Jump to content

CoreVamore

Alpha Team Vanguard
  • Posts

    1186
  • Joined

  • Last visited

Posts posted by CoreVamore

  1. 3 hours ago, Velenka said:

    I don't believe it's been stated that claimed territories will be unmineable for those without the rights. i.e. the mechanic could be implemented such that the territory can still be mined, but the violator will be given a certain tag for doing so. If this isn't the case, please feel free to correct me with a source. And even then, territory will certainly be destructable via weapons, regardless of rights.

     

    Fighting to protect or capture a TCU is intended to be a monumental effort already, one for larger organizations. So whether it's hidden in tunnels or not, the effort will already be an extremely difficult task.

     

    I hope this clears things up for you guys.

    Actually this video from NQ shows enemy tiles that have closed, not "All", access rights cant be dug into.

     

     

  2. On 07/09/2017 at 3:29 AM, seennotheard said:

    I understand that intellectual property in terms of blueprints will be protected, but what about Lua scripts? From what I've seen, they can be edited easily in game. What if I want to design a ship with a Lua script as its main selling point? Can another player steal my script if they buy a ship from me?

    No info on this as yet. I am hoping that the scripts stay hidden from any construct made from a blueprint unless the owner of the blueprint is also the original creator.

  3. At first I voted for a fixed one to one gate relationship system mainly due to not liking the idea of one gate being able to dial any of the other ones in the game. However upon reading further I do like the idea of a gate only being able to dial gates within its range and authority to connect to. I also did like the idea of bigger gates being able to have a greater dial range, thus reducing the need for multiple gates (just decommission old ones).

     

    I also like the idea of multiple gates per system, and potentially destroying competition gates (gate grinding? o.O )

     

    So I do like the DU/NQ proposal for them :)

  4. 30 minutes ago, Glowtape said:

    So I expect territory control will also involve conquering territory of other people or organizations. How is discovery of the control units going to be handled? Do you have to scan for it, or do you have to actually find it?

     

    If you can organize access rights via groups and hierarchy, what stops anyone from sticking a TCU into a construct with no doors or other entrances? Any changes to access rights can be done remotely by shuffling people around between groups. I'd figure constructs are going to be destructible, so eventually you'll find it by tearing a hole into aforementioned blackbox. However, what stops me from putting it like 500m under the ground? The thing would need to show up on a scanner, otherwise you'd never find it and get a chance to conquer a specific piece of territory.

    This should answer several of your questions: 

     

     

  5. On 07/09/2017 at 2:07 PM, Ezghoul said:

    @yamamushi sorry, I'm not sure if you answered this in discord the other day, but will things like Micro/Anti Voxels be possible?

     

    Thanks in advance!

    -Ez

    In one of the recent DU tutorial vids it did show smoothing a voxel down so that it was much narrower than normal. So a slim 25cm Voxel down its length.... a micro-macro voxel? Though if you can slim one down from all points then I would imagine it would approximate a micro voxel.

  6. On 11/09/2017 at 5:33 AM, TehWardy said:

    I can't protect anything if i'm not online ... so what protects my stuff then?

    There's no game rule that says I have to be in a corp and usually when I play games like this, I end up in a corp with my mates ... we are all online at the same time and play at the same time ... so of a typical 24 hour day there's still 16+ hours a day we aint online ... ALL of us.

     

    So ... getting a corp that has players from across the world online in different time zones, that speak the same language and are committed to the same goal ... that's going to be the top 1% of all corps.

    Defending your shit by your logic is basically impossible unless you are in that top 1% corp and even then it's only possible through fear of potential reprisals if the corp has a high enough rep on the game which they got from basically being monopolistic in ability.

     

    In short ... 

    We all might as well not bother collecting resources and putting them in to anything that stays in game when we aren't there as we are going to lose it.

     

    Sounds like a depressing game if that's even remotely true.

    We also may be discounting how hard it may be to physically break into a properly constructed and secured voxel based structure - even one with a downed force field.

     

    For example, and ive never done this, firing a machine gun into a 2 meter thick wall could take an hour or three to break through it. Maybe turning that gun towards a door might reduce that time to say 10 min.... but what happens if there is more than one door? What happens if a non authorised person is detected starting up several internal forcefields protecting key assets? 

     

    Im not saying any of the above is actually occurring in game, or is planned, idk, however this gives an indication of how tough breaking in somewhere could be.  ;)

  7. On 14/09/2017 at 10:14 PM, Lethys said:

    We already did a WMS implementation and we plan on doing this for every planet - early work:

     

    1.png

     

     

     

     

    The only issue I would have with such a map showing ore deposits etc is that if someone is the first to find a new ore load, and they are the only ones that find it, then using info from the avatars/players API would reveal the new ore find to everyone. Which has the potential of shortening the window of opportunity for that miner from days/weeks down to potentially a few hours.

     

    (Unless I am totally misunderstanding the intent of the original post)

  8. 14 minutes ago, Shadow said:

    You can host up to 500 MB included all files on the forums. After this point, you need to delete some. NQ doesn't have enough space for more on the forums server.

    Best thing to do is to host them somewhere else.

     

    Regards,

    Shadow

     

    Ahhh that makes sense. Thx for clarifying :)

  9. In this latest video from DU: 

     

     

    They show linking a container and a dispenser. My guess is that the container is a larger version of the storage system on your arm/hand. So you would mine for a bit then unload into a container on your ship/hover bike/settlement etc.

     

    The dispenser is also a new item that has me wondering if it will be like vending machines in games like Second Life.......  interesting times indeed!

  10. Besides DU releasing vids you wont see any player generated content yet as they are all under NDA's (Non Disclosure Agreements). The NDA's will be lifted at some point then I expect there to be a flood of video's and walk throughs.

     

    Just remember that what you see in them will likely change when the game officially launches.  ;)

  11. 500mb ..... sure that aint a movie file? Thats huge for a picture file.....

     

    You should be able to get a picture file down to just a few mb, rescale the resolution and increase compression on jpg and png formats and you will be sweet. 

     

    And also what yamamushi said ;)

  12. Greetings adventurers!

     

    Hopefully I will have access to the beta after the next round of crowdfunding kicks in. Until then I will monitor what goes on here and with the official DU video's.

     

    As you can guess I'm from Australia so looking for other Australians to hang with.

     

    I've built in Second Life and was an industrialist in Eve Online. DU is the perfect combo of these two aspects for me. (Though need to learn Lua to bring my creations 'to life'  :) ). 

     

    I'm also running on Ubuntu Linux - so that will also be a goal of mine, getting DU running under Linux using WINE.

     

    So hit me up if any of the above sounds like we can work together.

     

    Vox Safe   o7  :)

     

    CoreVamore

     

     

  13. A solution might be.... 

     

    1) larger objects have a larger 'radius of discovery'.  For example a small frigate may only have a 20,000km radius around it. A planet might have a 1.1 au radius around it.

     

    2) to be able to radar scan an object your ship needs to be within an objects/ships  'radius of discovery'. This would allow relative safe logoffs in space provided you dont logoff in the middle of a transport route.

     

    3) cloaked ships dramitically reduce their own area of discovery when cloak is active.... but turns off when player logs out (maybe with a 10 min delay to account for unwanted disconnects.)

     

    Sound feasible?

  14. Spaceships naturally have no gravity (well unless spinning or accelerating). I'm not in the pre - alpha to know how this is being handled in any ship that a person is not sitting in, i.e. big enough to walk around in.

     

    So I'm proposing gravity plating (maybe as a technology) that a builder places on any surface designed to be the 'ground' within the space vehicle. This will allow walking within an open area of a ship, as well as vertical 'transport tubes', which would be lined on all sides with gravity plating to create zero gravity within the tube.

     

    It may also help the dev team in linking avatars within a ship - last thing anyone wants is a ship to accelerate leaving all the non seated avatars floating in space.... or worse.... crushed against a bulkhead o.O

     

    Anyway, thats my 2c, hope Im not suggesting something that has already been suggested lol

     

    Cheers

     

    CoreVamore

×
×
  • Create New...