Jump to content

Tnecniw

Alpha Tester
  • Posts

    331
  • Joined

  • Last visited

Posts posted by Tnecniw

  1. I imagine that you can design rooms sepperatly, and then create your own modules which you can quickly duplicate...

    Maybe you could go so far that you can create one building and then basicly "copy paste" the whole building if you want to quickly build up cities (of course requires alot of material)

    What I hope is that you basicly could do the same with ships, so you can massproduce fighters for a guild or such.

  2. sry, but no matter what you do, 500 years are nothing compared to the time a species neesd to evolve, you could argue, that they tried to engineer the perfect human to survive in the space and made different versions of it because they weren't sure how well it would work, but even that takes a long, long time for development and an even longer time to get a proper population base, so no, you can be pretty sure that the beings on the arkships are very similar to us now.

     

    And it is even more unlikely, that we encounter aliens in the next 500 years which are participating in thausands year long cryo-sleep instead of just using their own spaceships or, if they're damaged, helping the humans to build a proper ftl engine. So i'd say no to aliens too.

    Heh, we have actually evolved in 500 years :D we are like... 4-5 inches taller on average.

  3. Regarding inflation: noone wants that to happen, and i'm pretty sure the devs knows what to do to avoid that: without an official currency or adding proper "gold sinks"

    Regarding "no official currency": I've played many games, where there was no main currency. In this case, players will assume a specific resource as a main currency, preferably something that has a good value, and that doesn't occupies too much storage space. I think that would be kinda fun to build high security banks, where you have to store this currency because it takes storage space (and security transports aswell). 

     

    To avoid inflation you just need to make sure that the gold that enters the economy is < than the gold that leaves it. And some few other stuff.

    Indeed... we don't want this to go World of warcraft on us. Since blizzard now has to increase goldcap to 2mil (and I have NO fucking idea how people get that much)

  4. I don't know if this has been discussed...

    But will damage = weakness in armor?

    like if you punch a hole trough the metal plating, the area around the hole will weaken, making it weak to further attacks.. I wonder if this will be the way ship armor in this game works. :D

  5. Well, this faction sounds very interesting.

     

    I would like to sign up, freelancer Engineer/R&D and whatever is fun/needed atm.

    RL Skills:

    - Programming C, C#, LUA,...

    - learning Mechanical engineering

    - will to design things for one specific need

     

    I have a few Ideas on what to tinker, already. But I am not sure how much time I can opt in on a regular base, thus freelancer.

    And also change of stuff to do at times. Just doing R&D would get boring.

    Welcome to the team xD

  6. Welcome. Like you, Dual seems to represent what a lot of people have been looking for in a game. I am looking for the next mmo I spend the next 10 years in.  I spent my time building spaceships in Landmark (cant fly, just look really nice). I have space engineers, but I came in late and it's kind of overwhelming (the building) so I have not played it that much. Anyhow welcome aboard. :D

    and EVE isr really fucking hard to get into properly xD

  7. Say you put a hefty bounty on my head.  I strip myself of all valuables, and get a friend to kill me.  He then goes and claims the bounty and splits it with me.  This was a common problem in Eve.  As much as I love the idea of bounty hunting it cannot be a simple kill/get money mechanic in this type of game.  I had some ideas on this topic a while back.  A short summary is that there need to be dynamic ways for players to put stipulations on their bounty contracts.  https://board.dualthegame.com/index.php?/topic/274-bounty-hunting/?hl=%2Bbounty+%2Bhunting

    Could be fixed if there was a bigger punishment for death :P

  8. Nice system will be in bounty hunting.

     

    When we kill someone who was "wanted" and was the "prize" for him, we receive "voucher" with reward for him. To receive money from the "prize / voucher" we must have to realize this "voucher":

    - to person who issued the award,

    - or in place of issue / "Bounty Hunting module or terminal".

     

    Physically this "vouchers" are in our ship hold or personal inventory:

    - when the ship is destroyed someone else can "loot" this vouchers,

    - if we die someone else can "loot" this vouchers,

    could be interesting :D

  9. Personally I feel the p2p mode and being a sub is a great idea especially for this game. People can come check out the game with a free trial and if they like it they can sub, this helps people get a feel for the game and also helps keep trolls away somewhat coz theyd have to pay a monthly fee to grief people if thats what they wanted to do. Therefore the actual comunity can enjoy the game and the devs also can create additional content along the way. I would have no problem subbing to this game and getting really into (takes a lot of time to make a planet size city so i need to get to work haha) and will definitely help at the crowd funding stage as I really want to see this game take off and dominate the stars. XD

    Indeed, if you pay a sub it is much less likely that you are an ass... since if you get banned or hated, well it is hard tog et that money back xD

  10. never played eve. when i came across it didnt have the time to commit to such a game. but if thats how it is then yeah. kind of disappointing but im hoping that if there is standard fps combat for on the ground then they can translate that to dogfighting. maybe only "turrents" will work in that fashion

    Well, honestly what I have seen of the game it seems to be more focused on building than fighting.

  11. Welcome to the forum ODINxKANE. As far as throwing your money at the devs, there will be a community Kickstarter page for the game created near the end of this year.

     

    I have to agree Tnecniw as well when stating not to overhype the game. While it does look promising, it could still have problems that might be overlooked with it's hype. While I'm saying that though, the game still seems to be taking steps into the right direction.

    Indeed, never overhype... cause then you get Watchdogs...

  12. Technically, the voxel is not the cube but the underlying information that defines the coordinates in a three dimensional grid.

     

    Yeah, I know, it's a mouthful   :)  But if you are building in a voxel world and your really want to understand how things interact you cannot just think of the voxels as "cubes".  Voxels are the information that is represented by the cube in space.   Gawd......this is painful to try and explain.

     

    Anyway, try not to think of a voxel as just a cube, but information that is going to react with the information of the voxel that is next to it....why you say?  Well, depending on the engine, a voxel may react differently (change its shape) depending on which voxel is next to it--and its position in relationship to that voxel.    If any of you have been in Landmark, that is how you get anti-voxels, putty voxels, prime voxels, and the like.   Now, the size of the space that a voxel can normally take up is governed by the engine and is normally set by the game developer.  They can have multiple default sizes, but the smaller you go, the more the server has to keep track of all those little bits--and all the information that lives in them.   Depending on the voxel engine and how the developer sets the defaults, voxels can also have mass, gravity, inertia, rotation, all kinds of things.  All of those things have their own processing costs on the server and your local machine. 

     

    So, really, when it comes down to it, when you say "voxel" you are really just saying "a virtual blob of stuff".  Until we get more input from NQ on what they are going to give us to play with, we are just guessing.  Given that they are working with a server architecture that I do not believe any of us have worked in, I don't think we have a clue what those blobs of stuff are going to be able to do and not do and what the limitations will be   :)  Unless of course, there someone from NQ drops that information to us at some point <nudge nudge, wink wink>

     

    <taking off nerd hat>

    True...

     

    but I think that is determined also in shape. like you can take a... triangle for example and make it bigger or smaller and such, and if you want to make it detailed you have to use "small" voxels (in the sense that you use small cubes) to build your stuff which isn't already pre-built.

×
×
  • Create New...