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Eternal

Alpha Tester
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  1. Like
    Eternal got a reaction from Fantasy in An expression of apology regarding my toxic post   
    I am here to apologize for my misbehavior regarding my toxic post "How complicated can this game get?". I do believe that this is not an appropriate conduct; for that I am going to apologize; I am deeply sorry! I realized that there were no logic to my rants at all and that the game is on it's current phase of development (longer testing-periods will come on later development-stage of the game).
    I don't have a better way to mend this but to express my sincere apology and regret to you all regarding my inappropriate behavior through this letter of apology. I am so sorry! 
    Here today, you are looking at the new me, the new Eternal; I am adopting a new approach to change (by means of "change", I am not talking about Obama's concept of "change", but change of conduct for attaining improvements). As much as possible, I would like to have and maintain a positive relationship with you all (the Community) as well as the Developers. I want to work and I will work towards that goal of redemption!
  2. Like
    Eternal got a reaction from MasteredRed in An expression of apology regarding my toxic post   
    I am here to apologize for my misbehavior regarding my toxic post "How complicated can this game get?". I do believe that this is not an appropriate conduct; for that I am going to apologize; I am deeply sorry! I realized that there were no logic to my rants at all and that the game is on it's current phase of development (longer testing-periods will come on later development-stage of the game).
    I don't have a better way to mend this but to express my sincere apology and regret to you all regarding my inappropriate behavior through this letter of apology. I am so sorry! 
    Here today, you are looking at the new me, the new Eternal; I am adopting a new approach to change (by means of "change", I am not talking about Obama's concept of "change", but change of conduct for attaining improvements). As much as possible, I would like to have and maintain a positive relationship with you all (the Community) as well as the Developers. I want to work and I will work towards that goal of redemption!
  3. Like
    Eternal got a reaction from Fantasy in A question about the Supporter's Pack   
    Thanks for the information. 
  4. Like
    Eternal got a reaction from Kytheum in Lasers Are Overrated.   
    Laser-tech are overratedly unrealistic even though this technology have been around since 1950s? To tell you the truth, it's being used in the military "right now". Have you ever heard of LAWS-weapon-system or perhaps ABLs(Airborne Lasers)? It even exists in guns called PHASRs. Yes, these are reality! The concept is really simple. How do you produce lasers? Through optical amplifier! It's basically a cone(we call this cone a "pump" and the bore of this cone is optical or made out of mirror. otherwise, how do you expect the energy to reflect?) with mirrors on both ends(the rear-mirror is what we call a "reflector", the front-mirror is what we call an "output"). You will pump energy(electric-current, which is electromagnetic-wave, same thing! In the future, we can use nuclear-reaction for the best-effectiveness) in the cone, those energy will go to the reflector, and it will all bounce to the output-mirror producing beam of energy. Energy is light or electromagnetic-radiation(they are all the same. Even heat is a form of electromagnetic-radiation that is not from conduction). This electromagnetic-signal still have to be amplified for gain. That's why you need a Doped-Fiber to amplify that energy after the Output-Coupler. It will pass through that Doped-Glass(this glass is made out of Erbium), amplifying that signal for that final-output of electromagnetic-signal(which is amplified).

    The disadvantage of lasers is it takes time for it to become more concentrated. Think of it this way; Electromagnetic-waves(or light-waves) are energy. The shorter the wavelength gets, the more energy. When it hits an object, they will become more and more compressed over time ofcourse. It will take time for that energy to build up on the contact of that object. In the future, greater and greater powerful pulse of electromagnetic-energy can be emitted through advancement of technology. You don't even need time for that energy to build up! As soon as it makes contact, it will cut through almost instantly. 
     
    Also, as I already said, electromagnetic-energy (or light) are wavelengths. Visible-wavelengths such as red and green (like what you see in Star Wars) are not powerful enough. These are the type of lasers that you see as toys. Very powerful short-wavelengths that are invisible to human-eye (such as x-rays and gamma-rays) is what we should use in military. These light are powerful and damaging, but you cannot see them (I guess this is an advantage also). These are invisible-lasers and they are more powerful than visible (RGB) and lower-frequency-lights(whether they are visible or not). The most powerful lasers are on the highest frequency of spectrum.
     
     
    In conclusion, Lasers are not overrated. They have been around since when? If I'm not mistaken, the use of Magnifying Glass have been around since years of BC! What's overrated, I think, is the use of these lasers in movies like Star Trek and Star Wars. They are just very unrealistic! In Star Wars, you have Fighters that uses Horizontal-Stabilizers as Winglets, and do they have any Flight-Tabs? No! Not only it adds to the Drag, it cannot possibly turn! This movie is a joke! I've seen the latest-movie and I remember the scene when the captain crashed the ship to an enemy ship on a developing light speed. The fk? The collision propagated a loud sound, when in fact, sound cannot be created in a vacuum! Those movies are a joke and overrated! Not the concept of lasers because they already exists!
  5. Like
    Eternal got a reaction from Fantasy in New DU Pre-Alpha Map History   
    Terran Union is China? I thought they're American?
    And which Org is North Korea?
  6. Like
    Eternal got a reaction from Fantasy in A question about the Supporter's Pack   
    Hi, I have a question about the Supporter's Pack. As you can see, I am a Ruby Founder, I know that they will give us the Patron's Pack as well(not all of the features, but most of it). The questions are;
    1. If I pledged again, will I get the 
    Black Earth Legacy Outfit Black Arkship Passenger Outfit 2. What are the things I will actually get if I pledged again?
    3. When does Supporter's Pack end (the deadline)? 
    4. Is there any way to upgrade your Founder's Pack? Ruby to Emerald?
     
    I'm thinking about pledging again, but I don't know exactly what I'm gonna get.  
  7. Like
    Eternal got a reaction from FreeklancerX in Different kinds of Auxiliary-Ships   
    Since we have a Nano-Former in this game (a device which can deploy just about any material), I propose a 3D-printing Mechanical-Arm than can be fitted to an Auxiliary-Ship for Repair-purposes. They can weld back a damaged-ship and provide that support of Repair to a fleet. If we have such technology as Nano-Formers, ofcourse this Mechanical-Arm can Cast(Repair) anything. How does the Arm work? Hydraulic-Actuators and remote-controlled! (just like fly-by-wire, the electrical-control is converted to mechanical-movement)
     
     
    The Arm must have a Welding-Torch (it's Torch and Filler in 1-Nozzle). Make it spark when you are doing Repairs due to Arc. Add a time-mechanics to the Repair. To Repair, it takes time. 

     
    Look at this Ship in the picture below. Do you see that Hydraulic-Crane/Hoist in the back? This is an example of where we can fit a Mechanical-Arm. This is an Auxiliary-Ship, it's purpose is nothing but to provide support.

    ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
     
    Also, give us Replenishment-Tanker/Refueler-technology. The Fueler has a remote-controlled-Drogue, and the input-Ship has a fixed-Probe(an intake to receive the Fuel). This Replenishment-Tanker is another Auxiliary-Ship that will provide support of Fuel-Replenishment. This Ship is designed to accommodate large volumes of Fuel through it's Fuel-Tanks. With their help, they can increase another Ship's Range or Endurance through Refueling. Add a time-mechanics to Refueling (it will take time to channel all the fuel needed).  
     

     

    --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
     
    Another thing that I would like to talk about is the concept of Resupplying. 
    An Auxiliary-Ship can arrive, shoot a line, and through that line, we can send Crates from Ship to another Ship. Inside these Crates are Supplies to increase a Ship's Endurance. Things like Ammunition, and any necessary Materials to keep an operation going (Food, if we are gonna have such mechanics).

     
    Another method of Resupplying is through Air-Drop.

    ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
    One last thing for an Auxiliary-Ship is a Hospital-Ship like USS Mercy. It will pick up the corpses of the dead and bring them aboard their ship (to make sure that their bodies do not get looted). They can also provide Fresh-Crew capable of performing necessary duties to another Ship and replace the dead. For example, a Ship is short of Gunners because most of them died when the Ship was hit. The Hospital-Ship will pick up the dead, or they themselves will loot the dead (to prevent them from being looted) and stay out of the crossfire (this means less risk, thus, their loots are safer), while also replacing the dead-crew with fresh-ones(different Players). When you die in this game, it might help if somebody can save your ass. Without any sort of Medical-Mechanics implemented to this game (which I support the idea of having one) then the Hospital-Crew can board my Ship, loot my body and run away, then give it back to me after.
     
  8. Like
    Eternal got a reaction from Fantasy in Electromagnetic rail propulsion   
    Since we are unlikely to have wheels in this game due to technicalities, how about something modern and something without involvement of wheels, "Electromagnetic rail propulsion" like maglev-trains with possible application as well to vertical-elevators. 
    Please hear my proposal out.
    I will simplify my idea on this picture below:
    The 4 things that I circled below are elements that must be created to introduce this technology to us. They have their functions, that's why they are elements. While the rest in the picture are all player-constructed. If you can give us these elements and a vertical-counterpart of these, I can construct my own elevator-cab(whatever the size), and use these elements for leveling.

    The rail-gun and the metal-storm-gun also work under the same principle. They are a type of electric propulsion(electric because it uses electric-current to create repulsion).  
     
    It's the future. Why traction(cable)-elevators and third-rail-trains? Why not electromagnetism? Electromagnetic-propulsion has no wheels; in this picture, you have 2 coils/magnets; you have the levitation-coils at the bottom of the rails (opposing magnetic field creates attraction, thus levitating the vehicle); and then you have the propulsion-coils at both the sides of the rails(similar magnetic field creates repulsion, thus propelling the vehicle); all of these with the magnets on the vehicle to work with the coils.
     
    This is not technically hard, so please, look at my proposal.  
  9. Like
    Eternal got a reaction from Nebenfigur in Different kinds of Auxiliary-Ships   
    Since we have a Nano-Former in this game (a device which can deploy just about any material), I propose a 3D-printing Mechanical-Arm than can be fitted to an Auxiliary-Ship for Repair-purposes. They can weld back a damaged-ship and provide that support of Repair to a fleet. If we have such technology as Nano-Formers, ofcourse this Mechanical-Arm can Cast(Repair) anything. How does the Arm work? Hydraulic-Actuators and remote-controlled! (just like fly-by-wire, the electrical-control is converted to mechanical-movement)
     
     
    The Arm must have a Welding-Torch (it's Torch and Filler in 1-Nozzle). Make it spark when you are doing Repairs due to Arc. Add a time-mechanics to the Repair. To Repair, it takes time. 

     
    Look at this Ship in the picture below. Do you see that Hydraulic-Crane/Hoist in the back? This is an example of where we can fit a Mechanical-Arm. This is an Auxiliary-Ship, it's purpose is nothing but to provide support.

    ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
     
    Also, give us Replenishment-Tanker/Refueler-technology. The Fueler has a remote-controlled-Drogue, and the input-Ship has a fixed-Probe(an intake to receive the Fuel). This Replenishment-Tanker is another Auxiliary-Ship that will provide support of Fuel-Replenishment. This Ship is designed to accommodate large volumes of Fuel through it's Fuel-Tanks. With their help, they can increase another Ship's Range or Endurance through Refueling. Add a time-mechanics to Refueling (it will take time to channel all the fuel needed).  
     

     

    --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
     
    Another thing that I would like to talk about is the concept of Resupplying. 
    An Auxiliary-Ship can arrive, shoot a line, and through that line, we can send Crates from Ship to another Ship. Inside these Crates are Supplies to increase a Ship's Endurance. Things like Ammunition, and any necessary Materials to keep an operation going (Food, if we are gonna have such mechanics).

     
    Another method of Resupplying is through Air-Drop.

    ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
    One last thing for an Auxiliary-Ship is a Hospital-Ship like USS Mercy. It will pick up the corpses of the dead and bring them aboard their ship (to make sure that their bodies do not get looted). They can also provide Fresh-Crew capable of performing necessary duties to another Ship and replace the dead. For example, a Ship is short of Gunners because most of them died when the Ship was hit. The Hospital-Ship will pick up the dead, or they themselves will loot the dead (to prevent them from being looted) and stay out of the crossfire (this means less risk, thus, their loots are safer), while also replacing the dead-crew with fresh-ones(different Players). When you die in this game, it might help if somebody can save your ass. Without any sort of Medical-Mechanics implemented to this game (which I support the idea of having one) then the Hospital-Crew can board my Ship, loot my body and run away, then give it back to me after.
     
  10. Like
    Eternal got a reaction from Fantasy in Lasers Are Overrated.   
    Laser-tech are overratedly unrealistic even though this technology have been around since 1950s? To tell you the truth, it's being used in the military "right now". Have you ever heard of LAWS-weapon-system or perhaps ABLs(Airborne Lasers)? It even exists in guns called PHASRs. Yes, these are reality! The concept is really simple. How do you produce lasers? Through optical amplifier! It's basically a cone(we call this cone a "pump" and the bore of this cone is optical or made out of mirror. otherwise, how do you expect the energy to reflect?) with mirrors on both ends(the rear-mirror is what we call a "reflector", the front-mirror is what we call an "output"). You will pump energy(electric-current, which is electromagnetic-wave, same thing! In the future, we can use nuclear-reaction for the best-effectiveness) in the cone, those energy will go to the reflector, and it will all bounce to the output-mirror producing beam of energy. Energy is light or electromagnetic-radiation(they are all the same. Even heat is a form of electromagnetic-radiation that is not from conduction). This electromagnetic-signal still have to be amplified for gain. That's why you need a Doped-Fiber to amplify that energy after the Output-Coupler. It will pass through that Doped-Glass(this glass is made out of Erbium), amplifying that signal for that final-output of electromagnetic-signal(which is amplified).

    The disadvantage of lasers is it takes time for it to become more concentrated. Think of it this way; Electromagnetic-waves(or light-waves) are energy. The shorter the wavelength gets, the more energy. When it hits an object, they will become more and more compressed over time ofcourse. It will take time for that energy to build up on the contact of that object. In the future, greater and greater powerful pulse of electromagnetic-energy can be emitted through advancement of technology. You don't even need time for that energy to build up! As soon as it makes contact, it will cut through almost instantly. 
     
    Also, as I already said, electromagnetic-energy (or light) are wavelengths. Visible-wavelengths such as red and green (like what you see in Star Wars) are not powerful enough. These are the type of lasers that you see as toys. Very powerful short-wavelengths that are invisible to human-eye (such as x-rays and gamma-rays) is what we should use in military. These light are powerful and damaging, but you cannot see them (I guess this is an advantage also). These are invisible-lasers and they are more powerful than visible (RGB) and lower-frequency-lights(whether they are visible or not). The most powerful lasers are on the highest frequency of spectrum.
     
     
    In conclusion, Lasers are not overrated. They have been around since when? If I'm not mistaken, the use of Magnifying Glass have been around since years of BC! What's overrated, I think, is the use of these lasers in movies like Star Trek and Star Wars. They are just very unrealistic! In Star Wars, you have Fighters that uses Horizontal-Stabilizers as Winglets, and do they have any Flight-Tabs? No! Not only it adds to the Drag, it cannot possibly turn! This movie is a joke! I've seen the latest-movie and I remember the scene when the captain crashed the ship to an enemy ship on a developing light speed. The fk? The collision propagated a loud sound, when in fact, sound cannot be created in a vacuum! Those movies are a joke and overrated! Not the concept of lasers because they already exists!
  11. Like
    Eternal got a reaction from Fantasy in Lasers Are Overrated.   
    So as I already explained, these are technically possible! Just to give NQ some of my ideas.
     
    Genesis/Requiem of Gundam Seed (in real-life, beams as powerful as these are invisible, as I already explained. For in-game-immersion, make them visible as you like, I don't care. Basic-parts are giant-reflector-dish where the energy is all directed from, and an Output-Coupler and Amplifier Assembly which are designed in 1-single-assembly):

     
    Make the doped-glass of the Amplifier (which is made out of rare-material called "Erbium". you will make this rare in the game for amplification-purpose!) crack when you beam powerful destructive laser that is of very high frequency. Make this doped-glass craft-able in the game and have limited-life-span. The material is rare anyway. What happens if you run out of Erbium? You cannot amplify without a working-doped-glass!
     
    Give us Amplification of Energy in this game! Even nuclear-explosion and radiation is energy. Heat that will vaporize you is "light", you just do not see it because it's invisible because of high frequency. They are all electromagnetic-wave (which we can also call "light"). 
     
    In gundam seed, we have something called a cyclops-system(it's basically an Amplifier of Energy).

    We can miniaturize these amplifiers and put them in a nuclear-warhead! The moment that they explode, they are of very high frequency that matter itself will vaporize to elementary-particles.
     
    And for godsake, give us Nuclear-Decay in this game! It's a mass-weapon-of-destruction, but the materials required are very rare (they even have to enrich the material in adequate-amounts). The goal in the game is to not let the enemies get their hands on these materials. If they had, you got to have a nuclear-agreement with them like Iran. You can stockpile these ICBMs for mainland-security-purpose and maybe use them for last-resort. I don't see anything wrong with it as long as the materials are rare.
  12. Like
    Eternal got a reaction from Fantasy in Lasers Are Overrated.   
    So as I was saying, laser-tech is a "must" in this game. In a world that is situated 10,000 years ahead from the present, an absence of this technology will make this game look unsophisticated, as we already have this technology right now in the present (since 50 years ago!). 
     
    10,000 years in the future, who knows, they can also be used for ground-based anti-air-defence.  
     
    According to my imagination, a big territory can be heavily fortified with these anti-air-lasers where enemies will try to breach through this defence. It will be heavily fortified like the airbase in Vietnam during Vietnam-War. 

  13. Like
    Eternal got a reaction from Fantasy in Engine Sound Customization   
    @0something0 I thought about it myself, it's kind of hard to achieve such engine-customization through Sandbox-way(even if you just want Stats and Animation with no physics-involvement) because of the tech-limitation.
    We can achieve it though, through Forza-Motorsports-like Parts-Upgrade and Tuning.

     
    The Lexus-car in the picture can represent our Engine that already has it's own Nacelle(it is one-Element). There are many Engine-models in this game, just like we have many cars in Forza. There are also many Upgrades within each Engine-models (just need the right-resources to Upgrade the Parts. In Forza, we upgrade by paying for them in CR or Credit, in DU, we can pay for this upgrade through required-Resources that will be consumed). The parts have Stats ofcourse, Stats that you may need for certain-situations such as fuel-efficiency, noise-reduction, weight-reduction, good flow-rate(increase speed), etc. In the tech, you are just upgrading by changing the stats of your model-engine (it's not really physical. If it is, not to a high-degree).
     
    This way, you will have some kind of customization-freedom to how your engine will work and it's own overall-stats(having the right stats is efficient in certain-situations). Getting the suitable-Parts suitable for certain-situations is the "Tuning"-concept in Forza.
  14. Like
    Eternal got a reaction from Fantasy in Engine Sound Customization   
    Well, the point is, it's aerodynamic-sound that makes much of the noise produced by powerplants. It is factor to that(unless you have a terribly-designed-exhaust). It's really the blades that makes most of the noise. Same principles with propeller, jet engines have spinning-blades too(and they spin faster).
     
    Yes, DU will have different kinds of engines, including that one you have in the picture which has a divergent-nozzle (it's actually convergent-divergent with divergent-outflow to reach supersonic-speed from subsonic. That nozzle is a good design to increase flow-rate or speed, but terrible in terms of noise-reduction. That thing is loud because the nozzle is not tapered). 
     
    Space-shuttles use the same divergent-nozzle. The nozzle-design has good-flow-rate, but you know, it's loud if you are gonna use that on a jet-engine.

     
    Like I said, tapering the nozzle will reduce the noise-signature. Taper = convergent-shape. 
    Something like this will produce less sound, but it does limit flow-rate(Bernoulli's law).

     
    The thing is, through nozzle-design, we can limit aerodynamic-noise. Blades still have to spin in order for the engine to work, they must make noise.The faster it spins, the louder and sharper the noise it produce.
     
  15. Like
    Eternal got a reaction from Fantasy in Engine Sound Customization   
    Size of the Engine affects it's sound? lol. That depends on the bypass-ratio of the engine (lower-bypass produce less noise, believe it or not, because much of the noise will be contained in the exhaust). The Rotor-Blades(the Fan-Blades from the Intake of Compressor, especially), they are the cause of most of the noise in the Powerplant. Now, noise-production does not depend on the size(span) of the blades, but how fast it's rotating in RPM (once it reached supersonic-speed needed for takeoff, it becomes loud). This is called "Aerodynamic-noise" and it's the main of source of noise produced by aircrafts(and their powerplant, and their powerplant alone). Rotor-Blades make Aerodynamic-noise, they work through aerodynamics.
    It depends on what type of exhaust too. Short-Duct-Converging-Nozzle with a Plug can reduce the noise produced by the exhaust(which comes from the Turbine-Blades). Also, if you are to taper a nozzle, it does reduce the sound too.
     
    look at this picture, the green-triangle on the aft of the engine (on the exhaust), is the plug, and covering it, is the short-duct-nozzle;
     
     
    It's not the size of the engine-nacelle, it's not the size of it's components(such as span of the blades) that affects it's noise-production, but the RPM of Blades, types and noise-reduction-designs of exhaust-system, and the bypass-ratio (primary-bypass-flow do not go through the exhaust-duct, it goes out of the bypass-nozzle which is part of the nacelle, so expect that to be loud. This is why in this picture, the exhaust of nacelle, AKA the "bypass-nozzle", it is zigzag-shaped or chevron-shaped, not straight-shaped, because such shape atleast reduce the sound from the bypass to some degree through lessening the turbulence. They designed that engine to be high-bypass because they need fuel-efficiency ofcourse). Smaller-engines can produce just as much sound too, it's not factor to it's size.
     
    What I propose for this game, is make the engines louder when RPM increase. If you want more Thrust(you control this on the Throttle), the blades will have to rotate faster, making the aerodynamic-noise louder. Combustion-noise, in comparison, are not even that loud in real-life. 
  16. Like
    Eternal got a reaction from 0something0 in Engine Sound Customization   
    Size of the Engine affects it's sound? lol. That depends on the bypass-ratio of the engine (lower-bypass produce less noise, believe it or not, because much of the noise will be contained in the exhaust). The Rotor-Blades(the Fan-Blades from the Intake of Compressor, especially), they are the cause of most of the noise in the Powerplant. Now, noise-production does not depend on the size(span) of the blades, but how fast it's rotating in RPM (once it reached supersonic-speed needed for takeoff, it becomes loud). This is called "Aerodynamic-noise" and it's the main of source of noise produced by aircrafts(and their powerplant, and their powerplant alone). Rotor-Blades make Aerodynamic-noise, they work through aerodynamics.
    It depends on what type of exhaust too. Short-Duct-Converging-Nozzle with a Plug can reduce the noise produced by the exhaust(which comes from the Turbine-Blades). Also, if you are to taper a nozzle, it does reduce the sound too.
     
    look at this picture, the green-triangle on the aft of the engine (on the exhaust), is the plug, and covering it, is the short-duct-nozzle;
     
     
    It's not the size of the engine-nacelle, it's not the size of it's components(such as span of the blades) that affects it's noise-production, but the RPM of Blades, types and noise-reduction-designs of exhaust-system, and the bypass-ratio (primary-bypass-flow do not go through the exhaust-duct, it goes out of the bypass-nozzle which is part of the nacelle, so expect that to be loud. This is why in this picture, the exhaust of nacelle, AKA the "bypass-nozzle", it is zigzag-shaped or chevron-shaped, not straight-shaped, because such shape atleast reduce the sound from the bypass to some degree through lessening the turbulence. They designed that engine to be high-bypass because they need fuel-efficiency ofcourse). Smaller-engines can produce just as much sound too, it's not factor to it's size.
     
    What I propose for this game, is make the engines louder when RPM increase. If you want more Thrust(you control this on the Throttle), the blades will have to rotate faster, making the aerodynamic-noise louder. Combustion-noise, in comparison, are not even that loud in real-life. 
  17. Like
    Eternal got a reaction from Supermega in Public Event   
    Yes, indeed, it's still PVP, but in a non-physical-combat-manner. I still like it.
    It works for me, and the system is all fair. I just do not want it to be limited to combat, that's all I'm saying. PVP in terms of Socialization (this is what drives me more, not the combat).
  18. Like
    Eternal got a reaction from Supermega in Public Event   
    Also, pls do not forget that one of the main selling-point of this game is "player-driven-socialization" (Not just player-driven-PVP) in a single-shard-server. I hope that the resources that we are gonna farm here are not only for PVP-use, but for socialization as well.
    We don't have PVE in this game, I can accept that! But if farming resources are all for PVP-use, no! It becomes a part of PVP then. Add Socialization-use to the farming. So farming is for Socialization and PVP. Farming is not PVE, because there is no PVE in this game when it is all player-driven (PVE is a mechanics that is game-driven, which is impossible for us to have. Role-playing is part of Socialization).    
    We cannot technically have PVE(due to the game-design), but we can have 2 aspects to this game; PVP and Socialization, both player-driven. And if we can make wealth in this game, don't tell me that the end-game is only PVP! Make Socialization an aspect of wealth-spending. That's why I ask for vanity-items like player-made-Socialization-Constructs. Otherwise, the end-game is all PVP(that means being elite-rich means you have a lot of assets for PVP-disposal. There should be a real-estate, bribery for social-privilege, social-ladder, social-status, to it, you know, a luxury for the rich. In that case, greed is not only limited to obsession of power, but can also be associated with obsession of social-status (2 parts of the game - PVP and Socialization).
    We work in real-life to survive(needs), we don't have survival-mechanics in this game, but also for (want, things that we do not necessarily need). With no survival-mechanics, "want" is the only driving-factor to wealth-acquisition that is not PVP. That's why we need some kind of a social-ladder associated to wealth-acquisition (like player-driven-Forbes-magazine to boost your ego). Some people will work in this game as a Board-Member like Chairman(owner/s of a company) and run their business as usual so they may one-day in this game end-up like the Chinese-Billionaires you see in Southeast Asia. They will have their own culture because of status-difference. 
    If you are not greedy, you can play the game however you want(leave the greed to the elites). But like I said, there are 2 sides to greed relating to PVP and Socialization. 
     
    Sadly, game needs to have a purpose for it to work. If you take out survival in real-life, what will be the driving-factor for you to acquire wealth?
  19. Like
    Eternal got a reaction from Fantasy in Public Event   
    Yes, indeed, it's still PVP, but in a non-physical-combat-manner. I still like it.
    It works for me, and the system is all fair. I just do not want it to be limited to combat, that's all I'm saying. PVP in terms of Socialization (this is what drives me more, not the combat).
  20. Like
    Eternal got a reaction from Fantasy in Public Event   
    Also, pls do not forget that one of the main selling-point of this game is "player-driven-socialization" (Not just player-driven-PVP) in a single-shard-server. I hope that the resources that we are gonna farm here are not only for PVP-use, but for socialization as well.
    We don't have PVE in this game, I can accept that! But if farming resources are all for PVP-use, no! It becomes a part of PVP then. Add Socialization-use to the farming. So farming is for Socialization and PVP. Farming is not PVE, because there is no PVE in this game when it is all player-driven (PVE is a mechanics that is game-driven, which is impossible for us to have. Role-playing is part of Socialization).    
    We cannot technically have PVE(due to the game-design), but we can have 2 aspects to this game; PVP and Socialization, both player-driven. And if we can make wealth in this game, don't tell me that the end-game is only PVP! Make Socialization an aspect of wealth-spending. That's why I ask for vanity-items like player-made-Socialization-Constructs. Otherwise, the end-game is all PVP(that means being elite-rich means you have a lot of assets for PVP-disposal. There should be a real-estate, bribery for social-privilege, social-ladder, social-status, to it, you know, a luxury for the rich. In that case, greed is not only limited to obsession of power, but can also be associated with obsession of social-status (2 parts of the game - PVP and Socialization).
    We work in real-life to survive(needs), we don't have survival-mechanics in this game, but also for (want, things that we do not necessarily need). With no survival-mechanics, "want" is the only driving-factor to wealth-acquisition that is not PVP. That's why we need some kind of a social-ladder associated to wealth-acquisition (like player-driven-Forbes-magazine to boost your ego). Some people will work in this game as a Board-Member like Chairman(owner/s of a company) and run their business as usual so they may one-day in this game end-up like the Chinese-Billionaires you see in Southeast Asia. They will have their own culture because of status-difference. 
    If you are not greedy, you can play the game however you want(leave the greed to the elites). But like I said, there are 2 sides to greed relating to PVP and Socialization. 
     
    Sadly, game needs to have a purpose for it to work. If you take out survival in real-life, what will be the driving-factor for you to acquire wealth?
  21. Like
    Eternal got a reaction from Lethys in Public Event   
    Yes, indeed, it's still PVP, but in a non-physical-combat-manner. I still like it.
    It works for me, and the system is all fair. I just do not want it to be limited to combat, that's all I'm saying. PVP in terms of Socialization (this is what drives me more, not the combat).
  22. Like
    Eternal got a reaction from Anaximander in Public Event   
    Also, pls do not forget that one of the main selling-point of this game is "player-driven-socialization" (Not just player-driven-PVP) in a single-shard-server. I hope that the resources that we are gonna farm here are not only for PVP-use, but for socialization as well.
    We don't have PVE in this game, I can accept that! But if farming resources are all for PVP-use, no! It becomes a part of PVP then. Add Socialization-use to the farming. So farming is for Socialization and PVP. Farming is not PVE, because there is no PVE in this game when it is all player-driven (PVE is a mechanics that is game-driven, which is impossible for us to have. Role-playing is part of Socialization).    
    We cannot technically have PVE(due to the game-design), but we can have 2 aspects to this game; PVP and Socialization, both player-driven. And if we can make wealth in this game, don't tell me that the end-game is only PVP! Make Socialization an aspect of wealth-spending. That's why I ask for vanity-items like player-made-Socialization-Constructs. Otherwise, the end-game is all PVP(that means being elite-rich means you have a lot of assets for PVP-disposal. There should be a real-estate, bribery for social-privilege, social-ladder, social-status, to it, you know, a luxury for the rich. In that case, greed is not only limited to obsession of power, but can also be associated with obsession of social-status (2 parts of the game - PVP and Socialization).
    We work in real-life to survive(needs), we don't have survival-mechanics in this game, but also for (want, things that we do not necessarily need). With no survival-mechanics, "want" is the only driving-factor to wealth-acquisition that is not PVP. That's why we need some kind of a social-ladder associated to wealth-acquisition (like player-driven-Forbes-magazine to boost your ego). Some people will work in this game as a Board-Member like Chairman(owner/s of a company) and run their business as usual so they may one-day in this game end-up like the Chinese-Billionaires you see in Southeast Asia. They will have their own culture because of status-difference. 
    If you are not greedy, you can play the game however you want(leave the greed to the elites). But like I said, there are 2 sides to greed relating to PVP and Socialization. 
     
    Sadly, game needs to have a purpose for it to work. If you take out survival in real-life, what will be the driving-factor for you to acquire wealth?
  23. Like
    Eternal got a reaction from Fantasy in DUFM - Dual Universe Radio Online - Looking for Content Submissions and Recruiting Help   
    You sir, are a contributor to DU-society, asking nothing in return. You could have done Organization-Ads for source of in-game-quanta-revenue, like how Insurance are advertised in radios by voice, but you did not choose any of these.
    If only we have our concept of noble-peace-prize-award or national/foreign-recognition of honor, I will nominate you to it.
     
  24. Like
    Eternal got a reaction from Fantasy in New Invention from Moonscythe Inc!   
    The point of spinning is for turning, isn't it?(you will turn, but you will not do more than 360-degrees. it will be pointless to keep spinning endlessly.)
    A Gunship like Apache and even armed-scout-helicopters has do this maneuver. Point is to look for enemies and gun them down, while ofcourse, not losing your platform. You also have to turn to change direction of Heading. The tail-rotor of a real-life-helicopter is not only for countering the Torque-Effect, it is also needed to turn the helicopter, otherwise, it won't be able to change Heading.
    That is what you need; You don't need spinning like beyblade, you need Turning. Yes, you can turn fast, if you 100% the engine and you idle(0%) the other-opposite-engine. Remember; Fixed-Turn = (Aft-Port = Front-Port) + (Aft-Starboard = Front-Starboard) . It isn't gonna work properly if it isn't. I know how helicopter works.
  25. Like
    Eternal got a reaction from Fantasy in New Invention from Moonscythe Inc!   
    It has the functions you need, and less to program here.

     

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