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Felonu

Alpha Tester
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Posts posted by Felonu

  1. 1 hour ago, CalenLoki said:

    ad A: In one video about linking elements he said that within single construct you don't need any pipes/physical connections. So either range is unlimited within single construct (which can be huge - they said something about 500x500) or you need some "connector elements" which wouldn't be too expensive, considering the gain. I don't think it'd be 1 to 1 system, as that would make market units impossible.

     

    They haven't shown or talked about moving items using links.  Only data transfer links.

     

     

    1 hour ago, CalenLoki said:

    ad answer 1: Flying extra 500m from time to time for almost invulnerability? Where do I sign in?

    It's not almost invulnerable if there are reasonable ways to attack... and I consider bombs from the air, and armored tanks reasonable ways to attack when you can't be attacked back without the defenders exposing themselves to your attacks.  It's also not from time to time.  Every time you want to take something to be protected you have to move it the extra distance equivalent to how deep you want to build.  I think that makes sense.

     

     

    1 hour ago, CalenLoki said:

    ad answer 2: Aha! That sounds like assumption that some things are forced by game mechanics to be placed on the surface! :P That still leaves pure stockpiles (i.e. pirate loot stash nearby your town) fully protected, as they only serve as storage.

    This isn't really an assumption.  If I can fly my transport ship that I need to get to/away from the base, then you can fly your attack ship to the same location to destroy it.

     

    1 hour ago, CalenLoki said:

    ad B and answer 3: To shoot from that ship you need to expose the gun. And because you get shoot at from all sides, you'll be always out-gunned at least 5 to 1. Assuming they have just as much armoured guns, you'll be able to scratch one of them before your gun blows up.

    Pseudo-math: 1 gun with 1 durability vs 5 guns with 1 durability each. Attacking gun dies in 0.2 units of time. Deals 0.2 units of damage to a single gun.

    You just have to use a small bit of strategy to overcome this.  I can think of ways off the top of my head to defeat the one-sidedness of this math (Send in probe to test offensive and defensive capabilities, and then add armor to give the tank enough time to take out 1 cannon at a time while nothing except your tank is vulnerable because of the defenses.)  This is how testing defenses, and sieges work.

     

    All of these assume that raining down fire from the sky is not viable though.  I think it will be, and the idea of collapsing tunnels adds different strategies.  If tunnels can collapse then bunker buster type weapons become truly devastating, as all you have to do is drop one down, and let the falling debris do the killing for you.

    1 hour ago, CalenLoki said:

    ad PS and end of answer 3: Not magically stop, it should be just damn slow and/or expensive. IRL 1KT (1.000.000 kg of TNT) digs out ~9m deep crater. That's ~33.000 cubic meters of TNT to dig 500m. Or 33.000 cubic meters of rare resources compared to defenders effort of digging 50.000 m3 of dirt and rock. Assuming that it's sci-fi and we have some more powerful explosives, that's still unavailable price for anyone except top orgs (which will fight against even deeper bunkers).

    And if explosives are really compact, cheap and quick to use, then all terrain fortifications are nothing but decorations. Not to mention that planet will disintegrate within days.

     

     The math that I see says that TNT displaces about 100x the volume of soil as the volume of TNT used.  The information comes from operation plowshare, and is converted from nuclear explosions to the equivalent TNT amount. Link here.  So you would need about 5 detonations of about 1 m3 of TNT or equivalent to get down to your 500m deep base.  I don't think that fits with your massive numbers.  It would obviously take more than actually 5 since you would probably want a hole biger than 1m x 1m, and this assumes all the force is focused into 1 spot.  There has been no information about the weaponry in the game, so we can only guess, but a weapon that powerful doesn't seem crazy to me.

     

  2. 5 minutes ago, Orius said:

    Does the Patron Pack have access to the alpha? I saw that there are no alpha keys so I was just wondering. 

    All backers should have access to all the following alpha/betas after the initial one that their backer status awards.  This isn't specifically stated in the packs, but I think one of the NQ people responded to a similar post already.

  3. 10 minutes ago, CalenLoki said:

    It seems that quite a lot of you didn't really get how such bunker would be built. All according to available knowledge of game mechanics and experience from other games (where none had any decent ways to prevent it).

     

    My mad paint skills for the rescue!

     

    Option A, on the left. Infantry-size shaft, with dispenser located close to the surface. In the time of peace, all resources goes there and are automatically transported down to base. Assault forces have only one path to attack - through kill-box.

     

    Option B, on the right. Single shaft for specific size of the vehicle. Only one vehicle can enter kill-box (due to size). When it get pounded from all sides, the wreck block access for other assault vehicles. Infantry now can start charging entrenched defenders.

     

    Questions are:

    1. Where is the additional effort in running such base? You don't need to carry anything by hand.

    2. Where is the additional effort to build such base? Yes, you need to dig that shaft down - that's like 50.000 cubic meters for version with shaft for small vehicles at depth of 500 meters. Circa 15 minutes for single miner.  But you save on not requiring any armour from bombardment and no long range guns. And that's much more time consuming.

    3. Tell me how would you defeat such base.

     

    PS I hope that ships can't dig with guns more than few meters. Otherwise any building in the game is nothing but an sand castle, and ship is nothing but paper plane.

     

    PPS I also hope (maybe closer to dream, as it's quite unlikely) that explosions just spread matter around (like IRL) rather than vaporise it. Bomb inside a tunnel should make ceiling fall down and block the tunnel, not de-materialise rock and create cavern. And in such case digging with explosives would be just impossible.

     

    To start thinking about lore for such narrow aspect as TU underground limitation, maybe first we should think about lore for TU in general? "Magic device granted by aliens to make combat more fair for those who have periodic coma (real life), thus can't always be there to defend their homes". 

    -snip-

     

    Option A - I have not seen any data that makes me think anything will be able to teleport materials the way you describe the dispensers doing.  Even if there is a way to do this, I would hope they would only work 1 step, and fairly short distances. (You could transfer between each input/output unit to only 1 storage unit so it couldn't extend past 1 set, but could be multiple input/output units on storage unit)

     

    Option B - If the way is big enough for a cart, then you can build a ship to fit through it to bring in constructs weapons.  The owners are taking the extra time each time they take stuff into their base to transport the goods from the top to the bottom.  They would also have to leave ships and other mobile constructs up on the surface where they would be vulnerable.

     

    Answer 1 - The explanation in Option B be would explain the extra time and loss of efficiency in building a base this way assuming Option A is not possible.

    Answer 2 - I don't see a need for any exceptional effort.  The efficiency loss and vulnerability of topside assets would offset the added effort in infiltration.

    Answer 3 - By either taking weapons down the shaft with dense materials on the front as armor, or blasting down from the sky until you penetrate. ( I think dirt will be MUCH less protective than strong materials.) 

     

    PS - Why would the weapons magically stop after a few meters down?  I would assume they would put holes at least the size of the mining function, and would be able to keep going as far down as you are willing to wait for them to get to.  I could also see a benefit for Bunker Buster type weapons that are built to penetrate a certain depth before exploding to offset some of the time needed to penetrate these buildings.

     

    PPS - I don't think there has been any information from NQ whether these types of physics will be implemented or not.  Obviously all of these matters are affected in some way by the persistence of destroyed materials.

  4. RDMS might allow setting who can dig.  

     

    I agree with the several people  that pointed out that it won’t be very useful for people to build the way that is described.  If someone doesn’t have access to the surface with a construct the benefit of having the base will be minimal, and if there is access then you can fly your own constructs down to attack them.  

     

    If there are manually storing materials down a small shaft far underground, and you think there is enough to warrant the effort, then you block the entrance, and start blowing up the ground until you get down there.  

     

    They spent extra time and effort every time they went down there to deposite whatever they are keeping there, and it should be offset with a little extra work on your part to get to them.

  5. 1 hour ago, _Axio_ said:

    Thanks for the welcome Glad.

     

    I was given a Discord link (in discord) for DU but unsure where I need to post in this forum? The only reference to Profile (see below) I can see is under my account.  Is it the activity stream? I feel like like I'm slipping to the wrong side of the digital divide on this one, any help would be appreciated.

     

    I was given the following advice, Navigate to the Profile section of the forums, and under "write a public comment" put the token there.

    On your profile page select edit profile and I think the about me section has replaced the public comment section.  

  6. 13 hours ago, CoreVamore said:

    One persons villain is anothers freedom fighter. 

     

    I appreciate the energy of thinking this up, however Rep systems are worthless in games like this.

    That actually doesn’t really apply to the system presented. Though I think it could go 1 more step and have a group that you consider trustworthy, and a group that you have trust in their opinions.  

     

    That might be necessary if you want to trust a vendor, but don’t necessarily trust all of their customers (who they are likely to “+1”). 

     

    So you’d have a “friends” group and you would see how anybody that you marked as a friend rated this person.  Again each would only be able to +/- 1, and no more.

     

     I think a lot of you are reading rep system, and are applying your own perception of the system without reading what the OP is actually saying.  The post already points out ways his system might try to solve the items that keep being brought up.

  7. In practice the idea ends up working like a social network.  You have friended (+1) some people, so you can see how many of your friends (the people you have +1ed) have friended(+1ed) the person you are deciding whether to negotiate with.  So if a bunch of people you trust do themselves trust this person then you can make a judgement that they are likely trustworthy.  Add that you can only +1 each person once, and you can't really artificially increase your reputation.

     

    I don't really see any downsides to the idea, but I don't really see a necessity for it either.

     

    TL:DR  I'm ambivalent whether a system like this is implemented, but if it is this isn't a bad way to do it.

  8. There is already a plan for force field units that will provide protection outside of safe zones.  These will allow protection for at least 24 hours before needing personnel in place for defense.  We don't know what exactly will be able to be protected by these protection bubbles, but if the item you want to protect is located inside one you will have time to notify/post your need for help.  Just be careful that your posts aren't answered by the enemy trying to  infiltrate your base with your own invitation.

  9. @BlorgonSlayer I actually completely disagree on cosmetic items.  You mentioned SWTOR, and the change from subscription to f2p ruined that game for me and a lot of others as they turned their  focus from new game content to making cosmetic items.  Game developers will focus on the aspects of games that fund the business, and microtransactions tend to pull the developers away from content to focus on the items people buy.

  10. NQ has provided a lot of information about this already.  They provided the information primarily in the news announcement http://dualthegame.com/en/news/2018/03/07/supporter-rewards-for-founder-backers/ and then some clarification has been added in the following posts:

     

     

    -Edit-

    The founder information can still be seen in the kickstarter page:

     

      There has been no information that would point to us losing any of those founder items.

  11. @BlorgonSlayer My understanding is that DACs will only be purchasable with IRL money.  Then they can be traded inside the game.  So their value will be set by the market forces around how much the people who purchase them provide them with value.  I realize this doesn't directly answer your question, but it's likely the only information available currently.

  12. @NQ-NyzaltarI am a gold founder, but would like to upgrade to get some of the items from the new backer pack that we weren't aware would be in the game during the kickstarter.  I clicked on the "Buy this pack" button for the patron pack, and it won't let me check out.  There is a message "No need to upgrade, we have your back! We plan to give you all the new items for free under certain conditions, please refer to the dedicated F.A.Q for more info. ".  Of course "all the new items" isn't completely accurate, as there are new items available we won't get. I would be willing to spend more money to increase my pledge in order to get some of the higher level outfits extra STUs, etc.  Will there be any way for us to do so in the future?

  13. Just now, ShioriStein said:

    If i see someone's wallet on the road and i take the money in it, will it be consider an offensive action ?

    This is probably going off topic at this point, but if it was my wallet that was dropped I would be offended.  I am just saying that NQ hasn't specified what would and wouldn't be considered "offensive" in the context of the RDMS system.

  14.  

    24 minutes ago, FullSend said:

    I have a question. If I bought patron would it give me alpha 1 and 2? It only says pre alpha, so I don’t know if it would give me the rest. It says it gives beta too but how would I know if it gives the rest of alpha?

    Yes, we have to assume that pr-alpha access includes alpha 1 and 2 access.  No other information has been given, and that would logically follow.

     

    23 minutes ago, Evil_Porcupine said:

    Logic

    It makes us all look bad when anyone is disrespectful.

  15. 59 minutes ago, ShioriStein said:

    You can see it here @Evil_Porcupine.

    No Offensive, and take stuff from another one chest is not offensive.
    Only on claim will be subject to RDMS;

    Actually theft could be considered offensive.  There aren't details/definitions to tell us exactly yet.

  16. 23 minutes ago, Kordian Piatkovski said:

    well yeah but what about outside the safe zone - digging in a safe zone hiding things is not what i was meant to achive ;)

    Can i dig outside safe zone and place box with stuff then bury it all, will it remain "forever"?

    According to the information available, yes, you can dig a hole and put something inside it, and cover it up.  It would last forever (Though some people have proposed ideas for things to degrade over time I don’t believe NQ has addressed that), and if there is a terrain smoothing tool, then you should be able to smooth the ground above it.  This would be possible anywhere outside controlled areas, inside any areas you have the rights to modify the terrain, or if you have a way to modify the terrain without rights.

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