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Sunrider44

Alpha Team Vanguard
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Everything posted by Sunrider44

  1. Nice to see more about Landmark, and the amazing voxels possibilities! Always happy to find new sources of inspiration.
  2. @Meumera: Your idea is basically a dialing-gate model, with an automation on the dialing. That's what a "gate bridge" is, on a network level. It's purpose is to break the range limit. I don't see why it's unbalanced, as there are numerous ways to restrict a gate access. You can program your gate to refuse access to unfriendly gates for instance. And if not possible to control the access before transportation, you can stop it after: you can make a script to order your gate to close as soon as an unknown ship get through, preventing an entire fleet from getting through. An other solution is the stargate series one: put a way to make impossible to get in when the gate is activated. The thing is, that a fixed gate is a well known system, that makes people afraid of any new, as usual... And that encourages à military gameplay on all level: because it's not possible to control the device, it moves the strategic control in the surroundings. The dialing-gate gameplay invites to be interested into the technology behind it, that seems far more better to me. And it does not take away the military perspective, it just changes it. The contrary is not true. Moreover, is a military who can't adapt to new grounds a good military? I don't think so... On the other side, as Flow2606 and myself said, fixed gates make difficult for small or new orgs to use the gate potential, because they must use other's gates. And bulding their first gate, if fixed-gate, it will be quite useless. It's more worthy to get in a pre-existing network, like we connect a computer on the internet. So it allows new players to change the tide... Hey, do you actually know that the internet was created by USA army to keep their communication working after a nuclear strike? And why? because a classical com network, based on a hub center is easily destroyed in one strike...My, My, Poor large scale military strategy... Finally, why a fixed-gate network is efficient in games? Because they are impossible to shut down and put in place by devs in a fair way (to make their game possible to play and interesting). As far as I saw, I have serious doubts that players will make a fair fixed-gates grid. They will rather make a big gate hub around their main fleet or capital planet or station, or one gate away, because it's the most efficient way to proceed with (expensive) fixed gates.
  3. I found the game on a youtube video like "the top ten space sim to come".
  4. Interesting topic! I first thought a fixed gate-to-gate as the most natural option. But after a little moment thinking, I came to the idea that a multi-destination gate network is far more interesting. With some limitations to make it more strategic, of course. The first important question is: A gate should stay opened all the time? What is the meaning behind. If they do, well... dialing a new destination is simply impossible. The "gates" are more like a wormhole tunnel. This option is often used in video games, because it's a very easy way to build bridges between the instances of the game. In this case, the space is structured, more or less, like a plane ground. And this is another good thing to avoid making players lost or mad (!). We find this in games like freelancer or X series, which even set up a N,S,W,E thing. That is quite a nonsense in deep space, but helps everyone with something familiar. But in DU, the picture is different: first because there is only one instance, and secondly because everyone can place the gates everywhere. So, with this perspective, the question is moving on an economical and political ground. And that is what DU is about. In this last case, people with a fixed gate-to-gate gameplay will not build a grid pattern with the gates, but rather build kind of hubs. I mean, hubs make your gates easier to protect, and is the best way to bring quickly your fleet (army or cargo) to your distant gates (and probably important planets, stations, whatever...). But, with the time, you hub will maybe become a gate labyrinth. Not mentionning the fact that if gates are really expensive, it will make even more expensive for an org to build a network, because of the indirect accumulated costs of your gates. Each org will probably build its own gate-hub, and will hardly take the risk to build a hub with other orgs, taking the risk to lost their gates and heavy investment. Finally, my opinion is that it will make the gate gameplay quite uninteresting, except for the need to reach distant systems without spending weeks, as NQ said. So, for me multi-dialing gate with a distance limit (fixed or because of some kind of fuel) is the best option. And the gates will need to be opened and closed. Moreover, it makes the gates more useful if you can connect to a pre-existing network, with the possibility to manage your gate access with electronic keys. Little orgs with few incomes will find a real interest to invest into even only one gate, allowing them to jump into the alliance game and switching access, maybe taking adventage of political issues between big orgs. It will make polititics and collaboration a thing for transportation and communication. On top, it opens new scripting ideas, like making some "gate bridges" as we can see in Stargate series for instance. So, definitly, dialing-gates for me!
  5. Hi, welcome on the forum! There are plenty of organizations. For now, most of orgs do not have requirments, so just apply to orgs you are interested in... Or contact legates to have more information.
  6. I really like their design too. Futuristic but not too much... Nevertheless, I hope there will be some weird or offbeat styles too. And maybe some weird lost alien artefacts or designs, could be fun.
  7. That's a lot of funny features, and the bot itself is a cool DU feature for Discord :).
  8. Yes, this kind of tool is often lacking to have a global vision of the buildings. In space engineers I am forced to build a ruler with blocks sometimes... The copy/paste and symetry tools can make things easier, but not all the time. Actually, we ideally need a true conception tool. For instance, just having the construct or the camera turning instead of the builder character is far better. For this, Avorion construction mode is more practical than the construction mode in SE. The difference comes probably from the fact that we play directly as a ship in Avorion.
  9. From my experience, finding several languages in the same guild is quite rare, and even when it's the case, a tongue is dominant. Why? probably because of cultural bonds, stereotypes and practical concerns. Even automated translations are not always enough efficient. I mean, coordinate a group is, in itself, a hard challenge. So, in an activity where we have to make decisions and adapt fastly, a little misunderstanding can break all the process. In a battle, it means death... Nevertheless, in a given org, why do not consider multilingual on a fleet or squad level? It could bring some diversity and new practices. At least for the trade fleet. Anyway, for practical issues, it's probably better to set an official tongue up.
  10. Hi, cooperation always seems good to me. So, good luck... Mainly because a mobile base is the best protection against hostiles. People which don't know where you are can't bother you... It's the most widely used strategy in Space Engineers for exemple. In space, it's quite hard to find someone and a secret base (as a ship) can easily be moved away if it is compromised. That's a big advantage in comparison with ground bases. Plus, it's definitly a fun Roleplay... I like the idea, even if I would probably not play this way to DU.
  11. There is the kickstarter FAQ for the most common questions (but hasn't been updated lately). EDIT: https://www.kickstarter.com/projects/1949863330/dual-universe-civilization-building-sci-fi-mmorpg/faqs
  12. Well, what I'm saying is that, sadly, women are still less-paid than men or discredited because they are women . And about what you have said, that's what I call creating a storm in a glass of water, and then to drown yourself in it... Sorry for you.
  13. Like it has been said, automatic translation is probably enough to understand the news. Excepting maybe for dev diaries and video stuff. Even so, youtube scripts allow to get subtitles from vocal. It requires a little work, nevertheless. Concerning french for instance, I was willing to allow more french speakers to understand the project. So I spoke to the Community Managers about it and we agreed to collaborate to get french subtitles for Dev Diaries. It remains the social part, because english is the official language on DU forums. NQ said they planned to open sections for others languages in the future, that's all which is known. Things will probably move faster for beta or release. The game is still in its early production stages, it's not necessarily the best moment to mass-advertise the game.
  14. Thanks for the share! That's a very useful tool...fascinating. I can see myself . The link between politics and gravity has been found!
  15. As Lethys said, I was joking... I think it's funny to emphisize that Eclipse913 found a way to transform a class he doesn't really like into a worthy activity. Which seems far more creative to me, than just make some drawings. And, of course, trigger some touchy stereotypes. As sewing and cooking are still considered like women activity, whereas the most famous fashion designers and chefs are men.
  16. That's pretty nice, it's easy to recognize logos. And now you can go from sewing machine to the kitchen to make cookies .
  17. I would say it's probably not final because more biomes will be added. The planets you see are mostly a technical demo, to show what the game is capable of, regarding 3D, voxels models and gameplay. Anyway, nobody here has maps of those planets. But Alioth is definitly an earth-like planet.
  18. Hey, in DU there are no private servers . I suppose it leaves you mod or LUA scripts... Welcome and see you soon!
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