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Sullos

Alpha Tester
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Posts posted by Sullos

  1. Yeah, being Australian, I looked at the session time just the other week and realised that I was going to be staying up quite late. Also being that I wanted to record it for a time when videos are allowed to be published, I wasn't too excited to be staying up so late commentating on it :/ 

    but oh well, it is what it is, still super excited for it!

  2. It's really just about whether or not this game is the vision you've had for the ultimate game you will every play. Like for me, I hadn't ever found a game that 100% I enjoyed, especially one that was multiplayer. So when I discovered Dual Universe, I was so excited for the game that I knew I wanted (keyword is wanted) to do whatever I could to help this game become a reality. Like a lot of people I have a life outside of gaming and I have other monetary responsibilities to attend to. So I did my best and that happened to be The Gold founder level. I would have loved to support the game further but i simply couldn't afford it.
    So my message to you would be -

    If you like this game and you want to play it, then wait for it to be released. Like many other people are.

    However if you like the game and you want to support its development, go for it, choose a tier you can afford that wont put you in financial debt. If you cant afford any of the tiers, then I doubt you would have a computer that can run the game as is (I do apologize if i over stepped with that.).

    The higher tiers that cost, as you say "7k" well those are for people who can afford that level of support for this game, and who are willing to pay that much. The rewards are respectable for the amounts you donate. Because it would be quite silly if they were to promise 1 on 1 interviews with J.C if you bought the Bronze founder pack, Or even the Gold founder pack.

    I personally don't look at the founder packs as a way to "fund the game", but more as, "if this is the game you have always wanted to play, we would love your support, donate here and we will give you rewards".
    Hope this helps.

  3. I like the idea, but seems quite obviously to me as something that wouldn't be in the game for a long while.
    After reading your post thoroughly, I have to say it is an interesting idea and I can certainly see the benefits of being able to use a proper visual program to model a piece of furniture.
    In game there is definitely some awesome voxel manipulation. But being able to 'hold' a hologram right in front of you and to be able to make some small changes to it, it would be very cool.
    The idea certainly seems like a long shot, but it is a cool idea that I wouldn't mind to see somewhere in the future :)

  4. I was unsure of your idea at first, but upon hearing your ideas.. it made me much more intrigued!

    So certainly having to have something cleaned is a cool idea, but how would one go about moving an element of a large size to cleaning shop so that they may access it. In all realism, I don't know that there are really any Items that would be tag locked except for the Storage bags a player has on their belt for storing inventory. (and maybe some weapons and other similar tools).
    So a players Nanopack is stolen, and it cant be accessed by the darn pirates because it is RDMS locked, right. So they would have to either hack in, or go and take it to a professional 'cleaner' in order to gain access to it.
    I do like the idea of a special element that can be used to clean the previous tags off of an item.
    The 'Tag Hacker' could be just like any other processing element but would be used to wipe tags off 'ill gotten items'. I think it would work best as something that you dint need to be at all the time to work, but could be left running whilst you are not with it. However tag wiping can fail easily. So you would have to check it frequently to restart the process if the tag wiping fails.

    All in all, a very cool idea. Would be interested to see it in game!

  5. I personally think that some form of drill element could be useful but it does also make me worrisome about the consequences of it.
    I would imagine that perhaps (because LUA scripting of it wouldn't be allowed for obvious reasons) it could be an element that would need to be manned by another person?
    So perhaps have one man driving/flying the ship and pointing the drill, but then needing another person sitting in a separate cockpit to activate and control the drill?

    As players advance further and further into the game, yes people will need resources, but on a much larger scale. So leveling up skills will make it better and easier to get resources, but it doesn't mean that you'll suddenly be able to gather the millions of tonnes of steel to create a battleship within any lifetime of your own.

    *Enter the drills*

     

    The drills would make it possible to have entire planets dedicated to the excavation of resources on a massive scale. If we think about the issues posed towards the new home planet Alioth and how we will deal with the fact that ground surrounding the Novark will be shredded by people searching for resources. Having drills will mean more resources easily accessible to sell to other players. When a new player joins, their first idea is 'Lets go mine the doorstep' because they will need resources, and why travel further when you can just start mining straight away? If they can simply be confronted with a store upon joining, they can get a bunch of resources that have been mined at an off-site location.

    Now I realize that you can just make people go and mine in one spot together to help protect the landscape, but that will only last so long in lands close to the Novark.

    Not sure if all that made sense, but basically I think that a limited sort of drill would be handy and add to immersion. (Personally thinking of mining an alien planet makes me think of Avatar, when we see the massive mining quarries with lots of trucks and massive mining machines) Of course after seeing how quick mining can be with just a player, it would also make me wonder how you could make a drill that is more effective than the players ability to mine so quickly.

    *All speculation and ideas of course* ^_^

  6. I really like the idea, in fact it makes me wish I had thought of it myself!
    It would really add to immersion and making a realistic approach to the Sci-fi genre in which we see many shows or movies where cargo containers are being moved from dock to ship, and then needing to be secured on board the ship as to make them not fly around.
    I would imagine that a static element that can be part of a ship (Like a personal locker of sorts, or cargo container) and then at a later date perhaps once ships are much more common and used to transport goods, a non-static element lorry or hover pad could be added to the game and used to transport goods.
    Example -
    Space/planet dock with cargo containers of purchased goods - player pushes / controls a hover pad that already has a container built into it onto the space dock next to the purchased goods - player takes items from dock container, puts into portable container - pushes portable container back onto ship and unloads.

    It would be a slow process for sure, but would massively speed up things in regards to being able to transfer masses of resources on board a vessel as opposed to making several trips by yourself.
     

    It is certainly an idea I like though. ^_^

  7. What I had in mind for airless planets, is even if players don't "breath", it would still prove interesting for game play. For example, the lack of air could mean that the "space only" engines would work (and atmospheric engines would not), but you would have to change the design to compensate for gravity. Or another example would be that mining would be easier on airless worlds, as there is no foliage or topsoil, and finding and extracting ores would be easier. Airless planets should also have low gravity, to keep with scientific fact - airless worlds would likely have no air due to a lack of gravity preventing them from accumulating an atmosphere.

    Now I certainly like that. It would definitely add another level of immersion and a new form of complication making certain ships required for certain jobs.

    Could be a nuisance, but the added realism would be worth it in my opinion.

  8. As we don't know too much about how scanners and scanning planets will work as well as navigating, I am just going to throw out what I think could be useful in the discussion. :)

     

    So I studied a bit of physics at school (as I'm sure many people have) but what I learnt from stars is that by using a spectrometer, you can quite simply tell how big a star is, what type it is, and what elements it is made up of (Hydrogen, Helium, Iron etc.) and judging by what it is made up of, can actually give a very good idea of the materials planets will be made up of.
    So I am not too sure what level of realism NQ is going for, but as an early game (whatever early means in DU) system, you could simply build a telescope, and spectrometer, and point it at a star you like, find out its spectral reading and learn basically if it will be worth while going to (to reap the benefits of possible planets that might have formed).

     

    If NQ did go for real life ways of mapping stars out, that could be beneficial for people who already know the basics, as well as teaching others some nifty skills.

    As far as navigation goes, in my opinion, players should have to build pulse beacons and send them out in various directions to map out surrounding stars. This would of course be a damn slow way of getting information, but it adds to immersion.
    But if it were me making the way the game worked, I would make it so that either a player manned ship, or a drone of some kind could be sent off to map an area of the night sky. Upon gathering data of star systems, the information would be stored in the ship into a sort of 'map'. This map could be sold to specific organizations for profit (giving an explorer a job) or they could keep it for themselves and no one else would know if what they were discovering had been discovered yet (making it impossible to track a certain player or crew). If the map data is taken, then whomever takes it can see exactly where the other person has explored.
    Maps would be able to be combined with other maps as a means to update a map database. Or could be left separate so that you cant buy it all in one go, buying it in chunks would be possible.
    A map would be similar to a blueprint. It can be copied, and sold, and would contain the information for a certain area of space. The master copy of the map would similarly be the only version that can be used to make copies and the copies to be sold. (however i am not sure how to prevent someone from adding the copy of a map to a larger map and then making a copy of the larger map?)

    As for plotting a course... well in the map, I would have it set as a grid of dots, with an option to zoom in and out making the dots more refined or further apart. You can then possibly Ctrl + Left Click as many dots as you want together as to plot a course. It would appear as a top down map of everything in a grid, which can be split into layers. If you want to go up a layer, click an up button and you can continue plotting your course one layer further up.
    Of course a 3D map would be cool and possibly make it much easier to see where you want to go. Setting Point A at one spot and Point B at another, it would make a large connected line. This line would be made of dots though, so you could click and drag any point of the line off to the side, so that you can bypass Point AB and instead go over to Point C, then over to Point B. Hopefully that makes sense and can be visualized?

    Anyway, just my idea for how it could all work. ^_^

  9. I too am very keen on the idea of having numerous types of stellar objects.

    I don't really care for a meteorite or a comet or other flying projectiles in space - however I can't think of anything I would like more than to live on a planet with a lovely binary star system on the horizon.

     

    As far as airless planets go, I am not too sure, but I believe with the players helmet on, they will be able to go onto an airless planet with no problems. I don't know that there is any breathing mechanic in game requiring a player to keep canisters of oxygen in their inventory. However if there is a need for a player to stock up on oxygen and a system for reproducing it whilst in space, then an airless planet will work just like space I imagine (Could be cool, but could also add a level of difficulty some don't like?).

     

    An all water planet is definitely a cool idea, but as there isn't too much confirmed in the way of water mechanics and when any true water mechanics will be implemented, an all water planet may not work too well witch current mechanics. However I do like the idea of one!

    Gas giants definitely sounds cool! Makes me think of Avatar the movie. How the main planet was a gas giant and the planet where the movie was set was actually a moon of the gas giant. Would be truly spectacular for viewing purposes!

     

    For the most part, everything you have said does sound plausible to implement (however, after launch for most of it no doubt). I really like everything you have said as it would add a certain Star Trek sort of immersion and realism. It will probably all be a means of when, and if, NQ decide to implement it.

    Also, welcome to the forums. ^_^

  10. Hey Victor,
    So basically, you can make anything you want in DU (Dual Universe). A hanger, a ship, an underground secret lab, anything.
    From what I know, you can make a bubble shield generator but will only be as effective as the amount of power you pump into it.

    So long as you can find an organization of people you can trust, and you can afford it with the in game money, then yes, you can hire a bunch of armed guards.

    With the 'if my construct gets destroyed' part... well if you just mean if something gets destroyed - then it will be destroyed. But if you meant your shield generator, then your shield generator will no longer be protecting the construct.

    An important thing to know is that if you are building a hanger (on a planet in this scenario) then you will want to place down a territorial node. A TN will allow you to give certain people rights and duties within your TN area (roughly 1km hexagonal area) . Using the RDMS (Rights and duties management system) you can simply give only yourself permission to enter or build in your hanger, or you can give access to everyone to enter, but not build. It is very flexible in what you are able to do.

    Hopefully this answers your questions.

    And also I would definitely recommend reading any material you can find on DU, it will answer a lot of the questions you had, and many more.
    Specifically:
    The wiki - http://dualuniverse.gamepedia.com/Dual_Universe_Wiki
    The devblog - https://devblog.dualthegame.com/
    And the AMA threads on the forums (go to 'Dual Universe - Starting Zone - Rules and Announcements'. You will see three different Kickstarter AMA Event threads, just read those)

    Welcome to the forums.

  11. I plan to be a team player initially, and to help the Universe to develop, as to me that is most important for the game.
    After I learn the ways of the verse, I would prefer to go lone wolf, research new tech on board a ship which would be my home.
    Whilst being a lone wolf, I want to go and explore the universe, find the unknown and the wonderful!
    Of course if I find some friends or make alliances along the way, I won't be disappointed.

  12. Ok, everyone, let's get back to the point of the discussion instead of the personal attacks.

     

    So I think this discussion did go bit off topic, and whilst I am personally one of those people who think there should be some (if small) level of automation, it isn't really relevant to what you were discussing.

    It is a bit of a difficult question as to how to make it more desirable for people to WANT to be a gunner, or a repair jockey, or even a ships doctor.

    I'm not sure who said it, but currently everyone is going to want to be a pilot and be the captain of something awesome. But a ship cant run on pilots. There needs to be other people performing other roles.

    On top of the people problem, it has to have an added advantage to be flying with 9 other people, than being an annoying mosquito, one-man fighter ship.

     

    So to my understanding, currently - when people join the game, for the first time, everyone is going to want to be a pilot, an engineer, and a miner. Everyone will need to be everything so that they can get on their feet and start playing. But with the way the skill tree will supposedly work, people will be able to learn a bit of everything whilst they figure out what they want to be in game (an industrialist, a scientist, a miner etc.) so that will partially sort out the roles function.

    The only way to make people go straight for a role like a gunner, a medic, or a repair jockey, will be if they are already in an organization and they already know which role they plan to be going for upon first joining and playing the game.

    So being a part of an organization should basically sort out what role people will have whilst on a ship (If the organization is setup and is functioning properly).

     

     

    Now on to the more important topic of why would people want to all be on a ship at one time (which could potentially lead to 10 deaths at once, because of one mans mistake) Well frankly, I am not sure. NQ have said that their will be ship repairing modules (which will repair the ship to the way it was before it sustained damage), there will also be (as far as we currently know) a way to lightly LUA code ships weapons. So a real human gunner will be more efficient, as they can target a specific ship system or section and do damage where it is needed.

    So from what I can demise, having humans on board will better when using weapons on a battle-cruiser of some kind, but I personally don't know enough about other roles a ship will need and how the game will handle them.

     

    But if I had a ship with 5 other friends, I know it would save me from needing to code up some fancy LUA scripts, or to need to buy them straight away. It would give me the option to have a ground raiding team. It would give me the option to not need all my friends online at one time. I would be able to trust other people to handle a specific role that they are good at. I may want to be a pilot, but damn am I bad at it, so my friend (A) he takes over and he is pilot, I run to the guns and I shoot the guns because (A) isn't very good with the guns.

     

    It will all be about having people on your crew that you can trust, who are good at a role you are not, or who can be a backup if not every crew member is available.

     

    Hopefully all this targets the OP properly and further expands on my knowledge of how it will all work (in my opinion).

     

  13. Sounds like a really cool idea, and would be especially useful after the game has developed over a matter of time. Being able to temporarily break into a secure location using someones DNA coding or something would be very cool.
    However as much as I hate to debunk this idea, I believe it is flawed in a way as to how the resurrection nodes work.
    When someone dies, their consciousness is basically transferred to another parallel universe where they never died. Therefore how would someone be able to steal an implant from a dead body if technically the universe in which they died in, is no longer the 'primary universe'.

    Correct me if I'm wrong, because I truly like this idea, and love the level of immersion it could offer. :)

  14. - Can we set tags for a limited time? (Passage through your territory

    Definitely interested to hear about how this would work.

     

    Also, would you need to be face to face with another member of an org to give them a tag.

    For example, if I were granting passage to someone else through the border of my territory node, would I Have to go face to face with them and press some button to open up a tag assigning feature, and then assign a temporary tag so that they may get through my land instead of going around?

     

    Very good dev blog though, interesting read.

  15. I think that the whole system regarding how many players are needed is a good idea for a more immersive game-play style, however if people code up an 'AI' of sorts, it should be just as efficient (and possibly even more efficient) than a crew of actual people.
    Of course there would be limits, you wouldn't be able to have the 'AI' do much more than perform ship maneuvers, fire several weapons, and maybe set off an alarm upon the sensor picking up something, but it doesn't seem to make sense to me to nerf, or reduce the effectiveness of LUA scripting.

    Thinking about the LUA scripting makes me think of the show Dark Matter and the Androids role on board their ship. The Android was able to do many things with the ship, by connecting to its systems through a neural network. It could defend the ship and perform maneuvers very effectively. Not that I am suggesting we would have an android available to our ships, but the possibility to have a smart LUA script do similar things could be possible, couldn't it?

  16. My proposal.

     

    I'd say if you want to stay on a moving ship with friends but log off then you should use a cryo pod. If said pod is destroyed then your character re spawns where the pod was destroyed with added client-side voxel blocks (camera pan around avatar, text narrator at bottom of screen) around you to simulate rubble of the ship/pod (you survived, call a taxi).

     

    So half of that idea I can agree with. The whole waking up where the pod was idea does sounds okay, but as far as Sci-fi lore goes, I think it would make more sense, that upon a pod being destroyed (whilst inside it) you should die with it.

     

    The ability to log off on board a moving ship, if with friends or even somehow alone, that is what I think would add some more depth.

     

     

    Aha, so you find yourself floating in space. Then what?

     

    ./suicide?

     

    I find it hard to find the added gameplay value in that.

     I agree, it doesn't really seem like something that would be viable. The universe is unfortunately (and in some cases very fortunately) a big place. Calling a 'space taxi' wouldn't really be an option, especially considering we haven't an idea as to how the chat region system will work, so how would you even begin to contact the taxi service.

  17. *snip*

    Hi Falstaf,

    Thank you for clarifying the drag in space topic, I had not yet read about that and that is certainly something I would not have known otherwise.

     

    In regards to the logging on/off on a dynamic construct, thanks for clarifying that too, and from what I can demise, that is what I believed too. But the way you worded it made me realise my mistake. So thanks for making it clearer to me as to how it will work.

     

    As far as the stasis pods go, as I said above, the pods would be something of luxury, so that way you could secure your body in an enclosed pod, tying your player to your vessel whilst it still moves, whilst you are offline.

    If you were in a fight and your pod is damaged, you wouldn't be able to just set your ships heading and log off, you would need to either get to safety, and effect repairs, or risk logging off on a stationary ship.

    No one would need a stasis pod, but it would act as a way of securing a body that is going offline.

    Maybe it could act as another style of RN that you could log off inside of, and respawn at. I think it would add a small level of immersion to log off inside of a stasis pod (if you like, it certainly wouldn't be required).

     

    Still quite new, and although I read many pages whenever I can, I still haven't caught up. Thanks for all the help though, everyone :)

  18. But lets for the sake of argument assume we log out in pods. Let me ask a few questions to illustrate why I feel it creates more problems than it solves.

     

    -You are in the middle of nowhere, do you need a pod at all times to log out?

    -Your pod is discovered by less than friendly people, they box you in?

    -Your pod is discovered and someone thinks its funny to blow it up, oops?

    -The game launches, nothing exists, we all need to start crafting pods? Pods wouldnt be low tech elements. There wouldnt be any infrastructure to start the loop.

    -The pod on your ship is damaged/destroyed, now what?

     

    As always I am not opposed to depth or strange inconvenient mechanics that add to the overall game experience. I'm just a bit cautious about takings things a step too far. I hold on to the classic definition of emergent gameplay.

     

    A set of simple rules that lead to complex interactions. However the devs decide how we log out I am here for the long haul. ;)

     

    (A pod mechanic would not break the emergent gameplay rules at all. It would create gameplay.)

     

     

    So I see that there has been a bit of discussion on this and how everything would work. I suppose I should map out my vision of what the stasis pods would do and how they would work.

     

    So a Stasis Pod would be a medium-high tier research item. Lets be honest, no one is going to be making a spaceship straight away, and they're certainly not thinking about the first trip they make to be a really long one.

     

    Players will go through the development of a ship for themselves or their organization, making what they need for a specific purpose.

    I would like to make a long haul, traveling, vessel. I want to go off in to the stars and find the unknown. And I am fine with the fact that it could take me a while. (In this scenario).

     

    Because the game runs a near-truly accurate Newtonian physics engine, inertia exists (as stated by NQ in a video), this means that there should be an option for a ship to drift with no engines, and no real reason for it to stop.

     

    All of this works together in creating a need for some form of element, that will connect your saved, logged off coordinates, to the construct connected to the Stasis pod.

     

    Lets say I disconnect from DU, or my game crashes or something happens.. if my ship was still moving, due to inertia, or the thrust behind the engines, then my ship isn't going to stop moving, but as the the players coordinates are saved on a static, universe scaled, coordinate system, my ship will keep on going without me. So this becomes a problem in itself for the game. As we haven't got too much information regarding logging off and how it works.

     

    If a player really wants to go solo, or even with a group of friends across the galaxy on their rust bucket ship, they will need some form of way to connect to their moving ship. (As said by someone before, taking shifts whilst driving the ship).

     

    - As a means not to break the game, players wouldn't NEED a stasis pod, it would be a luxury to have for traveling across the galaxy, whilst offline.

    - Players obviously wouldn't need one on a planet, space station, moon or asteroid, as these things are static and do not move. Only on a dynamic core controlled construct would it be possible to use to its potential.

    - IF some people find your ship or whatever vessel you are on whilst in stasis, due to the RDMS, they wouldn't truly be able to 'box' you in or any other evil thing. The worst they could do is kill you in stasis which would make you resurrect at the nearest RN to the location you died at. Due to leaving the Stasis Pod, you would no longer be dynamic along side the moving construct, you would be static and therefore your last known coordinates would be where you died.

     

    The purpose for the pod (to clarify) would be to make it possible to keep moving, using inertia, whilst offline. It would be risky! Anything could happen to your ship whilst its still moving, but if a player wants to take that risk, then they may.

    It would be just as big a risk as logging off and leaving your precious ship stationary in the middle of nowhere.

     

    Just to clarify for others as well, I believe in a video, NQ said that when someone logs off, their body stays in the world for 3 minutes, and then disappears to protect itself.? I'm not sure if this is correct but that's what I heard.  If this is the case, we wouldn't really have to worry about people logging in and out to bypass being seen on board a ship or something like that :)

  19. Hello all DU Community Members!

    So I have been reading and watching lots of things, trying to make sure I am up to date before I ask any questions, and I have come to a point where I realize that I can't quite find a respective answer or possible solution to a problem which I see to be quite a big one...

     

    The Problem.. I hope..
    So as far as I know, when abroad a vessel / moving voxel construct, you are completely fine when online, you can edit the ship, do whatever you want, and you can just travel along whilst your vessel goes from Point A ------> Point B.
    That is all very awesome and quite clearly something that would be needed in the game for an immersive experience.

    However from what I have read, if you were to Log Off from the DU service, if your vessel was still moving, your body will have saved its location where it was when you logged off, and upon re-logging in at a later date (for example say 1 day) you will find that your vessel has moved on for 1 Days worth of travel time (provided it had the energy and it encountered no problems etc.) and your body has logged in where it was 1 Day ago.

    This for me is a problem, and also the fact, that in my mind at least, a truly immersive experience would allow you to log off, let your ship keep drifting / moving onward, and then come back and perhaps you have reached your destination.

     

    Clarification

    So, to clarify my point in simpler terms..
    - Is it true that logging off saves your location in the universe as a X,Y,Z Coordinate as opposed to saving it on board your voxel construct? (from what I can tell from videos and wiki pages, as well as what makes sense in my own mind)
    - Or does it work some other way?

    If I am indeed correct in my presumption, might I ask if there is any known way, or if there will be anyway of logging off on board a moving construct, and upon re-logging you find you are still on your construct?

     

    Possible Solution
    My suggestion to this problem would be something as simple as making it possible to log off inside of the control unit element (In my opinion this ones seems a little wrong), or something like a Stasis/Cryo Pod Element.
    Upon entering the Stasis Pod, you are making your player coordinates dynamic, instead of static, and thus when re-logging into the game, you awake still as a dynamic set of coordinate mappings, and you would have to leave the stasis pod to return to being static (normal playing mode again).

     

    Scenario
    The Stasis Pod idea imo, opens up a new world of game play too!

    Imagine being able to hunt down a ship trying to make a flee from a system, the player is offline, in his/her stasis pod, and has no idea they are about to have their vessel attacked.

    The enemy ship could blast a hole in the ship, match its speed and attempt to board it.

    They find the accused system fleeing victim in their stasis pod. Instead of killing them in their sleep, you detach the stasis pod from their ship and move it on board your own ship, taking them back to some galactic authority so that they may face whatever charges they deserve when they log back in.
    Of course that is a scenario that I'm not too sure how it will entirely play out, but it seems cool.

    Why I Want It

    So I see space travel as a serious endeavor to take unto yourself. And whilst there will be massive corporations that will spend many days and weeks researching new tech, some people, maybe even myself, will consider the slower route. Say for example I wish to make a sub-light speed ship, slow, but capable of reaching a desirable solar system. However the catch is it will take me 2 real weeks to get to the closest system. So I build a ship, fill it with some supplies, basic living needs and off I go. I would come on to the server when I can, do some research on board my ship whilst traveling, but I would like to jump in my Stasis Pod when I log off so that I may keep going on my 2 week mission to find these new worlds. I would love that.

    Conclusion

    So in conclusion.. I hope I wasn't wrong about why I started this topic, otherwise I spent a bunch of time writing a pointless post :P

    And I wasted your time.. so I am sorry about that..
    Otherwise, thanks for reading and I would love to hear any thoughts and opinions!
    Thanks!

    - Sullos

  20. Just a random thought, but living in a space station would be very similar to living in an enclosed environment underwater, would it not?

    Somewhat, yes. Living underwater as it turns out, is in some ways much more difficult and dangerous. Where as in space everything is basically being ripped apart as the higher levels of pressure (a pressurized space vessel/ship) are being pulled into the vastness of space - underwater everything is being crushed, as the external pressure is much, much higher than the pressure required to survive inside a sealed, 1atmospheric pressure environment (a dome or underwater city). Being able to have a structure strong enough to withstand being crushed constantly, along with changing environmental pressures and being able to be elastic enough to withstand planetary movements (Earthquakes, Tsunamis, Tectonic Movements etc.) is very difficult to create. Although DU wont have all of those environmental effects, it is still interesting to know though. :D

     

     

    To elaborate a bit more on what Falstaf already said:

     

    In the Rules&Announcement subgroup you'll find all three AMA (ask me anything) threads. Read them, they answer A lot of questions.

     

    Water

    No flowing water for release but (as answered in the AMA event) they think about underwater bases and stuff.

     

    Pledges

    There is plenty of time for pledging left, although the rewards might be less later on.

     

    Servers

    DU is based upon cloud servers, so you will connect to the nearest one. No problem for pings.

     

    Painting

    You can paint voxels so far, shown in the ship building video. But afaik you can't build elements with different color.

     

    Welcome to the forum and have fun reading all the deven blogs, watching the videos and using the search function (pretty please - this advice has nothing to do with this post here which is perfectly fine)

     

    Thank you so much for all of that!

    I have taken to your suggestion and read the AMA Event Posts, and I am grateful for the suggestion, it has answered many questions and has probably prevented me from asking several more.

    As for the voxels, I understand you can paint various different ones in the videos, however I am not aware to what extent they can be painted. Are there glass voxels? (Similar to Minecraft's glass blocks I guess, or even Space Engineers glass panes) And would you be able to paint them?

    And the same goes for lights. Whilst i have seen lights in the videos, I would be interested to know if they can be painted (changed in colour). For example if I were to make a Star Trek 'Enterprise' style of ship, would I be able to colour the lights to a blue colour to make the deflector dish?

     

     

    Hi there, those are some questions. :D

    I'll do my best to answer them and I'm sure other people will add to it.

     

    Water: Water at the moment is a static block. No flow mechanics, traveling under water seems to not work right now. Maybe a hovercraft can travel over it. Building on water is also not possible right now. At least thats what I understood and I could be wrong.

     

    Connectivity and Pledges: Since the server tech uses distributed load I can imagine there wont be just 1 connection to europe. I suspect DU will run between several server clusters around the world. In that scenario you would connect to the closest to your location. Again this is from my understanding the technology behind DU.

     

    After this pledge portal we will get 2 more portals. You will be able to increase your pledge at any given time up until release.

     

    Painting elements: This will not be possible I think. Elements are static mesh models with a predefined art style. This leads me to speculate you wont be able to paint them. But I could be wrong, NQ does seem to provide as much creative freedom as possible. So maybe this will be a to be announced feature.

     

    I hope this helps you. :)

     

    Anyone, feel free to correct me if needed.

    Thanks for your response! Answers my questions well! :)

     

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