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DevisDevine

Alpha Team Vanguard
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Everything posted by DevisDevine

  1. I was thinking of suggesting this (Starship troopers) as an alternate to the ATV name since we are bug hunters.
  2. It is almost a gaurentee that different materials will have different stats such as weight and health. I dont recall any exact statement of such, but if there wasnt, why not build the structure out of dirt. In ome of the last 2 dev diaries we can see him crafting steel feom iron and coal, I dont recall if there were stats showing. As for how valuable each is, Im sure rarity will have an impact, but demand will be the largest driver. Heres an example. Lets say iron is used in everything, but its also everywhere so prices stay low. Trinium is rare, but not used much in components, people use it because its light weight keeping demand, thus prices, high. Diamonds are really rare, but have no real use except decrotive. So while costly, prices may be low for a rare resource. Titanium is another fairly common element, but not as common as iron. However it is used in all components including weapons and engines, regardless of tech level. This drives a huge demand for it and drives the cost to that or tritiums. This is a made up example but you can see how in a player driven market, rarety wont be the only cost factor. You can see it in eve, some minerals are harder to come by, but since demand isnt high, prices stay lower. As for collisions and piercing, it had not been decided how that will work in DU. It could be as simple as bumping with no damage, having only weapons destroy constructs. Or maybe damage is delt to the ships overall HP based on material strength of each ship. It has not been stated yet. But what is almost certain, due to system resources it takes, you wont see Space Engineers style collisions.
  3. My friend just got a plane and the plan is to fly out to a spot to see it.
  4. Those are going to be the specialty points. Huge battles will be held over control of the oddball zones just to make it your capitol as a sort of trophy. I forget, is it 12 pentagons to make the sphere required?
  5. Your specs arent to far off from mine. My computer was high end 5 years ago with a slight update last year. I can run most games pretty good, so long as Im not running multiple videos and games on the 5 monitors. I was going to be building a new comp last year, but I held off. I plan to see how it performs the Alpha game to get an idea of what I will really need. And at the end of this year build a computer that can handle it. And in reality, even alpha wont be the best indicator for spec requirements. It wont be until beta that we have a good idea of that. Does anyone know how many threads Unigine can support? I would assume DU will open it to however many threads your computer can support so long as the engine an handle it.
  6. Im sure someone will have the link at the ready, but if I recall each hexagon is about 1km diameter. Specs on what the planet were given and that 120km is about right. The Ark protection zone alone is 20km.
  7. Atmospheric entry friction, awesome. And I wasn't just thinking it, the atmosphere does create drag? Im curious what will be the planet to planet travel times, or even planet to moon. Release that video already. Who else is ready to get mining.
  8. Yeah, I saw your post. I just didnt make sure I covered every detail. I think the way you mentioned by using tensile strengths is a good idea, Im not sure if its something they already plan on doing and takes some processing. What you could do is set a minimum force requirement based on material. If 100% of the ship is titanium, use titaniums value. if its 50% titanium and 50% iron, average them. But to say a small ship does no damage to a large ship is breaking from reality. While its mass is small so the imparted force on the ship is small, it does in reality, and should in the game do some damage. So 1 small craft cant take out a BS, but a few hundred could. By not calculating the voxel damage, and just doing a structural damage you reduce the calculation requirements, while still allowing for ramming ships or kinetic torpedos.
  9. Ok, so heres my thoughts on the collision. A good chunk of it was already stated, and some of the details of some systems were mentioned so I can skip over it. First of, I would like to see a voxel damage system like in Space Engineers or Starmade, but I understand thats resource heavy and wouldnt work well for something on this scale. Maybe in 10 years when we have carbon nano tube transistors and 1k times the power we do now. But I would like to see some collision effects. Afterall, as much as they are hated, kinetic kill projectiles will be a major part in space battles, and its fun to design system to make them practical in battle. So for this maybe they could use a system similar to Avorion. I just recently started playing it and its one of those early access games, so some of the mechanics and how they work are unkown. Theres a few things that dont seem to be consistent. But basically, every block you add to your ship adds HP. Each system/component, such as a turret or engine could have its own health so they can be targeted for destruction, but the voxel construct is looked at as a whole. In battle, you take damage and it drains from your total HP. When its gone youre dead. The damage can be from weapons or collision. So for DU, collisions could just be an overall damage thing. Based on the overall inertia of the 2 ships, maybe an average in material strengths. And each ship takes damage and its pulled from the overall. I would like to see a system that allows you to puncture through a few blocks over having to blow up the whole ship. This would allow breaching and/or focus fire to get to critical system. I do like the idea of a minimum velocity difference to initiate damage. While you could argue that docking and landing damage adds immersion, in reality for games that have it for low speeds, it becomes a hassle. But I would keep it fairly low so it helps protect from every day maneuvers and docking. Afterall, if you're just a bad pilot there should be some sort of penalty. As for bumping collisions, this could work with nearly every system implemented for collision damage. And as annoying bump greifers are, it would be odd if two ships could just ram each other and not budge or bounce. And I would think implementing a system where I could push or pull your ship as a tug worked (we need space tugs right), but grief raming didnt. And having collision damage is a good way to at least limit bump greifers.
  10. While I'd rather keep my money, i like the p2p system because the games are better. Devs have money and motive to keep developing the game over just creating skins and outfits like in a F2P. Wanting to support the game I was going to back anyway, but when I saw the option for a lifetime sub I went higher and backed Saphire (or was it Ruby) to get that. And depending on how the game plays, if having a second account is useful for more than infultration, I'll sub for it. Afterall, I only had 5 Eve accounts
  11. Yeah, but maybe the devs would wanna set something up.
  12. From what i found on euclideon, because when I heard about it years back I wanted to know how, is that it wont work for DU. It takes hours to sort and organize all the data to run real time rendering of it. Which is great for lots of things like real world maps or static map games. But DU is voxel, thus constantly changing. I would assume every block change requires time to reoptimize that data set. So with so much going on in the world, I dont see it having a benifit. Ontop of that its a rendering engine not a physics engine.
  13. So its been a while since i read through the resurrection node thrmeory, but I think yall are missing part of the many world theory. If it can happen is is happening. Theres a small chance an atom infront you will transmute into another. Theres an even smaller chance that 10 will do it in a group and soforth. So theres a tiny chance that atoms will randomly self assemble into a copy of you with all youre memories up ubtil that point, so he thinks he is you. So given that, theres also a chance right as you die, they self assemble at a location of your state before death. The res node just fixes in on that version of reality. You could say it funnels ypur counsciousness into that reality. I dont think this is exactly how the lore explains it, but its a way to do it but it gives the same effect, youre alive in the same universe, or one thats indistingusbiable up to the point of your death. But this wouldnt have to put you into single player worlds like it was mentioned, as up to that point everything about the original reality and the one you res in is indistingushiable. Including other people and their counsciousness.
  14. This actually happened in Eve. Group would pull newbs to null and trap tgen there with all their stuff and no way out. Group of pirates banded together for a rescue. As for resources at spawn, we won't really know until at least alpha. There we will start getting numbers on density and mining rates. Thats part of alpha, not just bug finding, but game balancing. Once were in alpha where we can judge the severity of the problem we can determine if some proposed plans like a new spawn will be viable or of something else is needed.
  15. I would have to agree, MC is to simplistic and Ark to complex or rather time involving. As much as I wish it wasnt the case, some of us have things in the real world to attend to. So in a persistent game it becomes difficult to maintain things on the micro scale. While big groups can fill that problem, you would have to recruit from all timezones, when groups usually try to play around core timezone. But it also limits what a single player can do on their own. Im sure the devs will come up with something fitting. And the comment on algae tanks made me think of the Foundation series. Theres gunna be one group that is known for producing a superior quality algae.
  16. Loosing items and possibly ships can be a big loss or maybe not. I dont mind this, however I am against permanent penalties. So a permanent 10% increase in skill training time would be terrible. We all make mistakes, and Im sure there will be a lot in the begining. I liked eves system of having a clone thata good ebeough, but it may not fit in the lore well. Maybe losing skills learned in the last X amount of time, and it could be reduced by skills. I also wouldnt mind penalties as suggested. 10% slower training time for a day. or longer lock time, slower movement, lower carrying capacity. Could be interesting. It would allow you to wear down that attacking army as each time they respawn they become less effective.
  17. This takes in a few aspects. They have been discussed to varying degrees in past post. From my recolection the devs will not impliment temperatures or 'enclosed'enviroments (like ships) for the near future. Basically it comes down to resources and performing the calculations to determine these thing. But it has been mentioned amd suggested that some planets will have harsher enviroments than others. But I dont know what they would mean on that. Now these would be discussions that took place a few months ago. I do hope they plan to impliment some of these aspects post launch. Especially internal ship atmospheres like in Space engineers.
  18. Wait you guys dont claim the billions of ISK earned from piracy on your taxes. No wonder the IRS never told me who to send the ISK too. Well the dividen stocks are typically much larger than the payouts. But think of it like the big league kickstarter. You front the money for the stocks that lets the company spend it for whatever, and in return you get a share of the profits at a later time, assuming they succeed. Now Im mo expert in all types of stocks and find the majority of the real world market fradulent, but there's numerous ways NQ could impliment some sort of stocks and investments.
  19. Im sure most of you have already, but if you havent got to DUs Youtube and subscribe. The more subscribers and views they have the more likely it will get shown to new people. Which we need as many people to see DU and the Kick starter as possible right now. Hopefully the media package will release soon to post on forumns https://www.youtube.com/user/dualthegame
  20. True, and theres some that wont care about the game at all but get joy out of ruining other peoples play. NQ will have to see which aspects of the game are most desired and utilized, and improve and expand those as a priority. That is why I like the P2P model, if NQ fails to do that subs will drop hurting the company. It keeps them looking at what the community would like. And if thats voxels smaller then 25cm so be it, Id like that too. But I want to see a functional game first to prove it can work and get a source of steady funding for them to keep developing.
  21. Eve does not have a stock system like were discussing here, unless recently implimented. We managed out own dividens. And while you cant control a companie uf you dont have the majority, thats not what I ment. Say I buy stock with the agreement i get a dividen payout based on net profit. What gaurentees they pay me. They could give fradulant profit numbers. But they could also publish they made billions and just not pay out dividens if theres no system in place.
  22. They even have spheres so you can make the balls better. You can build anywhere without a TCU. The TCU is there to prevent others from building in your claimed space. So you get a 1km hex, and i believe the dig depth is 2km. I also believe the height of the TCU claim is 1km. I would assume with no block physics you can keep building abover the 1km, but it be unprotected
  23. The point is exactly what you said. They are all in 1 place. Right now I can go to landmark to play with detailed voxels, space engineers or starmade to make spaceships, eve for a continuious play universe, but I have to do the seperatly. DU is giving us 1 game with them combined, plus more. You cant expect them to improve a single technology, while alao tying in a few more. And DU isnt comming up with the single shard idea, what they are doing is combining single shard and single instance using their network algorithm. Also you are assuming they arent doing it better. We havent even played the game yet, 25cm voxel limit doesnt mean better or worse. Remember you arent just building, but also flying these voxels. Let them get the game working, then theres time to add in smaller voxels later. Theres no point in going to a 1cm voxel if theres no game.
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