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KlatuSatori

Alpha Team Vanguard
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Everything posted by KlatuSatori

  1. I then asked for clarification, "Do you mean any form of interstellar travel that does not require stargates?" and for some reason you refused to simply say "Yes."
  2. Well what I mean is accidental friendly fire. There shouldn't be anything stopping you from locking your buddy and shooting him down. Nothing's been said about area of effect weapons. There was a thread about space-ground bombardment and NQ said that it would not be possible at first, maybe in the long term. Found it: https://board.dualthegame.com/index.php?/topic/388-few-questions-on-ship-and-ground-mecheanics/?hl=bombard#entry1933
  3. That's what I'm hoping for too. Or anything that has some kind of basic aiming requirement. I'm also hoping for some kind of friendly fire mechanism but that may be more difficult.
  4. The combat system is still under development and there is very limited information on it so far. What we do know is that FPS style gameplay will not be possible because this game aims to make it possible for thousands of players to participate in a single battle simultaneously. To make this possible, some kind of target locking mechanism is required to minimise the strain on the server. This goes for any kind of combat whether it is in space, in the air, on the ground, in vehicles or not. Beyond that we can only give ideas, and wait for more information from the devs.
  5. Well Star Trek warp drives are completely different to what I was describing. Do you mean any kind of travel between solar systems that does not require stargates?
  6. Can someone please define "freeform" travel? Are you talking about how capital ships move between solar systems in Eve? I.e instantaneous travel without the use of stargates?
  7. So your idea is designed around an assumption that deconstruction of constructs that are in use will be a problem? If so then you're speculating a bridge too far. We have no idea if that will be a problem, and it would be far better to design the system such that it is theoretically possible, but not a problem than to artificially prevent it with patch up mechanics. That was not an example of "stop me if you can", it was an example of spamming a claim button. Here are some examples of "stop me if you can". - threaten me with your faster, stronger vehicle or affiliations - shoot at me - ram me - destroy the salvage - negotiate a deal - get to it first - have a friend who gets to it first - be otherwise inventive - ??? These things do not require a claim button.
  8. I made a suggestion like this way back. It's on the first page of the market economy devblog thread https://board.dualthegame.com/index.php?/topic/21-devblog-from-barter-to-market-economy/?hl=economy Got this response:
  9. I don't see the need for such an artificial claiming system. Salvage should just be fair game. If you don't want me to take it, stop me, however you can, if you can. That allows for far more interesting and numerous interactions than two players standing next to each other spamming a "claim item" button. The ability to tow is a good idea. Whether on a planet or in space players should be able to design and build constructs designed to carry or tow salvage. Yes, that is definitely a can of worms waiting to be opened. I guess anything that has some element still functioning shouldn't be removed, but constructs designed without any functioning element would have to remain regardless. They could also throw in a manual "abandon construct" button, which flags that it is a valid target for removal from the server. Ideally, only wreckage would be removed from the server and abandoned constructs would remain. Not sure if that's realistic.
  10. Game time is hardly revenue. That's like saying making in-game credits in order to purchase a PLEX is generating revenue.
  11. I don't really get the naysaying here. You have to pay to give out the stars so you're only going to give them to quality posts. Spam posts are not likely to get you any gold. I imagine good gameplay guides and suggestions are most likely to get gold.
  12. The problem is not with freeform travel, but with fast travel. The style is not important. Population density of regions of a virtually unlimited game universe is dependent on what volume of space is accessible in a given time frame, how easy it is to detect the presence of other players, and the value and caring capacity of various pockets of space. Edit: "freeform" travel doesn't have to be a solo experience. It can be a rich multiplayer experience, especially for long journeys. If there are survival, maintenance, discovery and other issues to deal with a long interstellar journey could be an awesome multiplayer experience.
  13. I'm not entirely sure what you mean by "scrap the freeform jumpdrive". I didn't think anyone had suggested that... but then you go on to suggest a semi-freeform jumpdrive, unless I've misunderstood you. I'm not really sure how you came to your conclusion of it helping keep people concentrated either. All I will say is that when it comes to travel, exploration is not the only consideration. Easy travel is the bane of strategic warfare.
  14. Exploration will take roughly the same amount of time whether using a probe or a crewed vessel, unless the crewed vessel has reasons to stop along the way. A crewed vessel, once at their destination can then build a stargate, so that's not really a difference. The real difference is that crewed vessels make for exciting gameplay, whereas probes are afk. You send it on its way and do something else until it gets to its destination.
  15. The game universe had been described as "virtually limitless". And a single planet has literally trillions of voxels. If you can travel multiple light years per hour it would be easy to find a remote place where no one will ever find you by spending a few days traveling into the distance. Make it a couple of weeks of travel if you really really want to be sure you'll never be found. Then build your base on an insignificant planet underground. Chances are no one will ever visit your system, let alone find you. Look at elite dangerous. Travel a couple of thousand light years out and virtually every system you come across had never been visited before.
  16. But the point is light years vs light hours which are on the order of 10,000 times smaller. This is where the whole problem lies. Interplanetary distances are thousands of times smaller than interstellar distances.
  17. I got 4.25LY from Wikipedia for Proxima Centauri. Just checked NASA's site and it says Proxima Centauri is 4.22LY and Alpha Centauri A and B are about 4.35LY.
  18. Well Pluto has a highly elliptical orbit so it actually ranges between 4.1 light-hours and 6.8 light hours. However Pluto's not actually a planet. The furthest planet is Neptune, which is about 4.2 light hours from the sun. Proxima Centauri about 4.25 light years from earth. Anyway that's all kind of irrelevant because the order of magnitude was correct which is the only thing that matters for the purpose of illustrating your point. You seemed to want accurate numbers though so I helped
  19. To your first paragraph, that's not really gameplay, it's not much different from a probe. But the rest of your post has good suggestions. I mean I think the journey to the outer solar system is really only a fraction of the total journey time, but still this kind of preparation could be interesting. Your last paragraph is more what I'm thinking of. Running the ship, maintaining and improving survival aspects, building in the simulator and finding rogue planets and asteroid belts. Even better would be if they are significant enough that you can actually settle right there in deep space. In this way you could have various strategies for exploring deep space - living off the "land" vs taking everything but the kitchen sink and a large multi-timezone population, etc. And yes, I totally agree that journeys could be of variable length and longer journeys would require a better strategy. If there are rogue planets some journeys could be really short - say just a couple of days or even hours - if you get lucky and find one not too far away. Obviously that wouldn't be as grand a prize as a whole solar system, but it is a stepping stone towards that goal.
  20. Yes I understand that which is why I was thinking that the system of protecting yourself from scans should be very difficult. If the mass and size of material required to shield a 1 sq m item from a cargo scanner doubles the size and mass of a 1-5 man vehicle, and you need to keep yourself small to remain hidden from view, and moving fast to limit exposure in order to keep your operation secret and status with the owning faction friendly, then it will be very difficult to run this kind of operation en masse. Then there may also be a way to have sensors report that a friendly vehicle was spotted at a certain location. If this happens regularly then someone may get suspicious and go to investigate.
  21. I like the ideas here. What would you think about also making cargo scanners limited in terms of penetration. So a certain thickness of certain heavy materials cannot be scanned through, but they make your vehicle slow and cumbersome. The only thing that can then detect what's behind the curtain is a manual check by a player. Could you just bypass all guns in this case? Well it depends. Maybe defender turrets are set up to fire on all players without a friend tag. So you'd need to already be friendly to make this kind of smuggling operation work. Just another thought/option.
  22. @Cavadus I can sympathise with your position but without stargates it will be hard not to have a divided player base. Either you make interstellar travel fast, and then players spread out to hundreds of systems, or you make it really slow, and people rarely travel between systems. If you have really slow initial travel to new star systems, but then some means of connecting those systems for fast travel, then you have the beginnings of a solution to that problem. Then you need to solve the problem of that initial slow travel to new systems. Personally I would prefer to make interstellar space filled with content so that there's a reason to be in between systems. That way it can still take weeks or months to get to a new system without making the journey empty. I think if you limit stargate capabilities and range, and also make them destructible then it's not such a big problem.
  23. Example planet (30km radius): https://board.dualthegame.com/index.php?/topic/296-devblog-territory-control/ Voxel and planet size: https://board.dualthegame.com/index.php?/topic/14-voxel-tools-pre-alpha-game-design/ So it seems the largest planets will be made up of around 4E15 voxels, each of which can be split into 64 pieces for building purposes. That is a lot! NQ have said that there will be a limit to how deep you can go in a planet though, so many will be inaccessible. Even so, the top, surface layer alone will have around 1E11 voxels on the largest planets. That is still a crazy number. Feel free to check my numbers and tell me I'm wrong...
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