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bdole92

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Everything posted by bdole92

  1. I would like to second this notion, i believe the game would be improved by the weapons being built along the same line as everything else, namely multi-block voxels
  2. I don't know if anything has been said along these lines, but something i would really like to see in the game is a diversity of propulsion methods. By that i mean that different propulsion methods that have different benefits and drawbacks, and can drastically change the design of the ships they are used in. Obviously to get around at any reasonable speed any method will have to be suitably "science-fictioned" but there are a lot of real life methods to draw inspiration from, including Nuclear Thermal, Ion, Chemical engines of various flavours, and my favorite Solar Sails. The reason that i think having different propulsion methods available to the players would be a good design choice is because it adds an additional element of decision making whenever you start to build a space ship. Is your ship Nuclear Thermal? Great, you can combine your power source with your engine! Are you building a Solar Sail probe to fly around and collect data for you? Better make sure you pack enough Solar panels/RTGs! Every time you add a meaningful decision making point, you improve player experience and, given the games very builder-friendly nature, i think a diversity of propulsion options would do just that.
  3. The game is so far from even the earliest of early access that nothing you see represents anything close to the final product. I would pay much more attention to the dev blogs, since they showcase the direction in which the devs intend to take the game, which matters much more at this stage in development
  4. Arkifaction, in my opinion, isn't something that should be achievable by individual people. It should require the coordinated effort of at least a medium sized organization, and represent a significant investment in resources. Otherwise, it becomes trivial. In a multiplayer format like a large MMO the benefits, which are great, must be outweighed by proportionally heavy costs
  5. I could see multi-crewed being used in the early game for transports, but i maintain my opinion most players would rather pilot their own ships, all other things being equal. I think if the devs want to see multi-crewed ships being used effectively, they are going to have to pay close attention to the subsystems like wiring, power, weapons etc, and make sure they are sufficiently complex. From an RP perspective multi-crewed ships are really, really cool, but a lot of players have a tough time getting out of the command seat Edit: I also think one of the largest drivers behind multi-crew ships will end up being player organizations. I think players will be much more likely to give up command of their own ships if its in the context of say, a large war between two rival organizations, and fielding medium to large ships was an important part of the war effort
  6. While i appreciate the idea of multi-crew ships and think they are really interesting, at least in the beginning i think a lot of players will opt for single-seat ships due to their relative ease of use. The problem with multi-crew ships in this setting is that in order for the extra crew members to enjoy not being in the commanders seat, the ship has to be sufficiently complex that extra crew members actually have meaningful jobs to do. While i think this probably will happen eventually, i wouldn't be surprised if it took some time for the game to reach that point, due to the complex scripting and voxel-building inherent to the game. One application where i think multi-role crews could come into play is in large, nomad ships, or Enterprise-style deep space exploration. If you had a bunch of people who got together and said "We are going to build a fantastically complex ship, and then fly out and explore as many solar systems as we can", a la Star Trek, then having someone who actually understands the ridiculously complex engineering subsystems you've built would be really, really important
  7. I think a natural reaction to this would be for explorers to carry small relay satellites with them. Basically a trash can with a solar panel and transmitter/receiver glued to it. I like the idea, but i think the capabilities of a relay station should be based on how many supporting blocks are connected to it. Want a shitty, 10km relay signal? Thats just a transmitter+reciever+powersource. Want to communicate with someone the next star system over? Your going to need a biiiig dish for that. The benefit of this is that communicators don't fall into discrete classes, but their capabilities can be scaled based upon the need of the creator. The downside is that its a bit more complex, but i think its something people could wrap their heads around pretty easily. Also, depending on the type of technology used for communication, ground based communicators should have a penalty talking to far-flung regions. Punching any kind of signal through the atmosphere is usually more inefficient than originating that signal in orbit. It also occurs to me that this could really impact pvp on a large scale, since targeting enemy communications could actually be a really effective way of disrupting their organization and capability to muster a response in time.
  8. Whats really interesting to me is that things like missiles will probably be player constructs. Its basically just explosive block, fuel block, engine block at the simplest, but i think there could be a lot of room for player tinkering and innovation, especially with targeting systems and the like. And if you have missiles, you have to have point defense, which would probably be something like a small, rapid fire gun, maybe even a flak type gun, with a "shoot fast moving things and try to predict their approach vector" script plugged in. The possibilities are incredible! On a slightly related topic, do we know what kind of defensive systems are in the game, like armor and shields?
  9. I really want to see planetary cartography as a fleshed out mechanic. I love the idea of tailoring my ship for planetary surface scans, flying around a planet a bunch, and at the end of it having a detailed surface map that points out geological features, man made constructs, and even potentially resource hotspots. With the games scripting and building system though i bet you could design a satellite to do the same thing, depending on the orbital mechanics involved. Attach a "mapping" unit, upload an "orbiting" script, tell it to do X number of rotations around the planet and then stop and then go collect it. Thats my hope at least, but i'm a cartography nerd
  10. Don't think there are ship classes. Its all just a collection of voxels, elements, and scripts. You can call it whatever ya like, but i assume that general guidelines will be created by the community at some point as to differentiate ships of various sizes and capabilities
  11. It would be really interesting from an economics and political standpoint. When claiming territory now you have to take into account how well you can actually grow stuff on the land you own, and whether or not you will have to trade outside of your Organization/compound to sustain yourself, and would add a lot of strategy and choice when it came to things like sieges
  12. A lot of these mechanics haven't been revealed yet, but i really hope you can do these sorts of things! I want a garden with a waterfall on my deathstar, damnit!
  13. In the very early game, yeah you are probably right. However, it can be assumed that the devs intend for the overall level of tech available to the players to increase as time goes on, up to a certain point, so i think its entirely possible that some time after launch a relatively small, dedicated crew could embark on some serious exploration, but doing so will be a suitably epic journey. Hopefully the devs will provide us with ample opportunity to explore in the starting solar system, so we aren't prevented from experience that side of the gameplay right from launch. Of course, its still pretty early so nobody really knows too terribly much about a lot of the game mechanics
  14. I am really, really glad that you can't drop asteroids on peoples bases. The ease with which people could fling asteroids at each other would make it extremely difficult to build anything reasonably large and not have it ground into space dust within a few days. Obviously its less realistic, but oh man is that a good gameplay decision
  15. I would be really surprised if all of these forms of player to player payments didn't find their way into the game. Courier contracts in particular will, in my opinion, probably end up being one of the most common. The way they described the market system, far flung outposts might have to rely really heavily on traders in order to get regular shipments of anything they can't manufacture for themselves, which is a fantastic way of driving player interactions
  16. If you havent read it, here is the link to the Devblog about Organizations, which is their generic title for all kinds of clans, tribes, pirate gangs and what have you. Given that they want it to be an integral part of their quest for emergent gameplay, i am certain there will be a lot of work done on the UI for it. I personally feel like high-level player organization will be the defining factor in Dual Universes success or failure. We have seen a lot of sandbox, voxel builder games come and go since the birth of Minecraft, and most of them have been pretty bad in my opinion, but Dual Universes blend of super-Minecraft building and EVE Online's player driven emergent gameplay could be a seriously winning combination, or at least i hope so
  17. bdole92

    Gas Giants

    So i don't know if this is something that has been previously mentioned, but i really hope gas giants are in the game! Their exclusion from No Man's Sky ( a game that, from what i can tell, Dual Universe has been compared to a fair amount) really saddened me, and i think they would fit perfectly in DU. Aside from providing fantastic looking background scenery, i think they could really drive player behavior on the mining/industrial side. All you have to do is add a gaseous resource to their upper atmosphere, design a system where players can mine that resource, and then make the "Gas Miner" juuuust large and complex enough that it encourages players to mutually own and operate one, rather than create ones themselves. Players could also go for more of a "cloud city" vibe, and just straight up create their bases in the atmosphere of the gas giant! Having your Organizations HQ be a giant floating fortress in the clouds of a Gas Giant would be something i think a lot of players would go for, just for the coolness factor. In addition to the prospect of Gas Harvesting, something else Gas Giants would bring to the table is the possibility of Jovian systems. In real life, there are 67(!) known moons of Jupiter ranging from just 5km in diameter, to 5268km, (Ganymede), which is 8% greater than Mercury's! Imagine the possibility of finding a few dozen moons orbiting a large gas giant, all of which could provide interesting biomes, rare materials, and fascinating landscapes, all within spitting distance of each other! The potential gameplay value is tremendous, and could spark some series emergent geopolitics. Imagine a "Jovian War", where various factions all strive for political domination of a complex, multi-body polity stretched across dozens of moons! How much more epic would that be then boring old ground-wars on a boring old rocky planet? Alright, i admit that i'm biased, but i really do mean this as a suggestion to the game developers, Gas Giants and Jovian systems offer an incredible range of gameplay opportunities and i hope they are, at the least, investigated as an option
  18. The real question is in fuel costs. Designing alternative modes of delivering large quantities of goods to space is only reasonable if the financial (fuel) costs of shipping those quantities of goods is comparatively high. In the real world it makes perfect sense if you want to send thousands of tons of goods to space, but i don't believe we have the knowledge of in game systems yet to make any statements about whether it makes any sort of financial sense
  19. In the devblog "LUA Scripting and Distributed Processing Units" there was an intersting line that caught my attention, when talking about building ships. "If you are smarter than others, you can get the job done in a better way, get an edge in battle, or in trade by launching the new Falcon X-42 superfighter and change the balance of game combat with new tactics and possibilities." The developer presents the possibility of using your fancy programming and engineering knowledge to design a kickass fighter, and then selling it. Right away a concern appeared for me, whats to stop someone from taking apart my fancy X-42 superfighter, figuring out how to build it, and making their own? More importantly, if i run a small time Weapons Manufacturing company, whats to stop a rival from creating their own after reverse engineering it? In the real world there is the concept of Intellectual Property, where even if someone does steal my design, i can sue them as recourse. Outside of a highly advanced emergent geopolitical construct, that sort of recourse wouldn't be available to me. The only thing i can think of is using the tag systems so that when i sell a construct to another player, i'm only selling them the "pilot" tag to prevent reverse engineering, but would that work in game? Does the game currently support a way to prevent a player from reverse engineering like that? It seems to me like this would be a pretty crucial thing to consider when it comes to emergent gameplay. If you can't prevent reverse engineering, at high levels of emergent gameplay, alliances, coalitions and such, independent or semi-independent Manufacturing groups of all stripes would be severely penalized. If the Mega-Corp can just copy your slick new design and mass produce it, why bother? I am very interested to see what you guys all think! I would also like to say that as an off and on EVE online player, i am crazy psyched for this game even at a really early stage of development
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