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MookMcMook

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Everything posted by MookMcMook

  1. Oh wow, really interesting again. I disagree that Warpgate size should be governed by anything so superstitious as economics! Quantum Theory should govern that Warp Gates are a function of INFORMATION CHANGE over DISTANCE of some form or other as the theoretical basis for manipulating SpaceTime at the quantum level. Thus the further the distance the greater information manipulation required thus the greater the exertion or cost to build a Warp Gate capable at these levels. Idk that's my theory-crafting basis. Remember you're effectively manipulating the Super Position of sub-atomic particles all the way across the SpaceTime Distance involved or so the theory goes! As to larger ring structures, I like that addition. Idk about the graph, all what is dictated is effectively the distance of nodes or solar systems from each other. Perhaps your graphs is assumed to convey that idea already? But a Warp Gate is useful from Solar System to anothe irrespective! As above I don't see Warp Gates as Intra-Solar-system devices. That should be a faster but still time delayed system imo eg hyper jump or whatnot. Very cool, thank you for the info on your avatar, I see there must be a connection with your uname too? Incidentally from wiki: Yggdrasil :- Actually the concept of a "World Tree" is found far more widely in tribal/shamanic systems from the Norse in the North to the Amazonian tribes at the Equator. It's even more ancient than the speculation above. Personally I believe humans should replant more forests as the major response to Climate Change: Compare maps from centuries ago to the present of Forest Biome coverage of Planet Earth. Of course the cyclic nature of the Earth's orbit around the Sun is also a critical factor too but at longer time intervals. As to the conception of a World Tree, it's a major part of our human ancestral psyche and the huma n race would be helping itself by replanting more forests not only the planet. Coincidentally I'm enjoying reading atm Ursula Le Guin's "The Word For World Is Forest". Beautifully written.
  2. Some interesting further information to consider here. 1. Modular Size vs Distance and/or ship size vs Cost of Warpgates to construct. 2. Opportunity Cost (time) Idk I assume it's simply too dang far eg weeks real time alternative is no alternative. 3. Probably though: WarpGate use for Inter-Solarsystem travel = the only economic use to build a warpgate in the first place. eg JC comment these mega structures are prodigious projects. 4. Interplanetary distance won't be warpgates (due to cost): They'll be some sort of larger engine hyper-speed?? I'm not sure what is happening here?? edit: @CalenLoki I like your avatar, is there a story behind it?
  3. Yeah agree, there's some variables here that need careful attention:- 1. Warp Gates: Distance range of? 2. Expense 3. Security code for use of 4. Static structures (my preference) 5. uni or dual way use I guess A-> and <-B sorta amounts to the same thing. 6. The quantum theory behind such devices !
  4. I'd like some terraforming tool that cleans up landscapes. Some sort of depolluting tool also added in.
  5. For some reason I have an irrational preference for static gates. Once made that's it's anchor point there. Whatever the gate is doing to create a bubble of anti-matter or whatnot (same thing?) the training of that (on quantum entanglement) I'd have thought would expend on forming one direction and one direction only. I like the idea of UNI-DIRECTION warp gates too, ie a tunnel is one-direction only not 2-way. Idk why, just feels right. Maybe it's wrong!
  6. He should have titled it: "Making matter and making matter matter"! Love the fact the problems are pointed out and the tech foundation is "assessed". The way I read the requirements in short hand is: MMO = Single Shard or large virtual world space, Voxels = sandbox making and creating and destroying and editing, playground = simulation ie player behaviours over this that are experienced as goal-directed, meaningful, purposeful, social etc.
  7. Some interesting "space drives":- An Explanation of the EmDrive and Cannae Drive Part I The Alcubierre-Froning Warp Drive part I | AsteronX Whoa, youtube starts to get a bit weird if you keep digging in this direction "too far" LOL ...
  8. I agree with you Hades... "but in time". To begin with DU will predominantly be a builder's game. That's just reliant on the fundamental tech that had to be built first to allow building (heh!). I am anticipating our new old (heh!) EVE dev will help lead the way towards the vision I agree with you about above... "but in time" because it will take time (heh!) to manifest. First matter, then manifestation from that matter (heh!). Sorry!
  9. Different measures of success and different successes. Personally I see EVE as very successful for a whole host of reasons, mainly being so focused on world creation where so many mmorpgs failed in this respect. DU will measure via creativity with voxels. That's a different measure. A different success will probably end up being a less hardcore and less tight-night player base than what EVE has achieved but atst a less (idk the right adjective...) "dog eat dog" (!?) sort of experience (for better or for worse, who can truly say?). Afterall it's potentially another huge social experiment. Successful at being huge and successful at being an experiment . But I agree, would love to hear info from our new dev: May his beard grow long / never stop growing, or other suitable honorific devices... !
  10. Except we'll actually be IN this story not merely reading OUTside of it! So I sure hope this super-tech works right...
  11. Lol, those speeds: x100 and x10,000 the speed of c: I guess the old adage: "If you're going to "lie" then "lie big"!" applies here. Of course it's sci-fi theory-crafting so as long as there's some interesting theory or concept or thought experiment behind this "solution" then it serves it's purpose just fine.
  12. Oh wow, I was expecting "now what the hell...?" but on seeing it I'm "that's such a creative design for a plushy that it's superior to most I've seen". Bloody good, sir! *said in a thick Indian accent*
  13. These were well written. I voted for the one story however that I felt was superior story-telling combining theme, narrative and Dual Universe atmosphere and origin into it's tale. Very enjoyable and hence my vote of thanks.
  14. Ha, that's good, so instead of increasing speed to the limit of speed of light, one merely "moves space" instead so that resolves the speed issue? Nice. Are Warp Jumps a form of "Worm-Hole" then? Ie star-gates will work like this I guess? Someone with better organizational skills needs to tidy all these concepts up as applied to DU, imo!
  15. Awesome ! Next up: Warp science: Like what Quantum is to Newtonian but Warp to Quantum... or just use more "big words".
  16. Has there been much development on the in-game lore "theoretical scientific basis" for these "new-fangled contraptions"? I like that sort of sci-fi science!
  17. And thus so much wanton destruction of nature - unleashed the dormant "SENTINALS": Ethereal being of immense power who rose up 40ft high and called up fire tornadoes and cracks of doom earthquakes wiping out any player characters until their numbers began to thin... Problem rebalanced?
  18. That whole simulation layer is going to be huge amount of iterative work. So any "take this and this and this ... but not this" from EVE I think is a good thing even if there's more take vs not take!
  19. To condense the OP's subject here for clarity:- 1. Current Element genre = Sci-Fi 2. Emphasis Element (decorative or functional or both) = Functional 1 Decorative 2 This is simple opportunity-cost decision. It also does have benefits of unity of aesthetic and world-building cohesion which personally for any "sub-creation" I think or feel are axiomatic. Others may dispute that philosophy. I personally also am an avid fan of sci-fi "done well" which leads with:- 1. Scientific postulate "What If... ?" questions 2. Such basis and background to world and characters Mish-mash ie genre blending, I also feel is lazy borrowing and transplanting and stifles creativity as opposed to limitations forcing more creativity within such defined frameworks. Personally I hope to see Dual Universe stick to sci-fi and science as it's background narrative setting. Now, replying to your thoughts above, it's "a muchness of a muchness": For anything beyond the above will be function of population size increase and game in-demand and monetization for development. That's a while away. So all the above is my own opinion only. The idea that other genres will interest other groups of people is definitely valid and who knows, the devs may think up a solution for that... parallel dual universes perhaps? As above, just my own opinion according to my own tastes, others tastes are very different and you're right other styles will be wanted. Again I can only speak personally on a subjective topic as styles and genres, but it's to say I like sci-fi a lot, the combination of science with ideas but good sci-fi like good engineering, takes account of rigorous factors eg logic, efficiency, utility, uncertainty, redundancy and so on and so on... Genre-blending is often incredibly bloated and wasteful and cheap and I'd go further: Lazy. That's why I would find it less agreeable in principle: It's simply much more demanding to create something via that approach aka pulp or trope riddled derivative and thence impaired. Let's take your example and take a sci-fi setting already created to explain differences:- In this story, an alien planet was already colonized some million years ago: It was augmented with earth ecosystems so it's earth-like and habitable for humans. Indeed humans also colonized it but were isolated evolutionary for million years as well (enough evo-devo time in effect). When "humans" from earth/terra recolonize this alien planet the inhabitants are changed in many ways and the planet has changed in many more subtle ways despite still being perfectly habitable. That's the sort of finesse and creativity that is tight, as opposed to theme-park like Viking Theme + Pharoah Theme etc that's sort of fast-food -ish type of story with so little effort and respect to the story itself. Like I said, purely subjective and opinionated conclusions for me. Others may see great delight in the above for many reasons otherwise.
  20. Hmm, ""Petimon DU GO"": You have to race around the universe searching for new pets to collect... using astrological data over light-years to geolocate pets and perhaps their scientist creator/trainers... . Agree attention to detail concerning pets being functional and visually representing that @Vyz Ejstu Very interesting.
  21. I thought that was an interesting question you ask OP: If Elements (aka your pre-baked (dev-made) "props") will only be Sci-Fi or will they make other props? Well as above, you can get:- * Functional Elements eg Engines (so far) * Decorative Elements eg Plants (so far) I mean a plant is a plant sci-fi or not, so it's perhaps difficult to answer that question absolutely. Overall I'd guess the devs will start with a range of things and built up the library from there. My own preference is that there be a common theme ie sci-fi linking up anything giving Dual Universe a particular look and identity, and it be up to player creativity to transform within that general framework which I'm sure will happen very easily. Again my own preference is for functional Elements emphasis that influence interactivity gameplay more directly as a priority of development. It seems given a larger population with ever widening tastes, that decorative element demand will expand enormously... then some sort of community solution might end up being part of ramping up (quality) supply... but that seems a good number of years away at this point in time, to speculate.
  22. The "group colours/badge/sigil" aspect is promising idea as it promotes group cohesion (in/out groups etc), so I like that suggestion. Armour customization sounds like "bells and whistles" to me, so against it until the devs prove they have spare capacity to work on such optional extras outside of main areas of the game. Ofc that's just personal opinion. Next we know the cash shop is selling EVEN MORE customization of armour sets... I'd prefer the sets for skill-training and then player group IDs and be done with it.
  23. It would be cool to have a design post by Mr. Oskarsson at some point, just in general mmo design terms (not digging nor demanding new infos!) with respect to (virtual world) mmo design insights from EVE and perhaps the differences with DU eg sandbox voxel game space is the huge difference that I can see, at least. I don't want to put words into others mouths, merely start a conversation, that Mr. Oskarsson might choose to continue in some way of his own. Also another tech communication from NQ, those are insightful and enjoyable too, if pos. I'd argue they're far superior to any "marketing" too, at this stage.
  24. I'm more impressed by Hawkins' will to live and do, while suffering a severe condition, than all his work. I don't have that type of strength, but it's a universal kind of battle for everyone in a way. But to keep battling and want to be a productive member of society, this is a really good thing I think people see in Hawkins' life. He just happened to have a cool hobby too...
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