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bastanold

Alpha Tester
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Everything posted by bastanold

  1. A balance needs to be found with something like this but it makes sense to me. +1
  2. Thank you for the kind words! Time will tell whether this idea takes fruit or not, but your encouragement is greatly appreciated.
  3. https://discord.gg/Dcsue8N The word ‘tuemen’ is Mongolian and the name of the 10,000-man division that formed the core of the Mongol Army under Chingis Haan. Likewise, the Tuemen Foundation is the central resource for the study of military art and warfare in Alioth. It is an independent organization and holds firmly to a neutral stance to all other organizations in or originated from Alioth. Our purpose is to record and study the conduct of warfare among combatants, and the composition and effectiveness of their forces. In this way we hope to provide the means of avoiding military disaster and reducing death and destruction of property. We are analysts of war and historians of warfare from the earliest times on Earth to the present era of Alioth. Hiya, folks. Seemed like a good idea to put together an org focused on warfare and military history for Dual Universe. It's an academic organization that caters to no one and provides a forum for those of like mind, where they can discuss and debate on military trends or theories pertaining to the world of Alioth and its environs. If interested please feel free to submit an application to join the org. If you enjoy discussing topics like military history and the military arts this may be an organization you'll enjoy. Bayarlalaa!
  4. Cloak and how stable it is, or how easily it deactivates, should be balanced with its usage in combat. A cloak field that is stable and undetectable except in extreme cases should be balanced out with severe handicaps in propulsion and combat. Something that's limited and possibly faulty should in turn have more usefulness in combat. In fact, Twerk's idea would be great in providing two types of cloaking technology for different applications. EVE has something like that with general and covert cloaks. Neither allows for combat while cloaked but the latter allows for warp. Maybe in DU have a cloak that is intended for recon and another to ambush. The former is difficult to detect but heavily penalizes propulsion and prohibits combat while in use, while the latter allows for target locking while cloaked but is more easily detected (not as complete a cloak).
  5. Maybe I'm old school but the game will get popular and build a larger playerbase when there is a game to play. Look at what happened to No Man's Sky. I wouldn't want for things to spin out of control and die in a fire like it did there. For now let the game be built and then let the game draw the crowd.
  6. Interesting proposal. Are your intentionally trying to hamstring combat mechanics then, at least until Beta?
  7. In the real world every concept or object has some sort of 'hole' or weakness. Same should go for ship and warship design. Dynamic stress is key to insuring a continual arms race and shifting doctrines. 'Balance' is a theoretical concept and doesn't exist in our universe. Entropy insures that.
  8. Someone can view watching their ship blow up as 'griefing' if they feel so inclined. Hey, if it was a bling capital ship then who's to argue? On the other hand, if said ship dies in a fire outside the well defined borders of Arkland, then who's to stop it? If the game is modeled in this fashion then cry havoc. That's the allure of a sandbox game. You get out there and make it what you want it to be. Do whatever it takes. You want to see the universe as black and white? Go for it! You like a world in shades of gray? Do it! Dynamic stresses are what makes it worthwhile. Persevere and survive. Make an experience worthy of a thousand tales. Long live Bretheren of the Coast!
  9. If repairs can't happen fast enough (and why should they since they don't in RL either) there is still the important task of damage control. Decks will need sealing off and systems may need to be shut down to avoid catastrophic detonation. Fires may be blazing from damaged equipment. People may be stuck in damaged compartments and need to be rescued. If computer systems go offline you're gonna need engineers to get it done manually until power/connectivity can be restored.
  10. I thought it was Voldemort.
  11. War, or at least warfare, is good for business. I'm partial to peace but battle is a nice change of pace too. Besides, this will be a sandbox and that means lots of people wanting to see the world burn. The latest poll results pretty much defines humanity with most people willing to have peace on their terms only.
  12. I'm very curious to know what the direction is for crewing ships in DU especially large ships. This will impact not only design and construction but also gaming experience. Will a single player be allowed to effectively manage a million tonne starship or will the construction of large ships result in a complexity that requires a requisite crew? I hope the physics of the game determines this rather than some sort of ad hoc rule that has been coded into the game.
  13. Outside of the Ark shields territory will be dependent on force ultimately. How orgs manage their conquered/claimed assets will be up to them to decide. I suspect large orgs will have renters who conduct industry and such. Imagine controlling an entire star system and how an org manages that will be as complex (and profitable) as they're willing to go. And that last as long as they have the guns to hold it.
  14. If the hit bubble is somewhat complex then asymmetry could have advantages economically. Design a ship with armor on one side then roll it toward the enemy in combat. Cheaper construction and so long as you can maintain range and angle it could prove effective.
  15. I find the whole idea of LUA programming and DPU-driven devices as part of player constructed objects fascinating. Given that a complex object like a vehicle or ship will be a collection of numerous, individually created components, a corollary thought popped in my head. How much of the universe will players be able to perceive or measure or manipulate? Will there be forms of radiation per se? Will we be able to measure vibrations? And will we be able to generate any of the above? For example, we will have visual and audio for sure and be able to hear if someone is walking close by, or see them as they approach. Will we be able to create IR visors and detect people by infrared radiation? And, true, this is basically an idea masquerading as a question.
  16. I hope there is cloaking technology. If there isn't, then I hope there is focus on ship designs that focus on minimizing ship signatures in terms of heat or mass or radiation(including visible).
  17. My take is the voxel/LUA/DPU aspect is huge in the game, turning the creation process almost entirely in the players' hands. That's huge. Another is crewed ships in an MMO. I mean, look at EVE. Those 1,000 ship battles are only possible because a single player flies even the largest ships in the game. Requiring 50-100 players for a corvette brings that down by a factor of 50 at least. How many will be required for a cruiser or battleship?? Will there be a minimum crew setting much like a bridge crew? I'm thinking with LUA scripting and DPU architecture essential crew can be defined by the players as designers, but the numbers may come from the maintenance rather than actual manning. Still, manning a battleship with 10 people to operate effectively is 10 more than 1(analogy being EVE). Survival in battle may be dependent on how well the crew responds to damage control should weapons not naturally overwhelm defenses. How destructive weaponry is on structures will be important in figuring some of this out. Will space battles be long drawn out affairs to allow for responses to damage and more opportunity to save very expensive property, or will battles conclude in a few minutes' time? All this will impact the market as well... Lastly, when a player goes offline the ship remains on the grid. Now if you can put a 48hr shield on it, then you're good as long as you or someone you know can get back online and reset it. Still, persistent structures will be ripe for destruction to anyone who tarries offline for longer than a couple days. Mind you these are observations and born out of fascination of where this game may be going. Looking forward to it!
  18. Warden, good points and I'll edit my first post accordingly. Cybrex, got your invite in EVE, so thank you. After submitting I realized I might actually join Signal Cartel. Hats off though and best of luck to BOO, both in EVE and here. WilksCheckov, I will have to take a look at them. Thank you.
  19. Hey, folks, just realized I'm still getting offers from orgs out there. Many thanks to you all! I have found an org, Objective Driveyards. It's pretty much what I was looking for, a good group. See you all out there, somewhere!
  20. I've played several MMOs over the years, the most recent being EVE. Just went inactive in EVE but after almost three years straight of activity there. Something about a sandbox game that provides all you need to make a 'living' that has kept me there longer than any other game I've played. Well, the people too, the social aspect which is strong in EVE. Looking forward to seeing what DU has to offer and what sort of 'living' I can make there as well. The DU story is interesting and it has my curiosity.
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