Jump to content


Alpha Tester
  • Posts

  • Joined

  • Last visited

Everything posted by 0something0

  1. Admittedly, horses (or similar creatures) might actually have real advantages over say, hovercraft. They are self-repairing to a certain extent, and doesn't require fancy fuels or powerplants to run it - just the local biologically compatible food. This makes them a whole lot easier to maintain. I have set forth wear and tear mechanics in the past, mainly as a means of balancing the game while allowing extensive automation, which biological mounts could fit into. Horses actually do fill a niche in modern military operations.
  2. Aerodynamics is a pain to calculate, and it should be noted that various factors such as drag, lift, aerodynamic/adiabatic heating are all different effects of one thing - how the air as a fluid interacts with constructs. It also should be noted that most of these properties have little to do with mass of weight of the vessel, but rather the geometry and force vectors applied to it. A ship is going to behave the same aerodynamically regardless of whether its made of lead or plastic. I wonder if it would be practical to "pre-bake" aerodynamic properties by clientside simulation of low-fidelity aerodynamics at different "regions" of airspeeds and extrapolate from the few data points that exists.
  3. Planets (ignoring the wide variety of planets that exist between each other), and outer space are very different environments (though airless worlds are quite similar) and likely will support different styles of gameplay and engineering. However, it might be possible or even desirable that balancing is tilted towards a certain operational environment. Let's look at our universe and physics to analyze certain characteristics and see how that would translate over into gameplay. It is generally accepted to my knowledge that despite the large costs of proper space-based infrastructure, by taking advantage of Lunar, Near earth, and asteroid belt resources, outer space populations will eventually gain the economic and strategic upper hand. This is due to the massive amounts of natural resources present in space, from common and precious metals to volatile "ices". Self-sufficiency should theoretically be possible, and once that happens, space-sourced goods become far cheaper (in space) than Earth-sourced counterparts due to the massive energy costs associated with space launch. In Dual Universe, planetside-sourced goods may stay economically competitive as orbital access I imagine will be much easier compared to real life. This however, makes setting up space-based industry much easier in the first place, which may lead to a stable equilibrium where both environments are competitive sources of goods. However, the biggest killer here are the cores. Based on my (probably outdated) non-NDA knowledge, static cores will scale up much bigger in the final game than dynamic cores. If planetside industry can take full advantage of economies of scale that orbital industries cannot, ground-based industry probably will win out. Strategies are important as well. Under real physics, using orbital bombardment until the enemy surrenders (and dealing with potential insurgents later) is certainly a valid strategy. Wars will be won in deep space. However, the lack of WMDs and automated weaponry, even those seen on modern combat systems (e.g. Predator UAV, Tomahawk missiles, Phalanx CIWS) (despite the fact that high tech systems such as engines and nuclear reactors probably will have lots of automation beneath the hood for gameplay reasons) and rather relying on human operators means combat will likely look less like The Expanse and more like Star Wars. Perhaps some inspiration will be taken from pre-transistor combat spacecraft designs such as Dyna-Soar or Project Orion Space Battleship, but I digress. The lack of weapons automation means human operators will have to play a more active role in space-to-ground combat, shifting the balance towards planetary forces. Overall, I think its likely that Dual Universe will be balanced towards planetary gameplay.
  4. Also add in the Realisticâ„¢ combat done mostly by computers at thousands of kilometers out.
  5. discordauth:6ZAL64_GyshV43RkCMIb8ri49tU6Wqy1p3VfWs1tyI8=


  6. Turn DU into a 10000-player battle royale.
  7. Yes it does: https://www.wolframalpha.com/input/?i=125+liters+of+concrete
  8. Fully automated luxury gay space communism
  9. The name says it all. Give your crappiest suggestions! I'll start: You should be able to show NQ your real life degrees/certifications to get the in-game equivalent item on the skill tree.
  10. iirc the devs have said that DU will feature a very complex crafting system - I imagine this involves handling various chemical and mechanical processes, as well as pure assembly. In the same vein, decrafting should also feature similar processes, with near - 100% returns on simple disassembly while more complex processes will take a recovery hit.
  11. Don't forget McNukes (that won't exist ingame because Novaquark are run by statist [REDACTED]) /s Given multiple people in a finite space, true freedom cannot exist since each person's freedoms will interfere with others. My freedom to take your stuff interfere with your freedom to own property, for instance. Instead, what we have are attempts to limit distribute freedoms through a variety of means in order to (ideally) minimize the amount of freedom lost to interference (Obviously some people have have other motives). A corporate poly-poly(?) on force doesn't necessarily better ensure maximization of freedom via minimization of interference then a state-owned monopoly, especially if said state has a working system of checks and balances. It should be noted that force to govern is an attempt to rein in and control interference on freedom to make it less unpredictable.
  12. On the other hand, people want action, hence the fact that nearly every org has security positions listed. Even with this highly militarized society, trolls griefers gankers err I mean people who take advantage of gameplay mechanics in a new and emergent way will be more common than in real life due to the low cost of dying compared to real life, especially since people won't be able to man security positions 24/7. Other implementations of anarchy, such as EVE Online, Ark Survival Evolved, 2b2t, and Somalia have worked out to varying degrees of success, but one thing is clear. In order for markets to function, there needs to be security, stability, and a peaceful way to handle conflicts - or I can bomb my market competition or that dude who pisses me off and call it a day. At that point, we no longer have markets, we have warfare. So when can I get my A-10 delivered in the mail?
  13. As I don't have NDA, I cannot tell you the exact details but iirc NQ will be adding/have added vector graphics support into Lua.
  14. Windows and OSX being banned in the PRC means Linux might be the only viable option for people within. Having 1 billion people switch to Linux I say is a pretty big deal. That being said, I doubt Dual Universe would be approved by PRC regulators, even if there is a separate PRC shard (making it a Dual-shard MMO). Since we are on the topic of Linux, Microsoft will be incorporating the full Linux kernel into Windows 10 later this year. I wonder if its possible to develop solely for Linux and get it to run on Windows 10 using the kernel or even the current WSL environment seamlessly.
  15. @rothbardian which enlightenment-era philosophers was the post most influenced by?
  16. Of course, like most things Issac Arthur does, making black holes probably will require a K2 civilization. So no black holes for us I guess
  17. It probably was more efficient for wgoever made the arkships to pack blueprints for machines that allow you to chuck in all the needed chemicals, wait 5 minutes, than *voila!* All your nutrients hot and ready to eat!
  18. Related: everything other than the default currency (quantas) will be physical. If you don't like that, make a electronic medium for stocks with Lua!
  19. This is great, but there are some caveats. Most drugs these days are synthesized so large hydroponics plants probably won't be needed. Also, I think NQ has hinted that industrial processes will be complex and lifelike, so the same should apply for biochemicals. For instance, this is how you make aspirin. http://www.lahc.edu/classes/chemistry/arias/exp%205%20-%20aspirinf11.pdf&ved=2ahUKEwjX0tmU-sHgAhVlm-AKHQm0BJAQFjAIegQIDRAI&usg=AOvVaw2L4VwSJh1Qp3BOXYf15VtD
  20. So its known that there will be basic HTML in DU. But how much HTML will there actually be? Will the be HTML5 compliant? Will inline/external CSS and javascript be a thing? Is it a in-house HTML engine or a fork of say, Chromium?
  21. I see people keep saying that the planet is huge and we won't have to worry about resource depletion. But the amount of ore in a meaningful concentration that can be economically reached and refined is far less than the amount of matter that the planet contains.
  22. Org upkeep will already be a thing as they will have to maintain their ships, bases, TCUs, and whatnot.
  23. A few well-placed tactical orbital strikes* can destroy an "invincible" base. ? *I'm thinking something along the lines of a hypersonic space bomber dropping freefall bombs. So nothing "going against NQ's vision".
  24. I mean, from what I am getting at here NQ is going to build a framework and make sure they aren't legally liable for activities within DU; they won't try to make society (BOTTOM TEXT) into a certain way. You guys might be familiar with Locke, Hobbes, etc, but I'm just going to throw this out here: https://en.wikipedia.org/wiki/State_of_nature
  • Create New...