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mrfrazz

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Posts posted by mrfrazz

  1. On 10/19/2017 at 5:10 PM, 0something0 said:

     however if we are talking about 6 dof movement this brings into question another topic. Since we know there will be planets with Gravity Fields we know have to talk about orbital mechanics since they are the result of having radial gravity fields

    This would be top notch. I have a feeling that there are way too many calculations and cross communications to make this happen :./ 

  2. 2 hours ago, Lethys said:

     

    only because there is an API, doesn't mean you get ALL information out of it. People can restrict it (like in EVE) to only show so much information.

    It makes your life way way way easier if you have access to the APIs of YOUR people (in your org, your spy network,...whoever wants to share it) via some 3rd party program instead of having to share every bit of information via some google drive or player hostet server.

     

    Those programs are ofc limited to whatever the API is capable of - you can't pull exact locations of ships in EVE for example.

    Then what data do you propose? I see maybe an application for determining personal player info. Like skills, money, maybe ship status. I see nothing wrong with an API like that. As long as you can only view localized data and it provides no info on others would I find it fair.

  3. I'm against API and developed game statistics. Part of this game that I really like is that everything is player run. I firmly believe that if a org wants a statistic they need to do the research themselves. This makes in-game data WAY more valuable. It also adds a whole new dynamic to the game: media, and data collection orgs. If you want to know something like, a ship count on another org, the value of a company, or what areas are highly active, you should have to do the research yourself. Like the real world. 

     

    The reason for this, secrecy. If my org builds some crazy secret weapon, it's not fair that someone could look at statistics and data to determine a correlation. Immersion includes secrecy. 

     

    I know that it is really convenient to have that data on hand via websites and programs. So, my counter which includes an API of sorts. 

                - It Should be player built

                - It needs to be able to communicate effectively

     

    So, my solution is a really expensive item, Quantum Computer (QP), that runs LUA, non destructive, scripts, server side not client side with an instruction governor. It should be only available to organizations, and it should be able to communicate to the constructs run by that organization, and be able to send, not receive, to the web. 

  4. How about beds/cryopods? Go to your pod when you are finished kind of deal. That way you add more things like, hotels making crew quarters becomes important to large ships and stations. It also gives large ships crew capacities.

     

    It does raise the issue of the actual task of going to your bed. What if it's an emergency... and you have to go.

    Maybe add like "home scrolls" that you have to craft. Which when are consumed, it logs you off right then and there, then teleports your character back to the last pod you slept in. Then give you a small penalty for using it to prevent it from being abused.

     

    There would have to be private and public beds. For instance, if you sleep at a hotel, and leave. You shouldn't be able to use the "Home Scroll" to go back to that hotel bed. Instead it would teleport you to your own private cryopod/bed.

     

  5. "I believe that, if managed well, the Fourth Industrial Revolution can bring a new cultural renaissance, which will make us feel part of something much larger than ourselves: a true global civilization. I believe the changes that will sweep through society can provide a more inclusive, sustainable and harmonious society. But it will not come easily." 
    Klaus Schwab

  6. 14 hours ago, Megaddd said:

    This makes sense, taking into account the scales at play, and lack of optimisation.

     

    The most surprising figure is the high RAM and SSD storage requirement, for a procedural game, you'd expect the former, but why the latter? That is indicative to me of some form of caching used to reduce redownloading of already known up-to-date information, such as constructs that have not been modified since last login. Perhaps they might only send the changes to a construct as well, however this is less likely due to more negotiation required.

     

    Pretty interesting assumptions to be gleaned just from the spec requirements!

     

    And that is definitely the mobile 960 version, yes!

    That would make a lot of sense. They are doing load tests. Maybe to better figure out what should be loaded client side or server side

  7. Prepare a system for return and follow a SpaceX philosophy, I want to see Massive freighters designed to send huge loads of ships to people. It forces people to build for carriers, small and easy to transport. Maybe factions will send their blueprints off to factories to build. Maybe there will be massive dealerships with huge depots. with a Capitol Landing pad so that we can easily load them. Who knows. Possibilities are endless.

  8. Has anything been confirmed about ship to ship communication? Will Players be able to tell have a carrier and they can flip a switch that will tell the little ships to run a script that unlocks the fighters? I know there is the permission system. But I was hoping that this might be a thing we can do with scripting. I know players have a instruction frequency, but it would be cool if we could add an extra layer to security or QOL to moving a bunch of fighters. Just load a script to your new ship and it sets itself to a specific location, based on where your ship says it's free. That's what I am hoping we can do. 

  9. 8 minutes ago, ATMLVE said:

     

    Hm... Do you mean you want to see your work explode in a good way, as in see it become more popular and useful very fast, or you want to literally watch the things that you create for other people detonate? If you're looking for work, you should make that distinction clear... ;)

    Well, I thought the detail was in, the I'm pretty passive. I was thinking hoping on my favorite stream provider and watching some poor dude piloting my work into his demise. Personally I avoid conflict, but, I love watching my systems work together.

    For instance, I created a semi-interpreter in survival mincreaft, using mincarts, named paper, item filters, and a whole lot of determination. It is the most satisfying thing to watch. 

    Essentially I want to modify that dream to this game and automate logistics. Help be the Amazon of Dual Universe.

  10. I was wondering about how if you wanted to avoid selling blueprints all together and only sold ships from your "factory". I have a feeling this would increase their price because of it's uniqueness. I know if you wanted to you could have a bunch of player build the same ship over and over again. But it would be cool if we could semi-automate the process. I doubt players a really going to get behind filling their build queues or however blueprints work.

    I recently came across a futuristic TED talk where machines are farmed, not built. What if we could build 'Replicators' That allowed us to print these ships like the video at a cost of power, resources, and a little longer build queues than what the player has. Then you're coop-mates are free to use their build queues for other things and/ or can enjoy more of the game. What do you think about this idea? 

     

  11. Building the most advanced ships in the solar system,

    offering selective targeting, strategic targeting, of course fancy doors, efficiently balanced power-demand ratio, automated systems, and of course fancy bridges. Also offering Space Station auto docking routines... Eventually

    I'm going to go crazy with the Lua scripting.

    But I'd like to have an asteroid to mine to help feed the market

  12. Hello,

        I am a casual gamer who loves sandbox style games. I've been a hardcore Minecraft fan since the beginning also pre-alpha and I always will love the game for what it has done to this industry, and unfortunately it's starting to run dry for me. I'm also a huge fan of EVE... well the concept of EVE. I love reading up on the game and hearing stories from veterans during the BoB wars. I wanna be apart of that, except leading a fleet of my own imagination and devastation. This game promises that... it's an excitement I haven't had since I was a child.

        I want to be apart of the testing, helping this game grow. The only issue is that I just feel weird about investing my money in the game this early... but I want to. I'm really hesitant because I don't know what the player can't do. I've caught a few on the videos, like auto locking due to update frequencies, and no mining drones (really sad about that, but your reasoning was well justified... I was thinking of monopoly too), and no planet destroying superweapons, Totally fair. You mentioned fairness What rules do you have set out to maintain "fairness"? What can't I do because of technical limitations and what cant you do?

       Those questions are the only thing that is keeping me from pledging. They're the questions that kept me from No Man's Sky and I want to be able to trust this game.

    Thanks,

           Frazz

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