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MookMcMook

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Posts posted by MookMcMook

  1. 2 hours ago, CalenLoki said:

    It depends on how they plan to make max speed limit. It could be tied to square root of (thrusts divided by mass), so kind of pseudo-space-drag system. Then reaching top speed will depend on how much you want to spend on propulsion and fuel (sacrificing cargo capacity and range).

    Thus dedicated pirate ship would be super-fast, quite armed, but not really armoured. And mass cargo transport would be slow and bulky. And courier ship for most valuable cargo fast and armoured, but without any weapons.

     

    I though about inverting cost based on distance, but it would make whole universe feel small. I'd rather see players do several jumps to go across galaxy. Maybe something like this:

     

    1. IMO distance should't affect building price. Regarding ship size - what fits can fly. You pay for perimeter length (each module increasing it by 5m, modlue price is constant). So the bigger the more expensive, but also more economical.

    2. There should be some "most economical distance" (as seen in the graph). To avoid both short range jumps and travelling whole galaxy in one jump. That together with inability to make gates too close to planets keep piracy viable. Thus they wouldn't need to be so prohibitively expensive.

    And again it's cost per module, thus you get best results by sending huge, cigar-like ships that fit just right into the gate.

     

    PS. I've been using lone tree as my avatar for years, and that's just one nice version of Yggdrasil I found.

    Jump price.jpg

    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 :-

     

    Quote

    The conception of the tree rising through a number of worlds is found in northern Eurasia and forms part of the shamanic lore shared by many peoples of this region. This seems to be a very ancient conception, perhaps based on the Pole Star, the centre of the heavens, and the image of the central tree in Scandinavia may have been influenced by it.... Among Siberian shamans, a central tree may be used as a ladder to ascend the heavens

    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. 6 hours ago, CalenLoki said:

     

    Seeing how we can build modular constructs, gates could be made in the same way. 

     

    To create warp gate, you need an ring of connected warp modules. They connect only within 180 degree on x axis and 10 degree on y axis, with 5m range.

    Thus price would be dynamic: It may be as low as  3 modules, if you want to fly small fighter. Or as big as 20 modules for sending battleship.

     

    But whatever system is in use, it shouldn't ever be cheaper to use than flying manually. Even excluding initial building cost. Especially at short range. Otherwise at some point piracy would be impossible, because freighters would just jump between safe points. And by cheaper I mean time (it's the only currency): mining for fuel+time to fly should be less than mining for fuel to power the jump. So it's more for ferrying passengers, super-valuable cargo or surprise battle fleet, not for everyday use.

     

    Or maybe make minimal distance you can set up two gates? Not closer than interplanetary. And no closer than X from the planet.

    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. 5 hours ago, GunDeva said:

    I would think if you or your organization has a warp gate but don't want just any other organization or person to use it you could cut the power source off / security code or simple enough just like a building or cockpit use the right , duties and management system to keep others from using the gates ability with out your permission !

     

    Personally I am happy the gates will be liked going from point A to point B and back rather than a dial up system which would be almost impossible to defend seeing  that enemies could come from any point in the galaxy and at the same time provide they have cracked or stolen your code !

     

    I don't really see a problem with one way warp probes ? Probe sends message it found new system then you find a place you want to build warp gate after you build gate A , you make sure you have enough supplies to build gate B and use the Probes warp ability. Once you get to the new solar system you find a place to put gate B. Activate system and connect gate point A to gate point B. Its not confirmed and things are subjected to change but I think it will be that simple or close to it?

     

    I hope gates are static structure because something moving and warping things inside of it not to mention the speed and direction its moving could end up with some jacked up physics not to mention putting unneeded stresses on the server!

    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. 10 hours ago, AzureSkye said:

    If gates are dynamic structures, then you could use them offensively. You could effectively snatch or steal the ships of other people by throwing the gates at them.

     

    Of course, then the question is how is momentum conserved through a gate? If the gate is moving, does the ship on the other end acquire the relative velocity upon exit? If so, you could also forcibly crash opponents ships into planets or each other.

     

    Ultimately, gates need sizes, ranges, limitations, and variations. If any gate can connect to any other gate, the whole universe becomes point-to-point, limiting interesting interactions (namely, plotting courses and avoiding traps and events).

    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!

  5. He should have titled it: "Making matter and making matter matter"! :P

     

    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.

  6. 19 hours ago, Hades said:

    Hmm, I suppose it’s just opinion... but I don’t think a territory unit should protect all your resources.  If you don’t have alterior protections in place (turrets, shields, barriers, etc)... an enemy should be able to dig those resources out.  Making the territory units limited in depth would alleviate the concern of arbitrarily protected resources.  I wouldn’t consider that broken whatsoever.

     

    Just because you have a base protecting your territory unit, doesn’t mean your resources below should be arbitrarily protected as well.  From digging/mining of course, everyone knows you can use explosives and weaponry no matter what, unless you’re in a safezone.

    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! :D

  7. 3 hours ago, Damian_Firecaster said:

    Good news and welcome to Hrafnkell Oskarsson :).  We look forward to your input into the design and game play of DU. we want to succeed where EVE did not with Single shard universe. we players also look forward to seeing you ingame, we would love to show you DU from our perspective.

     

    Damian Firecaster

    Legate of the Core Worlds coalition

    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?). B) Afterall it's potentially another  huge social experiment. :D Successful at being huge and successful at being an experiment :P.

     

    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... !

  8. 5 minutes ago, Sunrider44 said:

    From the lore bible: https://board.dualthegame.com/index.php?/topic/10414-official-dual-universe-lore-bible/&

     

    They do not speak about Alcubierre. Mentioned in passing, Alcubierre stuff is very far to be a "warp drive", it's a mathematical solution for the General Relativity equations. Nobody knows if it will be possible to reach FTL speeds this way, it's basically hype train for now.

    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. :lol:

     

    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.

  9. 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*

  10. 1 hour ago, Dr_Rhino55 said:

    which bends the fabric of space time to make distances contract closer together, resulting in a kind of bubble.

    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!

  11. 3 minutes ago, yamamushi said:

     

    Not about warp drives, but JC has been posting about gravity generators and their math on Twitter 
     

     

    Awesome ! Next up: Warp science: Like what Quantum is to Newtonian but Warp to Quantum... or just use  more "big words".

  12. 52 minutes ago, dualism said:

    I appreciate that it is about getting a balance, but it is also hoped that there will be emergence and a constant battle of getting the upper hand is thus likely.

    I guess a lot depends on how capable ships are of repairing without a base, for example, or how much a base can be important as a marketplace to non-owner groups as well. It will be tricky, but I think devs should definitely make energy banks possible to keep shields pretty good for a while. I would maybe want multiple timer layers to keep battles longer rather than shorter, but a lot depends on resurrection nodes, travel times and fuel costs in weighing up the advantages of both having and wanting to destroy bases as the universe settlement develops.

    I'd expect bases to be challenging to attack.

     

    I'd expect spaceship battles to be based around numbers and size of ships involved thus correlated with number of players ie number of ships and crew size of larger ships. I'd not expect ships to be as durable as bases at all.

  13. 1 hour ago, erichconvair said:

    Once upon a time in a universe called Multima, ecology was a big part of the system. 

    A brand new universe filled with criters, a flock of players, what could possibly goes wrong ? 

     

    https://www.youtube.com/watch?v=KFNxJVTJleE

     

    Even internal testing couldn't figured that...

     

    enjoys

     

    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?

  14. 50 minutes ago, Omfgreenhair said:

    great addition! Though, I can imagine during project meetings some of his sentences might start to often with "yeah well, what we did with EvE was..." Which might on some nerves. Hehehehe.

    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! :)

  15. 19 hours ago, Bolliz said:

    Thx for the replies .

    As u say, with a growing population comes more diversity. The scifi theme is probaly attracting many players and NQ should ofc deliever in that aspect. But at the same time u have this huge freedom to build what u want since its a voxel game. And thats really a opportunity to attract a wide spectrum of players, not just the scifi crowd. It would be great to see they add lots of elements down the line, elements the supports all kinds of building styles.

    Im one of those thats just waiting for the next minecraft with "modern" graphics. Had a small taste of that with Landmark, 7 Days to Die is okey in that aspect. And im pretty sure there are alot of players looking for the same thing. So DU has a golden opportunity here if u ask me.

     

    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?

     

    14 hours ago, Pantera said:

    I agree and disagree with this.

     

    As the community builds there will be a separated identity and culture between orgs. At first I agree that yes elements should be sci-fi as that is the world we will be inhabiting but there is still the possibility a colony would want to be more old school. Maybe with their culture they have Asian, Egyptian, Old Western, etc influences. And even if they stay in the Sci-fi realm maybe they want to be more steampunk, organic-mechanical (think Aliens), eco friendly, industrial and so on. Because we come from the same Ark does not mean we can’t evolve seperatly culturally. I’d like to see different styles that people can gravitate to. 

    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.

  16. 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... :lol:.

     

    Agree attention to detail concerning pets being functional and visually representing that @Vyz Ejstu Very interesting.

  17. 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.

  18. 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... :angry:

     

    I'd prefer the sets for skill-training and then player group IDs and be done with it.

  19. 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.

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