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MookMcMook

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Everything posted by MookMcMook

  1. The best avatars are idiosyncratic imo.
  2. Ah, you've captured such poise of movement there, that it feels dynamic, and then there's small details that animate it too, such as especially the fluidity in the fingers and wrists (and ankles now I notice too). I'm definitely "wowed" by this art and I consider myself a harsh critic of art always spotting things to start quibbling about! What is your avatar, OP? Interesting design.
  3. MookMcMook

    Gates

    I'm dead set against small gates. 1. Star Gates or "wormhole quantum entanglement nodes" should be massive and rare and expensive for solar system hopping aka INTER-SOLAR SYSTEM travel. 2. INTRA-SOLAR SYSTEM travel should be some sort of engine on the actual vessel itself. So larger ships have these huge engines but smaller ships do not. Thus introducing carrier classes and LOCALIZING smaller ship activity. Remember large ships are going to need full crews to fully function at 100%... this is the big big idea of space constructs that seems to be under-appreciated as to how consequential it will be. Of course the big criticism is what will a lot of players stuck on one ship do that is boring? They'll be working together against other such ships or else being dominated if they resort to smaller ships in large clashes... of course lots of small ships LOCALLY are going to be useful to kick ass... Again this all has impact on PvP which we all know is very impactful. And distances should never be uniform but FRACTAL.
  4. Lem's Solaris was actually very interesting on this question. I was not posing questions and answers above, just providing a thought experiment to chip into the general conversation to explore the topic in more directions (hopefully) and let the conversation flow on... I actually love the idea that players could be AI life forms and not human for example, to contradict my previous statement.
  5. The dev history of EQN/Landmark indicates they never had a coherent plan other than a collection of very interesting technology, atst as the studio was angling for new finance other than SOE. DU has a very strong vision and it looks like a coherent development plan that already has the voxels integrated successfully with the other core tech. Good times ahead for builders I expect.
  6. Take it as good news: Performance must be fairly good to be going for more features. But take it as another cycle: New features are in their infancy and need a lot of testing. It sounds good that the economy and creating and distribution of resources and maybe later crafting are all integrating into the game before alpha. I'm very happy to hang on until then and the game hits alpha and the nda lifts and a lot more eyes see a good state of DU (it will be).
  7. Ah thanks yes I have come across skybox before. I see, rotating voxels and then as per the vid the difference between spinning planet and hovering above it problems. It's easier to sometimes -snip- quote via highlighting the bit that interests me and add that. Sorry not adding anything to the discussion will lurk...
  8. The gravity of the situation seems to have lifted...
  9. Are NQ still considering spin or not? I'm not familiar with the term skybox: Do you mean planets are stationary and the spin the sun around them or some thing like that or an entire volume around the planets or some other weirdness?
  10. Gotcha. Good scenario to consider. I guess large ship plus smaller vs large ship is where the fun will be in these mixed battles then. I'm still wondering how things will scale. I mean a thousand ants vs an elephant... (!)
  11. Amazing peeps! Keep this going! I know so little about physics... but I'm learning.
  12. It's going to be a really simple foundation isn't it? 1. Position as the server sees it. 2. Calc stuff baked into the equipment being used. 3. The reticle just being a tick or cross on hitting specifically so players have to visually track their targets as the human input thing to the above basic server stuff. Whoever said above, different weapons affect different parts of a ship (or equipment) I think solved the issue about local vs overall damage: you just have a specific weapon calc effect, right? Idk about shields? I think larger ships having shields means smaller ships have a harder time against them but they cancel on larger ship combat or else EMP or other shield-knock out weapon? I don't agree with this at all. I see a dingy vs a battle-cruiser. Larger are going to crush smaller. So what is the point of smaller? Larger are going to be much more resource intensive to fully equip and also challenging to always crew given coordinating large groups of players simultaneously to play online. So there's always going to be a niche for smaller vessels purely from frequency and perhaps economics of ship output and crew frequency. I mean a sub-crew large ship might get blown up by another large ship: It's better then not to risk the ship... Some over-elaborate warship ecosystem is just going to be a nightmare to design I get the impression? Of course this imho and counter-arguments are very welcome to it.
  13. Yeah that's what I meant: I forgot the e comes from Euler afterall (although iirc he strictly did not "discover" it). I just remember it from nature photos not physics!
  14. Well your own investigation is much appreciated! Dot is multiplication. e is the proportionality constant thingy that pops up everywhere I believe (!). >*Looked up the "Gaussian well" and got a bunch of quantum mechanics* LOL!
  15. Ah thanks, I was consulting you and I guess you have to consult the variables! The orange curve:-
  16. I enjoyed your story easily the most: It was the tightest by far imho. That said, I can't say I did not enjoy all the other stories, which were great great fun as well, I guess sometimes everyone really is a winner of sorts. Thanks so much to all for taking the effort to write and contribute. Very fun reading.
  17. Is that "big G" ie inverse square rule you're referring to above? Also, what is the coefficient of gravity acceleration in the above OP post @Veld "n" I don't recollect small "n" at all? Perhaps it was in physics beyond what I studied at at school?
  18. I was under the impression the servers would have a distance cap to range of shooting, due to the networking which may even imply that shooting from outside an atmosphere to the ground effectively is too far? That might be completely wrong?
  19. Here you go from the same video guy: The Death of Virtual World Design for Themepark Commercial Success this from the a "lead designer" on SWG at the time reasoning for the NGE. Notice the appeal to EGO? Notice the narrowing of the game experience in favour of "instant gratification". Further, the other notable thing: The devs told the players how they should be experiencing the game: It was not their world or creation!
  20. Far from it. "What is this world if we cannot but stand and stare?" Applies to MMO Virtual Worlds as much as our own Reality. DU is going to be an enormous "Space Tourism" experience. I think that's half the vision that galvanized nearly 200m$ of backing to SC also. It has everything to do with the subject of this post: The fact the video is very nice to look at, states that Themepark vs Sandbox are never defined then proceeds to not come up with a definition but a list of random features or anecdotally relevant cliches... Odd that's not pointed out so far and you interpret the above as off topic!
  21. "What is this life if, full of care, We have no time to stand and stare. No time to stand beneath the boughs And stare as long as sheep or cows. No time to see, when woods we pass, Where squirrels hide their nuts in grass. No time to see, in broad daylight, Streams full of stars, like skies at night. No time to turn at Beauty's glance, And watch her feet, how they can dance. No time to wait till her mouth can Enrich that smile her eyes began. A poor life this if, full of care, We have no time to stand and stare." "Leisure" is a poem by Welsh poet W. H. Davies, appearing originally in his Songs Of Joy and Others, published in 1911 by A. C. Fifield
  22. Did anyone see JC's "Gravity Well Graph"? Now what category does THAT fall in...
  23. I'd love the theoretical basis for super advanced tech (how long will THAT take??! for players to discover/invent/create??) to theoretical postulations of the above ideas. There will be the basic parameters and then over time, tech development inside the game will be increasing function itself... and will need interesting ideas like the above to mess around with. Let's definitely enjoy the Science in Sci-Fi !
  24. Love the thought behind this. KE = 1/2*m*v^2 eh. But as above no ramming. I think some of your ideas can be fudged as theorycrafting AFTER game-balance of sytems eg speed vs accuracy vs distance vs tech type and so on, the basic parameters for the spreadsheet design of combat. But after that, then some of the above with a little black magic - definitely. Agree with the idea of expense = breaking physics. Like that.
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