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Takao

Alpha Tester
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Posts posted by Takao

  1. As far as I know it makes a different where you aim at the target.

    If you hit (well) you will hit the target at the location you where aiming at.

    So it's more then just one time lock on.

  2. 5 hours ago, NanoDot said:

    Do you really want a game where the only way to survive is to play as a member of a large org that has 30-40 players active in all major time zones ? Because without "artificial mechanisms", you will need to somehow defend your base when it's attacked at 3:30am or at 2:00pm on a weekday while you're at work, or while you're on summer holidays on the beach somewhere...

    NQ has already confirmed that there are protection bubbles, like in EVE.
     

    As for the underground bases:
    One way to solve (or reduce) the problem would be to allow mining on enemy tiles  (enemy = corp that is at war with you). That way you can just dig out the base.

    The problem here would be, that you need to build large walls all around...

     

    Beeing able to build underground bases is maybe the only way for smaller corps or players to build a base at all. If the base would be above ground, you would really easily be able to spot and attack it.

    Yes an underground base is very hard to conquer, however what do you want to do there if you can't get out or in, because it's beeing sieged?

    And if it's not beeing sieged: If you want to use it as a hangar, you need a big hangar doors -> Good way in for the enemy, too.

    Build a lot of internal turrets for protection -> High energy costs.

  3. Anti aircraft fuse???

    You mean proximity fuse?

    As the combat is stat based those fuses would mean, that you still do fragmentation (and possible explosion, depending on how much you "missed") damage if you didn't hit the target "directly".

  4. On 4.3.2018 at 10:18 PM, Mod-Merwyn said:

    @Takao could you link it here for reference?

    I don't remember to have seen it myself.

     

    ~ Merwyn

    I don't know exactly where it was, it may be was in a thread where the original topic was a different one -.-

  5. 20 hours ago, Evil_Porcupine said:

    There are no confirmed plans for mining tools as such, as we will be able to mine with just the nanoformer as stated in the lore bible thing, and in the videos. aka, you do an iron man hand at the thing and it be mined.

    You will be able to upgrade your "hand mining" tool.

    I don't know if this just means you work faster without much visual changing of your "tool", or if you have a dedicated tool, like shown above.

    20 hours ago, Evil_Porcupine said:

    However, we may well see some ship based mining tools in the future.

    There won't be such things.

    NQ has sad that now several times.

  6. 1 hour ago, Mod-Meldrik said:

    Hi Takao, a twitter account is not needed to read the tweets from Novaquark, if you find any link in the discord servers, you can just click on it and it'll take you to twitter and bring up that tweet. Very handy for does that don't have a twitter account.

    I know that I can read tweets without a Twitter account.

    However, without an account, I don't get directly notifed from Twitter if NQ posts a Tweet, that was what I ment.

    1 hour ago, Miamato said:

    How to join their discord?

    The cooperation is called Soul Nebula.

  7. What do you mean with "Voxel Engine potential"?

    You can make any shape out of voxels, because voxels are rendered like polygons.

    For creating a voxel volume you usually use a normal mesh.

     

    Or do you mean what you can do as a player with voxel editing tools?

  8. I hope there are no survival mechanics beside maybe oxygen.

    DU is not a survival game. I don't want to waste my time on on getting food and water, I have better things to do.

    Needing oxygen for places without it or no breathable atmosphere would be OK for me.

    Also those mechanics will not work anyway in DU: What if you don't have any money and run out of food / water?

     

  9. 19 hours ago, dualism said:

    I'd like to ask if there is any news on this issue.

    As far as I know: no.

    19 hours ago, dualism said:

    If on pvp territory, have a quick 'dig-in' feature to bury yourself and maybe a vehicle in the existing terrain and then log off or go afk. It doesn't make you 100% safe, but goes a long way towards this. Also have a dig-out function or login similar to above.

    If you want do dig-in, you have to dig-in yourself. (Nice idea btw)

    There will be no quick dig-in mechanic as this can be missused to quickly hide constructs and alter the terrain. Also, where should the mined materials go?

    NQ has sad, that after you log-out your character will despawn after some time, but your constructs will stay in the world.

    19 hours ago, dualism said:

    Other than this, maybe you can be a 'guest' in territories, which if entered under guest status allows safe logout and protection of supplies unless the territory sustains massive damage by 3rd party attack or so.

    Your constructs will only be safe in a protected friendly territory or in the safe zone.

    Although "safe" here only means, that it can't be attacked. The territory owner still can burry it.

  10. 14 minutes ago, ShioriStein said:

    Tks for information, is this what they confirm ? Because if ship not de-own many of people will dock/park their ship or maybe entire org fleet at safezone and take all space. I do hope the "de-own" system also apply for the dynamic like ship, Garage owner will have job to do :))

    If you have already claim a tile in the safe zone, you can’t loose it by force. That means once a tile is claimed it would be safe to „store“ your ship there because you can’t block access to the tile.

    The thing is, that storing your ship on someone else’s tile has the risk, that your ship might get buried, because it will not float while you are offline, so the player can remove the material beneath it and build a construct above it.

  11.  

    Quote

    Q: How do you intend to handle persistence when it comes to a player and his ship? 

    Will both remain in the universe when you log out or will you essentially vanish?

     

    The player avatar will disappear after a few minutes. The constructs however remain, so the ship is still there. It can however be protected be either being in the Safe Zone, or simply with a protection bubble, and possibly also an invisibility cloak that you can power to make it disappear when offline.

     

    Ok, it seems I was wrong about despawning or they changed their mind in the meantime in postet it somewhere?

    There were several discussions about this topic.

     

    Quote

    Well no you are not. In safe zone but with "de-own" system i dont think it perfect safe. Or "de-own" system only target static construct ?

    It only targets static constructs, because otherwise you would not be „safe“ in a safe zone.

  12. 16 hours ago, GunDeva said:

    Just to answer your question quickly comes down to how well the programing is to make this work but basically you are using something that is more like a proximity or flak / fragmentation warhead designed to explode near the target and not hit it to causing the maximum radius of damage near a target .

     

    That would require that you are able to self detonate your ship and that those explosions can case damage to enemy ships.

    Also the cost of the drones need to be low enough so that this is worth the cost.

  13. "Size" is the physical dimension of an object, in this case a ship.

    It make no sense to call a ship "Large" only because it is able to to jump between solar systems or is able to use a star gate.

    If two ships, regardles of their space travel capabilites, are the same size, then they are the same size.

    If one of them is larger compared to other ship of it's type, then it's a large ship (compared to other ships of it's type).

    A large atmospheric battleship may be small compared to a large space battleship, because you might be able to build bigger in space, but it still makes zero sense to call all ships that are not capable of leaving the atmosphere of their planet (on their own) "small".

  14. Right, I had asked that question to NQ and they sad that you can't place shields in safe zones.

    Still there are two problems:

    1. What happens to your static constructs when someone claims the territory in the safezone?
    2. As you can't attack structures, someone could simply cover your construct (static or non-static) in another construct.
  15. 1 hour ago, Lethys said:

    As it's a safezone they can't do anything to your constructs.

    Blueprints are always saved too.

    If you build a static construct in a safe zone, that that tile is claimed by someone else, your construct will get transfered to them?

    Also, even if not: NQ had sad, that you can block the access to your claimed territories (with shield?), so even if you still own the constructs, you can't access them anymore.

    And because it's inside a safezone, you can't reclaim the territory.

  16. 41 minutes ago, MookMcMook said:

    Well is there a standard convention for DU on terminology for space ships?

    As I sad: there is none.

    The most logical choice would be to use the terminology of todays and past naval ships and adapt them where needed ("Battlestar" type ships for example).

    41 minutes ago, MookMcMook said:

    CLASS signifies to me: CATEGORY

     

    TYPE signifies to me: FUNCTION

    That is what I have sad.

    A battleship type ship has the function of engaging large enemy ships as it's primary function while also beeing able to defend itself against several smaller ships.

     

    41 minutes ago, MookMcMook said:

    *impractical

     

    Incorrect, it can be categorically declared without need for accuracy eg

     

    * Small

    * Medium

    * Large

    Those terms are all relative and therefore at the moment meaningless for categorising DU ships.

    Is a 250 m long space ship in DU small, medium or large? We don't know yet, because we don't know the costs (time, resources and money) and practicability of such a ship.

     

    41 minutes ago, MookMcMook said:

    The main point is, is:-

     

    CLASS or CATEGORY can be defined around SIZE which itself is a product of DISTANCE CAPABILITY.

    The type can be defined by size, not the class.

    Germany could have called a cruiser type to be called "Bismarck" class for example.

    The type was primarily defined by the main armament, which itself depends on the size of the ship. Bigger guns need a bigger ship.

    We don't know how this will be in DU, we can just guess.

    Of course you will need a bigger ship for more guns and people.

     

    41 minutes ago, MookMcMook said:

    And bear in mind a superior Sized Ship even if not directly in battle as part of an organization is a powerful defensive/guarding/patrolling AREA OF SPACE CONTROL Construct for the Economic resource capture of the organization.

    Beeing part of it is everything ;)

     

  17. 14 hours ago, MookMcMook said:

    Each "Size Class is a RANGE of sizes within each Class". Notably some megaships might be able to transport smaller ships like aircraft carriers as well. But the main outcome:-

    A ship class is not the same as a ship type.

    You are talking about ship types, not classes.

    A ships class is a given name to that design, for example the Bismarck class, while the type is combination of size, main armament and usage, in the case of the Bismarck class a battleship.

    There was already a lengthy discussion about ship type naming standards in DU and to sum it up: its unpractical to discuss this topic now, because we simply don’t know how big ships will be and what armament they can support at those sizes.

     

    One major difference in combat between eve and DU will be, that in du you don’t have healthbars and the possible speeds are much higher.

    This means, that when you orbit a planet, you might only have a short time frame to engage the enemy, because you are orbiting the planet in the opposite direction or you can more easily disengage.

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