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DevisDevine

Alpha Team Vanguard
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  1. Like
    DevisDevine got a reaction from Dead8Eye in Ship cannons/weapons   
    As far as what ships get what, I hope they dont put restrictions. If we truly are able to do as we please, then as long as we meet the requirements (power, cpu, space and what not) then we should be able to put what modules we want on any ship.l
     
    Sure a fighter wont have a massive rail gun, but thats because of size and weight not that the game will limit you. If I want to put mining drills on my capital ship then why not? 
     
    I have always hated games that did that, and I get balance issues. But when you can make your own ships balance is out the window. It becomes more of a real world scenario. Clearly some setups will be superior to other, and DU should not cater to those who wine that it needs to be fixed. Railguns, Missiles, Projectiles, and Lasers are not all equal all around. Each has advantages and disadvantages in various aspect. But depending on technology, one may be a clear cut winner all around. 
     
    Let the players decide what modules and components they want on what class ships
  2. Like
    DevisDevine got a reaction from Zen001 in Programming Gameplay and Continuity   
    Agreed, but it could just be a decay or abandonment system. If you dont long on in a month your constructs in a protected zone become abandoned. Maybe even for protected zone you have to interact with them every so often. 
     
    Non protected zones will deal with themself. Besides it would be cool to see wreckage from a massive battle 2 years later. 
  3. Like
    DevisDevine got a reaction from Lateris in Walking inside of ships?   
    i dont recall what dev blog and the exact words used but in short yes. 
     
    Ships will be like any other player construct, just like a house you can interact with it. 
  4. Like
    DevisDevine reacted to norab7 in Ship cannons/weapons   
    To be fair, the best way to think about ships is that there are no different siE ships... there are no large or small ships, only the size you decide to make them.
     
    If you want a shop with 100turrets on and only 20voxel blocks, go for it, if you can get it to work at least.
     
    All ships will be player designed, every voxel and every element. You want a small hole with 20thrusters and 1 weapon.. do it.
     
    There is nothing (so far) stopping you building whatever you want.
     
    As for mining vessels, again, they are just a ship... same as a ship with weapons, only your put a morning drill/laser on it. Ship design is 100% the player choice ..
  5. Like
    DevisDevine got a reaction from Zen001 in Who's up for some Rocket Races?   
    As much as I would love to play around with the various aspects of DU while waiting for full release, I hope they never cut it up into bits and pieces. I would rather them focus on the game and get it done a month sooner than toss us little scraps along the way. 
  6. Like
    DevisDevine reacted to Astrophil in Alpha Base Discovered   
    This is all very reminiscent of Elite...I'm guessing former player here?
  7. Like
    DevisDevine got a reaction from norab7 in Who's up for some Rocket Races?   
    Liar, its at 303
  8. Like
    DevisDevine got a reaction from norab7 in Who's up for some Rocket Races?   
    As much as I would love to play around with the various aspects of DU while waiting for full release, I hope they never cut it up into bits and pieces. I would rather them focus on the game and get it done a month sooner than toss us little scraps along the way. 
  9. Like
    DevisDevine got a reaction from norab7 in Eve-online player taking a butchers   
    Well great, now you ruined the surprise. 
  10. Like
    DevisDevine reacted to norab7 in A couple of questions.   
    Problem is, you could ask all them questions but i think Nyz is bound by the devs to not say anything that can be taken wrongly, and only give out 100% accurate information.
     
    So the chances that anything about the gravity and transferring from planet to planet will be confirmed is low for the time being sadly .. Unless Nyz's is feel generous
  11. Like
    DevisDevine got a reaction from TheDoctorUK in Eve-online player taking a butchers   
    Well in my Thanatos, obelisk, or orca. Yeah. There are no brakes.
  12. Like
    DevisDevine reacted to NQ-Nyzaltar in A couple of questions.   
    Hi AstroFerret,
     
    Here are the answers I can give you at the moment:
    a ) The research gameplay mechanics are in a stage too early to give you a proper answer. However, we have taken note of the ideas you mentioned
    b ) If you build something in a safe zone, it won't be destructible by other players. We are also thinking of ways for player to not abuse the mechanics in a military way (an undestructible military fortress wouldn't be fun).
    c ) That question is quite vague. Could you develop a bit more?
    d ) Ideas of NPC: primitive creatures born on the planets you explore and NPCs helping bootstrapping the economy are the most certain types that will be implemented. We remain opened to discussion for other ideas, but keep in mind Dual in Universe is not a game where the main activity will to interact with NPCs. The goal is to incite to interact with other players.
     
    Best regards,
    Nyzaltar.
  13. Like
    DevisDevine got a reaction from Dreamstar in Stargates: Functionality?   
    I would just build one near a popular noob/trade space that send them to a death trap. Just an area in deep space loaded with turrets to destroy them. 
     
    I mean I would never do that, and havent ever done that in a game before. 
  14. Like
    DevisDevine reacted to SzaryWilk in Different fuel mixture.   
    To our engines we will need a fuel. It would be cool if they were different blends of fuel.
     
    From where we can take fuel ?? :
     
    1) we can produce the fuel from a variety of materials found on planets or moons,
    2) we can collect fuel from the stars if we have on our ship the appropriate module,
     
    Whot determines the quality of the fuel mixture in these two cases ? ....
     
    to point 1) the type of used raw materials, the amount of the raw materials. We may also enter the "quality factor" for such materials. The better the quality of the raw material, the better the mixture of fuel.
     
    to point 2) the quality of fuel depends on: type of stars from which we collect fuel, the type of module we used.
     
    Fuel quality would be an important factor for pilots. Could affect of range of our ship, amount of fuel consumed by the engine.
     
    We can add a cool thing: when you have in a tank fuel of quality 80% and form star you collect fuel of quality 45%......then your fuel losing quality to for example 60%.
     
    Quality of fuel mixture can also be an interesting factor in the trade, PvP. Better fuel mixture is a better price. Corporations of players will always want to take control of areas of planets where are key raw materials for the production of fuel.
       
  15. Like
    DevisDevine got a reaction from Dreamstar in Moving a planet   
    Thats interesting, so gravity wont interact with the planets own voxels then? Just voxel entities?
     
    As for moving the planet itself, while it should be doable, I dont think it should be implemented. While I would love building a huge planet moving machine there are thousands of territory claims that may be activated on there. I would expect the whole planet to be made different than other voxel constructs. 
     
    However I would expect there to be smaller, voxel asteroids that dont follow these restrictions and act more like the constructs we will be making. I would expect that you could attach thrusters to these or even just push them with your ship and they  move freely in space. 
    Think Starmade, the planets orbit the sun but you cant move them. However the asteroids that are smaller you can. 
     
     
     
     
     
    If they arent putting limits to size, I fully expect someone to make a ring world in a few years from the release. And if thats the case it should be movable, just requires a lot of thrusters and powers. 
     
    And while I dont think full sized planets will be possible I fully expect to be able to launch kinetic weapons at max speed using captures asteroids. Launch them at an enemies base on a planet before attacking with your fleet. 
  16. Like
    DevisDevine got a reaction from Dreamstar in Moving a planet   
    Nah man you got it wrong. The radiation didnt kill people on Earth when they warped it. They just forgot to calibrate it to warp the people with the planet when they jumped it. So theres a giant orbiting blob of humans where the earth once was. 
     
     
     
    And yes I would assume the planets are stationary. But what about asteroids and smaller rocky bodies?
  17. Like
    DevisDevine reacted to norab7 in Ship Blueprints   
    I haven't read anything official and the only thing i know is more 'my take' on what's been said.
     
    But it sounds like you will have a 'building state' (or something like that) where you construct and build everything you like under 'your name' and it's yours, you can build/ add/ copy/ paste what you like.
     
    If you give it to another person as a blueprint or copy they will not be able to enter this 'build state' which would restrict unauthorised copying unless you give them permissions, and the only way they can do anything is through player damage.. I think the permissions system is referred to as 'tags' not 100% on that though... 
     
    But if my take on what they're doing is correct then it would explain a log of the background protection system too, such as building and player bases... and i would be 100% ok with a system something like this. it would mean i could build till my hearts content and not have to worry about someone coming and stealing all my nice designs.
  18. Like
    DevisDevine reacted to norab7 in Ship Blueprints   
    This has actually been confirmed by Nyz... keep forgetting how to spell the name... in a devblog or something somewhere, i just can't find it right now... figures.
     
    But from what i read the blueprint system will work as you've mentioned, There is a Master Copy for continuous use that the creator keeps him/herself and then generates a copy of it for a one time use only version to be sold/traded.
     
    The only thing I can't remember is the protection or the way that blueprints are created. Like you've said, whats stopping me buying your blueprint then the just copying it and having a master myself to sell... maybe for a little cheaper.. I might have read something about that but can't remember it... I'll have to hunt out the post where it's located and link it here....
  19. Like
    DevisDevine reacted to Ripper in Ship Blueprints   
    Here are the Dev Blogs of interest
     
    Building with Voxels
    https://board.dualthegame.com/index.php?/topic/378-devblog-builder-gameplay-voxel-tools-elements/
     
    Tools:
    https://board.dualthegame.com/index.php?/topic/14-voxel-tools-pre-alpha-game-design/
     
    Rights Management:
    https://board.dualthegame.com/index.php?/topic/272-devblog-rights-duty-management-system-rdms/
     
    Economy:
    https://devblog.dualthegame.com/2014/12/04/from-barter-to-market-economy/
     
    My understanding is you buy the construct.  Unless the builder actually offers the blueprint for sale.
     
    Of course, there's nothing stopping the player from reverse engineering the construct.
  20. Like
    DevisDevine reacted to norab7 in Ship Blueprints   
    Thanks, I'm going to have a look through these again to see if I missed anything or incorrectly gave out any information that's more in my head that on the devs battle plan..
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