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Cornflakes

Alpha Team Vanguard
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Everything posted by Cornflakes

  1. hey yo tell that eve some timers allow all players to actually play against their opponents, when the guy who frequently attacks me is a few hours behind me, he can always plan his attacks in quiet and peace while i have to sleep to get to work the next day. destroying stuff with impunity in that time.
  2. you know that building games tend to attract carebears because they want to build shiny stuff? V: if you forcefully limit them to small spaces you'll lose large parts of the possible playerbase. and giving people time to actually /react/ on attacks doesnt make them safe from everything....
  3. and what has flight time to do with people pooping in the communal sandbox? let people build in peace if they want. not everyone has to agree with your idea of hardcore FFA deathzone for everyone vision.
  4. I didnt say that everything should be protected by such a timer. Im just saying something similar should exist. Maybe some semi-expensive shield bubble thingy that works similarily to an eve reinforcement timer. Blargh blargh kyrium shield with hard limited active time or something along those lines. You get a limited "get out of jail" timer which deters low grade trolls from just bombing everything. With additional limitations to keep them from being used offensively (set-up time, only on stations/planets/'roids).
  5. the reinforcement timer on constructs doesnt matter if its player==ship or not, because the things with reinforcement timers in eve arent ships but the things where you could conceivably put someone on duty all the time.
  6. seems like even EVE disagrees with you with its reinforcement timers and i tend to look at EVE for balancing points because they have been running a sandbox MMO for a decade now
  7. I doubt that you'll be able to pour more power than its rating into any kind of equipment (except for maybe some damaging "overcharging" thing ala EVE's overheating. i also highly doubt that there wont be any kind of power allocation mechanic in the game considering that we've already seen mockups of generators and power conduits. But what i doubt is that it will be a wonky "power core" system but instead straight up wattage the generators supply and equipment takes up. Why build some weird system with hardcoded numbers and weird interacting boni when you can do it in a more logical and easy to understand way? ¯\_(ツ)_/¯
  8. You go into an english speaking forum and complain that people ask you to speak english? you'd be yelling at people as well if they were speaking german in a french forum. If you go somewhere you adapt to the local customs not the locale to your customs.
  9. Nnnnnnnope. Functional parts are premade by NQ, so the engine you mount is a non-voxel externally 3D modeled mesh element you cant change. https://board.dualthegame.com/index.php?/topic/841-ask-us-anything-event/ "On the other hand, crafting enables players to make gear and Elements. Those are non-customizable 3d models (meshes)."
  10. Just because you have to select targets to engage them doesnt mean that all your weapons have a full 4pi firing angle. It just means that you dont have to manually point your mouse at the right spot to hit. Decoupling controlling weapons and controlling your ship as a whole. Making the game about positioning yourself smartly instead of the mechanical action of pointing your weapon at the right pixel. Weapons will likely still have limited arcs in which they can engage.
  11. that depends on how exactly it works. it could as well be a device that spreads any force imparted on the whole system over the whole volume/mass of the ship. internally everything appears as if it were acceleration caused by a homogenous gravity field (aka no force gradients which generate stresses) but any impulse that enters or leaves the system has the approbiate effect on the whole ship. conserving the effective mass of the whole system with assorted thruster needs.
  12. i'd like to point out that proper warp drives (aka alcubierre drives) dont impart any force on your ship. viewed locally you dont accelerate at all. you just take space and move it around, while you are incidentally on that "space plane" (harr harr) you are moving around. there is no classical force or acceleration there. (also an inertia /generator/ would be rather counter productive to add to a ship you want to accelerate :V an inertia dampener would be smarter)
  13. Croxis' post doesnt assume any specific xp-bonus curve. People will grind levels if they actively can, a log increase would only make it more frustrating.
  14. I'd do a combination of fortresscraft-esque resource deposits, limited resource regeneration and continous material upkeep for everything. Ores would occur in big veins which hold large amounts of resources. One can destroy the vein blocks for a quick/instant resource gain which is an one-time gain with low-ish (heck maybe none) total output but high output for the time investment. Or one can [technibabble] extract minerals from the vein without destroying the blocks with lots of total available resources but low extraction rate. Vein blocks which are not full/(near-)empty slowly regenerate to a certain degree. This regeneration could be low to begin with (for simpler behaviour) or with the regeneration rate slowly decreasing to some hard minimum rate. So the vein never runs completely out, but looses ever more usefulness. In addition with some continous material upkeep for constructs theres some break-even point for every resource site which gets worse for bigger groups (with more overhead). So a resource deposit never completely loses its usefulness if managed properly, usefulness decreases stronger for big corps than for small players, and thus gets abandoned by corps and gets used by small groups or newbs, and can supply some base resource supply that regions never get completely abandoned by people because the resources are exhausted. The regenerating property could be limited to some deposits, maybe randomly, maybe have some special "core deposits" which are extra deep under the surface or some other special case.
  15. The formula is for /restmass/ and speed independent. It also has no effect on inertia on game relevant scales. It also has no effect at all on local acceleration. Regardless of how fast you are, you can accelerate with the same rate and thus experience the same "g-forces" as they are inertial pseudoforces that are caused by acceleration. Its just that external observers dont agree with the velocity change you must have undergone from your point of view. And relativistic mass increases dont matter a single bit with speeds that any game useful physics engine can handle. Relativistic effects generally dont matter on a human percievable scale below 0.3c. and when you include relativistic mass increase. At 0.3c the mass increase is about 5% At 0.4c 9%. Any physics engine breaks way before that speeds. And when you include relativistic mass effects you also have to include time and space dilation. Cause you cant have one without the others
  16. And what would be that 3-4 drives? I know for sure about two and about conjectures/extrapolation for a third one.
  17. having your GPU run unchecked code from unknown people without prompting sounds like a cool idea, yes. *sarcasm detector explodes* Theres a difference between running sandboxed interpreted scripts and running GLSL on your bare silicon. I definitely dont want people to be able to run code on my hardware just because their game object came into loading range.
  18. Go try out starmade, it works like a charm there with its rail system.
  19. Let me phrase it this way: If it were that trivial to do dont you think EVE would have to do the Time dilation thing in large battles? Network latency may doesnt matter for the actual calculations, but it matters massively for the player input. If that Japanese guy who is fighting in his fighter against me euro guy is always exactly where i expect him with that /at least/ 1/8 of a second time delay hes not using his controls Try playing any fast fps with a ping of 125+, lets see how fun it is. Same problems apply for any online game. and unless we find a way around the no communication theorem its not going to be solved by ignoring it and saying the physics are easy to compute locally.
  20. i didnt see it either "commonly". i remember one instance of a similar system and that was in CoD4 (i didnt play any CoD after that anymore) and one game series isnt "common". beyond that its only a warning when the players stuff gets attacked "Your base is under attack"... i'd definitely enjoy a way to detect active weapons (easier than inactive ones) maybe tied into a system akin to this with firing temporarily increasing the emissive signature of the weapon. this could be extended to all types of devices. with devices that are in active use having a higher emission rate than "cold" devices.
  21. what he said the rough outlines are in this lore piece https://devblog.dualthegame.com/2015/08/20/dual-universe-part-4/
  22. which was perfectly in line with what we know about Kad(packs), namely that they compress stuff into handy packages. with their limitations not known at the moment
  23. it also doesnt have to be manual maintainance. fill a container with some resources, attach a "maintainance module" to it (which sends out little robobugs to do the job or whatever) and the rest goes automatically. with regular supply income its not much work.
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