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OnePercent

Alpha Tester
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Posts posted by OnePercent

  1. Who out there is going to be selling vs using all of the resources they're mining?

     

    I don't think I've come across an organization whose main specialty is going to be mining and selling off what they pull out of the ground. 

     

    It seems like most people are going to be using what they mine, although at some point they're going to want some cash and selling off something they don't need or have a surplus might take precedence. 

     

    I think exporting and importing minerals from other groups is going to be a thing, depending if scarcity will be an issue. Well established colonies will need fresh supplies for whatever manufacturing is possible in this game from the 'border worlds' aka the frontier worlds. 

  2. We only need 43 thousand euros more? Maby i'll upgrade my pledge but there should be more marketing for this game, I suggest the devs do more show casing to get reach that stretch goal, On the flip side I believe maby it's in their interest to not get that stretch goal.

  3. I'm sure I'm going to get some flack for suggesting this, and the idea didn't completely come from me, but I think that the spammy threads taking over the Off Topic subforum only existing to boost post counts are somewhat inappropriate. Both an inappropriate use of the subforum and a somewhat exploitive way of artificially boosting post counts to try and add legitimacy to user profiles who otherwise aren't contributing in a constructive way elsewhere on the forums. 

     

    However rather than amending the forum rules to simply ban those kinds of threads, I believe that posts in the Off Topic subforum should no longer count towards your overall post count. 

     

    As someone pointed out on Discord, on other forums sections such as "Forum Games" and "Off Topic" don't count towards users total post counts. 

     

    This would alleviate the issue of taking advantage of the Off Topic forum to artificially boost post counts.

    I don't base legitimacy or merit on a users post count.

     

    perhaps a system like the Frontier forums of elite dangerous where users can Rep another user? The more rep you have the higher green bars you have?

  4. After reading through the kickstarter page I see that the devs have decided on a subscription model, at $13/£10 per month, a similar price to other popular MMO's.  But I have to ask, what exactly justifies this price?

     

    Games like World of Warcraft, for their £10 per month subscription add a continous steam of new content.  In Dual Univese though, its content is entirely player-made. So what will Dual Universe be adding to the game on a continous basis to justify that ongoing subscription?

     

    Dual Univese looks like a great game, but I don't see how it's worth paying a subscription for, let alone one as high as that.

     

    My Assumption would be better tools, More fleshed out tools, More fleshed out Mechanics in terms of constructs, More Elements that aren't made by players but designed by programmers artists, More fleshed out Organisational structure etc.

     

    Continuous work on their singleshard infrastructure to make it a clean smooth experience during battles.

     

    Continuous work on making their game environment beautiful. 

  5. Honestly don't know what's hard about making planets with a field effect of stickiness to them to prevent needing complex orbital mechanics, As you slowly fly away from a planet, reduce planet stickiness for objects flying away, Vice versa when travelling towards, Apparently this is a big issue in a multiplayer game.

     

    By stickiness I mean the relative velocities ships would have to moving planetary bodies, Obviously if the bodies are stationary, there will not be any need to implement planet stick, But it's a trivial concept to implement planet stick and have orbiting planets around stars, Elite: Dangerous, Shores of hazeron do it, for example.

  6. In real life cities are built for a number of reasons (duh!):

    access to workplaces (income), shops (food, clothes, goods etc.), communication (internet), infrastructure (energy, water, waste disposing, public transportation), healthcare, leisure, etc.

     

    These fundamental factors which contribute to urbanization IRL won't be pretty much present in DU. People will be spread around different organizations, cartels, syndicates, corporations, etc., maintaining their own infrastructure, energy grid, factories, landing/docking/building sites, defense systems, etc.

     

    So I guess we won't be seeing large cities in DU, unless some very dedicated urbanists will be willing to design them just for the sake of design itself.

     

    Don't get me wrong, I don't feel discouraged from playing DU in any aspect whatsoever, however I just realized the things I've written above and it kinda made me a little upset, that's all.

     

    Or maybe I'm just plain wrong? 

     

    Modern Cities are built around the exploitation of Private Cars, It's why cities in the USA are unnecessarily large and population density is low. It makes a lot of problems, One being that people are forced into a lifestyle of owning cars to be able to live happily. Public transport also suffers etc.

     

    In DU however, I wouldn't be surprised if cities are very dense, Because of the readily available use of space ships and easy access to energy exploitation, Most of the efforts of a city would be to design around the concept of Arcology Construction 

     

    arcology.jpgcrystalisland-fosterpartners.png

     

    A single large, monolithic Construction for the purpose of housing peoples in the many hundreds of millions, In essence, the building behaves sort of like a Central Processing chip, Where you have inputs of raw materials and goods that may be required and an Output of Export materials depending on the Skill set of the population and the careers players might choose to specialize in. 

     

    Arcology Construction is extremely Efficient in the amount of room taken, compared to the amount of commute time needed. Rather than needing to travel 1 and 1/2 hours to your work, just take an elevator down to the industrial complex, or IT department.  

     

    Or at least that's the philosophy an industrially minded person like me would chose to design cities.

  7. I must admit, I'm a little confused.

     

    Novaquark released the in-game pre-alpha footage. It looked awesome, it was smooth, it conveyed all of the tech they promised and it showed how it was possible to have the vision they have.

     

    Yet, when I went on the subreddit, 133 subscribed.

     

    I come on the forums, and there are just a couple dozen active people.

     

    WHAT is HAPPENING. I feel like I've gone insane.

     

    How can this game not have a larger following? We've been griping as a community for a game like this for years. Years and years. Practically every day there are posts in Space Engineers of people wishing for a larger scope, more multiplayer. Every day on the No Mans Sky reddit about wishing for multiplayer and more customization. Every day in modded minecraft about something new and progressive but somehow keeps that emergent game-play.

     

    These are very different games, every one of them, and yet the ideals they dream for are almost all contained in Dual Universe.

     

    There are so many broken promises out there, Unsung Story, Broken Age, Areal, Sticks and Starships, Planet Explorers, on and on. Games that never even made it to the stage that Dual Universe is showing as a PRE Alpha.

     

    I'm telling all of my friends. I'm sharing photos and videos like a 35 year old woman who just got her third cat. And I hope you are all doing the same.

     

    This is a game we have all been waiting for for a long time. Let's make sure they know it.

     

    If they release a video of 10 thousand supposed clients from around the world having an epic space battle with 100 players per ship etc, with 30 fps and stable multiplayer environment, THEN, you will see a huge following of this game, specifically EVE players.

  8. I know this doesn't deal with Dual Universe but I am guessing that many on here are interested in NMS.

     

    So who has watched game play vids posted before release or "leaked"?

     

    One guy said took

    only 30 hours to get to the center of the galaxy.

     

     

    In a way it is funny and in a way it is tragic with the years of hype, waiting, and work put in for it to be spoiled before release. 

    The whole hundreds of hours to get to the center of the universe and how hard it would be so you feel a sense of accomplishment and the mystery surrounding it ... all gone before release date and in just a couple days of someone playing the game on an early release copy.

     

     

    So have you soaked up everything you can with this leaked info or are you purposely staying away from it?

     

    **This is not a compare DU to NMS, or debate about the two, simply curious on people's reaction/thoughts about this happening to NMS before it is released.**

     

    Literally the exact same thing happened with GTA:V, Fallout 4 and every other AAA game that garnered a huge popularity upon release had their plots speed runned through on the first day, NMS isn't an exception because it was possible to buy the game earlier than the game officially launched.  

     

    TBH i'm actually happy this guy did what he did, it means that most of the hype can be set aside and the first "Breaking the Ice" of NMS truly took place without thousands of people raging for whatever reason they might have had a problem with NMS. 

  9. So after watching several game play videos of No Man Sky, I was VERY disappointed and angry at the developers.  They basically lied about half of the features and now I find out you can't build the ships as well........

     

    So then I saw a video comparing similar games which led me here... and wow, YES this is what I wanted!  Multiplayer, single universe, voxel based custom ships and exploration on a huge scale :D

     

    Just make sure you don't go back on any of this content Dev's, I think NoManSky will fall off the hype train as soon as people realise everything is the same, just with a different skin and get bored real fast.

     

    can you make some examples about the lies they made in their marketing?

  10. Ok so lets say you want to rule you're nation by force but you cant afford a head on battle so you go insurgent style with you're group and destroy the enemys most important buildings with Suicide ship(cars?)or Just simple bombs.This could also be used againts the enemys supporters and stuff.(Please critize if you want as long as it is constructive)

     

    So State backed terrorism? Heh why not it happens all the time!

  11. That's really cool dude, the sniper ship concept is also in sword of the stars as well where you can have dreadnoughts with spinal mount mass drivers that can pick off targets at a distance, pretty cool concept i think.

     

    Would also be quite hilarious roleplaying in a bridge commander type scenario trying to dodge the enemy empires new superweapon.. the Spinal mount sniper mass drivers.

  12. @OnePercent

    Coilguns offer armor pen , railguns not as much.

    Not really sure what the context here is; Are you saying that generally as a game trope games that feature coil guns are given a stronger armor penetration value? Because I can already provide elite dangerous as an example where rail guns have the strongest penetration value in the game aside from erm.. slamming your ship into the enemy xD

     

    But on a reality standpoint, rail guns and especially the railguns that the navy are testing and experiment with have rails being able to reach mach 8-16 which is basicallu hypersonic speeds, using ultra capacitators.

     

    I've never seen real life experiments with coil guns maching the same speed but I would assume that coil guns are far less efficient than rail guns in payload delivery, as there is far more resistance in electromagnetic coils than in rails, as well as the fact that coils can only widthstand a certain amout of amperage before they...melt and there's also the computational problem of timing on/off switching for each coil to further accelerate the projectile.

     

    As for your rifling assesment, both rails and coil guns don't need rifling, as they are linear accelerators, but I guess it should be possible to rifle coil guns, perhaps because they can't reach the same muzzel velocities as rail guns and thus need extra angular momentum to provide added stability.

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