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DevisDevine

Alpha Team Vanguard
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Everything posted by DevisDevine

  1. Well it is assume that anything on the same construct would automatically communicate, but for radar sites signaling isolated turrets, yet. And the hijacking and jamming is part of the fun. If the devs provide us with a basic TX/RX function that ties into the LUA script you can implement your own security codes and even command codes. Only you would know how your own codes are structured. And while this is a basic feature, it would open the door to so much more that you can do.
  2. Welcome to DU The_Gentleman. I guess you could call me your antagonist because my friend would say I am The_Opposite. I'm a Cajun, southern USA (the real south, not that Kentucky BS, if you're above I-10 you're a yankee), lets try not to relive 1942, at least until the game releases.
  3. Just remember it takes a long time to get to England in a rowboat... we at least if you're in America. If you're from England, not so much.... I agree it is usually balanced that way, but I have always found games did this for 'balance' yet it was completely stupid and unrealistic. If I can fit 20 massive cannons on my ship, why couldnt I take one or 2 off and replace them with 20 small ones, giving me something to shread those frigates. BSG did this right, it was a true battleship. It had everything on it. While they should still have their uses, it wont be so clearcut as orbit the big guy and web him since he cant hit me.
  4. There he goes with his links again. Its like he has them all stored in a speed holster or hotkey. Anyway, yes as he said there will be some. Several of us have discussed having Ark ships that are found and activated to give new protected zones as well as spawn areas for noobs. And my personal favorite is to have an Ark AI go rogue as an NPC enemy. That could give plenty of backstory to the artifact sites. It is assumed that the sites will give rare drops. Things like blueprints and the possibility of an Ark token used to Arkify an area of your choosing. But the Devs are still discussing this feature.
  5. But I love the slot machine, ok not really. I cant disagree with you, I just prefer the RNG because it mimics real life. And with an endless possibility game, we have limited component variety. The RNG ensures infinite variety. But I would be happy with any research system right now, especially one tied to a modular gun system. It can be refined later.
  6. I like your thinking man, I dont see many people thinking in this detail this far ahead. I have been wondering similar question myself, primarily on target tracking and predictions. In short, we dont know. The one thing we do know is that projectiles will not have physical travel (at least it is not planned to be worked on and implemented in the game for now). Meaning they wont be shot from the gun into space and travel to the target, with the possibility of intercept and friendly fire. This was confirmed in the following thread. https://board.dualthegame.com/index.php?/topic/281-diversity-of-battles-and-wars/ It would be nice to have the physical travel implemented, but I understand why they arent atm. But, with the dev blog mentioning scanners and targeting, it is assumed you at least need to tell your turret to shoot in the right spot. It will likely just be a hit or miss check instead. As far as will we have to factor in target predictions and tell the turret to fire in the right place, we dont know. It could be you just tell the turret to fire at enemy A and he does, hitting based on a given set of stats. We know LUA is there to interface systems, but still dont know the extent either. Regardless, I like your thinking, you would fit in with my group and some of the big ideas we are developing.
  7. Sounds like a lot of fun, I am really tempted to jump into another game while I wait for DU. I miss some of the eve battles, sounds like yall have some fun ones going on.
  8. Welcome to the forums man. Old Galenite pilot here, but Ive been out for a few years. I recommend you read the dev logs to get a feel for where they are going. I'm sure you have lots of questions.
  9. For starmade SMedit was used to convert it into blocks of a specified type, then create a BP of the ship to use in game. It would have to be something similar. The problem will be that I assume all blueprints will be held server side not client side in DU. And I purposely make some modifications to may designs like the Daedalus just because I know it wont be perfect. I make it different enough to be its own class.
  10. I think they do intend to, they will not have it for alpha and maybe not even for early beta. But I expect them to have it for launch. But remember thats a long way away.
  11. Easy, because my Daedalus Class BC will destroy that drake. I expect to build my thorax, and possibly a Megathron and Nyx later on.
  12. Welcome, and as Astrophil said, you should read through the dev blogs to get an idea of the game. They will answer many of your questions while creating many more.
  13. It doesnt have to be infinite, but make it so if youre in a cap ship you have a few min acceleration time.
  14. It has been discussed doing similar things. It would depend if asteroids are made like planets or more like voxel constructs you or i would create. If they are like a voxel construct then you should be able to. I plan to use them to drop onto peoples cities.
  15. Well you could design it where the higher tiers you get in the more it cost and the lower chance of return. If someone wants to invest 100x the resources for .5% increase let them. Sure some players will do it ignoring the cost. But it will get to a point where it's better to just put 2 guns on a slightly bigger ship that waste the resources for a mall chance. I think overall it would be more a chance to customize a weapon for specific purposes. And it would create a market for players to research and sell their tech.
  16. I had a long reply to this with some short answers but my phone messed up and I lost it. But yeah in essence I was going to say the same thing Nora did, read the dev blogs they will answer most of your initial questions. Don't worry, it will create more to fill the void
  17. The terrain is said to be completely destructible and minable Sure it will cause lag if you do it on a large eneough scale, the question is what scale will DU be able to handle effectively. And right now we don't know.
  18. Looks like I may have to look into some if they impliment them. I've gotten really good at flight with mouse and keyboard, (hours and hours in front line crashing jets to get the basics down for starters) to the point a joystick feels odd. But lately lack of keys has been an issue, especially if I will be using keybindings to control a systems.
  19. You disappoint me Nora, I expected links. I really am trying to find the e3 discussion video so I can watch it again, I couldn't focus much at work to what was said. But awesome, that's the first confirmation of fluid water I've heard. I hope it's truly fluid and not like empyrion. It's somewhat fluid but won't really flow and expand. I dug a trench to flood a nearby mine I finished just to test. It expanded a but but then stopped there. Like there was an invisible area of land confining it.
  20. @sgt toothfairy. I wouldn't want it to always be a flat out positive. In fact I suggested a ring research system, where you could get positive, negative, or even both effects of various types and degrees. But it would be an unknown result and actually have a cost to research. So you may win you may loose It would allow you to specialize a weapon for a particular type of usage, similar to what we talked about here. Except mine was research on a single module, not modular components. The thread on it is here. https://board.dualthegame.com/index.php?/topic/475-component-research/page-1
  21. There has been a post on this before, but I don't know where to look and find a Lin (I bet Nora has it). In short it is something us in the forums would love, but we don't know to what extent it will exist in the game. Fluid dynamics can be quite resource intensive. Just look at how much stress it puts in MC when flowing. Id love to be able to build hydro power systems. And use water for various mechanics. From the lore, water exist but we aren't sure how.
  22. 200 machines in FTB is nothing. My friends dubbed my operation scale 'Devis sized' My scrap processing had more than that. Our temporary ore processing ran 32/32 fully upgraded pulverizers and induction smelters. We were doubling it for the permanent setup to handle the throughput. One server I had 24 fully upgraded quarry pluss running, and yes they were always fully powered. And this was a 4 man team. So your 58 systems is nothing as to what DU can expect. I haven't played FTD, but will look it up later. It seems like the systems operate similar to starmade. The geometry of the power system mattered, each weapon had a control computer but could have hundreds of individual weapon groups tied to it, firing at once. You could have dozens of hundreds of turrets on a ship. The server I last played had a 500k mass (~5mil block) limit. My second day I had the resources for my 130k mass companion cube. My miners typically were over 100k with half being miner modules. Hundreds firing at once. I'd regurally drop 2 500k mass Borg cubes on people's base for fun. Every one had hundreds of systems it had to run calculations for, and when the missiles hit it had to calculate what was destroyed and recalculate the system, every time. I don't expect things to be quite soeasy to come by in DU, more empyrion or FTB style but it will still be a lot. Even small increases in CPU consumption will add up. Remember it's one big server. So I won't be the only one doing this. While id love a starmade style modular system, I understand why DU is going for the Empyrion/Planet explorers style system. Maybe in 5-10 years when computer tech increases they can impliment an update that allows it.
  23. I actually started a thread to discuss the video specifically. https://board.dualthegame.com/index.php?/topic/557-the-trailer/#entry3966 We know some parts are sped up, it is assumed leaving the atmosphere is and when they enter the second planet they indicate it is sped up with >> symbols. But I agree, some parts that dont seem sped up, like the flyby in the begining, have them moving fast. I haven't seen anything released on a top speed for the game yet. We know it is supposed to work on Newtonian physics (like most space games now) the higher your thrust to mass ratio the faster your acceleration.thats about it. A few of us here play or have played empyrion, myself included. I agree it's top speed is really low. Rendering and updating so many individual entities (each block) is still hard on today's computers, so it is a limiting factor. I just hope it is high eneough in DU to where acceleration has a larger impact. Especially in small ships like fighters.
  24. Just not a literal ton, as the software doesn't weigh that much. Unless you mean the game servers. I know it is early and it was a last minute thing. But the video is said to be from in game. So even if it isn't final it lets us look at the current tate for clues and ideas. Hopefully when the trailer comes out in the next few weeks we can get a few answers.
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