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MasteredRed

Alpha Team Vanguard
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Everything posted by MasteredRed

  1. It's not a bad thing to think about. We can probably imagine weapons will do different sorts of damage to different objects. As well, it might even be possible to implement differents sorts of armor and hull to protect your ship. This brings another point. Biological ships, as you discussed in your other post, could potentially be damaged by biological weapons.
  2. Yes. It's not that hard to design a simple pixel pain program now and even if you had a 200x200 area, you could do some really detailed work. Even if you had a picture open in another window, you could potentially copy each individual pixel and create a very detailed image.
  3. As far as I know, nothing has been said about this. I assume there will be player designated classes myself, but other than my ideas and the ideas of the community, I haven't heard anything about it.
  4. You know, on the topic of living ships, there is the possibility of a biologically engineered species that is combined with types of materials that maybe would be able to produce a armored hull that can repair itself. As such, it may be possible that if you were hit on the exterior hull in battle, the organism would quickly patch up any breaches, destruction and as such at the cost of basic armor, nutrients to keep the organism alive and as such.
  5. Not at all new but still just as important, navigation systems are a large need if you are to be exploring the universe. We can assume that a navigational system may be provided in each cockpit and in basic systems, but what about navigational systems for larger expeditions and large planets. There may be a need for greater navigational power. Here I propose advanced navigational systems. These would theoretically be able to provide advanced capabilities.
  6. That is a good idea and isn't over complicated as I tend to make my posts sometimes. It would make sense to have a system like that in a cockpit. It would also make sense to have a number of systems for when you are not looking to be in a cockpit. Just something I felt I should bring out.
  7. You know, I think food could be quite an interesting mechanic if you think about it. As Darius already stated, meals would probably work in a cycle of about one per day when offline and a three to four hour when online. This would be a good balance so that players wouldn't starve but also wouldn't be comfortable. However, I will admit I see a problem. This would work against some aspects of the game if you need to gather up a LOAD of food in order to even build. It needs to be balanced very well. An example is that if I build a large hydroponics basin, I need to ensure that it provides for me and my friends/faction. As I start to build, I need to ensure nutrients and it might get a bit complicated. Of course that is the price to pay for food. I completely agree with Darius' standpoint on the matter as I think it's fair. However, I also think that there should be some way to destroy the need to eat when offline completely..... and that is why I have to discuss food delivery systems and cryostasis. If you were to be going offline for an extended period of time, you would want to ensure that your properly taken care of. Therefor, a food delivery system would be a simple idea, where it delivers the neutrients to your body in order for it to survive. The only downsides would be that it takes a food intake and using it would slowly degrade something such as your skills(or some other system). The other option is cryostasis, which would be harder to build being more costly, takes a fair amount to run and would just be harder to setup in general. The plus is that you wouldn't get degradation of skills or food.
  8. Well there you have it. They went to the trouble of giving us more game footage in order to satisfy you. Ironicly, you've done something good, but the next time you stir up controversy, you might want to do it in a bit better manner. Thank you NQ Nyzaltar. We highly value the fact that you have settled this and gave us even more to look forward to. Thank you.
  9. Back on Earth, things were tough. The Arkships were leaving with people rushing to them and gathering up spots for humanitys hope as quick as possible. It wasn't easy getting a spot so it had to be done quickly or wisely. For me, it wasn't as big of a problem. Given the nickname MasteredRed due to my ability to always make the center of decorations red, I lived a life that had few repercussions. I had been born to a good family with my mother and father raising me until the age of fourteen. After that, I was sent along with me and my brother who was two years older to a high tech school. There, they taught us valuable lessons in production and assembly. From then on after school, I worked in factories where I managed a small production plant to make Kyrium. I worked in the factory for five years after I reached eighteen. By twenty-five, I had begun to work my way up the corporations responsible and managed to make a connection which allowed me to secure two tickets to the Arkship that I worked on. I handed out the second ticket to my brother, however, he traded it in for a ticket on the earlier Arkship, so that he could go ahead and secure territory for ourselves when we both get there. Two years later and the Arkship he was on began to take off. It was an early one and had quite a few minor mistakes as I found out, but as I waved to it, the reactor misfired, causing the propulsions systems to fail and it to come crashing back down. Then, as it started falling, I remembered a promise that I made to my brother that we would create an alliance that would serve as a new colony, strong, hopeful and courageous. The night before, my brother had suggested Diverse United Alliance, which I nodded to and then put off to the side. When the Arkship crashed, the ground shook! Earthquakes began and buildings collapsed. I watched the world feel it's impact below our feet and fall in agony as it crushed the area around it. The desolation left behind only matched the barest of deserts and deepest of rubble from fallen cities. A day later, I learned my brother had died in that Arkship due to a number of issues with safety gear.... I was in pain from that. I couldn't believe that my brother, the one I had planned many things with, had died before me. It struck me so hard, I considered giving up my ticket. However, I pushed forward and continued my expedition and boarded the Arkship. This was my tale. My memory is foggy from the cryostasis and I feel that I am missing some parts of my life. I can not remember the details of the factory that I worked in or the production ingredients for any of the materials. I can only remember my story. The story that I carry with me today holds strong and compels me to ignite a colony on behalf of my brother and on behalf of humanity. This is my story of the founding of the Diverse Unified Alliance or, the DUA. Original article here.
  10. Thus. the long discussion comes to a halt. My hopes are that it has. Seriously, this topic is well discussed and I'm pretty sure that everything that has had a chance to be said is said at this point. Please don't prove me wrong! Well done on the topic by the way! Even though the person who started this topic is probably gone, it got us all thinking and a long debate arose in which we discussed this so thoroughly that we can answer the questions in the future. I myself prefered the pay to play model as it keeps the quality high and provides the devs with a constant income instead of a up and down stream of pay constantly happening. I think this will make it better for everyone playing, as the time invested in it needs to be well spent otherwise, the payment you spent or the time you've had to not spend is lost.
  11. I've actually discussed something like this in my Fleets Management and Blockades post on my Factions website and on the forums here and here. On my forum post on my Factions website, I discussed the idea of a Life Ship, carrying crew, ammo and food rations. This idea would be important to keep the Life Ship protected during battles and to ensure that it would not receive heavy fire. This re-enforces the idea that you would need to have vessels with food, resupply ships and as such in order to sustain a battle during a war. This would make war costly and would prevent random attacks without reason, making the game more realistic. It's a simple element and I don't think it would go overlooked, but it does bring out the point to realism and importance to protect your important crew sustaining supplies instead of simply overlooking them and attacking into battle without a second thought.
  12. Interesting concept. I recommend you add a couple more details once you get it, but it's not a bad start.
  13. Well, we know already the backstory of DU is that Earth is being destroyed by a Neutron star and Arkships are being deployed to allow human recolonization. https://devblog.dualthegame.com/2014/06/14/backstory/#more-139 So different cutures would exist and player made cultures are completely possible. Also, I recommend you read the dev blogs Tnecniw. They provide a lot of useful information that will help you to make future posts. Since I also didn't get to say this to your last post, welcome to the forums.
  14. You know, I'm just going to add little bit more diverse range of discussion here. The idea of Stargates is not new in any sense, and has countless theories. The ones we are discussion are currently theories, so I propose we start to expand on their possible elements. An example is the hyperdimension travel in Cowboy Bebop. It's a simple way to describe it, but falls into a complex category of travel and logistics. During that episode it is seen that gates are setup in order to bend space time and travel "faster" than the speed of light. You are entering a plane of travel that is technically, non-existent on our plane of reality. You are moving in between the dimensions of this universe or transdimensional travel. In this time, physics of course would still act similarly to our universe, but due to being in a state which we are not yet sure of ourselves(no research done because we haven't been able to do this), we could expect a number of things to happen. 1. Our minds can not compensate for the change in things and we "instantly" travel. While we have not traveled instantly, ot us it is perceived. However, that goes against what we have already said. 2. Due to this lying in the realm of quantum physics, out reality might be warped and effects of our surroundings might change. ie. our ship chaning structural integrity, electronics not working properly, etc. 3. A logistical nightmare of stuff happens and it's too complicated. So yeah. Even though we are more or less bridging across our universe, it would still technically be transdimensional travel in spacetime and cause an extreme amount of stuff to happen. However, I view some things still being able to work correctly, such as weapons, light and all these other things. I suppose the question is, what do we know would work and what wouldn't work in Stargate travel. What might be broken or unable to work due to it?
  15. Hmmmm. This seems.... almost controversial. Not the idea, since it is an interesting idea but I'm not sure what stance I want to take on this. For one, a biological entity or as such would be an interesting thing and very cool, however, what would be the logic, ideas and facts behind it. I don't know. I really don't know but here is something to think of. If this was possible, it would theoreticly enable biological creatures, systems and as such. If this was the case, what part in the game would it have if it was implemented? Any extra thoughts?
  16. I literally don't have to link subscription posts since there are so many. The subscription problem has been discussed and many have their own opinions about it. I personally go by some of the facts the devs have stated but I'll add a twist into it. Many games go off a buy to play model, which has been discussed numberous times. However, this model is a simple way, which is its appeal, however it's also the downfall. Let's say you go to your favorite club and have to pay to get it. It's a simple transaction and allows you unlimited access. Or let's say an arcade(those outdated things). many people may choose to play each game independently if they are only in there for a hour or two, seeing as there is no real reason to pay extra. When they do that, they only are staying for a short period of time. If a game is likewise free, they will of course play it. However, when you are at that arcade for an extended period of time during a month, it makes more sense to buy a pass, due to you spending time and investing into this arcade. This makes it less to actually play each game, while you still get enjoyment out of it. This is likewise the case for DU. If you just buy the game, you're making a one time investment that will grant you full access. If it's free, you gain a large playerbase but no person cares about the game due to no money being spent into it. However, when you actively play and use a subscription model, you have an urge to keep playing and investing. Likewise, if you bought a pass at an arcade, you would be more likely to play at that arcade. It's as yamamushi said, physiological and is defined in generally the same way. It just depends on what each person puts value into more or less.
  17. Interesting reasoning. As we have theorized, a large amount of negative energy needs to be genorated in order to sustain a warpgate. Without the negative energy or lack thereof, it could cause the Stargate to fall short. As well, in my ideas, it could also mean that the mass of the ship may not be able to be carried. Let me give an example. Negative energy is required to stabilize a warp or bend in spacetime. Without that negative energy, the bend may collapse or become smaller. In that case, the ships may have a harder time fitting, meaning that the size of the ship and mass would matter in this equation. Therefor, if a ship was to travel, it would need to fit the requirements of this Stargate in order to enter and exit unharmed. As well, your discription of the Hyperspace Gates in Cowboy Bebop is a good example. During that point, they were traveling between spacetime due to the Hypergates. When they encountered the exit gate, they had to move through it in order to pass back into the normal plane of existance, while the missiles were stuck in the existance in spacetime. I do think your theory of stargate destructibility though should be changed. I have ideas about this but I'd like to make suggestions. Stargates I feel, should be built so that they can continue their energy delivery. Let me provide the example of stargate security. It would make sense to have some security behind stargates. As well, the way the stargates are built individually should be taken into consideration. Let assume that each stargate needs to generate negative energy in order to sustain the gate. if that generator is taken out, there should be some storage of negative energy in order to sustain the gate for a period of time. As well, it might be a good idea to provide extra storage for the gate so that it may run for an extended period of time. Then, I think the idea of the gate itself being destroyed should be next. In all, this requires a large discussion of physics, quantum physics and spacetime theories in order to pull this off. I think the devs might already have some theories that are currently explored lined up to build their travel system based off it.
  18. And I'll say hi as well. Why not? Hello and Welcome to the Forums Tombstone
  19. Well thought. I feel that this is a good counter to my idea. I had worries about how easy it may be to assess the situation and make calls, but this counters my idea and makes it more interesting. Let me give an example. Let's say you were in battle as an Admiral with a large fleet vs fleet situation. You would need to be able to look at the situation and make calls. Now, let us say that the other fleet has advanced tech. Therefor, you need to get ideas to what they have and move accordingly so that you don't fall prey to their attacks. Too late. They have now moved a heavily armored ship portside and are firing upon your carrier, which holds all the small fighters. You get an idea to move the ship out of way or gather other ships around and take the heavily armored ship out, but that would leave areas open. Instead, you make a tactical decision to evacuate the ship by means of the fighters on board. It is a success and you move acordingly and take the enemy ship out. I realize this is a basic approach and not all that interesting. However, if we take a look at the part where the enemy ship tricks you and moves into a firing position, we can come up with some ideas as to what they did. Let me get a list of them out. *They could have jammed radars and moved their ship into position without you detecting it. *They could have blown up radars and moved without you knowing it! *They could have also been covered by multiple ships until getting there. These are all situations that could be played here. I think this is a better approach to fleet management in my opinion and stresses the importance of setting everything up in a careful and strategic way. Perhaps that problem could have been avoided if you aligned your fleets in a better way. I viewed this portion of your comment as an extremely good part to highlight. I know Captain's should be able to make decisions the degrees and Admirals should be the lead commanders when making large scale decisions. That is something I know is needed if the jobs are even remotely manageable. However, that next part.... Coding. It is constantly on my mind but I'm not used to it being a part of games so heavily! I imagine your idea tops all of them here due to the simplicity yet flexibility of it. I imagine it will take a while for people to figure this out but once it does happen, it will probably be wide spread. Well, this post has achieved it's goal. Get the topic discussed.
  20. So while thinking for a little while and just getting back from a trip, I started to think of some idea's for fleets and how they could be managed. After a while, I came up with a couple of concepts that could possibly be used. Fleets: Why we need them: To be honest, why wouldn't we need them. Fleets are a intricate system of ships that all server a purpose. Usually, it is to fight wars, trade large quantities safely or just provide a refuge for a time being. My question is this. Why shouldn't we take careful consideration into them. Fleets provide rich emersion and amazing gameplay into the game. For battles, they provide a number of strategic planning and preparation, but can make everything so much more enjoyable and lasting. Example: You are wanting to go and stop a area of a planet from trading with any other people, so you set up a blockade(I'll get to that later). While in the blockade, you encounter resistance. What do you do? You could manage your fleets and align them into a combat position. After that, you begin your cruisers firing and start to take out. Wait, one of your ships is taking critical fire! Do you pull back and stop the blockade or do you calculate what that ship has. Does it play a strategic role? What resources does it have? If it were to fall, how much longer could we hold out for? Obviously, this is a serious situation, but this is only because you have a fleet that you need to take care of. So, obviously there will be fleets no matter what, but then, why am I discussing this topic? It has to do with how fleets are managed. If you can't manage a fleet, you can't survive for long. Simple as that! So, we need to think in terms of how one Admiral would manage a fleet. First, he would have to collect a list of the ships. Next, he would access the ships and create a number of formations and strategies that the fleet could assemble into. After that, he would need to access what the situation was and how the fleet would fit in. After that, it would be a repeating process that would take up large amounts of time. Now, he would have to be in contact with each Captain individually to be able to do this. He could, as an alternative, have a number of networks that report this information to him, but that would be ineffective much of the time when in a real battle and with a very large fleet. How do we get around this then? The answer is a fleet management system! Not just any though. A fleet management system can be both at the same time, a blessing and a curse. If one were to have this, it would make it easier to manage fleets and control large amounts of entities at the same time. If that is the case, this would make it easier, right? Yes, but it might also make it imbalanced, impractical or just too easy. If you were to give this system to the players, it might make it easy to manage a fleet. That's not going to fly(no pun intended). One of the aspects of managing a fleet is the difficulty of it. That is one of the things that can give an Admiral an advantage in large ship to ship combat, is their knowledge and ability to access the situation. What is the solution? As I talked about in my article on my faction's website here, when managing a fleet, you must be aware of the situation at all times, but not overly focused on one element. So, my perposal meets along these lines: 1. You must be able to send orders to your fleet. 2. You have list of captains that report to you and update your information. 3. You must have a list of ships and their statistics(some statistics. Depends on what they are) So then, with all of these things I have listed, what option is there? I purpose a screen or tab that shows a chat log with every captain, a list of ships and their basic status and a way to send a message to every fleet at the same time. Now, this isn't anything fancy and still requires a lot of work, but that's what's good about it. Being a Admiral requires exponential skill and concentration. If someone can't achieve this, they shouldn't be an Admiral in the first place! That's why I want to make the task of doing this slightly difficult and to a point where information has to be compiled and made sense by the Admiral or a list of people by him instead of read out to him similar to a story book, where it is too simple and easy to digest. That's my proposal, but I'm open to listening to other options. Blockades: To be honest, this is me more playing around with a concept than actually developing a mechanic. The idea of blockades isn't anything new, but it does raise some interesting questions about fleets that I think need answers or just general discussion. Fleets are assemblies of ships that are managed by an individual or a group of individuals to carry out a specific purpose. So it makes complete logical sense that one of these would happen to be the prevention of trade and support upon a system or region. If you were to stop support on a region, a break in the blockade would be required for people to manage to provide support and relief to those on the blockaded area. In that case, a blockade is a very powerful thing. Where would it be useful as well? Well, in the case of war, a blockade would be useful when looking to suffocate an area of vital and important resources in order to stop activity there. When that happens, the weapons, economy and other such systems become weaker, allowing invading forces to take it out easier. In some instances, it may cause the blockaded area to give up and surrender because the need to stop it is bad enough, not to mention the constant tension. Now, in DU, a blockade would be taken place with a fleet. Once a fleet surrounded an area, they would stop trade, military and other such forces from getting to that area, Due to that the area has a possibility of getting weaker and crumbling. As well, if an attack was made, it wouldn't be possible to provide support unless the blockade was breached, making that a high priority. So, taking it out is a serious matter in most cases. That to me, is the power of fleets. Again, this is my idea and I'd love to see what all of you have to say. Thank you!
  21. And, not to barge in here or anything, but I am also very happy to announce my alliance supporting and joining the Cinderfall Syndicate! Ok I'm done. Move on. Nothing to see here.
  22. Although, I am extremely curious to find one of these safe zones when/if they will exist, I do think either interesting gameplay mechanics or restrictions on them might be needed. I thought I had an idea, but I'm not sure on this one.
  23. Looks like a nice group. I'm also scouting this game for a couple people I know. We hope to have you on the forums for a long time. Welcome NinjaClanFu, as the forums say.
  24. Agreed. I haven't had any kids but I've grown pretty close with a couple kids as I have a knack to kind of get viewed similar to an older sibling Either way, five is quite a few.... Hope you have fun and a bit more time. Welcome to the forums.
  25. You sure are a genius. Wow. Actually, give me a cup, GIve me the mug of Dual Universe. Give me a mug that is only given to me and others that defies amazing and becomes another dimension of wow.
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