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HellToupee

Alpha Tester
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Posts posted by HellToupee

  1. Just now, blazemonger said:

     

    Many times faster in space does not equate to many times faster in atmosphere. In space your mass and the amount of thrust your can get from your engines is pretty much the only factor that counts towards that. Your cross section has no relevance in this regard at all. 

     

    To intercept a hauler which would use two L engines and have a mass of 650 tonnes, your interceptor which (let's assume) uses two S engines would need to have a mass of less than 18 Tonnes to be able to ever catch up  to the hauler (assuming the hauler does not run out of fuel. 

     

    In space, catching a Hauler is far more about being able to accurately project where the hauler will end up and wait there than "catching up" which is unlikely to happen.


    I get what you are trying to say, but I think you are over simplifying how space physics work. And I would hate to see DU go the route of most space games where space is pretty much a variation of atmosphere..

    No ones talking about atmosphere, none of my combat ships are even capable of entering atmosphere the atmo elements are deadweight.

     

    The discussion was in context of the removal of speed limit in which case catching the hauling would fall down to acceleration advantage you would no longer need to project where the hauler would end up and simply run them down, and no we don't have small engines on interceptors we have large and XL, even my little lightweight scout fighters are packing mediums.

  2. Just now, blazemonger said:

    Your argument would only be true if your thrust to weight ratio is higher than mine which generally will not be the case.

    When I build an interceptor the entire purpose of the design to be manytimes faster than a freighter unless you intend on flying only empty freighters. 

  3. Speed limit works in the haulers favour as the only chance of catching them is to be in position ahead of them which is easily avoided by not taking the obvious path, without that limit an interceptor is easily going to catch a hauler, the acceleration advantage alone will mean they can now start from behind and overtake with the window only limited by fuel which a ship without cargo will have far more burn time. 

  4. On 12/4/2020 at 5:04 AM, XKentX said:

    Nothing in the game is "hard" to be honest. All the "hard" is either boring or just a time-sink.

     

    You get the landing part like after 2-3 times you do it. You will still crash from time to time as you feel overconfident and try to do it faster but that's nothing compared to the amount of crashes due to bugs/glitches etc.

     

    It seems if you stand up from your chair while flying in atmo, if you sit back in, the wings stop working and you just smash to the ground. Alt+f4 is "workaround" for this kind of bugs but it's being taken away.

    If you fly at high speed in space, if you stand up you have very little chance on getting back into chair without script error and game crash if you try to reconfigure the chair. Alt+f4 was stopping it. Post-patch no idea how I am supposed to stop the ship when it unloads parts of it in front of my face.

     

    Ship still controlable with script error due to missing element, simply slow down as normal, that one annoys me due to loss of radar display but i have never resorted to alt-f4. 

     

    Vast majority of people crashing is due to their own faults not bugs, nearly everyone someone says they are alt-f4ing its because they have come in too fast and heavy, actually get annoying when testing the limits of new ships i have people asking why i am not alt-f4ing when risking crashing. 

  5. On 11/27/2020 at 9:51 PM, decom70 said:

    That would be even worse. In PVP, during a Fight, your elements will blow up. Multiple times. And you will need people to run around and do repairs, on bigger ships. You cannot bring an entire second version of your ship into combat, just to replace Elements that have been destroyed. 1 Life, or 3 as planned by NQ, will make PVP an absolutely unenjoyable Nightmare. If you want Durability so much, give the Elements many more Lifes, so they can actually last an entire Combat Encounter, and be replaced afterwards. And preferably then, be salvaged by the Proposed salvaging Industry by OP.

     

     

    They will last the entire combat encounter since once they are destroyed thats the combat encounter over, enemy has same limitations and it would discourage solid armored cubes since only enough armor to survive the expected life time of the outer elements would be neccessary.  

  6. Just now, Nightranger said:


    The game is nothing like it was advertised, or made out to be, Which ultimately after 3 months, still is nothing near it, as such I feel really really played by NQ here. Was promised a blank canvas instead, Hundreds of Industry parts were injected into the game, was promised a player made economy, Instead Bots were put out and 100k quanta daily given out....

     

    What do you think would happen to the economy if they had no bots and 100k daily? You can't sell anything if no one has money to buy anything, and despite all the money injection we saw constant deflation as the only thing setting a floor on price falls are the bots. 

  7. On 11/18/2020 at 7:03 PM, Musclethorpe said:

    Couldn't you just sneak in one XS atmo engine somewhere and circumvent this bug?

    Yes, but stripped it off since even with bug it gets out of atmo easiy so stripped it off but guy called hdparm has apparntly found a way to fix it in lua which i have now but havnt tried. 

     

    First time i counted it was in my space only M core when i got too close to planet and all my engines stopped despite being at 0% atmo, was panicking for a while untill i found attaching any atmo engine and tank enabled me to escape

  8. 10 hours ago, Kirth Gersen said:

     

    That's funny I'm the total opposite here.

     

    I think DU would be a hit if it had a 'solo, offline,standalone' version with a eventually a local server for small co-op. Integrate with Steam Workshop to allow players to share BP and lua and you have a clear winner that could bring cash to develop the mmo.

     

     

     

    Unlikely, there are already solo games that do offline standalone better, the biggest thing going for dual universe is the single shard and needing to work on a single shard comes with many compromises, other games do better ship building and physics and have better single player content DU would not be competitive with them.

  9. On 9/18/2020 at 3:00 AM, Haunty said:

    Why do people keep saying radar doesn't work in safe zone? I can detect ships just fine inside safe zone.

     

    Also the small radar acts as a passive detection radar. It has the same detection range (2 SU) as larger radars.

    It works in the Alioth madis saftey bubble, but not within 2.5SU of planetary bodies where it is "jammed by atmosphere" for the outer planets this is currently the only form of safe zone. 

  10. 1 hour ago, CoyoteNZ said:

    Non consensual is the first issue. Who’s going to enjoy mining on a planet for three days just to have all there work taken off them in the five minute trip back home. It is not realistic that in the future a L core heavy 10KT ship has no way to defend itself from a little XS core ship.

    Then you should think about escorts before choosing to take risks, might require something shocking tho  like cooperating with others, failing that you can have a smaller faster ship and spend less time mining.

     

    L core ships were supposed to  require crews everyone swanning around in personal agg L cores is another result of the absense of risk v reward.

  11. On 9/21/2020 at 1:07 AM, JayleBreak said:

    It doesn't become arbitrary if it results from the size, mass, and power  that these weapons should/could have in correspondance to their damage potential.  What we have now is the equivalent of an 16in Naval guns on a speed boat (speaking about arbitrary).

     

     

    But you can still build a speed boat with a large core, core is an arbitrary limitation. 

     

    They also did slap battleship guns are far smaller ships, https://en.wikipedia.org/wiki/Monitor_(warship) the trade off was speed and armor

     

  12. you can do mass to tackle excessive elements but you would still have to do cross section if you want to discourage cubes as spaced armor is a thing with pure mass you would still use a full cube just with less voxel thickness. 

  13. However weapons work it must come with changes to radar, there should be strengths and weaknesses for the various radar sizes so large isn't simply the right choice for all situations. A small radar should lock on quickly have low signature chosen for hit and run attacks or point defence it should open up flying styles that give reasons to use weapons like cannons, While a large would be the obvious choice for range trade off should be lock time and deadzone for ships that get close 

  14. 5 hours ago, CptLoRes said:

    That is why I am pushing for cross section affecting radar detection range, and relative speed between ships and not just distance alone also affecting hit ratio.

    A slim lightweight ship with higher acceleration and maneuverability, should be MUCH harder to hit then it is today.

     

    But all this aside, there is no arguing the fact that a cube/sphere is a very valid design in friction less space..

    Angular velocity also affects hit ratio, the hardest part is the lack of information tho you have no info on vectors, closure rate or angular veclocity you can only eye ball it

  15. 16 hours ago, blazemonger said:

    Clearly combat needs to get better for those who seek it and NQ knows that. That said though, combat is not and should not be a requirement to play the game as DU is not a PVP centric game nor should it be. Besides improving the tools and experience for active combatants in the game, NQ needs to provide mechanics and tools for those who prefer to not engage to improve their chances of doing so. And that means jamming, stealth, decoys and other counter measures.

     

    There is already counters as i posted earlier, there will never be counters that can enable someone showboating on auto pilot in an overloaded ship directly to their destination, those counters you list are not get out of jail free cards they can buy you time but if you still have not designed your ship for the situation you have put yourself into you still die.

     

    No on chooses to improve their chances tho, they seem to only choose maxcargo and bigger ship and flying it alone.

  16. 3 hours ago, blazemonger said:

    At the same time though, _before_ any of that would come in, NQ will have to provide and implement counters which gives "us" a fair chance to get away.. And I do not accept "just bring friends/fit guns" and a valid argument there.

    Ahh there are already counters, here are some.

     

    Build a fast ship trade cargo capacity for speed, you don't have to get away if they never catch you.

    Another is take a round about route, space is big simply not flying directly to your destination will mean the chances of even being spotted let alone intercepted are remote.

     

    Fair is building a ship designed to escape, not expected a slow overloaded freighter to simply escape ships designed to hunt it.

     

    Also bring friends, fit guns because well the point of being in some online universe is to play with others.

     

    Also there is a warp beacon which currently has little practical use would actually be have a use with warp counters allowing you to setup paths avoiding a camped route.

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