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About Supermega

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  1. It still amazes me how people who quote that scene, always miss that point of irony lol
  2. I literally wrote a detailed forum post over a year ago saying the exact same thing. So, I completely agree with this point, I wish someone a novaquark would at least take the time to read it, and read the comments suggestions by other people in that thread. Here:
  3. @Elrood its fine... no worries
  4. @Elrood I did not miss understand anything. You are the one who miss understood. First of all I never said anything about mining... Mining and Crafting was not even in the game at that point in Pre-Alpha. Also, I quoted what J.C. himself said, so if you have issue with the statement, you can take that up with the CEO who was the one who made that statement. Point Being, is that during per-alpha everything was usable as a building material, you didn't need to mine specific ore. So the statement was correct based on the mechanics at the time.
  5. Novaquark will not address the issue anytime soon, and when they do, they will probably NOT do anything about it. So prepare for that. The best thing you can do is warn people about what happen, because apparently the safezone, is not safe at all. Post in the Forum, Reddit, Discord, even tag JC and DU on Twitter, Or even contact some game journalist who are covering DU, I'm sure they would be interested in knowing about these issues as well. Their are many people having similar issues, so the more you all speak up, then Novaquark will have no choice but to actually do something.
  6. In an interview posted yesterday. JC said that the wipe will only be a graphical update, everything else will stay the same. No resource regeneration. They don't plan to change anything unless there is a game breaking bug. All new resources will be put into a new star system.
  7. This is my idea for how I think Fast Travel could be implemented. Please feel free to comment and let me know you're thoughts. So basically the idea would require to main things. A new element, for now I'll call it a FTL Drive. An the second thing would be Data for the location of the celestial body the player wants to travel too. I say celestial body because it doesn't have to be a planet necessarily. Here are the basic rules I came up with on how it would work. ------------------------------------------------------------------------------------------------------------------- FTL Drive Element: The FTL Drive is a craftable item that basically works by distorting space and allowing dynamic constructs to travel to and from celestial bodies only within a single solar system. The FTL drive must be linked to at least one or more space engines on a dynamic construct to access this function. The FTL Drive requires its own special fuel in order to work. The FTL Drive also requires spatial data of a celestial body, in order to travel to that location. The type of Celestial bodies that can be traveled too depends on the spatial data gathered by the nanoformer. The FTL Drive is not instant, it takes a few minutes travel time (similar to super cruise in Elite Dangerous) and depends on the space engines size/quality/ or quantity. The FTL Drive will only drop the player off in orbit, or near the celestial body, but not to close. OTHER IDEAS By default, the basic function only allows fast travel to the closes celestial body that the player has data for. Linking the FTL drive to more then one engine can increase the range, and/or speed. The FTL drive doesn't work if its linked to damaged engines. ------------------------------------------------------------------------------------------------------------------- Spatial Data Players can use their nanoformer to gather general spacial data of celestial bodies that they visit. this data can then be used with a FTL Drive to fast travel to that location. In order to collect this spacial data, a player must be at that location in orbit or the surface, but it will take time (1 hour for example), and the player must stay in range of that celestial body until the process is done. But, how long it takes to collect this spatial data depends on a players Talent tree. The nanoformer "basic" function can only keep data for a limited amount of celestial body's, and must be upgraded via the skill tree to hold data for more locations. This function must also be upgraded, using the "talent tree", to save spacial data for different types of celestial bodies for example: Terrestrial planets, Jovian planets, Asteroids, orbit of the Star, Comets, etc..... This data can be saved to a Chip, and sold or traded to other players. ------------------------------------------------------------------------------------------------------------------- That's the basic idea. I tried to think of limits and link certain aspects of its use to the Talent tree, to add some gameplay reasons for it being in the game. The reason I suggest using the nanoformer for collecting spatial data, is so that a player is never left out of being able to use fast travel. Even if you're a new player you can collect spacial data with you're nanoformer, and have the basic means to fast travel. Maybe this could be even linked to the Pilot Talent Tree to make navigation a even more viable skill. I'm against using gates for inter-planetary fast travel, because this would just become a PVP bottleneck that only Pirate groups, and large orgs would benefit from, An that would defeat the intended purpose. Traveling to planets will be a common thing for players, so fast travel should be accessible to all players. I agree with JC that fast travel is a necessary gameplay mechanic for the longevity of DU. long travel times is great to scifi enthusiast, but in a videogame, taking hours to go from planet to planet will get old very fast, and most gamers aren't that patient. Please share you're thoughts in the comments.
  8. discordauth:3GGkuZHPExF4M2x2gm9RUo0htjxGRYBCe9RDT4WXeL4=
  9. Yes you can, wings only make a ship more fuel efficient when flying in atmosphere. You don't need wings to make a ship fly.
  10. @captainpanama I share you're sentiments, but I think Novaquark is headed in a good direction. The current tools, and builds we've see are already really good. Keep in mind that they are still developing and refining the voxel tools. Like the ability to edit the control points of voxel shapes is on the Trello todo list. Trello: Voxel Control Points I also did a thread on ways Novaquark could expand on their current tools: Voxel Shapes
  11. Wouldn't the mission system Novaquark plans to create cover courier missions? It could work similar to the Market Units. There could be a Mission Kiosk where players can take courier missions. When a player accepts the courier job, they are given access to take a storage container, that they can put in their inventory or ship. Only players with RDMS access can see the contents or open that storage container. Payment for the mission is in escrow, so once the package is deposited into the destination Kiosk, the player can collect the funds. There will always be some risk, but that's apart of the game.
  12. Disclaimer: All ideas are based on the publicly available info, not under NDA. Hello, so one of my biggest concerns with the voxel building tools so far, is the lack of support for curved shapes. I really think it would be sad to see an amazing game like this, filled with only Minecraft Box spaceships. Because curved shapes are so impossible to make. So here are a few basic additions I think could really improve on the current voxel building system. I know, more advanced voxel editing are planned like being able to edit control points, and a Voxel Element Library for more complex shapes. But, there are other, more simple things I think that can be done to get curved shapes into the game sooner rather then later. So, the basic idea is to make curved voxel shapes easily available so players would be encouraged to build none box shaped ships and constructs. I did some artwork to help illustrate my ideas. Please feel free to discuss and give feedback on this thread in the comments. Ok, So lets dive right into it. These pictures are examples of designs that can be made with these shapes. Starting Primitives So, there are several shapes to begin with when using the voxel deploy tool. Here are some important primitives I suggest should be added as voxel brush shapes. Those shapes are Oblate Sphere, Prolate Sphere, Cone, Torus, Elbow Joint. Why these shapes? The reason I chose these shapes is because they are nearly impossible to make with with the current tools. An even with advanced editing options, they would still be difficult to get right. So it seems like a no-brainer to have these shapes as starting primitives for the voxel brush. It would make it much easier to start creating curved shaped constructs, and encourage more creative designs. This picture is of the voxel shapes I think should be added to the voxel brush tool. Voxel Shape Options So the next thing is an a expansion on the voxel shapes, by adding parameters before/after the shapes is deployed. For example, having an option like size, and diameter of the TORUS shape before/after you deploy it, or option to set how extreme the elongation is on the SPHERE or CONE before/after you deploy it, and even maybe set the angle of the Elbow joint. So, the way I imagine it would work is, when you select a starting primitive shape, shortcuts like arrow keys, numbers keys are used to set the value of the shape options, then you can deploy it as normal. Also, having an option box that would stay on screen as long as you're using that shape could work too, so that you can continue to change options and deploy new shapes. This pictures give an example of what changing the options would look like on each shape. Bevel, Fillet, sharpen edge tool So, we currently have a tool that allows builder to smooth edges, but to expand on that idea, I think we should also have the option to Bevel, Fillet, or sharpen edges as needs. The issue is that most times the smooth tool does not give the desired result, or maybe you only want to bevel an edge but not smooth it, or maybe you want some edges with a fillet and some edges sharpen. I imagine it working exactly like the current smooth edge tool, except you would be able to Bevel an edge, Fillet an edge, or Sharpen an edge. This pictures below illustrates how the tool would effect the edge. This is the current smooth tool. Additional Ideas ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Scale Axes I think this is a simple, but vary important option that needs to be available. Basically we have the option to scale the size of voxel primitives, but we should also have the option to scale voxel primitives on a specific axis (X, Y, Z). This I think would definitely add greater control to create the desired shapes, as well as enhance the freedom of creativity. Hollow Primitives So, this thought came to me last minute, but I think its something that shouldn't be overlooked. The ability to start with hollow voxel primitives. Either a voxel brush option to deploy hollow voxels, or solid, and set the wall thickness, or have hollow voxel shapes as a standard starting shape to choose from. I know that there is an option to cut out voxels using primitives shapes, but the main issue is that cutting out voxels gives a very ugly looking result, most times the edges don't look right at all, or you need a hard edge but the cut out has a rounded edge with a messy texture. Also, hollow primitive shapes would improve the speed, and ease of use when building constructs. Especially when working with curved shapes. Trying to hollow out a curved shape would be a nightmare, so starting with a hollow shape would be great. Voxel Elements So my last suggestion is in regard to Voxel Elements. Novaquark mention in this DevBlog that will have a Library of detail, or complex voxel shapes that players could use in their constructs. They mentioned a spiral staircase as an example. Well, here are a few shapes that I think should be included in that database of Voxel Elements. Pictures of suggested Voxel Elements to add to the Voxel Library. I know that a voxel point cloud editing system is in development, list on trello Here. That will really open up lots of possibilities for builders. But, in addition to that, having a variety of voxel brush shapes to start with is still needed to give builders alternative options, because sometimes doing things one way just may not work out how you need it to, so having other ways to create shapes is a big help. I think that covers the general ideas I had. My overall goal is to see more spaceships and constructs that aren't just limited to boxed shapes, and enable creative builders to really unleash their imagination. An I feel adding additional shapes to the Voxel Brush tool would be a good way to accomplish that goal. Please feel free to give feedback in the comments. Thanks for reading, see you in the next thread.
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