Jump to content

0something0

Alpha Tester
  • Posts

    447
  • Joined

  • Last visited

Posts posted by 0something0

  1. Scientific accuracy in my Dual Universe? /s

     

    BTW you can edit your post so you don't have to make the reserved posts here. This also isn't astrophysics, its planetary science. ?

     

    Anyway, I also think an important thing to account for is planetary migration post-formation, which is thought to be the reason why hot Jupiters exist and can make for interesting worlds such as chthonian plantes, the remains of hot Jupiters' cores.   Another thing is that while it is not yet known if ships will be subject to Keplerian orbital motion, it has been confirmed that planets will not orbit and will stay stationary, though I wonder if its really that hard given that relative coordinates are already a thing, so objects within a moving planet's sphere of influence won't put load on the server being moved around. This does mean we can't have interesting worlds like hypereccentric planets that freeze and boil over the course of an year, something like the orbits of Janus and Epimetheus, or just binary planets with challenging gravity wells.

     

    250px-Epimetheus-Janus_Orbit.png

     

    On the other hand, these interesting orbital configurations (and Lagrange points) probably cannot be achieved with simplified two-body patched-conics approximations and will require n-body simulations, which are computationally expensive, especially if player-made structures are accounted for.

  2. The different types of planets/objects that exist are so many that it would be foolish to categorize them into a handful of classes. However, it would be useful to have a general descriptor of major features:

    • Size
    • Atmospheric pressure
    • Temperature

    There could also be some other important traits such as tectonic activity, distance from sun, etc, but for simplicity's sake and due to the fact that DU probably won't model more advanced planetary processes, lets stick with these three traits for now. Please note that these are very vague terminologies.

     

    Size:

    • Subsphereical - Too small to form a sphere
    • Micro - Large enough to be spherical, but too small for unaided human habitation without bone decay
    • Massive - Large enough for long-term living
    • Supermassive - Mass too high for long -term habitation without issues, but low enough to not turn into a star

    Atmospheric Pressure

    • Vacuum - No or exosphereic atmosphere
    • Marginal - Enough air to account for but not enough for unpressurized habitation
    • Suitable - Enough air to walk around without pressure suits (THIS DOES NOT GUARANTEE SAFETY FROM ATMOSPHERIC COMPOSITION)
    • Extreme - Too high for unpressurized habitation

    Temperature (NOT distance from sun or radiation energy received)

    • Hadean - Hot enough for molten rocks
    • Gaian - Warm enough for "normal" liquids to stay liquid (i.e. water, gasoline, unsaturated fats)
    • Cryogenic - Cold enough for substances such as methane to be liquid
    • Supercryogenic - Cold enough for liquid H2

    This gives us 4^3 or 64 different types, and we are at the tip of the iceburg. Notable real-life objects categorized would be:

    • Venus: Massive, Extreme, Hadean
    • Titan: Massive, Suitable, Cryogenic
    • Jupiter, Saturn: Supermassive, Extreme, Cryogenic
    • Uranus, Neptune: Supermassive, Extreme, Supercryogenic

     

  3. I mean, from a technical standpoint i think it won't be that hard to implement: Just calculate an object's speed and slow the calculations being performed on it according to relativistic equations. It gets even simpler in DU since it treats a ship as a single object (its dynamic core) and weapon ballistics are not calculated with real-time physics. So, there are relatively (pun intended) little extra calculations being done, and it is possible under certain circumstances that it reduces server load since there may be less calculations done per second due to dilation.

     

    In terms of practicallity, I am not sure if the engine would support such a thing, if it would be worth the development effort since very little things are going to be traveling at relativistic speeds, it looms like a source of extra bugs, and it probably will just annoy players (REEE WHY IS EVERYTHING ON THIS SHIP SO SLOW I WANNA DO STUFF) without real gameplay benefits.

     

    I do respect the OP's effort for SCIENCE however.

  4. image.thumb.png.ba11bcba25116469f517408378d146b7.png

     

    While current DU records are under NDA, I would like to talk about all the ways Dual Universe can be pushed to its limits, by for example trying to get as many people as possible into a 10 m^3 box.

     

    There are also the more traditional potential records such as:

    • Highest distance fallen while surviving
    • Fastest land/sea/air/space speed
    • Highest land/sea/air/space acceleration
    • Biggest single artificial object
    • Largest aircraft (which requires constant power to stay afloat)

    Or, some of the more outlandish records

    • Battle royale held in fastest stadium/arena
    • Most amount of bots in an org before NQ notices*
    • Most automated device
    • Most records broken within x meters of each other simultaneously

    What can you think up of? And just du it.

  5. @Anonymous oh this part?

    56 minutes ago, 0something0 said:

    [And using nuclear weapons for arbitrary reasons on arbitrary locations is] neither toxic, bad nor unwanted.

    I just modified a quote from someone else on the forums ?

    I should add, making fun of these people is the reason why I created this thread in the first place despite NQ's official stance of "no WMDs"

  6. 12 hours ago, Anonymous said:

    Ok.

     

    So, lets assume they allow Nukes and WMDs. I think they should personally... because reasons as explained below.

     

    -snip-

     

    Scientific accuracy in my Dual Universe?

     

    7 minutes ago, Anonymous said:

    It is, however, a well known reason to use them only as a weapon of last resort, because it irreparably damages the target environment.

    It also is important to note, nukes also have a tendency to cause other nuclear powers to launch them at your country.  Of course, in DU, you can just respawn.

     

    11 hours ago, ShioriStein said:

    And DU is a game, all of the reason for holding using nuclear weapon will be non exit. IF something can, they will do it. I can imagine people nuke everything ... for fun of course or some reason.

    [And using nuclear weapons for arbitrary reasons on arbitrary locations is] neither toxic, bad nor unwanted. If it stays ingame, everything is valid gameplay to get an edge over others. Can't kill their defense? [Nuke everything]. Can't compete with an org? [Nuke everything].

    Such gameplay creates content for everyone and isn't really toxic.

    Many eve players are already here (I'm one of them) but as said, DU is different and NQ will handle stuff differently from CCP

     

    One final thing to note: 

    11 minutes ago, Anonymous said:

    I need to add that to the ideas board - exploding engines...

    Since you already talked about realism in nuclear weapons procurement, lets talk about some more realism.  

    Atomic Rockets
    Jon's Law

    Any interesting space drive is a weapon of mass destruction. It only matters how long you want to wait for maximum damage. Interesting is equal to "whatever keeps the readers from getting bored."

     

    As an example, a spacecraft with an ion drive capable of doing a meager 0.0001g of acceleration may be scientifically realistic and the exhaust is relatively harmless. However, to most of the audience it will not be interesting. "Nine months just to travel to Mars? How boring!"

    The author, not wanting his book sales to go flat, hastily re-fits the hero's spacecraft with a fusion drive. The good news is that the ship can make it to Mars in twelve days flat. The bad news is that the ship's exhaust is putting out enough terawatts of energy to cut another ship in two, or make the spaceport look like it was hit by a tactical nuclear weapon.

     

  7.  

    10 hours ago, Cal Rouvenor said:

    One huge difference between Eve and DU is the universe's endlessness!

    But what actually matters is how much of the universe can be feasibly reached. At the early stages of the game, the playable area will essentially be limited to near-Alioth space. As technology apporaches interplanetary flight, the playable area will suddenly jump into the whole solar system. The same will happen with nearby solar systems.

     

    If DU stays a niche game (like EVE online or 2b2t), the amount of fights will decrease over time as population density decrease but if we get a widespread game, there probably will be lots of warfare AND piracy, until the playerbase plateus.

  8. On 10/15/2018 at 6:36 PM, Trendane said:

    A semi pulls into a station, the depleted battery/is swapped out for a fully charged one and the truck rolls out. The depleted battery is then connected to a charging system which fills it back up more slowly, which is better for the battery's overall life. (but this has nothing really to do with DU)

     

    Like gas station propane in real life?

  9. WARNING: SARCASM/S**TPOSTING AHEAD

     

    NQ has stated that they will not be adding WMDs into DU to make it fair for players not involved ("what did I do to get nuked?") But consider the following (probably some context around it but lol)

    On 10/11/2018 at 3:23 AM, Lethys said:

    everything is valid gameplay to get an edge over others. Can't kill their defense? Burn that alt you left in that org to deactivate them. Can't compete with an org? Infiltrate them and steal everything they got.

    Such gameplay creates content for everyone and isn't really toxic.

    Likewise, why shouldn't nukes be "valid gameplay"? It just adds more content for the people who aren't on the receiving end. And if you are on the receiving end? Sucks to be you I guess. Its just another form of (scummy) emergent gameplay, which will prevent cities from being nuked by Mutually Assured Destruction and the millions of credits of bounty on the person nuking. Don't forget the potential jobs created in the nuclear sector either.

     

    </sarcasm>

  10. 9 hours ago, DarkHorizon said:

    You think it would be the other way around since everybody has a nanoformer my default and specialized machines would be able to get at the truly good stuff.

    Well, the jackpot would be a largr vain of the pure stuff, not some diluted mess. I was thinking that drills would be brute force machines digging through matter indiscriminately and diluting the good stuff in the process.

     

    9 hours ago, Kuritho said:

    revent a multitude of problems, including:

    World Eaters

    Server Lag

    People being eaten by machinery

    The Robot Uprising

    World Eaters: Well, drills are moving parts that you are smash at hard rock. Just have them have a high upkeep cycle. This would prevent world eaters since you can't just let it run for a couple of months. 

    Server Lag: that would be better than a bunch of alts?

    Machine Hazard: Well about 90% of the userbase has no problem with ganking. I don't see them having a problem with this kind of stuff.

  11. Actually, if designed and built by competent people (unlike basically all of the Star Wars staff), a sphere would actually be a good shape for a spaceship. It's low surface area to volume ratio would decrease its cross section while keeping volume for internals high, and its consistant radius  means it is able to have a relatively low moment of inertia all around, allowing the ship to rotate quickly, especially important in Newtonian space combat. 

     

    The drawbacks would be that the nuclear reactor and engine, emitting lots of heat and ionizing radiation, would be within the main hull...

  12. 20 hours ago, CoreVamore said:

    Hand making an Element, or fabricating one, still doesn't change the fact that it would be harder for NQ code for, especially in battle/movement performance, no matter what its 'locked' stats are.

    Well, each element would have a file associated with it with all the properties of the elements, regardless of of whether it was player-designed or NQ-designed. While it might take more time and performance for the server to get the associated data, I don't see it having that big of a performance. 

    20 hours ago, CoreVamore said:

    Um, no, just no, it has nothing to do with scammers.... If I want to buy , say Engine XX, I expect it to have all the performance characteristic of Engine XX , to ensure that when I attach that engine to my ship that my ship then performs to my ships specifications.

    I read that as you talking about people marketing crappy elements as a high-end one like those E-Bay GPU scammers...

    20 hours ago, CoreVamore said:

    If I am FORCED to check each performance characteristic of every Engine XX on the market, before I purchase, makes for long and tedious play. Not really knowing the volume and types of materials used to create a particular Engine XX - which determines build costs, and influences what the sale price would be, means I don't know if I am paying a fair price for the unit.

    And you wouldn't check specs for the pre-made NQ parts? If you were an org, you obviously would want your stuff to be standardized and use a bulk-order contract. If you were making the ship for yourself, you wouldn't really be buying engines a lot unless you were a bad pilot. And you would know the fair price for an element by looking at its final specs. For example, I would say even though the F-35 incorporates high-grade aerospace materials into its design, its lackluster performance and high cost means it wouldn't be a good deal regardless of the materials used.

    20 hours ago, CoreVamore said:

    No, I need Elements, designed by NQ, manufactured by players, to have known material input types and volumes, which creates an element that has known and standardised performance characteristics. Anything else would be mind-numbingly frustrating.

    Again, bulk-order from a trusted manufacturer if you want intra-org standardization. Alternatively, design it in-house if that is what you want. 

    20 hours ago, CoreVamore said:

    Designing a ship to have standardised capacities/characteristics, and then having a client manufacture the ship, would become a virtually impossible task as all the Elements that the client needs to have to build the ship will be variable, and hence the ships performance will be highly variable. This outcome is not wanted by the designer, the builder, nor the end client.

    Use blueprints. If element X with performance Z uses material set Y, element X made with same material set Y will have the same performance Z (unless NQ rebalanced something but thats still going to be a thing with pre-made elements.)

    21 hours ago, CoreVamore said:

    If you have ever played Eve online you will know they have thousands of interchangeable modules/elements, that each have various types and tech levels, ( all enhanced by a characters skill base), with various materials and internal techs inside each module/element - depending on the module/element. This provides lots of variety of how a ship can be built and perform. However it also allows for the creation of those modules/elements with known performance characteristics and 'build costs' - which influences sale costs.

    Well, what if these interchangeable elements had interchangeable elements in them, at least at the time of manufacturing/design?

     

    tl;dr You seem to be misunderstanding what I am saying. Bottom line is that instead of having only a limited set of elements to choose from, you could say make an engine with various sub-components of your choosing like the nozzle, combustion chamber, turbopump, fuel input/output, etc or a turret with different materials for the barrel or the base and whatnot.

     

    It would be not so different from what Childern of a Dead Earth has (but not as complex probably)

    AXlk0za.jpg

    or the Tinkers Constructs mod for Minecraft

    Stenciling.png

     

  13. 10 hours ago, CoreVamore said:

    The above has a couple of problems.

    • Much harder for NQ code for, especially in combat
    • How could anyone be sure exactly what they are getting when buying, say an engine, on the market? Could be made of wood and burn up within the first second of use, and the client may have paid top dollar for it thinking it was a high end Tech 11 component only to be sold what is effectively a dud.

    1. So my idea is that the parts would be fabricated by a fabrication unit. So, each element would have a locked performance specification when it is actually made into an element.

    2. You see, that is the beauty of a free market! DU is supposed to be unregulated (unless it is TOS-breaching) so it is up to the players to do something about scammers like putting a bounty on the dealer and spreading the word about scammers. They would be forced out of the market when the news spreads. Alternatively, the item specs could be hardcoded into the element. 

    7 hours ago, Thokan said:

     

    People have such exorbitant fantasies of complex mechanics. I just wanna blast people and take over territory.

    Custom parts would flood the markets with unintelligible crap. Also: Balance.

    I disagree. There still would be defined elements, but each variant would have its specific specs. Its like how there already are plans to add different engines and whatnot, except its player-made in a player-build universe. And while balance is a concern, but some designs are simply going to be better then others. Balancing should be pretty easy if physics is at least somewhat adhered to, since then we won't have terawatt lasers with little heat output or some BS like that. 

  14. Yes, I am refering to said elements. I think it would be cool to be able to experiment and build using costume materials and parts and promote emergent gameplay. For instance: 

     

    Faction A is at war with B and is short on metal x which is needed for a vital component. However, it can be substituted for metal y at the cost of reduced peformance and lifeslan. Do they accept reduced production by sticking with metal x or risk using metal y?

     

    The addition of custom parts would also diversify the economy everywhere as R&D industries would become more prominent.

     

    And finally, if you can build ships, why not the parts on said ships?

  15. I looked at my arm. It was the nanoformer. The 17th Arkship Division was run by the Butlerian Jihad whos leader's wife, a top executive of UFE, had unknowingly married into. But what is the Butlerian Jihad? Having its origins almosy as far back as computers itself, it was a group advocating against automation, machine learning, and the corporate, rather then collective ownership of the means of computing by the likes of the long-gone Silicon Vally Conglomerate. They managed to seize a coop on the UFE and banned automation, almost causing the halt of the early Arkship project. They lived on but slowly lost ground in the following centuries....

     

    If anyone asks me, that was fiction. The Jihad portrays themselves as savior of humankind from AI and late-stage-capitalist-tech companies.

     

    So, because of it, the Arkship databases had no drills. I thought... What if I detached it? I got a friend to cut the nanoformer off with his nanoformer, carefully. Might be a horrible idea. Might be the best one. The plugs were nothing like I've seen so I spent 30 minutes downloading Skillset: Soldering for Dummies and soldered an adapter. I hooked it on my ship... AND IT WORKS MY SHIP HAS A DRILL TAKE THAT THE JIHA- 

    *Player 0something0 was banned for exploiting*

  16. On 8/10/2018 at 10:42 AM, Ben Fargo said:

    A mechanism for ownership of organizations has already been announced.  Being a legate will mean being an owner of the organization.  How would these stocks fit with that system? 

     

    It wouldn't. The stocks and bonds the OP are describing wouldn't give you any control over the org, just a monetary share of it.

×
×
  • Create New...