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bastanold

Alpha Tester
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Everything posted by bastanold

  1. Putting this here since what I'm suggesting is more an effect than anything else. Basically, a planet in the habitable zone of a dwarf star like TRAPPIST. It's tidally locked and therefore has highly diverse climates including a high wind interface between the darkside and light. Visible light is 200% diminished on the light side however though heat is the same as here on Earth. That would be interesting.
  2. Join as many as you like but be aware there may be a conflict of interests once the game releases. If EVE is any indication choosing sides may be required.
  3. Not to mention vectored thrust. Nothing stopping a ship in space from using that. It could actually simplify overall maneuvers in some ways.
  4. AoE bombs are necessary as weaponry. And yeah, physically a futuristic laser is irradiating a small area with massive amounts of heat. Wave function mechanics are in play at that point in terms of heat. There should be quite a bit of resultant damage in the surrounding area. Beam lasers should do massive amounts of damage to stationary objects, causing explosions easily, or at least melting/vaporizing. Blasters(small particle accelerators) are shooting atomic particles at the speed of light and should do the same general thing except with a side effect of radiation.
  5. My forte is scouting/recon/razvedka. There will be a place for that with the org I'm with and should it prove useful for combat purposes, all the better. I get a kick out a really well done explosion animations.
  6. I'd be up for having nanotechnology and genetic engineering combined to create things like weaponized appendages or a self healing body or a computer/router in your body or night-vision eyes. This would be aside from cosmetic alterations.
  7. Griefing implies being targeted specifically. Someone wants to put the hurt on you specifically. In real life this happens too, so I don't see a problem with griefing if it's done through gameplay and limited to the game. As soon as it enters the metagame, then it's a legitimate concern and NQ needs to get involved. This is because my conduct in a game through the game's mechanisms should only impact anyone within the game alone and nowhere else. For example, making people sing stupid songs while held hostage in-game so that the griefer can post video of said singing is meta and an offense. Spending half a year to be a corpmate's BFF on DU only to take everything that corpmate owns in-game and burn what can't be taken is not meta and fine(though extremely regrettable).
  8. Or the Factional Warfare overview that sets corp/alliance and factional relationship over sec status. Lots of pirates in FW.
  9. With Lua and 6 directions for thrust values, it could just as easily be something NQ decide the players are left to do. Maybe the market ends up with several options for controlling ships. You could have TCS(Twerk Control System), RPC(Ripper Pilot Configuration) and KMP(Kuritho Maneuver Procedure) that each do more or less the same thing but using different key/mouse commands. Some may have specific commands for things like multi-planar rotations while other systems focus on simpler rotational solutions to accomplish the same end position. This in turn could influence ship designs and the type and strength of various thrusters on it, taking advantage of CoM to allow for faster maneuvering. It could get pretty complicated. Sounds like a market!
  10. No, no, I certainly saw that, Ripper My question has to do with how players will actually pilot vehicles. It's great that NQ are electing to get quite detailed with vectors and other forces (like gravity) in their flight model. I want to know what the controls will be for said vehicles.
  11. The other variable to this equation would be thrust itself. With 6 directions to work with it might be good to have a setting that lets the ship figure out orientation while you the player determine vector(direction/thrust).
  12. Did a search to see if this had been discussed before. I'm all for 6DoF. I liked how EVE 'programmed' modes of flight with commands that allowed for orbits of specific radii or maintaining a specific distance from a target. Going manual might be a case of point and click then let the thrusters do their best to align along that vector as quickly as possible. Joystick flying might make sense in atmo/liquid due to the aerodynamic/hydrodynamic forces and gravity and/or bouyancy minimizing the problem of thrust, but other than that mouse may be the best manual option. Or keys, if you need precise control over each DoF.
  13. The point where it diverges from EVE is so long as I keep my comms off that frequency and remain cloaked in a ship of small enough mass, I'm not on anybody's radar, regardless of system. If there's a gate maybe I light up on ingress and egress but anywhere in between no one would have a clue unless I literally run into them or uncloak or initiate comms on an array's frequency.
  14. Capt.Twerk, Okay, I see your point about role reversal with a mobile station that has a timer shield. It would be like having a mobile citadel in EVE and bumping it up to a POCO to destroy it. Death star stuff basically with the added ace-in-the-hole of a timer shield to fall on if sitf. That would not be something I'd want to see in DU. If someone can build a gazillion joule shield that spans a km, great. I'd still build the huge ship just to make up for those not online to have a place to park that isn't a planet. It's not permanent but it's safer than out in space(I hope the server can handle all those objects that are sure to be floating all around when the owners go offline). And no carebear sentiment here. I live in losec in EVE. My reasoning has to do with thinking through a possible lifestyle for DU. That's the extent of that agenda. Thinking it through in a forum is a great place to get new ideas or feedback. The intent is to put forward an idea and allow it to be crowdsourced to refinement. That's why I post really. Cheers!
  15. And to iterate, having a shield with a reinforcement timer is the answer to safe zones. I mean, only build what you can replace. And if you can't defend it maybe look into that some more before building it.
  16. A nomadic fleet wouldn't have to guard its stuff any more than someone with their stuff on a planet or station(outside a safe zone). With shields that have 48hr reinforcement timers I'd put that on a really big ship then put all my stuff in there. Something huge like an EVE carrier or super(or, god forbid, a titan).
  17. I don't see a problem with a nomadic fleet so long as it's centered around a mothership structure, essentially a mobile station. The problem comes with determining the properties of a 'mobile' station. Conventional stations and other large territorial objects are usually attacked according to a set procedure to assure fairness for those owning said objects. It usually requires a timer once the territorial object has received a requisite amount of damage. The territorial object remains in stasis(and invulnerable) for set amount of time then returns to vulnerable status and the territorial object is allowed to repair, or be repaired. That way owners of the object are given the time needed to reinforce their territorial object from attack with whatever assets they can bring to bear. The attackers wait until the timer runs out and show up to finish what they started, but with the presence of a proper defensive force to protect the territorial object. A mothership as mobile station would be awkward with this procedure. For one, the station can move. If it can move, then how does the timer work and do you even want a timer going if the attacking fleet is entirely manageable? One answer to this is to add one other condition should the requisite amount of damage be incurred on the mobile station: disable propulsion. Now, one could say the mothership was attacked heavily enough that not only were shields critically damaged, the engines were also brought offline. Makes sense.
  18. I did remember hearing that JC was thinking of shield protection for objects that would be invulnerable for 24hrs regardless of the owner's presence. If a nomadic fleet was holding station in space and had those shields up they're fine at least for 24 hrs. Like anything else in the game inactivity will bite you in the long run.
  19. Yeah the physics of the simulation was pretty awesome especially since it was planetary and dealing with gravity. A vectoring system in space would be simple if they have a planetary hovercraft down.
  20. Hmm, that's a good point both bring up. For one, in EVE a bookmarked safe is actually really safe assuming no one using probes. If one can bookmark deep space(as opposed to system space) that would be about as safe as a needle in a haystack. A pos is too sedentary though unless it's something that can be assembled and disassembled w/o timers.
  21. I posted elsewhere about pursuing a nomadic lifestyle in Dual Universe and after a little bit of discussion came up with a semi-idea. The idea of safe zones due to finding and activating a type of alien ruin is mentioned in the devblogs, but it might have been from the perspective of planets. What about alien ruins found in an asteroid belt or deep space? Something like this would have great value for nomadic orgs or groups, since it could be seen as a migration point. Nomads of old migrated from one area of pasturage to another so the herds could stay fed. Space nomads from Alioth would use these sort of safe zones as their migration points where they could remain in relative safety until the next move. This would be particularly applicable for safe zones in asteroid belts which is 'pasturage' for space-faring nomads, as it turns out.
  22. Another idea for 'safe pasturage' with nomad orgs is if there are alien ruins in an asteroid field or in deep space that can activate into a safe zone bubble. That would definitely qualify as a 'pasturage' point. If there are other nomad groups it might even be rent-able should the owner be a nomad-friendly group. I think I'll put this in the idea forum too.
  23. I've long had an interest in nomadic life, have read a fair number of books on nomads throughout history and even stayed in Mongolia for a month in '93. The most interesting fact about Mongolia for me was that no one owns the land. People can rent a patch of land to pitch their ger(Mongolian felt tent) on if they live in a township, but outside of that no one owns property per se. Among the Mongolians that still follow their herds what they own is seasonal and has to do with rights to pasture and water. In winter this also applies to shelter where extra hay is stored for the herds. Here on earth nomads basically follow their herds to pasturage dependent on season and geography. This results in cyclical patterns of movement as the pasture is depleted and the herds move on to other pasturage. Nomads may alter these routes when other locales prove ideal for an upcoming season, but by and large these patterns take on a proprietary nature for a group of nomads. The routes of pasturage were often the cause of wars between nomadic peoples as droughts altered the geography. The sedentary peoples were often viewed with contempt by nomads. For one, they ate 'grass' like the herds due to farming for their food. Then they took up so much of the land as to deny space to move. In fact, sedentary people put claim on the land itself. Sedentary people were like vast herds of humans, stuck in the same pasture year round. A nomad found this extremely disgusting, even distressing to conceive. It was inhuman to consider such a life of filth and misery. Now, how would this be translated into Dual Universe? I can see space-faring nomads here primarily because of the voxel-creation process. In Dual Universe, if you think of it you may very well be able to build it. Even ISS Wandering Mountain is on to this idea with a mobile station of sorts. Space-faring nomads will need 'pasturage' that can likely be found in asteroid belts, rather than planets, for easy access. Planets will have their uses for resources but asteroid belts will be far more accessible and less compromising in terms of combat(and maybe the gravity well will be a concern too). Asteroid belts may also vary in terms of what sort of ores and resources can be harvested. Maybe gas giants can be 'skimmed' for compounds in volume by nomadic skimmerships. With space-faring nomads there is no limit other than finding resources for whatever you need. You can go where you please without concern of a logistics tether. There are many ways to envision such a group. One can consider the mothership idea that ISS Wandering Mountain aspires to but a series of smaller clan-ships might provide more flexibility as well as more tactical and operational options.
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