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alexxl1995

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  1. Like
    alexxl1995 got a reaction from BliitzTheFox in Fuel Feud and Engines 2.0   
    I don't see complexity being bad for this kind of game... If you really want to see specializations in game, you'll have to make complex models for engines and fuels that would allow someone to be considered as a engine expert...
    otherwise you'll just have builders, commercials and fighters... not really diverse...
  2. Like
    alexxl1995 reacted to Inasyah in Fuel Feud and Engines 2.0   
    Exactly this.
  3. Like
    alexxl1995 reacted to GalloInfligo in im not a pro eve player so this topic is invalid   
    From the AMA Event part 2, https://board.dualthegame.com/index.php?/topic/10110-kickstarter-ama-event-second-part/
     
     
    Because planets should turn around their axis in the future (if no particular technical problem prevents us from doing it), we will limit the altitude of what you can build to avoid having to handle collisions on the server for potentially millions of nearby constructs. In practice, anything below the max building altitude will "turn" together with the planet. This should be a few kilometers high. So, no space elevator, or else no turning planets!  
     
    Territory owners will be able to set rights like: editing rights (who can mine), construct creation right (who can create a static construct), enter right (who is allowed to enter without being flagged as "intruder"), taxes (amount to pay to use the above rights), and more and more possibilities as we expand with the community what is needed. The way this will be done is by following the principles of the "RDMS" or Rights & Duties Management System, as described in the corresponding devblog.
     
     
    Territory control will be limited to planets at the game launch, but we will add more possibilities later in a territory focused expansion. It is likely that planetary space (a volume around a planet) will be managed as a whole entity for control, as well as system-level control and cluster-level control, all with hierarchical levels of political influence. Not an easy system to setup, and we plan to discuss it with the community to make it right.
     
    from the AMA 1st event  https://board.dualthegame.com/index.php?/topic/10000-kickstarter-ama-event-first-part/
     
    We will work in this aspect a bit later, in a further game expansion, but yes, there will be territory management beyond planet ground. The way we see it for now is that territory in space should not be about defining volumes in space, but rather about establishing planet ownership, then system ownership. This ownership could be triggered once a given percentage of the claimed planet territories are under one organization control, with a hysteresis mechanism to avoid constant flips. This planetary scale ownership should grant certain rights to the owner, but not deprive other planet grounded territories of their prerogatives. This is a complex gameplay that we will further talk about in the future, but it will not be implemented at release time for now.  
     
    From the sounds of all of that, you can not roof over someone.  Also with the RDMS system if you don't have permission to build in their area, you cant even try to do this.  they also said there will be a clear line where your or someone else territory begins/ends so to build out of your territory, you will know you are doing this, and if someone else comes and claims that area, you lose control of that part of your build, and con no longer build there unless you are given the rights to by the owner.  
     
    the space territories are going to be linked to the planet, and system etc, so you own the majority of the planet, you control the space around it, you own the majority of planets, you gain control of the system etc...
  4. Like
    alexxl1995 got a reaction from Veln in Thrusters   
    (please excuse the bad english  , I'm french)
     
    Hi!
     
    After seeing the last Dev Diary, I thought this game needed a bit more types of thrusters, so here is my idea:
     
    Basically the typical thruster is something that push the spaceship around...
    But Thrust and Power shouldn't be the only attributes a thruster can have, because otherwise, the game will probably feel quite empty...
     
    So why not having for example
    -max thrust
    -energy cost
    -size
    (and all the usual stuff)
     
    -acceleration inertia
    (having a really reactive thruster can help in combat, or maybe when you try to hover a ship where you want fast reactivity to be able to deccelerate or to be able to adjust bumps or changing center of gravity...)
     
    -burst thrust (and duration)
    (for maybe manouvering thrusters that can serve as torque for angular speed damping)
     
    -preheat
    (kind of acceleration inertia but only at startup, an engine with a need to preheat a lot will probably have more thrust and could be used as a main engine)
     
    -minimum/maximum speed in atmosphere
    (Some engines in our world already have a minimum speed, because they need a minimum air intake, and some in this game could also have a maximum speed, where the flow of air disturbing the reaction could be a viable excuse   )
     
    -fuel type
    (electricity/ hydrogen+oxygen mixture... plenty of stuff to play with... and fuel delivery to the thrusters could add up some pretty interesting build desings, really looking forward for that)
     
    I already see combat frigates using electricity and low inertia thruster with some burst thrust to help with turning...
    Commercial crafts using a heavy fuel with a really high preheat but with lots of thrust to be able to carry monstruous amount of goods....
    that would make a lot of sense and prevent people from putting the same thruster everywhere because it's the most efficient in terms of thrust/(size*energy), since there will be a lot more parameters to think about...
     
    That's pretty much it.. again you could add a lot more parameters that i didn't think of and will add reasons to have dedicated ship builers that know their stuff and inexperienced or ininterested people will need to buy these creations because they won't have time for it...
     
    Again excuse my terrible english   I hope your eyes are still alive...
    If you see mistakes feel free to correct me!
     
     
    Thank you for this awesome game!
     
     
     
     
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