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Pandora

Alpha Tester
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  1. Like
    Pandora reacted to Neo_O in Moons of safe zone are out of rare ores...   
    the problem:
    @NQ Devteam all moons in safe zone im visiting are empty of rare ores... the surface of all plots are like this:

    what should we do? what is planned in short term to gather higer tier ores? and for new players that they pay you some sub?
    it is an important issue that we need to solve in max of weeks not months.
     
    smaller orgs actually can't compete with bigger ones for the mining competition in safe zone. in other words, big orgs are exploiting the safe zone resources (already having military power) and make smaller orgs or solo players can't do nothing else than basic stuff or sell basic ore they gather making the trouble worst.
    in my opinion is not fair and need some kind of balance "quick".
    keep the resources in balance will make the comunity safe and mild. if this balance is broke, well i think very well that you know the concecuences and don't need that me a nonamer gold backer to tells you about. didn't you?
    or this is a social experiment and you want to learn about the patient and consecunces of the people when run out of resources and you split the comunity in 2: the bigger powerfull empire and the resistance... probably thats why is call "dual": the good and evil, the red vs blue, the light vs dark, the bigger alliance vs the rest of the server. that things ruin sandbox mmos comunity behavior (the best example is life is feudal mmo).
    plz do something quick or the wars will explode in your discord, forums, social media and everywhere else than the ingame before the full pvp is turned on.
     
    my ideas: (for newbies and pve sheeps)
         -short term: (easy for you to acomplish)
    asteroid rains over the moons that refill the resources from time to time (making dangerously deadly to build constructs there or simply negate the TS placing on moons) not need to be visual in short term. just keep the players informed when it happens. (this idea is from a zellcore memeber called: Vitari) diferent tiers of quests to gather resources, quanta and talent points from renewable resource moons or especific renewable ore veins near arch plots (im sure you are working on something similar)   
         -long term: (im quite sure you are working on it... didn't you?)
    asteroid belts (can be a good oportunity to test physics and/with volxel entities apart from the core construct system you have now) expand the open space with more systems  
    ***the idea of this thread is to have an answer from "NQ Team" for a public information.***
    if someone want to discuss or add more ideas for short and long term plz help and support this thread. salut!
  2. Like
    Pandora reacted to Vitari in Moons of safe zone are out of rare ores...   
    So this is a pretty good solution. Forcing you to have a steady stream of some sort of fuel to power small ore gains is not unreasonable.
  3. Like
    Pandora reacted to Rockafella in Moons of safe zone are out of rare ores...   
    Its clear at this point that a static deep core mining module should be introduced that gives a small but constant stream of ores based on individual tile properties but requires fuel to keep it running.
    The territory scanner should give 2 sets of results. Shallow ore contents and Deep ore contents.
    An example of a deep ore scan on Alioth would be 33% Hematite, 28% Coal, 17% Quartz, 15% Bauxite , 5% Malachite, 2% Limestone. These values would vary from tile to tile.
    The amount of modules a user can place would be limited by skills. The time in which the ore is generated (mining cycle) would also be affected by skills.
    The module can only be placed in a static core build area. The module would be required to be linked to a container. If the container is full, the next mining cycle would not generate ores.
     
    I feel this would bring added value in placing and claiming territory. It would also give added value and achievement to those who manage reach and claim territory on planets with higher tier ores. It would create content when planet based PVP is introduced as orgs might choose to go to war over tiles which produce an unusually high amount of high value ores.
     
    Feedback welcome.
  4. Like
    Pandora got a reaction from Wardonis in Rails system   
    Kinda like in Starmade? I mean I agree with that, even if the "rail" is just a painted line on the floor or wall.
  5. Like
    Pandora got a reaction from AlexCout in Megastructures   
    I want to give my opinion on everything, so I'll put them in categories.
     
    Mega-Structures: I love the idea of Mega-Structures personally; It's a great way to test your building skills, and show off the wealth of an Organization. To some degree, it may even aid in the defense, since destroying large structures will take quite some time. I personally (not speaking on behalf of my Organization at all here), want to see or make either a space elevator, or a Dyson Sphere.
     
    PVP: The game shouldn't be too PvP heavy. I will tell you know, if you are expecting it to be, lower your expectations so you aren't disappointed. If ships and constructs truly take so much time and resources to build; There is going to some serious levels of loss, and a life will be valuable. More so than other games like EVE, considering we actually have to mostly build them. I actually expect most combat to be player vs player, not construct vs construct; Lots of boarding and use of assault rifles.
     
    Weapons: I do not believe that it will be 1 person per 1 weapon; From what I gathered there should be some degree of automation, though it'll be more inefficient than a player; I also believe you can use elements and LUA to tie multiple weapons together, to let a player control and fire a group of weapons as one. I also think while doomsday weapons are out of the question, there should be capital weapons in the future (Not too strong, wont blow a continent or planet up, but put a good hole in a cap ship).
     
    Ship Selling: As for ships, being sold. While it is true, I cannot email a ship to you, once you purchase it; Nova Corporation does intend to flat out sell ships. We may even offer ship parking services for a daily, weekly, and monthly rate. Nova Corporation is here to make your life easier, and bring you a better tomorrow.
     
    Mega-Structures: Topic is all over the place, but, I hope Mega-Structures are thing. I hope Solar Panels are a thing; It seems we can build a Mega-Structure, but the real question is just how far, could a Dyson sphere be possible? Lets try it in the Alpha/Beta tests!
     
    End.
     
  6. Like
    Pandora got a reaction from Angrimm in Emote Detector   
    I like this.
     
    There is a Japanese mech that fires the guns when you smile; I vote we need this.
  7. Like
    Pandora got a reaction from Lau2356 in Teleportation/transporter units   
    Glad to know I could be of some help!
     
    I hope to see it implemented as well, in a constructive manner that still promotes fair-play of course.
  8. Like
    Pandora reacted to Veln in Last Post Wins   
    Japanese Mascots getting stuck in things: http://veln.tumblr.com/post/164417265421/k-ui-k-ui-k-ui-k-ui
  9. Like
    Pandora reacted to The_War_Doctor in Last Post Wins   
    jokes on you im dead
  10. Like
    Pandora reacted to Lau2356 in Teleportation/transporter units   
    Those are some great ideas Kusanagi, I'm eager to see how it will work out in the game but I think the way you present transporters can be implemented in the game with not a whole lot of problems. Have a good day !
  11. Like
    Pandora got a reaction from Lau2356 in Teleportation/transporter units   
    Oh yeah, I made those points largely myself. Not sure how much power the thing would use anyways, they seem to somehow be low power devices in the shows. As for not transporting items... I think the large point of them is to do exactly that; In the outer rims, a flagship is not going to necessarily have the means to transport enough aboard it to keep it flying with just the tiny little personnel shuttles.
     
    I genuinely do not see them being game breaking; They aren't in any of PvP space games I've played. Some of them even let you weaponize them, like we saw a few times in Startrek or Stargate, beaming out a power relay coil, etc.
     
    Anyways, good morning everybody, I hope you all have a great day.
  12. Like
    Pandora got a reaction from Lau2356 in Teleportation/transporter units   
    Thanks so much for the like, I really enjoy discussions  like these. I do understand that necessity. I mean imagine if I could just beam up the captain of a large ship that has its' shields down? While it happens plenty in shows, I see constant rampant abductions becoming quite an issue.
    Or even worse, sudden boarding parties.
     
    The big mechanics behind a transporter though, is you need to know where you are going. So unless you know the interior of an enemy vessel, you couldn't simply beam in I believe, or at least this would make sense; You might just beam right into the hull plating and die. One of the big things to combat that with a transporter that does not need a receiving pad, is you could require a marker, beacon, or simply for the spot to be "painted" any number of ways. Another thing you can do, is make it so it is very much one way; A pad can only beam out, not beam people in without another pad (Either a permanent, or a temporary thing, which will greatly limit it immediately to I believe non overpowering levels). A big reccomendation I would add is also to immensely shorten a one-way transport, let's say half a kilometer (0.5). Pad to Pad, I would say to permit it from orbit to ground, whatever the average distance of an atmosphere in DU is, make that the limit.
     
    The big reason I see a transporter pad becoming kind of a big and crucial mechanic, is eventually the game will get much bigger, ships will be bigger, bases will be bigger, cities will be more intricate. While I agree with not just teleporting all over the place, It is a short range thing after all. Plus many of these limitations actually exist in the show, granted in Star Trek the transporters can go pretty far pretty quick.
     
    As for limited use, I'm not sure. I think there shouldn't ever be such limits imposed; Remember, we're moving within just half a kilometer of the pad; Not across the galaxy to meet up with friends. I also just simply do not see this really breaking any war mechanics, or ruining immersion as I stated previously (Let's be real, we're going to see giant yellow duck and dick ships).
     
    Another bonus to the system is just how easy it will be to implement in the future (not at release). We'll have stargates, which I hope will be unlimited use, as I'd love to go exploring; Which will already form a level of point to point teleportation. So it's really just an adaptation of the same mechanic. At least that is my assumption.
     
    Anyways, personally I would love to see it; The only last thing I could state; Like a revival chamber, what if they where personal or organization use only? That would solve most issues I think.
    I just imagine having a flagship to doorless HQ transport made possible. Anyways I am off to bed, thank you for your thoughts!
  13. Like
    Pandora got a reaction from Ben Fargo in Character Creation/Customization and Races   
    My two cents, I don't think there should be different species; However if you meant different races, like German, Japanese, etc.. I do think I recall the lore saying Robots/A.I. where banned completely, and the Arkships where the only exception ever made.
     
    Now, just to add something I hope is not too far off topic, augmentation if I do recall is in the lore, and may cover all of the things you are asking for here. If augmentation will be a thing though, especially at launch, is beyond me; But I would surely welcome it.
  14. Like
    Pandora reacted to yamamushi in Reaction Wheels and Magnetorquers   
    I think Magnetorquers would be more useful for space stations in orbit around a planet. Since they're in range of the planet, perhaps they could rely on the planet's magnetic field for stabilization without having to expend an insane amount of fuel for RCS orientation. As for use on ships, I can't see them being incredibly useful there. 
  15. Like
    Pandora reacted to yamamushi in Reaction Wheels and Magnetorquers   
    As an alternative to RCS and having to rely on spending fuel to adjust orientation (Attitude control) in space, I propose the addition of two alternative systems that rely on different sources of energy.
     
    The first would be a reaction wheel:
     
    https://en.wikipedia.org/wiki/Reaction_wheel
     
    Think of a reaction wheel as a moderately large disk that spins at incredibly high speeds, and is set on an axis of an object. Because of Newton's 3rd law (applicable here as the conservation of angular momentum), if you apply a change in the direction or speed of the spinning disk, the attached object will move proportionally along the axis of the disk. 
     
    If you apply a reaction wheel to all 3 axes (X, Y, Z - and yes "axes" is the plural of "axis"), you can adjust your orientation completely using electric energy.

     
     
    Additionally, there is the maqnetorquer:
     
    https://en.wikipedia.org/wiki/Magnetorquer
     
    This post does a really good job of explaining how they work (and really isn't as math heavy as the question would lead one to believe): https://space.stackexchange.com/questions/2239/what-is-the-math-behind-magnetorquers 
     
     
     
    And for those that don't want to do a lot of reading, here's a short video that covers this topic:
     
     
     
     
  16. Like
    Pandora reacted to StoneLegionYT in Reaction Wheels and Magnetorquers   
    Does she come with the Reaction Wheels?
  17. Like
    Pandora reacted to Thundergunner42 in Building Weapons   
    So I'm not sure if this is where to put this post but I'm going to put it here anyway. I also put this in building but I'm pretty sure it goes here. So this post is about building different weapons. In it I will talk about how to do this, why I think it's important, and what it could bring to the gameplay of the game. Please give your feedback in the comments. And if the devs have already talked about this or somebody made a post like this already, sorry, I didn't see it.
         So a weapon building system would work like this in my mind. So take a Star Wars DH-17 Blaster Pistol. How I think this would work is kind of like the star ship building system but instead there's an item or block called the weapon work bench. You would interact with it and a flat space would pop up or something I don't know. But your avatar or, not your actual avatar, your perspective would shrink down so it is in scale with the gun. The DH-17 is a blaster so it would have some type of power cell. So you could pick the power cell and put it there, then put the wires and stuff to the barrel and then make the grip, and I hope you get where this is going. Or if you were building a turbolaser ( And I'm not saying it has to be a turbolaser, just pick a big stationary gun) it would be in your normal perspective but bigger wires, power cells, barrels, stuff like that. Or if you were building something like a gun with bullets you could designate where the new clip goes in or if the devs want even make your own reload animation.
         I think this type of thing is necessary because of the need for diversity. If the devs make some, say, 50 cal machine guns, and some others then the types of weaponry are limited. If your flying your ship and you see another ship with power cannons then you will probably know how to counter those. Now you might be thinking "What if there are to many guns and different weapons." Well the same can be said for ships and fighters and stuff. Your going to be able to build your own ship so there's going to be thousands of different fighters and battleships and stuff. + if somebody makes a good model ship then mass produces it then there will be less ships. Same can be said for the weapons system. If somebody make a good gun not to big and has all these other good quality's then bam it could be massed produced and lots of people could use it. That would bring the amount of weapons down.
         I think the gameplay would be a lot more interesting and bring a lot of interesting times when say you come across enemy pirates while escorting a goods transport ship and they're using a weapon that you haven't seen before. That could be interesting. Or if you and a bunch of people want to build a Death Star. Their not going to put a Death Star superlaser in the game but with this you can build you own. Post in the comments what you think about this.
     
    By: Thundergunner42
    ​P.S. This took 3 hours to recherché and write so please have mercy on me
     
  18. Like
    Pandora reacted to yamamushi in Integrate LuaSocket Into The LUA Sandbox   
    JC posted this tweet this evening, 
     
     
    Based on the responses in that thread, that puts a roadblock in the way of being able to use LuaSocket to push HTTP requests up to servers.
     
    I should explain what that means...
     
    If we had the ability to post data over HTTP to our own application servers, we'd able to do things like create phone apps that track the status of your ships, dashboards for having a high level overview of a fleet of ships, sites that track statistics about ships and other constructs, tools that notify you automatically if something happens through your phone, market tracking applications, etc.
     
    (Note that this would not allow you to play the game remotely, this is entirely about receiving data and rendering it appropriately)
     
     
    My "idea" is to integrate LuaSocket into the LUA sandbox for outbound requests only so that we can post data to our own applications for external use. That way we don't have to get explicit access to load our own modules. It would give us the opportunity to build the kind of tools mentioned above and would allow for NQ to specifically limit what can and can't be posted upstream. 
     
    I think it would be a nice middle ground and a convenient way of giving us an "API" to use without NQ having to explicitly create one themselves (and arguably less work than creating a maintaining a whole API for this purpose). 
     
     
    And since I don't want to keep bothering JC on twitter at 7 in the morning..... to address the issue about DDoS's, I think it should enforce a FQDN policy that only allows for remote hosts to be specified by domain name instead of IP addresses (thus not having stale IP's sticking around that could be flooded later on), and at that point it would be up to the application authors to be able to handle the traffic (which is a whole other conversation that I'd be happy to explain how to address). Or by the time there are millions of players, they might an API at that point we'd just migrate to using instead  
     
    But I do understand the problem of stale scripts sitting out there that are abandoned by their authors/maintainers and then years down the line causing headaches for people. 
     
    There's also the issue of someone maliciously targeting a site, getting the script on tens of thousands of ships, and then sitting back while that site gets flooded with traffic.
     
     
    Perhaps someone has an idea about it that doesn't involve just turning off the feature later on down the road when they give us a real API?
     
     
    The only "solution" that is coming to mind involves having some type of standard handshake for receiving the data, and if it fails, then not enabling the feature. That way if a site can't actually process the data, it doesn't receive any more requests from said client until the client is restarted. If it's getting too much traffic, the handshake would time out and fail quietly, otherwise, it would have the acknowledgment that the application can actually handle the data and it would proceed to send. Periodically it could check that the application is still there by initiating another handshake. It could even be something set in user options under "Enable Data Publishing Through Lua", and default to "no" or "off", thus minimizing the impact even further. 
     
    The problem with that idea is that it now starts to put even work on NQ's side for what may amount to otherwise a trivial feature that only a handful of us end up using. I mean, I know there's plenty of people here that could hack together a handshake method like that in a few hours, but putting that into the game is a whole other thing altogether, on top of the already loaded roadmap. 
     
     
    Okay this post turned into me thinking out loud, sorry >_<
     
     
  19. Like
    Pandora reacted to Velenka in Character Creation/Customization and Races   
    Customized clothing and armor is the way to go. Some backers are even getting a special suit in game.
  20. Like
    Pandora reacted to NQ-Nyzaltar in Huricanes, weather   
    Hi Arkythekiller,
     
    Climatic phenomena you describe are not on the list for the official release roadmap.
    However, it might be part of an expansion after the official release.
     
    Best Regards,
    Nyzaltar.
  21. Like
    Pandora reacted to NQ-Nyzaltar in Teleportation/transporter units   
    Hi everyone, 
     
    Nowhere we have clearly confirmed there will be "no teleporter".
    Please to do not post "NQ said so" when there is no clear official statement.
    There might be individual teleporters in Dual Universe, but if it happens, it should be very limited: 
    No asset/gear/resources would be instantly transferred from one point to another, only the character "naked" will be teleported, and the number of teleportations during a given time would be heavily limited as well, to keep some game balance. Why such teleportation feature might appear? To tackle the issue that, at some point, a new player entering the game and wanting to join his friends that have settled their base in a solar system far from the starting point (area around the Arkship) would need to have a way to meet them right from the start without any problem or difficulty.
     
    Best Regards,
    Nyzaltar.
  22. Like
    Pandora reacted to Lau2356 in Teleportation/transporter units   
    Hello fellow forum members. I don't know if this has been discussed or not but I'd like to share my ideas on teleportation.
     
    When I say teleportation, I don't mean ship teleportation like a Tardis-like ship that can go anywhere in space (and time but that's irrelevant in this post) in an instant. My idea of teleportation is more like the transporter in Star Trek. I am proposing some type of unit that would be capable of teleporting you from your ship to the surface of a planet. This could be done by having another teleportation unit on the planet, which could be accessed by the unit on the ship. The transporter in Star Trek can beam you down on any given coordinates of a planet's surface but I'm not sure if this would be this useful in DU since some areas will be protected and teleporting to certain coordinates is quite insignifiant if you are visiting a new planet, you should land on the unvisited planet with your ship to try and establish your base or settlement on that new planet (except if your ship is too big, then teleport to surface).
     
    The best use I find in having those transporter/teleportation units is the following one : Let's say there is a big trading/economical hub in space, and you want to go there to do some trading etc. Well, since there is not that much space to land your ship, especially if there is lots of players at the hub and if the hub is situated in space, it would be practical to have a teleportation unit inside the hub, which would be accessible from the teleportation unit inside your ship. Of course, you could access your ship from the hub's unit after your business.
     
    It could be a cool thing to have in your base too. For example, if you have a huge base, and you want to go from an extremity to another and don't want to lose time in movement, you could have some transporter units in strategical areas of your base to travel from one to another in an instant. These units could also be programmed to be accessible to only a certain organization's members and so on. Maybe you could even transport items inside those units. So if you have to build some ships or other things, you could access your ressources from the unit, without having to fetch them in your storage department which could be far in your base from where you are building.
     
    Anyway, those are my ideas on teleportation in DU. Leave a comment, I'd like to know if you agree or disagree, and how we can improve this idea.
     
    Have a good one ! -Lau2356
     
     
  23. Like
    Pandora reacted to Lau2356 in Teleportation/transporter units   
    Hi Kusanagi, thanks for the reply ! Altough I first had an idea of transporters like you described, I found some issues in a system like this. These issues being more than anything the risk of having too much power due to the speed of this system of teleportation. You did talk about this in the end. The thing is, if we want some kind of transportation system, it needs to be limited so it doesn't affect the gameplay in terms of overpowering and immersion. A way to do this would be to have a limit of transporter uses for a certain amount of time, so it is a quick and convenient shortcut, but only once in a day. Also, it could be implemented in another way like elevators or train systems/hyperloops with regulations of course so they don't become overpowered. I think this subject is really interesting but this type of movement systems are not a base feature of the game and they will not appear, at least until the release (or after). I guess we'll have to see what kind of transportation system is possible in the game and until then, we can propose ideas but we'll have no way of testing them. Have a good day!
  24. Like
    Pandora got a reaction from Lau2356 in Teleportation/transporter units   
    Hello, you will start to see me on the forums more and more soon, I wanted to add my two cents here.
     
    I personally do not believe there would be any degree of harm caused to immersion by adding a teleportation method. For starters, even in Star Trek they could not always use them. The shields would be up on a ship, a planet would have too much background radiation, they would be one the first things damaged in a firefight, the signal is being intentionally canceled out through some means of electronic warfare. Most importantly, the Transporter had a very very limited range. Also do note that I recall each planet having different conditions tied to it, which included radiation.
     
    I would love to have a Transporter pad in my headquarters, so that I could have Corp Employees take a quick and convenient shortcut. But of course, if somebody tried to beam right in who was not permitted, I do imagine the building's automated security ripping them to shreds; Which would be another risk or allowance to immersion.
     
    The other obvious choice is something like previously stated here, Stargate. The Ring Transporters in particular would be probably more suited, maybe a bit longer range, but even they could beam down anywhere if they where within the right distance, like just hovering over a planet. If something like this got added, I imagine being able to 'encrypt' your transporter pad's codes, so they cannot just board you. In addition, like in Stargate, remember that they could be intercepted, and you could steal cargo (If you could escape weapon fire).
     
    Personally I think having more technologies in the game, will permit more variety, and more immersion. They sure as hell added to the movies and shows the above examples came from. However I do see how a system like this could become a bit overpowering, if we do not anything we can do to counter it; But that's just an extra immersive challenge, right? Either way, I do not see transporter ships being phased out at all.
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