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Korvid Rin

Alpha Tester
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  1. Like
    Korvid Rin reacted to 0something0 in Cloaking Tech   
    On the other hand, space is a vaccum. Heat transfer by radiation is inefficient. So active vessels that emits heat can be seen easily. Espacially when said heat is literal plasma coming out the back of your engines.
  2. Like
    Korvid Rin reacted to vylqun in Cloaking Tech   
    In the end, if people invest a large amount of work and wealth into detection components they really should detect every ship that comes close, but i'd imagine that all the necessary components will be quite big/heavy/power hungry so you would need a dedicated "radar-ship" if you want foolproof detection.
  3. Like
    Korvid Rin reacted to Lethys in Cloaking Tech   
    Well yes, that's true and tbh I don't see a problem with this.
    You can also check ingame skills for operation efficiency of those sensors.
    IF the enemy manages to have all those sensors up and online, manned 24/7, fueled, spread over many territories/ships and constantly checked by members - then so be it.
    Then that very small black ops ship comes into play....
  4. Like
    Korvid Rin reacted to Lethys in Cloaking Tech   
    I'm all in for stealth.....but not in the way eve does it (cause that's just bad)
     
    DU could do WAY better in this regard by simply adding a little more stuff (will rewrite the stuff I talked with beloved twerkmotor about)
    - do different type of radar/sensor: gravimetric (mass), lidar (light), magnetometric (magnetic fields), radar (cross section), thermal (heat, obviously)
     
    each sensor goes for a different attribute of the ship. We've already seen in videos that DU uses a crosssection in the build widget.
     
    Smaller crosssection -> radar can't detect you that easily.
    Small and light ship -> gravimetric sensors don't catch you well
    Dark/light absorbing voxels -> lidar can't detect you well
    few elements used (turrets, engines, certain voxels...) -> magnetometric doesn't pick you up
    Coat ship in thermal-resistant voxels -> thermal sensors won't be good
     
    all of that can be balanced by simply putting different attributes on voxels and elements: you can build an extremely dark ship to evade lidar, but that increases your mass. Use anti-magnetometric voxels ....but increase the heat.
    Balance it so, that you can't build a ship which is undetectable - but may be very, very hard to detect. That has to be an extremely small and expensive ship for maybe 1-5 ppl - to allow black ops kind of tactics.
    imho this can be added easily as it only adds some more numbers which then can be calculated just like the rest of the pvp system (chances).
     
    Such a system would be way more engaging and emergent as the builder would have to pay attention to what he wants to build - and ppl have to think about different ways of defending their base.
    You may be able to build a battleship which can't be detected by lidar - but it's cross section is a moon. Works pretty well against an outpost which only has a thermal sensor.....
    But radar would be the most basic sensor - because it detects a simple crosssection - and therefor be the cheapest....
     
    You see, this system would be easily balanceable and it would add way more emergent gameplay for everyone (shipbuilders, basebuilders, pilots, tacticians, miners, producers,...) than just having a full invisibility cloak element like in eve - which is basically an I win button. Plus it can be implemented very well with the existing idea of pvp-mechanics
     
     
     
     
  5. Like
    Korvid Rin got a reaction from Alsan Teamaro in Sugar, Spice, and everything worth killing for: Food   
    I agree with everything said above.  This mechanic would add some real depth.  I think that anything that gives a bonus should have a malus along with it.  And I think pharmaceuticals,  food processing,  etc.  should be difficult.  Lots of research,  building facilities,  farming/synthesizing,  etc. It shouldn't be something you can just "pick up" as a hobby when you're not mining,  ya know? 
  6. Like
    Korvid Rin got a reaction from Alsan Teamaro in Sugar, Spice, and everything worth killing for: Food   
    Anyone that would enjoy that type of play.  Tons of people play that one farming game, (you know,  on fabo)... 
     
    I'm envisioning solar orbital platforms hundreds of km2 supplying the "consumable" food/biofuel/pharma/etc.  
     
    That's a lot of possible economic depth. Not to mention the building and logistical issues that would be pretty cool IMHO. 
     
    Think of the wars that could be fought over "spice". I mean you could make a movie about that kind of economic scenario....
  7. Like
    Korvid Rin got a reaction from Alsan Teamaro in Sugar, Spice, and everything worth killing for: Food   
    @devs , I need a desert world with giant worms somewhere in the universe.. 
  8. Like
    Korvid Rin got a reaction from Atmosph3rik in Hologram emmiters...   
    Haven't seen this suggestion yet. 
     
    Can we possibly get holo projectors?  
     
    Ability to script holograms instead of screens,  or the ability to manipulate the screens and make them invisible except for the content displayed,, ie Curved,  circular,  transparent? 
     
    Think " help me obi wan" hologram etc. 
     
    But make it linkable and scriptable.  I'd really love to be able to use the BOO map they're working on in a projectable hologram.  Or be able to holoproject a 3D radar map on the bridge of my battleship for immersion and group planning.  
     
    I really wish I could upload some examples,  but I'm pretty sure everyone has seen Star Wars.  
     
    Not sure why my image upload isn't working. I must be missing something. 
     
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