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CoreVamore

Alpha Team Vanguard
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Posts posted by CoreVamore

  1. 9 hours ago, hdparm said:

    I would suggest watching the official ship building tutorial, and paying really close attention to the engineer report, the names of elements being placed and to what JC is saying. Can't say anything more due to NDA.

    Hi hdparm

     

    I had seen that vid before but didn't have a good look at the engineers report - so slowed down the video this time and it does indeed look like the leverage effect is in use - which is great!

     

    Cant wait to get in-game to try out my ship crafting abilities ;)

     

    Cheers

     

    CoreVamore

  2. Hi all

     

    As i dont have access to alpha at this point i dont know if this is implimented or not....

     

    But as you would be aware to turn in DU you must make use of thrusters. As you are also  aware that a thruster  operating at a masses pivot point at say 10m needs to use more energy to turn the mass than a thruster 20m from the masses pivot point.

     

    (Thats the power of levers!)

     

    So question is :: does such a system currently exist or is planned for a future update?

     

    Please dont answer if it breaks the current NDA

     

    cheers

     

     

     

     

  3. On 05/12/2017 at 11:58 PM, Maangina said:

    I have been looking through the forms and i cannot find any mention of the actual size of the building blocks (I.E. 10 CM x 10 CM x 10 CM). Is there a list of the preset/standard building elements?

    There was a dev diary, or something, showing that voxels can be smoothed thus creating voxels that are thinner than the normal min voxel size ;)

  4. 37 minutes ago, 0something0 said:

    Perhaps the community can build a <insert language here> interpreter in Lua?

    The Lua that DU provides us will be a small subset of the complete Lua language. This would likely make it impossible to add or even create a new/existing language to DU, let alone create a plug in OS like you implied recently in another thread.

     

     

    Even if you were able to do such a thing I think DU would cripple such a capability due to performance, security and stability issues that would arise from such code.

     

     

  5. 25 minutes ago, 0something0 said:

    Thread Revival

     

    Well, there still could be the option to write a new OS to control your elements instead of using the existing ones.

     

    Following the example above, when you click on the Reactor Control Panel, instead of using the preloaded UI you could program a new software to do it.

     

    It, taken to the extreme, forcing everyone to use mechanical controls (switches,buttons,etc) by default until you hook up the computer to ut and write/buy an OS.

    I think program is a better term than OS (Operating System).... a program is comparatively easy to write, an OS is a huge beast to code for.

     

    As a comment on what you wrote. If you are talking about allowing users to plug in their own system, say C#, instead of using DU scripting system, I would say that has a snowflakes chance in hell of occurring due to security, stability and performance issues - just to name a few.

  6. 2 hours ago, GunDeva said:

    Now we or just getting silly a dingy right ?  Generally by definition  capital ships usually are some of the larger ships but they don't have to be and some times have not ben. Someone might want to use a small stealthier ship as there command because bigger ships also make bigger targets and they may feel a smaller high tech stealthier ship is more survivable and needed. 

     

    My definition is flawed ok ? : CAPITAL SHIPS : The capital ships of a navy are its most important warships; they are GENERALLY the larger ships when compared to other warships in their respective fleet. A capital ship is GENERALLY a leading or a primary ship in a navy fleet.

    Not mine its right out of the book!

     

    Size matters ?  =)  The most deadly ship to battle ships , carriers , and dreadnaught type ships has ben the sub = a small fast stealth type ship ! Can a group of corvettes take out a battle ship? Well that depends on the system and weapons they have ! Big guns good luck hitting any thing small and fast with possible counter measures !

     

    Your categorizations system is also flawed those names usually stand for type of roles/missions those ships will be playing which is fine for maybe a organization or country but you will have millions of players wanting there ships and gear to be specialized and unique to there play styles ! Every ones not going to fit in the same set up so some times you have to think out of the box and customization will be the key! Its not going to be as easy as  paper , rock , scissors!  =)

     

    I'm not calling them capital ships I don't want to use any part of that system. I will do like most  engineers and designers and give them my own names and  people can change them after they buy them and put them in any system they want.

     

    Most of my time will be on commerce and weapon systems but I will build 2 to 4 ships and just keep improving on there design and systems. I cant wait till the pirate groups get started , I think people will be surprised/dumbfounded and in fear but I wonder if they will be using your ship classification system?  =)

    I think you are confusing capital ship with command ship. And calling each size of ship as a capital is just silly. May as well just call them a ship.

     

    All i want to see in a ship description is crew compliment, mass, dynamic characteristics, weapons and defence systems.

     

    I dont care what its classified as, the ship will be used as its owner sees fit. Which tends to make this thread redundant.

     

     

  7. 1 hour ago, GunDeva said:

    Well I think most would find it  less confusing  then having 3 to 10 types of corvette , frigates , destroyers , cruisers , battle ships , carriers ? Hmm =) Ship will be more specialized depending on what people want to use them for.

     

    I used capital ships because these will be the ships leading the way for players and organization I also added the definition .

     

    CAPITAL SHIPS : The capital ships of a navy are its most important warships; they are generally the larger ships when compared to other warships in their respective fleet. A capital ship is generally a leading or a primary ship in a navy fleet.

     

    I really don't  need a name and could give my ship any name I want like a car ? Want to buy a Vindicator ? Ok what size : small 10 manned ship , medium 25 manned ship , large 50 manned , extra large 100+ manned ship ? Ok what  type of missions do you want this ship to be able to perform and what type of weapons do you want ?  Sorry but that's simple enough even a small kid could figure it out? 

     

    Just saying =)

    Your definition of capital ship is flawed. A dingy might be the most important ship/boat in a fleet it doesnt however compare to an actual battleship bearing down on it. Is the dingy a capital ship - nopes. Is the battleship bearing down on it....posibly but not guaranteed. Is the dingy dead? You bet ya.

     

     

    Just saying :)

  8. 1 hour ago, GunDeva said:

    The truth is trying to fit  space ships in one specific order does not really work when you break it down not even all the countries in the world use the same system to category there ship classes so why would thousands of separate organizations.

     

    CAPITAL SHIPS : The capital ships of a navy are its most important warships; they are generally the larger ships when compared to other warships in their respective fleet. A capital ship is generally a leading or a primary ship in a navy fleet.

     

    Organizations will want the best possible space ships for there people even if they are not in command of a mission so technically if they are using high quality ship any of them could be the command ship.

     

    Capital Ship Specialization is what I would be going more with because people will need unique ships based on the missions they want to run. The reason I said I would go with 3 sizes like : large , medium , small is primarily the size of the crew you will need to man the ship. If you wanted to use the system some are talking about it would go something like this :

     

    Small Capital ship = corvette to small frigate  with crew size 5 to 20

    Medium Capital ship = large frigate  or destroyer to small cruiser with crew 25 to 50

    Large Capital ship = large cruiser to destroyer or small carrier with crew 50 to 100+

    Extra Large Capital ship = lets face it anything this size will be a flying fortress like a battle ship + carrier combo with crew 100+ or as many as you need to cause havoc !

     

    Not every one will understand the ship categorizing system so when I sell ships I want to make it easy as I can by telling them the ship size and crew size needed  to man it and then we get started on what kind of missions they plan on running and which system and weapons would be the best for the job. 

     

    Personally I feel I can make a modular type system for ships that is customizable for the customers needs so you might see 10 small ships made from my blue print but they are all unique ships based on what the customer wants and needs equipped for missions.

     

    If someone likes the ship class system over my system its no big problem you simple rename it and put it in the category you want but I am just trying to make it easy for everyone.

     

    I will also make unique ships that the player or organization will only have blue prints for but that will cost a little more .    =)

    But why would you call them all Capital Ships? That is just confusing

  9. 17 hours ago, Thokan said:

     

    Because it's bad gameplay if the tiles switch ownership too much. You claim a tile, and when you can't defend it anymore you lose it.

     

    Having your tile, containing the core of your gameplay, items and in-game activities, switch ownership multiple times because of cat-and-mouse, cloak-and-dagger, ninja gameplay is just vexing.

    That's why i think its good practise to lock ones doors :)

     

  10. On 26/11/2017 at 6:47 PM, Cronael said:

    The TCU has its limit of action from the atsmophere but in space, what radius does it have?

    Because, as said above, it will take large static cores in space, but if this is not possible, it means that everyone can change the structure, outside the group itself?

    I doubt that the TCU will have any influence in space.

  11. 39 minutes ago, Warden said:

    This could be possible, but can not always be guaranteed, especially if you break laws in a larger player nation, empire, state, whatever. Not everyone can snip their fingers and then or later bring a force of comparable size, and even then out of those players who could do so in theory, not all of those responding factions will risk a war if it can't be outright won - over a trivial matter such as, say, insults, speeding, whatever.

     

    And if it can't be forced through game mechanics, it can still be severely suggested or suggestive through voluntary sentences or sentences that are tied to certain conditions, such as "If you want us to step sending people after you you have to ..."

    lol still not sure what type of masochist is going to voluntarily get themselves locked up......

  12. 2 hours ago, Warden said:

    My initial point, with that in mind, is: Sometimes it might be better to go through a certain type of (still bearable) punishment for some law or rule infraction than try to start a long conflict you could lose or not benefit from in the long run :)

     

    ----

     

    More simplified, mind what turf you are on as certain regulations can apply there and not following / breaking them could "justify" punishment X.

    And your prisoner could have many more affiliations and power behind him/her and wipe said lawmakers from their tile to be free. Forced imprisonment can work both ways......  do you really want to take that risk?  ;)

  13. 23 minutes ago, Lethys said:

    They go for a threefold system.

     

    - normal engines to start and get off the planet, May take hours to reach the next planet

    - once ftl is invented (skilled) you can decrease that time to minutes but still need days to weeks to others stars

    - for instantaneous travel you can send a probe with 10.000c+ to another planet and then jump there, one time travel only. Ofc you should've built a stargate at first. Once you made the jump you can create the second stargate in the other solar system

     

    Ofc all this is the vision and May change and is prone to balancing via skills, fuel, materials, Preis, production, feasibility, fun gameplay, and stuff

    or send several probes and jump several ships ;)

  14. 3 hours ago, NanakotheNarcface said:

    I dunno, judging from what I've seen in the dev blogs, if you want to colonise a system and claim it, you'll have to get there (which takes a long time and (maybe?) resources), build a gate (more resources) and then put down territory claim units (which aren't cheap!) in areas of particular value/importance before anyone else does.

     

    With all of that in mind, an organisation that plans ahead and sends a large ship with plenty of supplies will be better placed to do all of that immediately, rather than a single person that just turns up, has to scan for resources, mine them and then build the things they need.

     

    So yeah, I'd imagine a single small ship could go to the system and build things for themselves, but they'd probably lose out a ton of resources/claims when a better prepared and equipped rival arrives and is able to set up shop immediately.

    Doesnt have to be a big ship either....could just be a fleet of smaller ships flying in formation. (Or somehow clamped to each other to share the thrust). Roll on DU mechanics so we can reduce the guess work ;)

  15. 1 hour ago, 0something0 said:

    So, what is the boundary between "automated" and "computer-assisted"

    You can automate without using a computer, computer assisted automation uses computer assistance to automate. Automation can be completed using solely mechanical means. Auto-mobile is a simple example of mobility assisted transport that doesn't (until recently) rely on computers.

     

    or said another way simple machines can be used to automate stuff like production lines, they dont necessarily need computer assistance.

  16.  

    36 minutes ago, eberkain said:

    Here is a thought, can you get banned from the game for making something inappropriate?  Who gets to decide what is inappropriate?  How do you go about reporting other people, how do you know who is flying that fugly ship?

    I'm sorry, I don't want NQ wasting its limited resources on people who get offended by the perceived shapes or aesthetics of a ship design. It is also not NQ's job, nor should it be.

     

    Voxel On! :)

  17. *Begin scan of enemy ship one*

    Occupants: 1

    Firepower: 3 Laser Guns, 1 Energy Nutraliser

    Mass: 54,000 Kg

    Speed: 7,450 km/s

     

    *Begin scan of enemy ship two*

    Occupants: 32

    Firepower: 28 Laser Guns, 3 Energy Nutralisers, 2 Advanced Grapplers

    Mass: 9,460,000 Kg

    Speed: 9,450 km/s

     

    ...... Don't care what its called.... just care about how big a threat it is ;)

     

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