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Wilks Checkov

Alpha Team Vanguard
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Posts posted by Wilks Checkov

  1. I'd like to talk about how a player or group of player can share "locations" in game with other players.

     

    I feel like a "bookmark system" is required from a player perspective in order to store and access some "Point Of Interest" that we may have saved before. Let say I find a nice place to create a house and want to come back later, "/savepos future house" could create a POI in my "datapad" that I could rename and send to another player via mail/chat or even using voice by spelling the coordinates.

    Ideally, this POI could be "enabled/disabled" as a waypoint in my HUD.

     

    Obviously, after quite some time in the game, a player can have visited a fair number of planet and location. Having a planetary map can help dealing with sorting issues, like it was the case in SWG.

     

    privateer4.jpg

     

     

    In DU, such a map can be used to visualize your POIs, but also display Territorial boundaries and related informations.

    Maybe this map could be obstructed by a "fog of war" like in a RTS game minimap. You could share/sell map data and waypoints with other players in order to gain time in your explorations.

    As a city mayor it may become possible to "broadcast" your city position via IFF/beacon for all player able to receive the broadcast.

    The POI get automatically sorted under the City folder as the IFF/beacon is setup with a variable "type=city". The same can be applied to space station and all.

    Maybe we can envision a sort of element to broadcast this type specifically. This element could be obtained in the "Politician" skill tree.

     

    User reviews could be attached to those POI for all to read and comment if their experience there, or the services rendered are good or a scam.

     

    I think it is important for the player to feel the vastness of the planet, and to be able to navigate efficiently trough it at some points.

     

    That was for planets, but in space with the scale of a solar system, it may require a dedicated 3D map.

     

     

    You are also not taking into account that mapping & cartography is not just limited to a planets surface - but space itself. Each system discovered will need to be surveyed. This will require, at least as you mentioned, a mapping and way point ? marker system. 

  2. I agree with neo here, for example look at space engineers. Nearly every week mods break due to game changes, or it happens the other way around.

     

    Lets say a mod is made for gui, that is not so bad. . . right. The problem entails if it was not coded right and for this example lets say that it has an error. That error then is picked up by the client - server and causes a crash that shuts down not just your own client but the game servers themselves.

     

    That is just one of many possibilities.

     

    Another one, and this one is a big one, it can open up the game to exploits or hack mods.

     

     

    So no I do not think modding needs to be in DU.

  3. I mean...if we talking about realistic....you wont hear sound in space. however I don't think there is ANY knowledge as to the type of sounds in the game yet.

    Actually ginger in a way you are right - and in another way you are wrong. Technically there is no sound in space - no atmosphere, no material - no sound waves. Now on the other hand if a projectile for instance hits your ship - you will hear it as that force is being transferred into your hull - which is a solid object - and there is atmosphere inside your ship, so technically there would be a sound.

  4. This thread was originally showing one of the first designs that Kulelen Industries had come up with - however - new information has come into light that makes me question its validity. . .

     

    {UPDATE}

     

     

    Apparently as it came to our attention here at the ACS directorship that our designer was using plagiarized data in his design process. He has since been laid off - permanently. I do suggest if he does apply to any group here that he is not to be trusted during the design process. His name is "Modran Richi".

     

    I do not condone plagiarism - and I will not accept it within our ranks, and I hope you will not condone / tolerate it as well. 

     

    Anyway - once more I do apologize to the community, on the fact that I was too tired tonight to double check his design entries, be assured that this will not happen again. 

     

     

     

    For now - take care - and have a good night. . . 

     

     

    Wilks Checkov

    Board of Directors / ACS

    Kulelen Industrial / CEO

     

     

     

    - For Moderator - You can remove post at discretion if required. 

  5. Sorry if this is a bit off of the original topic... But one thing I was wondering about rail systems on planets, is how you compensate for the curvature of the planet. it would have to be a very gradual angling of the track as it makes its way across the surface. This wouldn't be achievable if the track elements are just connected end to end. So hopefully there would be a way to angle rails.

    What - you have not heard of micro angles - or sloping voxels ? :)

  6. The devs have already stricken down the idea of a jump drive, replacing it with the stargate. And I do get the feeling that stargates will indeed take a very long time to get, months after game launch perhaps.

     

    I'll go along with whatever pseudoscience you want to explain FTL. From a gameplay perspective, if it goes faster, the question is: How much faster? If it can reach another star system in 10 minutes (vs, say, 4 weeks), it renders stargates almost useless. I have no idea what kind of costs could be incurred to make up for such a huge benefit. Even complete and utter destruction of the entire ship might not be enough.

     

    I could see FTL taking a few weeks or months after launch to get up and running. After that another few months or more for stargates to start appearing.

    Not talking even closely about 10 minute travel times. Where you even get that number from?

     

     

    More realistically it would be more along the line instead of 4 weeks it would be more like a week maybe week and a half at the best skill level. Stargates would still have their uses for instantaneous transportation. 

     

    As for jump drives - smaller ships can not handle them - only very large ships should be able to - as you have to provide the infrastructure to generate store and then dissipate that charge to the JD. 

     

     

    And I am speaking about Jump Drives in a hypothetical sense - knowing that it likely will not be added to the game - but still does help giving potential direction to go. 

  7. Was not meaning jump drives to be a easily accessible technology - would be more of a item that can be accessed with a few years of research - one a good chunk of known space is already explored. 

     

    Hyperspace is similar to warp - minus one fact - warp uses real space - while hyperspace uses subspace - subspace "technically" things can move relatively faster. Thus enabling higher speeds - but with more costly effects to use. 

     

     

    Once more I go back to saying - linear technical advancement - hyperspace would be available say with a year of RND. Jump drives should be far far longer - 

  8. Forgot to mention - I am no longer going to be doing a Debate every single day, instead I will be working on a longer more interesting weekly debate. 

     

    Just thought I would go ahead and clarify this. I did forget to mention it in said above post. 

  9. Okay for this weeks debate I thought I would go off on a tangent and discuss a topic that interests me a great amount. 

     

     

    As far as we know at the moment there are only two ways of FTL travel in-game, and they are tied together; one will not work without the other. 

     

    Anyway what I aim to discuss tonight is a few other potential possibilities for FTL that would / could be available later on in the game, once people have access to more knowledge, and are more - industrialized. 

     

     

     

     

    Potential Advancement of game base FTL - timeline: 

     

    Of course we already know about the stargate probes and how they will be used as warp / jump beacons for ships to travel to distant solar systems - and that this process takes months apparently. 

     

    Let me go ahead and note - this post will NOT be talking about probes, and that this post will make some speculation on potential game mechanics - so the post may later be annulled by validated information. 

     

    Reminder "DO NOT DISCUSS PROBES" - this has already been covered many many many times in several posts. 

     

    What it will be talking about are a few other potential possibilities that could be used within the game at later points in time to provide better travel time / speed, as long as you have the skills/knowledge to use said techs. 

     

    Here is a list of potential FTL technologies that "could" appear after a base understanding of the stargate - jump gate and probe system. These will be in order of development / technological advancement / skill level.

     

    • Warp drive: Will to the best of my knowledge be the first form of FTL that is accessible within the game - is used to travel to a stargate probe in another system. Uses large amount of power - consistent rate of energy consumption. {Ship Based}
    • Jump gate / stargate: Will be a very large physical object that is used to jump between systems instantaneously. Requires a large amount of power - however energy peaks at jump - requires massive generators to deal with peak. {Station Based} {Fixed Object}

     

              Far as is currently known - these will be in the game in one way or another. Anyway here is a few potential ways of FTL that                     "could" be available later on throughout the game. 

     

    • Hyperspace: A faster form of FTL than Warp. Uses a large consistent supply of energy during usage. Requires a large surge or burst of energy at engagement of drive to tear into subspace to travel. Fairly large generator. {Ship Based}
    • Jumpdrive: One of the last forms of FTL. Is considerably far more advanced than Hyperspace or Warp based FTL. However requires "MASSIVE" capacitor banks to store energy for the drive to activate. Will rely on charge rate to use the Jumpdrive. Jumpdrive itself will have a charge time - say 15-30 minutes, also the size of the Jumpdrive is massive - only large ships can handle it - as well as the support infrastructure required to operate it. It also requires near constant maintenance. The advantage is that the jump drive can cover a large distance instantly - no time to travel, and has no speed, you just blink into existence at your destination. 

     

    Anyway these are simply theories on what could be available for transportation later on in the game, once the technological level of the civilizations are able to access, research, and use it. 

     

    So what do you think of expanding the potential means later on the game for FTL. Should we have access to better forms of FTL later on in the game? What are your opinions on this? 

     

     

    Feel free to leave your thoughts on the subject - feedback is appreciated - and also leave a like. 

     

     

    And remember to have fun debating!

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