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Neopolitan

Alpha Team Vanguard
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  1. Like
    Neopolitan got a reaction from yamamushi in Single Player (Option to create MODs)   
    You are right, I misinterpreted the LUA devblog, I thought it was saying those things WERE impossible, when it actually 180's in the next sentence. The way it was layed out tricked me.
     
     
    Though I'd still like to point out that as far as I've been able to discern there will be a difference between Drones, AI Crew Members, and making an automated ship with a DPU.
     
    I don't have any more info than anyone else, just speculation and projected insight from the publicly available nyzaltar posts.
     
    Making drones do your bidding, yes. Probably a hard limit set by NQ on how many drone DPU you can have. Either by a module limiter, or power requirements, or so forth.
     
    AI Crew, no idea on how they work. Maybe you script them, maybe they are predefined by NQ.
     
    Making a fully automatic and intuitive AI to fly ships, I don't think NQ is looking to make it so players can have a 1 man empire. I don't know LUA so its difficult for me to say, but I believe they will limit the complexity by some means to prevent people from making an AI army or fleet.
     
     
    Not to say there won't or can't be automated ships. I hope so, because I would like to create platforms or small ships to serve as automated rapid transport. Use command units at checkpoints. When players get in, it takes off for the next station. No need even for rails or wheels, though they might make it easier to ensure it goes to the right place.
     
    Anyhow, thanks for catching my mistake. Sorry for being misleading.
  2. Like
    Neopolitan reacted to yamamushi in Single Player (Option to create MODs)   
    I believe the section of that devblog you're quoting would be this one:
     
     
    Unless I'm understanding it completely wrong, that would appear to imply the opposite is true, that they do intend to allow for people to have AI helping with automatic navigation as well as all sorts of other pieces of automation (scripting drones, automatic base defenses, automated factories, etc.). 
  3. Like
    Neopolitan reacted to Goemoe in Let's arkify!   
    I might be. Currently I just want to be part of the community and watch how the game is shaping up. I have accompanied quite some alphas and betas during the last 17 years. I will just listen and watch and learn. Corporations, guilds and organisations will have to wait at least for a late beta.
  4. Like
    Neopolitan reacted to yamamushi in Subscription should not be its pay model   
    I sometimes feel like the richest people in Eve are the ones that do the least amount of work running scams of all types. I remember making my first billion isk in Eve running courier contract insurance scams without ever leaving my station, but people eventually picked up on what I was doing and the profitability dropped off significantly. 
     
    Most of the people you hear about being super rich in Eve either did it by running some sort of scam (insurance scam, investment bank scam, lottery scam, etc.) or by being in charge of a large corporation and soaking up all the money. The only person I can think of off the top of my head who honestly earned all their hundreds of billions is probably Chribba, and he ran several accounts at once just mining veldspar for months on end to get there. 
     

  5. Like
    Neopolitan got a reaction from Goemoe in Let's arkify!   
    Willkommen, I hope to take a trip to my bloodlines homeland Deutschland and the Niederlande someday, though Ill need to start all over learning my deutsch.
     
    Anyway, it's rare, however some of us younger people don't care much for the social media craze. I too stick to forums and more professional feeling sources of information.
     
    I don't know how much arkification will happen, however there are a few organisations that should be able to provide you with many allies.
  6. Like
    Neopolitan got a reaction from Pantydraco in Subscription should not be its pay model   
    To be as honest as possible the subscription model helps keep masses of unwanted trash players, that will never spend 1.00$ on the game, out of the game.
     
    NovaQuark should not use the Titanic game model that has been going ever since WoW took over the MMO market.
     
    Can anyone name me a memorable free to play / cash shop game that they have stuck with and played for any length of time? They don't exist.
     
    Planetside 1 in its time was vastly more fun than Planetside 2 will ever hope to be.
     
    TOR, Wildstar and all the others that start as pay 2 play and go free to play is because they overhype and break the ship in half. There's nothing wrong with their games staying pay to play, but they don't want to put any effort into making the game better so they cop out ditch the sub and put in a cash shop.
    Nobody is happy with 50,000 to 300,000 active subscribers anymore its laughable that the industry thinks the gold standard is reaching 1 million active sub's minimum to keep a game alive.
     
    WoW and EV.E are the only successful games out there, though both of them are bordering dangerously close to failure with their cash shop's.
     
    If you overtap your playerbase for money they'll burn through the content and ditch the game, sure you get a quick buck, but eventually your' game becomes lost in the wind of all the other free to fail games.
     
    Once you start putting shares, quarterly revenue reports, and stockholder opinions above the quality of your' game you've lost, you aren't a game anymore.
    All they care about is hyping stuff up in order to drive "traffic" into the game, and subjecting them to the highest degree of advertising and pressure to buy garbage from the cash shops.
     
    If you like the sound of this game, if you want a community, if you want content, support the developers in their quest to return the glory of subscription's.
  7. Like
    Neopolitan reacted to Whiskey in Starting Off   
    Personally, I hate games with designated "Starting Areas." They are infested with pirates, trolls and scammers and don't really do much to exemplify the game as a whole, often turning me off to a game by cramming me into a zone with 100 12 year old's (Need I say more?)
     
    My proposal is this: The UN Built thousands of Ark Ships, right? Rather than having a planet with 10,000 new players(NP's from now on) I think it should be built so that each player gets their own planet/Ark Ship/Safe Zone.
     
    They also get say 9,000 "Survivors" or "Colonists" who can then be assigned different jobs in the city that the player builds in his "Safe Zone" on the planet. (IE: Build a mine, needs 650 colonists/workers to operate at max capacity. These "Colonists" could also be assigned jobs outside of the safe zone, but would be vulnerable to attack from other players.
     
    Once the player runs out of "Colonists" he/she could then gain more by either
               A) Enslaving another planets colonists who are caught working outside of the safe zone
    OR
              Build/Craft/Buy (ing) some form of AI/Robotic Worker
    Option A would be free at the risk of retaliation from the other player or runaway slaves, while B would cost but be risk free
     
    I plan on adding/adjusting this idea as I get comments and probably shot down by people with this stuff called "Reason" and "Logic"
     
    -Whiskey Out
     
  8. Like
    Neopolitan got a reaction from Whiskey in Starting Off   
    Hello Whiskey, many of the player made factions, good, evil, and ambiguous are planning to bring players together to jump start the game.
     
    It's in the interests of many people that Alioth be a relatively peaceful place to jump start the economy, introduce newbies to the game, and to serve as recruitment fronts for the major factions. Just like you, I was very interested in the economic potential of the game, This is an old post, no need to bump it, but for your viewing pleasure you can scope it out. Im a bit embarrassed by it now days, but oh well. https://board.dualthegame.com/index.php?/topic/43-a-take-on-gathering-interaction/
     
    While by the nature of my faction I cannot enter into binding treaties beyond certain limited aspects, such as pacifying the tiles owned by Cinderfall on Alioth, it will be up the the member guilds of the syndicate to decide their alliances with external entities.
    None the less many people here, more and more by the day, are joining onto the responsible gamer attitude. We're trying to burn out the toxic players like the inquisition on heretics. That is to say, were trying to pull this community up, together, if you see someone behaving childishly on the forums attempt to encourage positive and constructive ideas for them. When people become hostile, there is no reason to further engage them, so far even with 500+ members we have managed to avoid any significant moderation in over 4,000 posts.
     
    Sorry, I strayed a little bit.
    It wont be so bad as you think, the planets are quite big, the server infrastructure is proactive. Alioth may be one planet but at first, at least, there will be many servers sharing the load of players. Probably based on the hexagonal planet grid and number of players active in an area.
     
    With the Command and DPU, and a bit of LUA, we should be able to make basic robotic machines. Somewhat like a Minecraft "Turtle". You could probably create a semi-automatic mining rig, they will still need human interaction though to command them. No full on AI will be possible.
     
    There wont be any masses of NPC players, and even if there are Handcuffs or player restraints in the game, you will have a hard time forcing them into slave labor. If you kill them, they will just spawn at a Resurrection Node.
     
    Also, it will be possible to "Arkify" a limited number of player territories, for a number of reasons. To provide a temporary respite from attackers, to slow down an overwhelming enemy advance, and to create miniature safe-er zones than out in the wilds. Many people here will be willing and eager to work with you, no need for a AI slave army. well except it is kind of cool.
  9. Like
    Neopolitan got a reaction from norab7 in Single Player (Option to create MODs)   
    I do not believe this game will have a single player mode, its intended to be a single universe across multiple sever shards. Similar to EV.E online.
     
    In order to preserve a single art direction they do not want to allow players to upload any 3'd models, or other objects not created by the developers.
     
    They are allowing some flexibility in the way things work, however I do want to add that altering any mechanics or creating an automated script to fly the ship will not be possible.
    https://board.dualthegame.com/index.php?/topic/314-devblog-lua-scripting-and-distributed-processing-units-dpus/?hl=devblog
     
    Depending on the systems they give us access to though. You could probably make doors open and close on their own, a control unit for sorting inventory items,... possibly and I say possibly make a railroad and have a car on it that moves on a rail or track when people get inside.
     
    We still dont know if things like wheels will exist and so forth, though I intend to ask them for such.
     
    Overall though, no this game is intended to be a massive multiplayer experience and they do not have plans for game changing mods.
     
    If they allow "mod" support it would probably be more like other MMO's which allow for user interface changes, damage meters, or non gameplay altering things. For now I can tell you this simply isn't a goal of theirs to implement right now.
  10. Like
    Neopolitan reacted to yamamushi in Hi Everyone!   
    I discovered Dual Universe this week because of the trailer from E3. It's the only game I'm looking forward to that came out of this years conference.
     
    Professionally, I'm a Senior DevOps Engineer (or Lead, it doesn't matter, the title just means more work), heading towards becoming a Technical Architect if things pan out for me. I find joy in planning out large projects and seeing them come together, whether it's on a professional level or even just finishing a mega project in Dwarf Fortress. I have several years of C++ development behind me, as well as over a decade of experience as a Systems Engineer. I've also been involved with Bitcoin for several years, but lately I've tried to focus my attention on other things as that culture became somewhat toxic to be around.
     
    As a gamer, I enjoy games like Eve Online, Dwarf Fortress, Space Station 13, Minecraft, Empyrion, Star Wars Galaxies, Aurora 4x, WWII Online and Wurm Online. I tend to gravitate more towards sandbox multiplayer games, and games that are difficult to learn how to play effectively.
     
    I also enjoy producing electronic music (Ableton Suite), mostly Tech House and Techno. 
     
    I'm hoping I meet some cool people through DU, and hopefully get invited into a group that is actively enthusiastic about the game. 
  11. Like
    Neopolitan reacted to MasteredRed in Hello There Main Character   
    Hello There! Now why do I say main character? Well because you are the main character from your point of view. Anyways, I'm MasteredRed and I am doing an introduction.
     
    Now, to my point of view, an introduction is kindof like writing down thing about yourself off the top of your head. So, here's what I have: Game, Computers, Programming, Role play. Yeah that's about it.
     
    You know, I could write down something cool or interesting, like an action story, lore, or just something cool in general, but I think I'll use another approach.
     
    If at all possible, I would like each of you to link something related to Dual Universe, whether it be the forums, wiki or dev blog, I'd like to see your favorite topic, feature, or whatever you like about the game. Think of my introduction as the way you introduce yourself to me as well.
     
    Thank you for your time and I hope to see you later Main Character.
  12. Like
    Neopolitan reacted to Skeeter in Space Ship Cargo Storage   
    I was thinking today that there could be two options to haul materials in Dual Universe.
     
    The Cargo Hold
    This option would be a conventional room simply meant for storing raw materials, manufactured parts, food, people, ammunition, or just about any other conceivable thing.
     
    Pros
    -Incredibly cheap to build
    -Very durable
    -Can haul ANYTHING
     
    Cons
    -Not nearly as much storage space as a ship size Kadpak
    -Requires a relatively large amount of room
     
    The Ship-Size Kadpak (Name subject to change)
    This option would be a scaled up version of what every player has on their back. Essentially it will allow for storage of massive amounts of raw materials in a very small space. This means it would be quite ideal for miners and certain cargo vessels.
     
    Pros
    -Can haul many times more raw materials per volume than a Cargo hold.
    -Doesn't require near the amount of space as a cargo hold.
     
    Cons
    -Is much more expensive to build than a cargo hold.
    -Can only hold raw materials.
    -Requires a steady flow of energy to maintain compressed matter.
    -If power is cut or it is badly damaged by a weapon the matter inside of it will rapidly become uncompressed causing catastrophic damage to the surrounding structure.
     
    I just thought this would be interesting as it would add more options for any spaceship engineers out there.
     
    Space pirates would also have to be a bit more careful with their work as rupturing a Ship Size Kadpak could mean the destruction of everything they are trying to steal. This would more than likely save lots of people from being totally annihilated as many pirates would rather hold people up and steal their stuff than just blow them up.
     
  13. Like
    Neopolitan got a reaction from Astrophil in Rogue Planets   
    Yes, please let me live in the darkness. no more hiding on the dark side of the moon. Free to live on either side of the darkness.
  14. Like
    Neopolitan got a reaction from friendlytyrant03 in Aliens?   
    Aw dang no aliens to subjugate and use as labor in the mines to fuel my coal powered battlecruiser.
  15. Like
    Neopolitan reacted to Comrademoco in Galactic Republic of Planets - Reopen for Business   
    Discord: voice.grplanets.com or discordapp.com/invite/MJddkYt
    Forums: forum.grplanets.com - coming soon
    Galactic Republic of Planets - The Republic - URA
    Founded: 12.390.01 (Year: 12,390 - Month 1 or Year 1) Capital: Unkown (Alioth?) Legislature: Republic Council Official Language: Republic Basic/Standard Currency: Unknown - Republic Credit - Galactic Credit(which ever currency gets placed in game)
    Government:
    President of the Galactic Republic of Planets Republic Council Republic Guard

    Backstory

    The Galactic Republic of Planets was founded on 12.390.01 by Rison Gillard. (One of my Eve Online Characters and the name of my Dual character) Rison Gillard was among the first wave of individuals aboard the USS Novark - Along with Sohan Decker and others - to be awaken first in order to explore, exploit and report on the new planet found planet the Novark had landed on, Alioth. After a month of exploring, exploiting and learning. Rison Gillard learned that, all by himself, he wasn't going to get anywhere, thus decided to found a small guild of players, after which this became known as the "Galactic Republic of Planets" even though the only explored planet at the time was Alioth.

    The Year is now 12.390.02 and the Galactic Republic of Planets looks to a bright and peaceful future amongst the stars of the new galaxy.



    The Galactic Republic Government is divided into 3 areas all responsible on the different aspects of the Republic. Foremost is the President of the Galactic Republic of Planets, followed by the Republic Council and Lastly the Republic Guard.
    President:Commander-in-Chief of all Republic Guard Forces Head of the Republic Republic CouncilRepresentatives from each planet. Can declare war/peace Can remove a president Republic GuardThe Republic guard serves as the principal means for conducting deep-space exploration, research, defense peacekeeping and diplomacy of The Galactic Republic of Planets.The Republic Guard is broken down into the following sections;Republic Command - Republic Command is the headquarters of the Republic Guard. Republic Academy - Where all new recruits are trained. Republic Intelligence - Entrusted with foreign and domestic espionage, counter-espionage, and state security. Republic Operations - Main research and development branch. Republic Tactical - responsible for planning defensive/offensive strategies, as well as engaging in weapons research and development. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
     
     
    Starting Point/Stance: Due to the fact that the Republic will not be able to be a full republic at the launch of the game, with just one planet; It will start off as a Military Force which will then expand into is proper form -(at this moment it will take the form an already established community from another game ran by @Comrademoco; as a Fleet -Borg Defiants & The 1st Fleet- Feel free to join us in main game; Star Trek Online...).
     
     
    Republic Guard - Exploration, Research and Development, Espionage, Trade, Diplomacy.
     
    Commanding Officer (1 Spot)
    Responsible for the overall direction of the fleet, her ships and her crew. Head figure of the fleet, all responsibility falls on his hands. Chief of Staff (1 Spot)
    Responsible for maintaining the structure/command of the Fleet. Admiral (5+ spots)
    Responsible for the day-to-day tasks, maintaining the fleet's crew and her ships. Captain (10+)
    Responsible for running/maintaining a Republic Guard's ship (cruiser or bigger in size) and its crew under his/her command.  Commander (20+)
    Responsible for running/maintaining a Republic Guard's ship (Frigate or Destroyer) and its crew under his/her command. Lt. Commander
    Part of ship's crew Lieutenant
    Part of ship's crew Ensign
    Part of ship's crew  
     
     
    How To Join
     
    All you have to do is reply to this thread or send me a direct message via here on the forums.
  16. Like
    Neopolitan reacted to norab7 in Mythx   
    This could be a good way to replenish the resources on a planet also. Once you dig far enough down you start to encounter these creatures, that attack you but they also have the chance to replenish the ground around them as well, putting back a 'random' assortment of ore/dirt/stone ect. beside droping loot for you. 
     
    They could just come out the wood work one you hit a certain depth, where the deeper you go the more there are and the stronger they become but also the more loot you get from them and the more chance to find rarer ore. You could have to build defences and subterranean forts to prevent them from attacking you all they like under ground, but they would be able to 'eat' through your builds and ships if you used them given they have 'razor like extrusions'..
     
    I like this lore and the idea that it gives off too.. +1
     
    nora,
  17. Like
    Neopolitan got a reaction from norab7 in Mythx   
    vast nothingness
  18. Like
    Neopolitan reacted to Ripper in Factions, reputation, tags, neutrality, stargates, markets   
    I wrote that wiki.  So, don't read too much into it.  There hasn't been any clarification on whether a stargate will be "multi-gate".  I just rephrased a post from Nyzaltar.
     
    I'll remove the word "two", until we know for sure.
  19. Like
    Neopolitan reacted to DevisDevine in Factions, reputation, tags, neutrality, stargates, markets   
    Saffi,
    I had forgotten the no ramming thing, but possibly in a few years.
     
    I hope I can get my corpse collection back. I had a few hundred in cans in Eve and always kept one with me in my cargohold for company.
     
    There will be FTL, just likely not in alpha since it will be a single system. They may focus on imimenting other things first.
     
     
    @nora,
     
    I would assume the game mechanics worked that if a sensor couldn't detect you are there then the tag system wouldn't work either. It should be the tag systems scanner has to detect someone to tag them. But I like the idea of jammers for things like that, more ecm than just cloaks.
  20. Like
    Neopolitan got a reaction from KlatuSatori in Factions, reputation, tags, neutrality, stargates, markets   
    Long have we waited, and longer still shall we continue to wait.
     
    My friends, in this chaotic world we find ourselves in on Alioth there are no empires or factions left standing.
    Due to certain events it seems that no force is capable of establishing itself as the leading directive over us humans.
    And as such, there will be no NPC factions for us to join as you would in E.VE.
     
    So all these independent guilds of any style, little corporations to giant factions, are going to be using market nodes. It hasn't been well defined how a market node will work exactly, if they are going to be regional, who decides the regions, if they just have a sphere of influence that makes some some sense but not entirely, for instance can multiple Market Units be placed inside of each others sphere of influence.
    Will the market units communicate with each other prices, is that something players could link together if the Market Unit owners are friendly.
     
    And on the Note of the market units, how could players from a different guild peacefully go and buy something from some other guild without just being blown up on sight for being an unknown.
     
    I'd like to merge the ideas of E.VE and SW.G, with a reputation similar to the first, and a status declaration system similar to the second.
    Leaving it to guilds to decide what a good reputation is, or even adjusting it by regions or specific Territory Units. Naturally pirates wouldn't care to obey the laws, but they'll also have to establish their own networks and way to get to any said system, Rogue Gates essentially.
     
    Anyhow, allowing guilds to establish these settings, they can have tags automatically apply to players to come through their stargates.
    Just for instance, you are this trader and you fly up to this other guilds Stargate and it asks you:
    1.) Do you want to purchase faction reputation
    2.) Turn in faction tokens for reputation
    3.) Use gate (requires X reputation level)
     
    So you go through the gate and are automatically declared a non-hostile player by whomever administrated that gate, because they have it setup to do so. Now that you have this non-hostile tag (akin to being a On-Leave player in SW.G) you can't be attacked by players unless you commit some sort of crime.
    Now you are free to join up and do missions from their terminals.
    Use their market units without fear of being murdered. etc.
     
    By allowing players guild to use this variable that could be adjusted by region, or TU, and thus creating the allusion of Security Ratings throughout player empires.
    (Stargate) <Any Player> <action (use)> <requirement> <reputation> <greater than or equal to (+-0,1,2,3,4,5,6,7,8,9,10)>
     
    A major benefit would be that Factions can organize the construction of the expensive stargates, and it grants access to a shared network.
    The bonus of a Faction, or a Nation / Empire running the networks over just independent guilds, is the comfort of knowing there is a standard and uniform central authority running the gate networks. Not just some pirate group running a gate that's free on one side, and then charges a toll to go back.
     
    ------
    An idea for distributing guild tokens
     
    -Guilds be able to create a blanket tag for <Any Player> <Kill> <Target> <With> <Reputation> <Below> <Amount (+-1,2,3,4,5,6,7,8,9,10)> <Receives> <Item (Guild Token)> <By Mail>
    -------
     
    It would be really nice to have some real information on just how guilds are going to be able to function.
    Do you intend to create a graphical user interface to easily manage the relations, hierarchy, legates, tags, and options of guilds. Will we really be able to use the tags and RDMS to create a guild that work akin to a Nation. Is it too early for NovaQuark to provide an Alpha example of the options in the RDMS, and if tags will be player made or chosen from a list of premade ones? Some of the things that are important to making these systems work, as I believe it, is to allow players to assemble all the building blocks themselves. Having no limit on the number of guilds and players in an organisation.
    And creating a mix of the RDMS and Tags that allows players to assemble virtually any link they can come up with.
     
    Before we players are able to finalize our ideas on what, might or might not be possible though. We need to know about those Tags.
    If you are going to create the list of tags then can a NQ post be made on the options players would like to see in the RDMS and Tags.
  21. Like
    Neopolitan got a reaction from norab7 in Resources required for ships   
    The feeling I have of the developers is such that, many mechanics will be behind the scenes.
     
    Heat dispersion will probably just be a soft stat. If a laser weapon worked in such a way that it was hot. I assume they will just make its re-fire time longer. and not make you think about the actual heat it produces.
    If you have a way to over-ride and fire faster then instead of a heat stat, you probably will just take component damage would be my guess.
    If such a module like a heat sink existed, I assume it would not collect heat per say, but that you need a Heat Sink module to counter act the side effects of rapid fire, or whatever.
     
    I don't believe they are trying to implement specific mini games out of us routing power, heat, and other systems ourselves. Only balancing the Pro's and Con's of modules.
     
    ----
    The dev team hasn't yet talked about it, but consider that we have the technology behind the KadPak or whatever they're calling it now days. You know, you can store much larger things into a smaller space.
    So in terms of storage, ammo, energy, or otherwise. I believe we can expect the modules to be significantly smaller than we would expect them to be.
    So long as, technically speaking, the interface where ammo, energy, or fuel would exit is the proper size in our dimension. I don't think it will be an all inclusive technology, but for storage I assume its the direction they will take.
     
    Everything involved with the ship will probably have a mass statistic. I dont know how they will determine the center of mass on the ships, or if they care to do so. I assume everything will contribute to the tonnage of the ship. and From there, a rough calculation on what kind or class of ship it is will be made.
     
    ---
    When I think of fuel in the game, i think of it more for rockets, and for planet based vehichles.
    As far as spaceships are concerned. I Believe that various reactor types, maybe they need fuel, or maybe the "fuel" is just apart of the building process and they never run out after that. Not sure how in depth they will make it.
    I assume that those reactors will be able to power everything.
     
    However I believe its intended for individual modules to be able to be targeted and destroyed. So there may be redundant and backup generators or battery systems.
     
    So In regards to object health, I assume that the voxels you build ships out of will have defensive properties. Like Kinetic resistance, and a set amount of HP.
     
    Someone said at one point that they wanted to implement realistic pressure, but its Far to complex for an mmo environment. For them to do that, the game would have to revolve around that mechanic essentially. However I believe they said that making a difference between an area with atmosphere and an area without in inside a ship was something they would consider.
  22. Like
    Neopolitan reacted to Ripper in Resources required for ships   
    I've been thinking about variables that are required for space travel.  For any vehicular travel for that matter.
     
    Here's what I currently have:
     
    Power
    Fuel
    Data
    Heat
    Ammunition
    Health
    Mass
     
    I'm also interested in any other suggestions that I may not have though of.
     
    So lets go over each of these.
     
    Power - specifically electrical power will need to be provided by a battery, reactor, or generator of some sort.
    Fuel - We already know fuel is a thing. Nyzaltar has indicated it would be used when traveling between star systems.
    Data -  We know DPUs are in use.  The question here is how are elements connected, and is there a bandwidth cap.
    Heat - Heat is a problem in space.  Its not easy to get rid of in a vacuum.  Possibly some sort of radiator or disposable heat sink
    Ammunition - A given, whether its a laser pulling electrical power, or a rail gun with physical rounds.
    Health - Every item will have some sort of health  whether its something like glass, or heavy armor
    Mass - We know that some sort of newtonian physics will be used, but a foundational element of that is Mass.  I would expect a larger ship to be harder to accelerate than a single seated fighter.
     
     
    Does anyone have any other suggestions?
     
    Nyzaltar, is it too early to get confirmation of these variables?
     
    Thanks
     
     
     
     
     
  23. Like
    Neopolitan reacted to KlatuSatori in Resources required for ships   
    At absolute minimum functionality a thruster might not need anything other than an attached power source to work.  But it depends on how power is supplied to units that need power... it might require a control unit.
     
    So, more speculation but:
     
    If thruster fuel is required, it is supplied by a fuel tank.
    If power is required, it is supplied by a power source.
    If the power source requires fuel then supplied by the same or a different fuel tank.
    If overheating of elements is a thing, a coolant system should be attached to each element that might overheat.
    In addition you'll want a sensing device to check the amount of fuel left, unless this functionality is provided by the tank itself.
    Sensing devices to check the temperature of the elements.
     
    I would guess that everything there is an element and has a DPU, so throw in a Control Unit with some functions that:
     
    - listen for fuel below a certain capacity and react - maybe provide visual and/or audio cues to a HUD
    - listen for temperature above a certain level and react - provide info as above, or automatically reduce speed in order to allow the elements to cool down, or increase coolant power or coolant levels if available
    - listen for damage/health above/below certain levels and provide HUD feedback, or call defense system functions to increase power to shielding in that area
    - functions for increasing/decreasing thrust and setting thrust levels
    - functions for increasing and decreasing power/fuel supplied to the thruster in order to increase performance or divert power to other systems that need it more
    - auto functions that make the above decisions themselves based on simple logic - maybe not the best option but if you're shorthanded or in a tight spot and need to focus attention elsewhere it could be useful.
  24. Like
    Neopolitan reacted to KlatuSatori in Resources required for ships   
    Lots of agreement from me on Saffi's post.  That is exactly how I think overheating will be implemented assuming it is.  And the stuff on fuel as well - there might be some types of thruster that require a fuel source, others that only need a power source.  Then there's fuel for power sources - probably the same again here?
     
    The atmospheric pressure and temperature thing was something I asked about a long while back.  This was the answer:
     
     
  25. Like
    Neopolitan got a reaction from Ripper in Resources required for ships   
    The feeling I have of the developers is such that, many mechanics will be behind the scenes.
     
    Heat dispersion will probably just be a soft stat. If a laser weapon worked in such a way that it was hot. I assume they will just make its re-fire time longer. and not make you think about the actual heat it produces.
    If you have a way to over-ride and fire faster then instead of a heat stat, you probably will just take component damage would be my guess.
    If such a module like a heat sink existed, I assume it would not collect heat per say, but that you need a Heat Sink module to counter act the side effects of rapid fire, or whatever.
     
    I don't believe they are trying to implement specific mini games out of us routing power, heat, and other systems ourselves. Only balancing the Pro's and Con's of modules.
     
    ----
    The dev team hasn't yet talked about it, but consider that we have the technology behind the KadPak or whatever they're calling it now days. You know, you can store much larger things into a smaller space.
    So in terms of storage, ammo, energy, or otherwise. I believe we can expect the modules to be significantly smaller than we would expect them to be.
    So long as, technically speaking, the interface where ammo, energy, or fuel would exit is the proper size in our dimension. I don't think it will be an all inclusive technology, but for storage I assume its the direction they will take.
     
    Everything involved with the ship will probably have a mass statistic. I dont know how they will determine the center of mass on the ships, or if they care to do so. I assume everything will contribute to the tonnage of the ship. and From there, a rough calculation on what kind or class of ship it is will be made.
     
    ---
    When I think of fuel in the game, i think of it more for rockets, and for planet based vehichles.
    As far as spaceships are concerned. I Believe that various reactor types, maybe they need fuel, or maybe the "fuel" is just apart of the building process and they never run out after that. Not sure how in depth they will make it.
    I assume that those reactors will be able to power everything.
     
    However I believe its intended for individual modules to be able to be targeted and destroyed. So there may be redundant and backup generators or battery systems.
     
    So In regards to object health, I assume that the voxels you build ships out of will have defensive properties. Like Kinetic resistance, and a set amount of HP.
     
    Someone said at one point that they wanted to implement realistic pressure, but its Far to complex for an mmo environment. For them to do that, the game would have to revolve around that mechanic essentially. However I believe they said that making a difference between an area with atmosphere and an area without in inside a ship was something they would consider.
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