  17. I think people assume that everyone who wants to play this game is doing it for the exact same reasons as themselves. It takes all kinds in an MMO/Sandbox games. Some people will almost never engage in combat (defending themselves aside) and some people will almost never engage in manual labor (starting rock bottom aside). Everyone has their own goal and play style. My friend, for instance, loves mining and resource collection. He'll play a game like 7 Days to Die and spend almost all of it digging up ore, refining resources and building a base. He'd love to work as a miner on Dual Universe, especially since it'll feel like an accomplishment when he works with others to achieve something. Then you take me; a natural explorer. I love ranging for hours or even days on end, exploring every nook and cranny I can, sometimes while carrying supplies for someone else. For me, I'd love traveling with a miner, exploring the surrounding area and transporting the fruits of labor back to somewhere else. Others would primarily want to engage in combat, commerce, engineering, logistics or any other number of tasks they want to specialize in. They wouldn't have to think of themselves in two dimensions, as well. Maybe the security grunt or the courier driver get a special offer from a logistics manager back at base, so they do some mining on the side. They don't have to but the work could be there, which they would perform a little less efficiently than the specialized miner while still contributing. Any organization and the individuals therein will figure out exactly how to tackle the challenge of personnel management, for efficiency or for individual comfort.
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