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Mazillus

Alpha Tester
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Everything posted by Mazillus

  1. https://devblog.dualthegame.com/2016/11/04/scanning-mining/
  2. Something I wanted to say was that I really love that they JC, developers and community really take on board ideas and game mechanics that work well in other games like EVE online. A lot of times in the past if you mention another competing game you ended being told: "This is not x game". There is a lot of game mechanics out there that simply work well and the fact that DU is taking inspiration from those games is great in my opinion.
  3. I actually find the scanning to be a bit simple. I'd like to see directional scanning to work on only surface level ores and have a deployable 3/4/5 point sensor matrix for deeper more valuable ores. (like EVE sensor probes) Scanning and mapping ores should be something that you could skill heavy into.
  4. Thanks for sharing. 2 weeks is reasonable. It's not too long and not too short. Can see corps building seed ships. They'll be able to see how many players are traveling and allocate resources as needed.
  5. I remember that as well. To be honest I was stunned that was going to be the size at release. Perhaps that's just the size for dirt and mining an ore requires extra time.
  6. The fact that pre-alpha was confirmed to be on schedule should bump up pledges.
  7. I personally think large ships will start off being respawn point and carriers for smaller one manned ships. I also believe large combat ships will have multipliers for crew for each station. Main systems and sub systems will keep those players busy. Power distribution from main systems then sub system management for each individual system. Helm will be screaming for more power to manoeuvre. They'll be putting their allocated power into speed, handing, manoeuvring. Ops will be managing shields swapping out models to get the best resistance based on what is hitting them. Rotating power to sections of shields. If you want an example try playing Pulsar. I don't expect it to be as in depth as Pulsar at release though.
  8. I think adding third person to flight would pose an advantage for your team mates on the ground. You would have an massive overview of the fight and would be eyes in the sky and of course you have to take into account the size of your ship. The bigger the ship the further out your camera will be and more fov. To be perfectly honest I don't know if third person will be a good thing or a bad thing until I see how gameplay works. Unmanned unarmed drones piloted via terminal definitely a thumbs up. You could possibly have a combat indicator that puts you into first person mode and persists for 5 minutes after combat. Entering a tile under attack would put everyone into first person combat mode. Ships would have the same effect. Biggest issue with third person on ships is they tend to be tight spaces causing the camera to clip with walls. Personally I think a good UI with a full true 3D model of your avatar or ship is all you need.
  9. You make a valid point. Even though the suggestions you made are totally within the realms of possibility. In my opinion ideas are great and I have made a few myself but we should always remember that the game concept is huge and on a scale that has not been done before. We must take that into account. It's important that we remain realistic in our expectations of a game this ambitious. Imagine minecraft, space engineers and EVE online having a baby. People thought NMS was ambitious but think about it. If NMS sky was going to be multiplayer, where was all the data for voxel edits for billions of procedurally generated planets going to be stored? (I knew the game was full of dirt the second I heard it was going to be multiplayer.) With that in mind be sure to align those expectations realistically.
  10. I am currently between jobs at the moment and aim to be back in full time employment before pre-alpha so I doubt I'll be able to dedicate much time. I will aim to get at least one or two sessions though.
  11. Pretty sure that NDA in large bold letters is all you need to make a gamer stop and read. It's not your usual T&C.
  12. Alpha hype time. Let's get that hype train moving.
  13. I think I recall that interview. But like I said it should be something that is piloted via a terminal and should be unarmed and if I remember correctly I'm sure that is what JC suggested.
  14. Disagree with drones for use as 3rd person. Not saying that unnamed drones shouldn't be a thing but personal automated drones that allows 3rd person game play shouldn't be allowed. Piloting a small drone or unmanned ship via a terminal for recon should certainly be a thing. There should be limitations like range and fuel.
  15. As far as I understand it there will be one system, to begin with, with subsequent systems being added by NQ for exploration via stargates. There is potentially the possibility for an infinite amount of systems. The trick will be storing all those voxel edits. As for the value of sovereign territory. You can expect that to rise and fall as trade hubs resources are moved around. Then there is war and conflict to think about. You also really have to think about how you value sovereign territory be it strategic value or economical value.
  16. Cryopods. If a player disconnects in a multi-crew ship (ie moving construct not a cockpit) the game checks to see if the avatar has RDMS for a Cryo-pod (range within reason) on the construct and automatically deposits their avatar into the cryo-pod. Regardless if a cryo-pod is found if the avatar logs back in within 3-5 minutes they will be where they logged off on the construct. If they don't log off in a cryo-pod and don't return they are left in space in an escape pod (if in space) where they logged off. If the ship/cryo-pod is destroyed in that 3-5 minute timer the avatar stored is killed (inventory loss/effect of death/skill loss)
  17. You make a good point but I'd say the shield element should work in the same way manoeuvring thrusters work to tell the game how your ship is orientated. Shield element would have an arrow that dictates the front of the ship. I also agree with the above posts in regards to the second skin nature of a shield rather than a bubble since realistically bubble style shields are potentially shielding empty space which is a waste of energy. The second skin nature would extend only a few feet or so from the hull. Some nice visual effects when the shield is hit, charging, polarised, boosted. etc.
  18. I'd say that reverse engineering a ship shouldn't be possible. ie breaking the ship down piece by piece. For example sections of the ship could be edit protected like the hull for example. Where the interior of the ship wouldn't be edit protected allowing owners of the ship to modify interior spaces. It would be as simple as selecting 'edit protect' on the brush while you are building your original ship blueprint. Ships could also emit a unique randomly generated and locked signature (HMS Thunder Child-XFDW-1-34)- allowing you to quickly find out which ships are original and not copies. (name-randomly generated-copy/master-buildnumber) Not sure where I'm going with the unique signature but basically it would work a bit like a serial code which would tell you the name of the blueprint/ship when it was built, date and time, which number it is in the production line etc. Would be cool owning an original first production of a ship. Museums would end up being built.
  19. After doing a search I wasn't able to find many discussions on shields other than 'twerks' long thought out post in regards to shield mathematics. Something I wanted to suggest is a mechanic that was used in Star Trek Online. Now I didn't care much for that game I thought it sucked really bad. But one thing I thought they did really well was the way your shields took damage based on which part of the shield was taking damage, allowing you to reduce power from aft to front or rotate your ship. This allowed for some really interesting combat and tactics. Naturally, on larger ships, you are going to need someone dedicated to looking after shields.
  20. I like Twerks idea of kill contract for constructs/ships. Seems a far better option than a kill contract for an avatar that is just going to respawn anyway.
  21. I like the idea of teleportation between ships but I think teleportation down to a planet is too much. Teleportation should require a lot of cpu/power. In addition to teleportation between ships you should still be able to physically dock via docking port or bay for the transfer of goods on larger vessels.
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