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DevisDevine

Alpha Team Vanguard
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Everything posted by DevisDevine

  1. I believe they did eventually. Something along the lines of detecting disruptions in the spare around a cloaked ship. Was it wrath of Kan they were fighting with a cloaked birthday of prey? That could be one method. We can manipulate gravity so a cloaked sensor could monitor disruptions in the gravity field by cloaked mass. Now they could make their ship massless, but giving that tech we could have infinite acceleration on massive ships and I don't think they the Devs will give us that. So just monitor gravity fields from the local bodies or send out your own gravity waves to detect a cloaked ship. That could make thigs interesting. While there's less mass there to produce gravity well in deep space, there's less disruptions. Likely making it easier to detect a small ship there over inside a planets gravity well with various fluctuations and other objects around.
  2. I thought about breaking it up as I was almost done. The shield's comment was mentioned to be a passing comment. I wanted the tread to be about the repair but I get carried away. On shields: I think definitely. Your own shape could be pretty resource intensive which is why I left it out. But would be ideal. Repair: I considered the nanobots being the resource themself, but then they would have to contain every material in game to have the materials needed to repair any damage. And it would be wasteful on other resources. Having the nano bots just place the resources from storage makes more sense. But one time use or infinite use nanobots aren't realistic, hence degradation. (Although they could technically self replicate) and you would likely need a master control station hence the repair station, but its CPU would be limited, limiting the max never of nanobots used at once and in turn your repair rate. I would love for a game to start utilizing nanobots to their full potential. Most books and movies fall short to what you could do with nanotech the Star Carrier book series as done the best job at this from what I've seen so far. Nano bots could be used for mining, clearing, building, and repair. You could even have a nano weapon that disassemblds an enemy ship. My ideas for repair just begin to open up the uses of the tech. And I would say they have a range, but surface contact isn't necessary for a repair station. The nanobots can construct their own bridge to cross on and get there
  3. The power system could simply be a priority list, you have preset mods that you create a priority list for. In combat it favors shields and guns, in emergency mod engines and lifesupport. As for the modulation of shields, that may be a bit more to code for, but it would be interesting to see just not necessary. Depending on the tech of the shield you may not have to worry about modulation. There are some proposed shield ideas that would stop anything regardless. One is simply bending gravity in a loop around your ship, nothing gets in and its all directed back out. Its energy cost would be what it takes to create and sustain it, increased fire wouldnt affect its strength. Ofcourse this stops you from seeing so cannot run continuously.
  4. So I have been wanting to bring this up for a while. (well like the week I have known about the game) but I wanted to see what I could find on the topic already but so far no luck. So heres my opinion on some things we should have and I would like to hear what has been discussed already on the topic. I am curious what type of defensive systems we will have for ships. Shields: I will automatically assume there will be shields of some sort, but what kind. Will there be independent modules for capacity and charging (like starmade). This is useful since it allows you to customize the ship more. For a fighter it is useful to have fast recharge but lower capacity, since any decent hit from a large ship will likely wipe it out being smaller. But recharging from the small shots from other fighters and flak cannons is useful. Where a lot of capital ships will want large capacities to soak up massive hits. Will there be logistics systems, such as remote shield rechargers to assist the capital ships tank? What about directional shielding. I always like the idea of having multiple shield emitters covering your ships. When fighting head on you can route power to forward shields and cut back on the rear shields. To make it simple it could either be 6 quadrants, top, bottom, left, right, front, rear or 8 quadrants like a sphere cut into 8 pieces. Repair systems: I will assume that various materials will have different armor values, making the shell of your ship tougher if you choose to. But what about repairing damage? In something with PVP ships will always take on some damage, and for large ships sometimes small bits of damage are hard to track down. I know the nanoformer is said to have the ability to repair damage, but what about a larger scale automated system. I think having a shipyard with dual function would be nice. First would be to construct a ship from a BP, you put in resources it slowly builds a ship. The second would be to repair a ship from a damaged state back to the BP state. This could just take the resources required and energy or a nano repair item as well as I will discuss next. What about an active repair system for battles. We know we have nano technology, why not utilize this to its true potential. They could be actively repairing your ship as it takes damage. Maybe it would utilize a special control system for them that would contain the blueprint and always try to repair to that state. A lot of games will incorporate some sort of automated repair system like this, Eve included. However in a game where resources dictate everything, I dont like that it just takes energy. If parts of your ship were blown up you need to replace those resources. So it could have a storage system of basic materials used to repair the ship. If it doesnt have the material needed the control console flashes a warning and just moves on and repairs what it can. Furthermore, if we are using nanobots, they have to come from somewhere. The nanobots could be an item we manufacture elsewhere and store them ont he ship to be used when needed. The tier or even number of control units could dictate the number of nanobots it could control and in turn how fast it can repair. I wouldn't expect all of the nanobots to be consumed every time they repair something, but they would slowly break and deteriorate. This could be factored in by a % loss, so if it takes 10,000 bots to repair something you loose 5%. This would allow for multiple levels of bots with various durability, control cost, and work speed. If you start to run low on bots the repair speed slows down until you dont have any left. (And yes as far as we know the nanoformer we have on our arm never deteroriates and needs replenishment, but I think this is a good thing so you can always start from nothing again. And it could be explained that Earth knew how to make much better nanobots than we can now. ) I really think there needs to be repair systems to cover these scenarios. A stationary shipyard that works faster and can even assemble from scratch, as well as a system to automatically repair when you are out and traveling. Especially since not everyone will have a shipyard as they will be primary targets to cripple an enemy force. And as it is shown by other voxel spaceship games, repairing large builds by hand is a pain, and often leads to missed damage you cannot see to locate.
  5. I was hoping someone would reply to you already on this with a bit more information. I wsa trying to find a quote someone replied to me with, it was either a direct quote or a paraphrase from a Dev, but I dont know the original source. It was something along the lines of "self replicating AIs will be possible" In short, from my understanding AI drones will be possible. This would cover #1 at least, but to what extent people are still unsure. I recommend reading this Dev blog on LUA and DPU's to get an idea of where they are going with automation in that sense. Now it is still a bit vague and leaves a lot of questions we all want to know the answers too, but with the simple system they are implementing you can use your imagination to see what it can lead too. https://devblog.dualthegame.com/2015/09/18/lua-script-and-distributed-processing-units/ If you would like an idea of the things I see possible with this system as described you can read the short story I wrote. The only additional thing I see I currently would need is a TX/RX system to send and receive commands to distinct entities remotely, which I suggest and discuss in the next link. The short story https://board.dualthegame.com/index.php?/topic/516-alpha-base-discovered/#entry3256 Remote command suggestion https://board.dualthegame.com/index.php?/topic/518-txrx-modules/#entry3273 As for topic 2 of yours, I am unsure about building, although I have suggested and asked about some sort of shipyard, but got no real information about that. Although it is uncertain, if the DPU and LUA scripting work as I understand you should be able to set up drone transportation systems. That will be a question as to how the navigation system works. It is likely to be a complex script to do so though. As for raw material collection, this got brought up recently in a post but I cannot locate it. It was in a thread suggesting ideas on slaves and robotic servants to harvest resources that came up today. Maybe Nora can locate it, he is good with that. In short a Dev (I believe NQ-Nyzaltar but dont hold me to that) stated that yes, eventually they plan to implement some sort of automated harvesting system with drones, but it will likely be limited and not able to do every task there is.
  6. Yes I like that idea. It goes with something mentioned earlier, you can cloak at the cost of something else. The less you do the harder you are to detect. And you could still perform sneak attacks. Like snipers you creep in over the span of a day and power up, decloack and open fire when near. But there's always a Risk of detection. "What do you mean emergency landing?" "Oh shit oh shit were all gunna die" And yes but from what I can see most people aren't active at this time. In like 6 hrs I find the forums are more active.
  7. My ship may be big but my wall of flak turrets will spread your bomber. But yes I agree. As long as there's a method to counter it I am fine, even if it is costly.Eve did not have a viable method.
  8. It has been said (somewhere) that you can build in the world or in VR. VR would give you a blueprint that you would then have to construct in the world. And I till haven't seen much on asteroids to know if they are movable, just that they are planned. I hope they are like Stargate, planets are stationary but asteroids are movable. It makes sense. Asteroids are small and will be more likely you can thrust them eneough to move them. Planets are massive. And while eventually some of us would have the resources and power to provide a measurable acceleration to them, it's an unnecessary mechanic to impliment.
  9. I fully understand the cloak issues from Eve. Living in Providence/catch we felt with UK (aka usually cloaked) a lot. I don't mind the cloaking, but it should either be cycled with a short cool down or have a way to counter it. Some sort of scanning system. Even if it's power hungry and hard to operate you should be able to increase your scan resolution eneough to detect the minute disruption of the cloak. NQs points are valid, and it seems DU won't have the same problem with afk cloakers. But if there are cloaks we still need a way to detect them. Entering exiting FTL, thrusting, weapons, communications, all should give off some detectible signature. Even when motionless it is unlikely you will have a perfect cloak, the ship should give off some em and heat signatures. Even without afk cloaks you fall vulnerable to someone flying in cloaked and doing a bombing run without your sensors detecting them to fire back. So make it expensive. But give us a way to detect them as a countermeasure.
  10. Sorry I can't quote from my phone but @nora. Do we really know how they will be made? Have the devs discussed the details of them with us yet? I don't think we even know they can be moved. We just hope they can. Maybe you can build on them just not claim. Why can't it be like a planet. You can build on them and that portion becomes yours but not the rest. If all else fails make a ship that can wrap around and grasp it then pilot the ship. When it's on the right trajectory release it. And boom, there goes the dinosaurs
  11. Yes I am on my phone. I can't tell you how many times I corrected boobs to noobs after auto correct. No Google for once I didn't mean boobs And I do hope players have the ability to move asteroids. If they are unanchored voxels it should follow the same mechanics as any other ship. Just ass thrust. But a player would want to crash one on a planet to help the noobs then, not just to wipe out a base
  12. That's pretty nice man. What's the scale? I played a few days in Emperyon, eneough to get a cap ship and do a few warps but then Overwatch came out. I may have to join you guys for a bit.
  13. I am for no respawning of ores on a planet. I recently made a post on ark spawning to address the concerns of shortages (and was linked here. Thanks Nora). There could always be new airships found. And I thought I was mentioned. But there could be meteorite strikes near the ark (maybe the ark manipulates them through gravity or magnetism to land near by) these would be rich in ores like most asteroids and meteorites are. That would be a way to slowly keep a supply for boobs. Beyond that planets and space are huge and can contain vast asteroid fields that contain immense amounts of resources. You just have to capture and harvest them. And I hope it mimics the real world, they continue much higher % or these ore than digging in the earths crust as we do on earth. This would drive the veteran players off the planet and away from the easily accessible resources the noobs want and out to the resources they can collect at a faster rate. And the number of asteroids scattered around a solar system could be nearly endless. And if slowly a few more are 'discovered' (aka added in) then it won't hurt immersion.
  14. Oh yeah I was refering to Eve Im with you. I played for a bit but was pretty busy at the time. Just ran a few dozen missions. Was hoping to get back to it but they then announced the expansion that was as much as a new game, right after the game released. That pissed me off and kinda kept me away from it.
  15. I wonder if they have self balancing systems or if you have to do that yourself . What I mean is even with thrusters on all 4 corners, if you thurst up full power, but have most of the mass on the front end it will still flip. Your rear thrusters have to throttle back. Usually inertial gyros could help compensate, but I am not sure if they will be implemented. Also in the real world they have limits on how much inertia they can impart without shedding it off at some point. I dont know about a Dyson sphere. Most engineers will agree that it is a quasi stable structure and gravity on the surface would be non uniform. It is also a massive surface area that would likely be unused. However a ringworld is more practical and stable. It would still provide massive amounts of surface area and a few of us have brought the topic up in other threads as well. I wouldnt mind looking at building one as a long term goal. They discussed it in relation to thrusters and newtonion physics. When you fire your thrusters it imparts a certain force on the given mass of your ship, thus giving you a given acceleration. While it is the basis of inertia, a lot of space games have an inherent drag that slows objects down. A few do this with firing your thrusters automatically but not all. And I would expect inertia to be there when turning and stopping. However when you are talking about inertia in relation to collisions it becomes a bit more involved. If you assume both objects remain the same when colliding then you can do a simple elastic collision where they impart their inertia on each other. A small ship would typically gain a massive inertia increase in the opposite direction. However when you deal with collisions that damage and destroy things (these are voxels afterall) the calculations drastically increase. You have to look at how much energy was absorbed by each block that comes in contact between the two ship as well as calculate when they would be destroyed and removed. Space engineers does this, and I would love to see a similar system in DU, but they may go for something similar to reduce the load.
  16. You pointed out the issues I was wanting to address with this. Resources and space will quickly become scarce. Having multiple starting planets would limit this, but it would still happen eventually. Discovering or activating new ark ship planets along the way would eliminate this. New players would default to that planet. However I would like the option to override this for new players comming in to join friends. Even if the resources are scarce I would rather start at the clostest RN to them.
  17. Maybe I will just do a bunch of short stories of random events for now then.
  18. Then how do they know who fired the missiles? https://devblog.dualthegame.com/2015/09/18/lua-script-and-distributed-processing-units/ That is basically what we know on LUA. The DPUs give you a sense of why they are putting in LUA. You have module A that can gather this data and B can perform these actions. When data from A = xxx tell B to do Y. With this you can build really complex systems.
  19. I was going to make a post on this myself today, but I guess I will say what I wanted here. First off, as nora said, we dont know the exact system. From the Dev blogs and the lore I gathered that it would be a time based training system more than a grinding system, think Eve online. Now I am not certain of this, but from what I read thats what I gathered it to be. I do hope there is no class system or restrictions, so one player could eventually learn everything. I want to say this was confirmed in some dev post, but I was reading so much at the time I dont even know where to go back and confirm that. I had an idea that when players started the could choose some start of class that they will be engaging in the most. With that you would get a bonus to learning skills under that class. It could be low (a few percent) if it were a permanent boost or something larger (maybe 25-50%) if it was a temporary boost, maybe 1 week or until xxx skillpoints). This could fit in with the lore, you were a diplomat before leaving earth so rerouting your neurons to learn those skills becomes easier. Or the same goes for whatever classes they put in. This would help players get into the game and do more very early on, boot strapping the game when it launches and helping new players catch up a bit later on down the line. An alternative would be you just gain so many skillpoints in skills associated with that class right away. So instead of waiting a day to train you would already know mining, or ore prospecting. As far as level requirements, I believe it was stated that as far as things like mining, you can do it at once. But as you learn skills you become better at it. And the same applies all around. Although I would assume it would take some knowledge to be able to manufacture a warp drive over what you know immediately. If you have not I would recommend reading the dev blogs.
  20. They were using something else, I think Unreal before moving to UniEngine. They wanted the ability to modify it more as they please. And I never saw that they werent so I just assumed they were. Either way I will be donating with the kickstarter. You say that like that was the only ship you flew. I had 2 orcas, an obelisk a few hulks and macks scattered around, a dozen battleships, 2 thanatos, moros, noctis, and countless other ships in my personal collection. Plus a few blown up cap ships. Just finished my CEO's Wyverine and was starting on my Nyx when I left the game.
  21. Hmm, how about a write something starting a bit earlier on and then going past it, at least until the Radeals completion? And its a good time waster, but I tend to get bored quickly. It is fun with a group.
  22. Maybe I want you to find me, and fall in my trap. Muhahahahahahaha. Usually people see me as someone they hide from, or preferably someone they ally with.
  23. Welcome from a 7 year Gallente pilot. I have been out for a few years now though. They are saying it will be a player based economy in DU, from what I gather it will be similar to Eve. I never heard of Entropia before, did a quick search. I dont think DU intends to do what they did with their economy. I would hope down the line they would have time cards people can buy with cash and sell in game like EVE (they arent certain but it seems it will be a subscription based game). As for testing the game in alpha, they have selected, and will continue to select alpha team members from those who contribute signifigantly to the community here on the forums. Aside from that, alpha testing will be open to those who contribute to the players who donate in the kickstarter later this year. It is currently Pre-Alpha and only the Dev team are testing the game. Alpha will release late 2016 to early 2017 from what I gathered. As for Globals and Hall of Fame? Can you elaborate more on what you mean by them?
  24. You will come to find there are a lot of things I do that are wasteful in resources but fun. In Starmade I would regularly drop 500k mass drones (server limit) on enemy bases, some times 2 per base. And just see how long it takes the group to take it out or move, usually it was the later. They didnt do much, mostly fire missile volleys into the base, but it was harmless since they were protected. But it was fun seeing them complain. And if they ever managed to kill them they got free resources.
  25. Lol, well I wasnt planning on continuing it. From there we would repair the Asteria and begin remaking our basic ships like the miners. We always stock our secondary base with things like that. Then possibly a retaliation attack. I guess I could write more if people are interested, but it was ment to highlight the features I would like more than anything. Hell if I would take time to write it and not just type a bit in between Overwatch games I am sure I can improve what I already wrote.
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