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revofire

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Posts posted by revofire

  1. On 5/6/2018 at 1:45 AM, 0something0 said:

    How about a "tree" voxel? When you plant a tree, voxel data would be stored there as a tree root blocm and the client would render a tree model accordingly.

    That makes sense, though growth is hard to determine (size), so why doesn't it get assigned numerical values for scale and yeah, it's not a Minecraft tree after all.

  2. Just going to say this, Planet rotation is something they WANT, but they may not be able to get it until after release (its not a priority)

    You are correct, it does wonders for immersion and mechanics to have them actually rotate. The next level is to have them orbit the star (I don't expect this until much later) but for now, I will be patient. If I can get my farming before that, I'm happy.

  3. Not really. It will though make sure the game is not full of multiboxers and bots.

     

     

    It will also not overflow the servers if an idiot wanted to make a loop do 1000000000000000000000 loops a second. You might be sayng "but scripts run on the client's end", which is true, but the server has to receive those actions and register them.

     

     

     

    Limited automation will keep the game tied to its core social interaction. You can have welders putting a ship together in your factory, or you can have machines that do it slower than them.

     

     

    It's a risk to have people work for you and it's not a risk to have machines, but they have slower speeds than humans. It's a trade-off.

     

    This. I want them to enable more script functionality as the game's mechanics become refined and understood, but at its core I want the game to be social with duties and work for everyone. From accountants to scan officers on a ship, I want it all. Even receptionists!

  4. Wow, you have a lot of questions :) that's good. Enthusiasm is good. That being said, there are already threads discussing some of your questions, so I'd like to recommend you check those out and read through all the Q&A threads before you keep posting more questions. Or compile them all into a mega thread. 

     

    The following is all subject to change I imagine:

     

    The planets will vary in size from up to around 100km in radius to something smaller (I don't have a number for that).

    Moons will vary from planet to planet, with some having a lot and some having a few (or none).

    I can't remember whether planets orbit the sun (I don't think so, due to the issue of collision detection increasing server load) but the planets do rotate on their axis.

    The distance between orbital bodies will vary from system to system as the universe is all procedurally generated, but they will be big enough that interplanetary travel will be not something you do all the time somewhere around 15 minutes to a few hours between planets).

     

    I believe asteroids can be moved if you attach engines to them, but I'm not sure. There is a thread on that somewhere.

     

    I hope that answered some of your questions!

     

    Question, in an expansion/update the devs mentioned that they will attempt to add the planets rotating on their axis. Do you believe that in a further update that the planets will begin to orbit then as well? I mean, the star orbits the planets right now (funny, I know) but soon will they be able to change that?

  5. You break into Novaquark's headquarters in a daring overly complex and elaborate stun, like a combination from all the Mission Impossible movies, using a team of six highly trained professionals working outside the realms of any government. You then spend the next two months on the run from authorities, hard drive in hand, as a world-wide fugitive. Most of your team would likely be captured and/or killed during this time. Several cities would also suffer severe damages, with hundreds of thousands of innocent bystanders killed as collateral damage, throughout the climax of your many brushes with those seeking you out. 

     

    After faking your own death while simultaneously assassinating the lead investigator who is absolutely psychotically obsessed with capturing you through any means possible, you will then finally be able to live out the rest of your days in hiding, but in relative freedom. Crouching over an old computer in a caravan that you move from place to place every night, parked in the middle of the desert and powered by a diesel generator that you have to constantly fix every half an hour, you can finally enjoy the fruits of your labour in what is currently the in-development version of the game.

     

    Hope this helped shape your plans for the next immediate (and long term) future.

    O-okay... I mean... that's also an option...

  6. I for one think we need collision damage. There is a user here that keeps talking like we need to make the game easy. I'm sorry but this isn't Mario Kart and you shouldn't be allowed to ram into a planet at slightly less than light speed and make a perfect landing. This is not optional, this is not a choice, this is a requirement. NQ said that there wouldn't be voxel recognition of ramming but that does not mean that you should take no damage. I think the idea that your ship's components take damage instead of the actual structure makes a lot more sense.

     

    I implore NQ to not even consider implementing no collision damage. I shouldn't even have to argue this, it just seems so ridiculous that I didn't even consider that to be on the table. This is not Minecraft in space. It is supposed to have the FREEDOM of MC but it is not supposed to hold your hand and make it an arcade 0-immersion game. It's a civilization, living, breathing game.

     

    But I'll leave you with this to think long and hard about. I didn't have to type this all up, Understand that this is all Dual Universe will ever be if you have no collision damage.

     

    https://images.duckduckgo.com/iu/?u=https%3A%2F%2Fi.ytimg.com%2Fvi%2FNPLOG3nS3Q8%2Fmaxresdefault.jpg&f=1

  7. Yeah... no. Nobody is gonna do anything without pay. Organisation jobs = daily quests.

     

    It's a realistic economy, and like in EVE's case, alliances are made and undone by loosely defined economics.

     

    One way is for NQ to implement a monthly salary system in-game, with contracts taking care of jobs.

     

    Simple and easy to explain to a newbro.

    Why does NQ have to do it? That would have to be a very robust system. Why not hire accountants that can perform more actions than NQ could ever implement? More jobs, more community, more immersion.

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