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0something0

Alpha Tester
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Everything posted by 0something0

  1. Hmm.... What is it with futuristic spacecraft and WWII-era aerial combat tactics! I believe the lock-and-fire will only be for turrets and spinals will have something more dogfighty. If we are going to have lock-and-fire, why not add missiles with locks and flare evasion and whatnot?
  2. There might be cases where you might be flagged as hostile by RDMS for doing that, but there probably are ways to make it not do that.
  3. To be fair the planets can be on rails. Assuming that relative coords are already being used so it can't be that hard to implement since all the voxels wold be as if they were stationery.
  4. I believe you are referencing 2b2t, which is the SECOND oldest, not THE oldest. DU is actually rather forgiving with TCUs and Arkship spawn compared to 2b2t. Also a lot more people can be online at the same time. I don't play on the server myself but I hear people complaining about the large amounts of lag and queue times. The combination of more people being online and the land areas of planets being much smaller (the MC world max size is that of Neptune, its not uncommon to see people a million blocks out from (0,0) in the server) as well as an incentive to stay that her rather then go out as far as possible should mean that there is a higher player density and hopefully better law enforcement.
  5. How about a "tree" voxel? When you plant a tree, voxel data would be stored there as a tree root blocm and the client would render a tree model accordingly.
  6. So, it is currently known that turrets will be lock-and-fire and have to be controlled manually by a person for each turret. This beings up a problem. In combat, your average turret gunner will be: -wait for orders to lock to a target -lock to target -rinse and repeat This will likely be tedious and detract from gameplay. It also won't make much of a difference compared to centrally controlled turrets all aimed by a few people except for adding a weak point of potential miscommunication. So, how do we address the issue? -A Quasi-Aim System: Make the turrets free-aim but still ude hitscan, with where the person is aiming being a factor in the DPS. While this might make combat more engaging, your average space battle will involve velocities too high for manyal aiming. -Relegate People to Management Roles: While this may solve the problems of tedium and not being able to hit things, implementing this would reduce the importance of players and something about emergent gameplay and being a social MMO and blah blah blah..... Of course, no system is perfect.
  7. On the other hand, by allowing access to technology to scan for more hidden ores or refine lower grade ores more efficiently as time goes on, it can bring the pros of regenerative resources without the cons.
  8. To be fair there is a difference between "Legally acceptable" and "Socially acceptable". For example, telling someone that they are an idiot while legal (at least in the US), is looked down upon. And if there is a culture within DU that there is a "right to be evil" then there will likely be a lot more griefers and whatnot even if the game mechanics are the same compared to a culture against griefing. This is the biggest problem that I see with the game. Not the mechanics, but a culture of acceptance of griefers.
  9. Counterintutively, not moderating the simulation can lead to the simulation strangled by the players. Well, strangled by one type of player that goes around harming all the other players, leaving with only that type of player and a shrinking playerbase thanks to the one type of player driving all the others out. On the other hand, an argument can be made about this being natural and humans naturally being jerks
  10. On the other hand, space is a vaccum. Heat transfer by radiation is inefficient. So active vessels that emits heat can be seen easily. Espacially when said heat is literal plasma coming out the back of your engines.
  11. Even if orbital bombardment weapons aren't added, I can see hypersonic bombers designed to launch from a spaceship, strike its target in an aerobraking-like maneuver and then go back out like the USAF Dyna Soar from the 1960s. There could also be CIWS weapons to shoot down projectiles rather then the ships themselves.
  12. It has been confirmed that ships will take damage when they crash into the ground. I'm assuming that only the ship and not the ground will take damage so people don't use this as a method of getting rid of a large amount of voxels (like a base) quickly?
  13. 0something0

    Hacking

    You also gotta worry about make sure your antennas arent facing the wrong way so other people could inject commands into the system
  14. They should also be used to look at exoplanets to see if its worth sending probes there or not. This is modern day technology. Future telescopes would be able to do it better.
  15. I disagree. I think new players should get money(and only money) to control inflation and deflation. If money wasnt added to thr economy, the value of it would skyrocket due to the fact that there is less currency to go around.
  16. Wait, if dynamic constructs move in orbits while static constructs stay over one place via antigravity, then reaching space stations will become a pain...
  17. Coming back to the subject of space warfare in an realistic environment, in real life, the weapons will likely have aimbot and we don't need to have classic dogfights in space. Also note that DU weapons are hitscan/tab-targeting which as I understand it means you select your target and press the fire button so you don't need lightning quick reflexes.
  18. 0something0

    Antimatter

    A *manned* ICBM! Like the Dyna-Soar! I believe its not a game engine limitation but s hardware limitation. Also I think it would be plain absurd from a lore perspectivetk add in something thats notorious for creating huge explosions without the ablity for them to create said explosion.
  19. 0something0

    Antimatter

    First-time, why purple and why bold? Second, NQ said no WMDs for game balance.
  20. If going fast enough, everything becomes a WMD. A 10kg projectile going at 1000 km/s has the energy equal to 1 kiloton of TNT. Plus, kinetic energy rises exponentially in regards to speed. Also, high energy nuclear engines have high-energy exhasts, so the ships have a literal nuclear flamethrower on their backs
  21. No WMDs? Of course, that also rules out most nuclear propulsion since any interesting propulsion system is also a WMD, AKA the Kizinti Lession. So it looms like we will be stuck to nuclear (fission) thermal and nuclear ion engines. Fusion engines make creating hypervelocity kinetic weapons too easy and antimatter.... That also probably rules out ftl systems that you bring along (warp drive) since it probably takes a lot of energy to *break physics*. But NQ might handwave that the fusion reactors were way too heavy to even think about putting on ships. And its a lot harder to make a nuclear *bomb* then to make a nuclear reactor. There probably wont be any actual nuclear physics simulation since that probably takes a supercomputer to do.
  22. What about 3rd party scripts not intergrated into DU that basically turns your avatar into a programmable robot?
  23. The DU website (dualthegame.com) has a list of the current planned planets. All of the planets in there for some reason has an atmosphere. Even if the code needed a valid atmosphere(i.e. 0 bars of atmosphere pressure will cause a divide by 0 error) it could be set to some arbitrarily low value.
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