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Cornflakes

Alpha Team Vanguard
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Posts posted by Cornflakes

  1. I think this is worth having a separate thread for because construct degradation addresses a separate issue from item degradation.

     

    it can be done with the same in game mechanic, though.

    You dont need one that slowly destroys stuff to be separate from another mechanic that slowly destroys stuff...

  2. I learned about starmade's docking/rail system today.

     

    It seems like a good system at least for slow rail systems like cargo management, docking and elevator systems.

     

    Simple, block based, easy to read the state of the system, usable for many things.

  3. http://www.merriam-webster.com/dictionary/drone

    "an unmanned aircraft or ship guided by remote control or onboard computers"

    nothing about them /having/ to be remote controlled.

     

    predators dont shoot missles on their own accord because theres not enough reliability in target identification in their systems.

    the next gen drones they are building right now are way more autonomous and only need commands, not remote control.

    http://newatlas.com/ai-human-pilots-dog-fights/44107/

     

     

    just because its an unmanned vehicle doesnt make it incapable of doing anything without human intervention.

     

    drones like the ones in the second link would be perfectly fine for carrier guard/interceptor duty for example.

     

     

    and theres also nothing that keeps you from making automated combat drones.

    i reckon we'll be able to code weapons usage, we'll be able to code thruster usage, we'll likely be able to code sensors.

    nothing obvious that keeps anyone from just hooking those three things into a DPU and automating a combat drone completely.

     

    same game for repair and mining drones.

  4. That is the idea behind the license system, regardless how many constructs you own or have access to only the ones with a licenses bound to their core will be able to act independent.

     

    again, where does pilot support end and where does independent action begin?

     

    how do you differentiate between the two?

     

    where is the line?

     

    having a drone license system is nice and dandy, but worthless if you cant even define what a license needing drone /is/

  5. I declare Independence of a construct when it is handled as a "player controlled one" and stays loaded even if no player around.

    That is one of the reasons why drones are so dangerous from a performances point they need to be a agent that can modify the environment without a player around.

     

    Usually a section of the world where no one is around won't have any computational load because it is dormant data until it is loaded into the RAM when a player arrives.

    But in order for a drone to do stuff it needs to be loaded permanently since it acts as a virtual player.

     

    It would suck if you go offline and you drones freeze in time after you disconnected.

    You won't be happy with that since the whole point is automation to archive stuff without you and your intervention.

     

    Think about a unmanned transport that you send to the moon as soon it leaves the loaded bubble it would just be stuck there and never reaches its destination.

    Good luck with keeping corps from using drone swarms.

    If all thats required to keep it from needing a drone license is the presence of a player nearby.

    Lone players building von neumann swams is a smaller problem than corps building them.

    They have the manpower and programmers available to build replicators and to keep them running with or without player presence requirement.

  6. Xbox one runs on a modified version of Windows 10, and before that it ran on a modified version of Windows 8. So your statement is true, but you're wrong. Xbox does run Windows.

    Thats technically true.

     

    But by that "technically true" playstation 3&4 run on "modified OSX".

    (Both operating systems are offspring of BSD).

     

    If there were no effort in porting, why arent all xbox games running on windows pc's? Or the other way around?

  7. Where is a drone different from a ship with lots of control support?

    The dev example included an automatic balancing script for atmospheric/gravity influenced flight.

    So computerised thruster control cant be the differentiation.

    Where ends support/controlling and where does independence begin?

     

    So what would be the differentiation between a drone and anything else?

  8. IT's simple game mechanics. Throw in some "hacking logic" in it and your ship can siphon energy off of another.

     

    That assumes that the receivers are transmitters as well.

     

    Which is far from being a given.

     

    Its also far from being done "just so", you'd have to hack a lot of different systems to make that siphoning happen in the first place.

    The transmitter, the on board energy transfer systems, /understanding/ how the targets energy net looks like to do the transfers in the first place.

    Hoping that the engineers dont just cut the wire, hoping that theres no cutoff between the shield power supply and the transmitter...

  9. Energy transfer for shields? Cool. Enjoy this working the other way around, since people will be able to drain your shields and go like "lelelelele , L2P scrub".

    And.. why should it be that way? Transferring power between two cooperating ships, using equipment thats designed for it, is a bit different than sucking power off another's ship.

     

     

    And by the way: stop being a farking cloaca.

    You can talk to people in a normal way, regardless of them agreeing with you or not.

  10. Why are "ion" engines nuclear?

    how can /fusion/ "ion" engines utilise uranium?

    How can thrust be independent from acceleration?

     

    How can a /solid/ chemical thruster utilise hydrogen as fuel?

     

    why not boil it down to a set of parameters?

  11. 2. Latency as you put it in here, would also take more to calculate. In essence, making the game calculate the signals and the time it takes to get to destinations is unreasonable. If a signal is traveling, and it has multiple receivers, calculating the delay for each one wouldn't be reasonable for the server, and it would just be a waste of time for those waiting for said signals.

    And even more of a waste of processing power due to that mostly unnoticeable delay.

     

    I cant do anything anyway in that timeframe over interstellar distances, why bother with a few seconds delay?

     

    And in the situations where it would matter im already using some out-of-game coms channel, like teamspeak.

  12. to be honest before the very recent video, i imagined could paint smaller pixels than 25*25cm, imagined it more like a grafiti spray tool

     

    but what you say is pretty consistant, adding with what captain said, just have to wait if they plan 25*25cm preset bump map, with only one rivet in the middle, so every 25cm you could put one

    I didnt mean that you change thr bump texture of that specific voxel (one instance every 25cm) but you draw vectors over the surface of the whole object, with arbitary start and end points independent from the voxel grid.

     

    a "sticker" system so to say with a bit of extra stuff to make it easier for everyone

  13. Plus, it's an optical sensor, not a camera :P The Hubble Telescope does it fine, I believe FutureSpace tech can do it much better :P

     

    and what is a camera if not an optical sensor, genius? :P

     

     

    I don't think you can hit a flashlight with a high enough intensity to hit a disc roughtly 10 meters in diameter from the other side of the star system. :V

     

    hitting isnt hard, saturating the sensor harder :P

     

    but then nobody said across the system. only you :P

     

     

     

    As I said, EVE had taken the classes of mage, rogue, priest and put names of warships on them :P DUAL is not like that.

     

    and that invalidates EWAR ... why?

  14. In-game voice isnt necessary, no.

     

    But a generalised localised communications system that can also be used by automated systems could provide a lot of gameplay.

     

    A general "communication station" "link" in a ship with a scriptable way to reroute it to specific locations in your ship or even through other communication links.

    Any incoming coms would just go to "coms" and could then be routed internally to specific stations or computers.

     

     

    This link could then be used to provide remote interfaces or computer interactions.

    For (semi)automated requests or trading systems (with remote provided interface widgets).

    For docking, stargate usage requests, fully automated handshake identification, semi automatic identifications (code entering), etc.

     

    An automated construct could send you a communications request, you let the request through and put it "on screen".

    The construct then puts a custom interface onto the screen through which the player then interacts.

    asking for authentication in form of a password, or maybe in form of another computers output.

  15. Well, sure, unless they can also spam like a real person in the chat via automated messages. Then it's going to be like propaganda wars i nthe 1800s.

    Why the fark should a better sign be able to write in the chat?

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