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MasteredRed

Alpha Team Vanguard
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Posts posted by MasteredRed

  1. So I read your post and I must say. Well thought. Let me address it in order.

     

    Physics

    As far as we know and have seen in dev blogs, physics will be well simulated with how you have said. So there isn't a major concern in this matter.

     

    https://devblog.dualthegame.com/2016/02/20/builder-gameplay-voxel-tools-elements/

    Dev blog reference.

    Collision

    So that dev blog shows a large number of thing here. We can inquire from here that this game will have a collision system, but we don't know specifics so we'll find out more later.

     

    Pipes and Conveyers

    We don't have any information but it would be cool to see this, assuming it isn't tedious to set this up. Now the devs did say they will allow ways to design ships that make them more efficient. This might mean some system like this, but we'll have to see.

     

    https://devblog.dualthegame.com/2015/09/18/lua-script-and-distributed-processing-units/#more-512

    Micro Machinery

    Now the devs went ahead and said this. Scripting will be a large portion of the game and everything will use one pretty much. This means that scripting will be key and you need to use it. They did say that players will be able to share and sell scripts, so you don't need to do it yourself. Your idea won't get far sadly.

     

    Spawning Mechanics

    Now, it has been said in the lore that the arkships were plotted for one planet, not plural. However, it did refer to multiple as well, so I guess we'll find out.

     

    Also, welcome to the forums and forgive me, as I am on a phone at the moment to type this.

  2. Well using them as a resource sounds pretty RTS to me.

    In the lore you ARE one of those thousands of colonists. Arbitrarily having command over them seems just that to me: arbitrary.

    A safe zone for new players starting out is obviously needed, what I am opposed to is each player having their OWN, private safe zone.

    I've been watching this conversation as well. In the lore, it was stated that at least over one hundred were transported on one ship. As well, concepts involving a personal ark pod are very impractical, regarding the lore and actual thought. If each person were to have their own ship, it would be inefficient. It would make more sense to have one massive carrier. This is the way all transportation is. It can be seen with public road systems as well.

     

    If you look at traffic, traffic jams are caused by inefficiencies. These can be traced back to a large bumber of people using their own car. Therefor, buses that carry large numbers of people are more efficient. By this logic, there should be minimal arkships.

  3. When I used "active stealth" in my original post I meant tech meant to counter active detection, not necessarily being an active system itself. I think we might be using the term differently, sorry for confusion.

    What kind of active stealth systems are you envisioning?

    We're pretty much on the same page. I'm envisioning comoflouge armor that requires power, possible to lower its magnetic or electronic signiture. As well, something to counteract its heat signiture, as that is a very relevant detection method.

  4. Interesting idea, but i don't see how ECM could take down things like a sensor-absorbing hull or insulated engines. Most "stealth tech" is passive, at least in theory, so i don't see it being susceptible to electronic warfare.

    Well, let's assume you need some active stealth system in order to pass by large ships or enemy bases. If there were something that could disrupt the stealth process, it'd need to follow some mechanics similar to what I mentioned.

  5. I am a big fan of the idea of espionage. It would be very interesting to fly into enemy space and tech-mine their equipment, if you are good enough to get in undetected. That is part of why I imagine stealth hull plating being very poor as armor: if you get caught you dont have much survivability.

    As well, what if there was stealth disruption. Like an almost emp wave type of weapon that would specifically take down stealth teck. You could only use it once every hour or two and your limited to one per ship. As well, make it an expensive item.

  6. this was actually the first threads i came across before i made my account. im enjoying all the organizations popping up for me to look at. I plan to pick one and stay with em. gotta weight my options like nora here lol

    (Insert avertisement here)

    Actually, I recommend you look at all of them and pick the one that looks best suited to what you want.

  7. Keep in mind one of my favorite adages,

     

    "To an Engineer, Good Enough is Perfect. To an Artist, nothing is Perfect."

     

    Where the nanoformer will be able to recreate anything from a blueprint--there should be some kind of functionality that recognizes that rare spark of genius that turns something ordinary into something more.

     

    I think that if we want builders to be of value, there has be to something that differentiates those who focus all their talent into a particular area to come up with something perhaps outside the normal bounds of what is created by a blueprint. On the other side of that coin however, there will need to be some kind of balance or people will be upset that the gods of RNG do not favor them, or that they have to spend a gazillion hours to get what they want, but they want it NOW :)

     

    Perhaps, that is outside the bounds of what the developers are looking for from DU, but it would be cool to have a person or persons that are know for making particular things really well.

    Agreed. If we don't have some player made items that are rare as well, we might be lacking something. I know there are scripts, ships, designs and as such. However, items that don't serve that use will be refreshing.

  8. Yeah by active stealth I dont mean a cloaking device. Large ships would be innately harder to conceal do to their larger profile and higher power output. I think it would balance itself in a way, making only small, specialized ships effective at stealth.

    Another balancing factor would be the cost of producing stealth tech. There would just be no reason of building a massive stealth ship when those materials could be put to better use on much more effective, smaller stealth recons.

     

    Do you mean some kind of ECM that jams sensors? I think that is a great idea, but will probably be used more for throwing off targeting than basic detection. I mean, if an ECM burst is powerful enough to swamp your sensors, it is powerful enough to get an idea of where it is coming from.

    Really, the possibilities are really endless. One idea would be the conception of spies. If you had a stealth ship that was really well designed, you could infiltrate behind enemy lines and scout. You might not even be able to have weapons because they emit a signature that can be tracked. As well, radars, depending on their power might be able to detect a disturbance.

  9. Good point. Depending on the pay2play model, it might not be as big of a turn of. An instance would be when they have, lets say a six month pay option that costs an average of $50. When you looking at some large games, they easily charge that amount. So basically, you buying 2 games worth a year.

     

    But what does that contribute to being good? Well, when you do this, you give the devs an investment. With that investment, they must produce good content or you'll no longer invest. As well, this means that you will be putting effort into your game, as said by the community quality statements.

     

    Really, your making an investment that must be shown for, or else you stop investing.

  10. As well, starting spots often allow faction organization when starting off. If you were to remove that, each player would need to find on another. Not real viable for a mmo

  11. Hmmm. Seems like your asking for a system similar to No Mans Sky, which is another game revolved around the very concept. I mean, I can see the desire for that, but there are some more repercussions that need to be taken into account.

     

    Infinite items means infinite rarity, which will also break the market system. This will cause a downfall in the economy and break an aspect in gameplay that is vital.

     

    I mean, I suppose having content that you have to find out for yourself would only mean not using Google, or just play the game at the beginning.

  12. That is a valid concept, but it also depends on what the devs are creating. For instance, the universe they are creating seems to already be procedurally generated already, and to create a planet generation system that generates a planet randomly wouldn't be difficult as well, so I don't see planet generation being as much of a problem.

     

    However, as far as animals, creatures and artifacts, unless they all spawn in different biomes and are random, it would be impossible to not have the information available. As well, making some information, as I'm sure you understand, is impossible without infinite content.

     

    However, your discussion about planets and stuff on them is probably fine, unless they decide to just go the easy route and do non-procedurally genorated planets, which is that is the case, I will be disipointed.

     

    So yeah. Good thing to bring up and suggest.

  13. Step one. Wait for alpha.

     

    Step Two. Keep waiting for alpha

     

    Step Three. Get tired and demand the alpha

     

    Step Four. Be ignored

     

    Step Five. After five eternities, play the alpha.

     

    But in all seriousness, the alpha is just a wait for the news right now.

  14. Well, you heard him. Someone get to it already.

     

    But in reality, a faction that actually is dedicated to something questionable will be a refresher. Also, a somewhat developed faction is also a refresher as well. I.e. A faction that has some lore, structure and government system planned. And I'm not trying to self advertise, but I'm already working on it. it can be check out through the forums on my factions website.

  15. I understand this concept and it might be possible, but there is also a problem with this. An instance would be how the game lore works into this. The player uses a nonoassembler on that is implanted into their arm. This nonoassembler wouldn't really make many differences since it's the same for each person and using it wouldn't really need some special knowledge. So, let's do it for the individual voxel elements. Let's say that instead of quality, you use a quantity system to determine how many times you have made structure type a. If you produce it enough times, the materials needed might not be as much due to a knowledge of how this is produced.

     

    But that's just an idea as well. So, really, while I do like the idea of a quality system, it's kind of already implemented. An example is here

     

    https://devblog.dualthegame.com/2016/02/20/builder-gameplay-voxel-tools-elements/

     

    So, what this says is that there may be more efficient ways to build ships, structures and as such to make them more powerful, efficient and productive. This means that the better you designs your ships systems, the better it will work.

     

    That's what I have for you. Hope this helps.

  16. Sounds good. I feel that the power intake should also be account for, type of power generation and other things, depending on the mechanic you are trying for. As such, active stealth might need to take advanced armor design, which would also require active power intake. As well, passive might just require good hull design. As for piloting, I think it might be something that's important as well, as if you don't pilot good, you might cause something to act in effectively, but I don't see that as a concern.

     

    If we take a look at this on a large scale however, active stealth might need to only be allowed with smaller ships, to reduce the possibility of a large scale cloak that has enough firepower to kill a faction base or as such.

     

    Good job and it has a lot of ideas.

  17. That's four questions... a few is usually considered three :).. naughty... haha

     

    But to try and answer your questions:

     

    1) PC is the priority at the moment, consoles i don't think are planned and other OS's like linux and mac are a wait to see situation because i don't think we know.

     

    2) Camera will be locked for the most part in first person to help immersion in the game. There will be cameras though so you can view outside your ship while flying using them so if you want to have a external view of something you can set up a camera where you would like it. Third person i think is only planned depending on kickstarter goals and general community opinions.

     

    3) Multicrew systems we don't 100% know, but we all assume that the roles you play in multicrew ships will be down to your own choosing. If you want a ship with 6 engine rooms, build 6 engine rooms where you can have 6 people working. We don't know the indepths of the elements yet so we don't know what the true story behind any multicrew actions would be. It has been stated though that there will be advantages to having multiperson crews.

     

    4) There is a whole section of the internet dedicated to DevBlogs :)

    Link: https://devblog.dualthegame.com/2016/06/10/dual-universe-at-e3-pc-gaming-show/

     

    nora,

    Couldn't have said it better myself.

  18. Well, seems like you are one of the many that saw this game in the E3 trailer. Let me get you started on some things.

     

    First off, this game is definitely going to be difficult. However, I think you will probably be ok if you work together with players and probably join a faction or such.

     

    The subscription thing, while sounds like a pain, actually will keep the game quality very steady throughout the course of it, due to players needing to pay to play and developers needing to develope to get pay and as such.

     

    Finally, you and me both. I'm not that concerned but I would also like to have the ability to play the alpha.

     

    Welcome to the forum!

  19. Definitively! Another idea I had for them would be an automated docking process. An example would be using rails on large motherships. If you had a hanger, you could possibly have a rail system inside which ships could dock to. Once they do, it would be able to escort them to a storage bay. It could also be used in reverse for getting a squadron ready. Not to mention in ship transportation for large motherships.

  20. I've seen something like this before. Slaves probably won't be added into a game unless it's through role play. The reality is that since this is a Earth colony, it would be seen as cruel and disgusting to have slavery. However, as stated by a forum moderator, it might be possible for slavery to re-imerge after a period of time.

  21. Seems like a good idea. However, if the devs plan on doing merchandise, It might depend on what the game will have to offer.

     

    For instance, one thing they could do if for instance, you donated $128(just a random number) is that you get a model of the helmet in the game.

     

    Yeah. I like the idea and I thin the devs will probably do something like that with Kickstarter games usually having that as well.

     

    Although, don't forget non-physical rewards as well. Those are important.

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