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ShadowLordAlpha

Alpha Team Vanguard
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Posts posted by ShadowLordAlpha

  1. You should really go read the devblogs as you keep asking questions that have been answered in those. But no a market will probably be mostly local to itself with communication to other networks (from what I remember) so if your selling something at one market someone from another market might be able to see it but they would have to go pick it up or have it shipped to them. It could also be a private or local only market possibly though most mechanics are not really know for the game

  2. yes, I like the number of blocks in the other game (Empyrion all the way) but there are situations were I can't make something fit right. I want a more well rounded selection

    From what we can see Dual is not a block building game but more of a voxle sculpting game. There are still blocks and stuff you can place but it seems more that these are just the tools you use to get the shapes you want into the game instead of the only things you can build/place.

  3. That's what I was thinking: using hovercraft/"maglev" units and use blocks to work as rails

     

     

    (Just wait I'll show you the prototype one I build it)

    True that would work but if there is a height limit to how high something can hover then there is a problem as the elevator type rails would no longer be possible as well as it now needing to provide its own power as it is a hover vehicle and not "connected" to the ground in any way unless they allow us to make some construct for the ground and the hover vehicle that allows us to transfer power between the two. could be an interesting way of generating power so instead of one main generator you have lots of little hover vehicles moving around and generating extra power to power the rest of the city

  4. i agree that no sounds in space doesnt make for a very good game idea... so yeah eve was onto the right sort of story. gotta have the pew pew

    well there would still be sounds like impact engines and other ambient sounds as well as when your in an atmosphere the sounds would be normal. you just won't be able to hear a gunshot without the vibrations somehow being able to travel to so so if its on another ship a little distance away you won't here it but if its on yours you will

  5. With the hover tech, if you are able to store a list of waypoints in a script, you can have any "rail" system you want without any proper "rail" at all :)

     

    Anyway, energy/fuel might be a problem for an automated train/elevator

    Not if the rail is the thing providing the majority or all of the power. I would like us to be able to use the rails to make elevators as well (no not hover because that has limits granted so do rails but they are different limits) and if we can use them to make elevators than we will be able to build space elevators :D (yaaaa I really want a space elevator even if I have to build it myself)

  6. "My apologies. I was referring to the IFF as a targeting computer. Even then, as the games matures, things are created and skills develop, distances like this may be breezed through with ease. As for targeting without a computer, I doubt the developers will make the range anything above five kilometres and even that is quite too far."

    Ya IFF is identify Friend or foe and is basically just a tag that tells you what org a ship/person would belong to but ya for ground combat maybe 1km and space could be 5km though they should have some kind of advanced targeting computer

  7. "Sixteen kilometres in Dual Universe...the IFF would cover that with ease then--if sixteen kilometres is indeed the average thickness of the atmosphere.

    well it depends because like I said its the area that the majority of the atmosphere is in not the actual size so if they just go for majority then sure but I doubt you will be able to lock on to anything that far away without some kind of targeting computer

  8. It would probably have been better to think of a different title and I know there are a few of us who share the concerns (still going to play this game no matter the model they go for) But I suggested a possible hybrid model though it did get buried and people will always sit on one side of the other for some reason or another so you should probably send an Email to the devs asking about it instead of waiting for this thread to turn into another heated debate about the payment model

  9. "If only there was something like a "snap-on" mechanics for some lock-on systems. But your IFF range will need to be huge. What is the thickness of the average planet's atmosphere?"

    Doesn't matter about the lock on could still make it require a computer to actually be able to lock on (even if its out of sight). also the Earth's atmosphere it about 480km thick but most of it is in the 16km closest to the earth

  10. i think this mechanic might be a bit harder to implement. Unless there is a permanent damage to your health that a med kit or what have you doesn't fix (trying to remember what game it is that grays out a portion of your health bar if you take to much) then you would need a doc but possibly the pain killer temporally gets rid of the gray OR extends your max health

    Even after you get hurt (I'm more talking major damage) you will be in pain for some time even after your fully healed though this is also a game so the stat drain could only last for x amount of time but if you take a pain killer the debuff goes away for y amount of time and when it wheres off you still have x - y amount of time left on the debuff but for that amount of time you basically had no debuff. I don't think that there should be any permanent damage to characters as its a pain to play with and we also have quantum based respawn though it would give players pause to start wars and a reason to finish them though the characters that participated might be useless after it.

  11. I don't know how damage will work in game but this could also be added to medicinal type drugs (like painkillers) that could be abused for certain effects but are also highly addictive. So instead just bandaging up a wound you might need to take a painkiller to get rid of a negative damage effect or you could take it before the fight and before you get hurt to stop yourself from flinching in combat or something along those lines.

  12. A multi-organization or "independent" city would be ideal I think, if they remotely coordinate building efforts and zoning.

     

    Because that would add some proper believable diversity in the makeup of the city inhabitants while a blow to an individual organization would not possibly risk the whole city. Small to moderate orgs would benefit from the increased traffic and accomplish something that only a large one could easily do.

    The only real independent city will probably be around the arkzone simply because thats where everyone starts. Other than that Organizations that have an alliance or are part of a bigger organization will probably build together or closer and nation type organizations might plan cities but I doubt there will be another city that just randomly pops up unless all the starting members of the city know eachother and are friends but then go on to start different orgs

  13. Hello Archer,

    have You ever been told that it would be great to have much more players as You are? If not, I'm doing it now.

     

    To the point of this thread. I have tried Rods of God in Space Engineers and Kerbal Space program and it's hard to hit anything but it's fun to try anyway.

     

    Some kind of collision damage would be nice even if only to have some kind of boarding torpedoes.

     

    Or they could make the weapons size Customizable for Torpedoes and Missiles. And to be fair if your shooting it by hand your doing it wrong (not that you have a choice really in those two games, SE you can make it target things but you need the coords of your target and those can be a pain to get) They should be targeted by a human but to compensate for the gravity, the fact you can't see the target and other things they need to be aimed by a computer

  14. I read this and thought about red eye from cowboy bebop lol. i agree with gallo in that if they do implement a food mechanic or something similar then a drug one wouldnt be to hard. give a boost while also giving a negative. or treat it how fallout does. you get the bonuses but keep using it and you get addicted.

     

    also opens up possible medical skills on both side of the spectrum. good and bad

    could also do a boost and then crash type so both are not hitting you at the same time

  15. Wood can be used as a renewable source of a carbon which can be turned into many things. I would even say that having different types of wood and other plants ready to harvest would make decorations much better even without turning this biomass into something chemically different.

    Having to eat and drink is not that great part of most games that deal with it.  It might be fun to grow our own food but it becomes boring chore rather too quickly.

    Well this game is about advancing technology so it could be that while we have to grow our own food in the beginning we could be able to make auto harvesting hydroponics latter or automated farming equipment (its nearly there already).

  16. "Stargates should be "point to point" links not "point to points". The entire meaning behind a stargate is something like travelling through an alternate space or a wormhole. To have access to multiple locations, you may need more than one stargate in the same area. As for authentication codes, I think the RDMS will handle that. You won't be able to use a Stargate unless you have the permission level. . .

    "

     

    I think its more that while a stargate is active its a point to point transfer but it can be linked to another stargate within its range though I agree that the RDMS system will probably handle the ability to use a gate or not

  17. dunno, don't want steam cutting into their profits. But its better than origin

    I think there is a way for the game to be on steam but be purchesed from them using steam keys though I think it had some problems with other games (RimWorld had these problems and had to stop last i heard)

  18. My Death Star comment was very tongue in cheek, I have a couple of ship designs I've created in EGS that are based off the star ship troopers serries. My fighter is rather nimble but well armoured and gunned up with rail guns or another version with plasma cannons. My cruiser sized CV is long and lean not exact by any stretch but very similar to the Roger young. I have tried to replicate the roger young but the drop ship mechanic just doesn't work in that game yet far too cumbersome to land and re dock inverted

    I like those ships but weren't most of them not really ment for combat and mostly used as transports? I think a lot of people want to build combat type capital ships as they have really large guns and are able to do a lot but they also will probably cost a lot to build

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