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Cornflakes

Alpha Team Vanguard
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Posts posted by Cornflakes

  1. The short answer for the first two questions are: We don't know

     

    As for the third, I believe the material your construct is made from determines it's color. That's how it seemed to me, anyways. To paint over a color would be to remove one material and replace it with another.

     

    Why would that remove the possibility to color the voxel?

     

    Material data and texture data are trivial to store separately.

     

    Just the default texture would be material determined.

     

    And when done properly only the non-standard-color blocks would need additional memory compared to a system with material=color

  2. Yeah, I know, Star Wars style, but still, it isn't worth it as a strain test on the server, as the hologram would have to be an NPC "clone" of the player with a blue translucent hue of a texture. NPCs cost the server :P

     

    Erm... if its just a static animation it wouldnt stress the server more than any other animation :P

  3. i'd personally limit the range of any repair tools to very short ranges, like a few meters.

     

    combined with some system that remembers the undamaged state of a given construct (or just plain blueprint access) it would strongly encourage shipyards (with repair arms) and small repair vehicles that crawl surfaces.

     

    neither variant would make it "too cheap" or particularily useful in combat.

     

    and would make repair yards and fleet tenders an asset to be protected.

    with all the repair equipment and production capacity at hand.

  4. well, because you can repair something so many times before the cost of repairing exceeds its worth.

     

    and where would that "be more expensive than a new one" come in in my example?

    by the time it would be "too old" its 100% new spare parts :shrug:

     

    If items won't drop (which the devs left up in the air on the DevBlog on Resurrection Nodes), gear degredation will be the only thing incentivising the market for those people who craft player-gear.

     

    "your inventory will be randomly losing most items"

     

     

    sounds not very open to me.

  5. That's the item degradation, that gear goes "old" with time, but due to it being used, rather than a countdown timer to obsolescence.

     

     

    Let's say you use a weapon 10,000 times, that weapon should require maintenance, next maintenance after that, wil lbe in 5,000 uses andso on.

    Your version sounds mostly annoying imo.

    When i keep my equipment in pristine condition all the time and put in replacement parts continously why should it get worse all the time anyway?

     

    When a gun's barrel gets worn out and cleaning and rust removal doesnt cut it anymore i replace the barrel (maintainance! Magic!) and dont throw away the whole gun

  6. To add to this, perhaps damage should be localized. Each polygon surface should function individually. That way, you can "punch" holes in the shield grid. I like this since it adds to the tactical combat mechanics that DU is aiming for.

     

    didnt i say that already?

  7. i'd say that functional elements (generators, thrusters, weapons, etc) have a limited "maintainance" point count.

    this point count goes down naturally over time (with or without use) with a slow rate.

    the maintainance bar can be refilled by using some tools and resources.

     

    maintainance needs go up with usage of the device (output power x runtime or discrete uses for devices where it applies).

    so the older a device and the more it has been used the more its maintainance bar has been depleted.

     

    a ship just being stored in a hangar would still need upkeep, albeit less than an actively used ship.

    requiring regular attention and resource input.

     

    as a bit of mitigation it would be possible to "mothball" individual functionals (or just the whole ship, but thats just mothballing all the functionals of the ship)

    this would take some time and resources and reduce the maintainance decay strongly (or even to zero) but deactivate the component untill it gets taken out of mothballing again (again taking resouces and time).

     

    this would discourage massive ship stockpiling as every ship thats in a flyable state is taking manpower and resources.

    and the ships that arent taking a lot of resources are either not built yet or in a state where they arent readily flyable.

    putting some strategy and thinking into what ships you build and keep flyable, not to speak active.

  8. what would definitely bring forward sectioned shields would be to have shield projectors not generate closed bubbles but only single polygons of shield "plates".

     

    a single projector would generate a corner/vertex of a shield and it has to connect to other projectors to provide the other vertices for plates/bubbles.

    the projection distance could be configured per projector to make the system a bit more flexible.

     

    single projector -> point (pretty useless)

    two projectors -> line (a bit less useless, but people are creative)

    three projectors -> a closed triangular sufrace that provides protection against projectiles that would cross it.

     

    four or more projectors could completely enclose a volume.

     

    every projector could be part of multiple polygons to generate closed bubbles without gaps.

     

    this would enable custom shield forms for any form of ship in a relatively easy to understand fashion.

    (the whole wireframe shield bubble could be smoothed over afterwards to provide more pleasing shield shapes, if so desired)

    and would also provide sectioned shields for localised damage modeling on shields.

    in addition forcefield doors, shield domes and other uses with custom shapes would come for free with the system.

     

    damage/power needs could be distributed per shield projector or maybe to shield generators by which the projectors have to be supplied from.

  9. If the lore has FutureSpace metal that can absorb gravity, then alloys can be made to reallocate the center of mass.

     

    you dont need such fanciness...

     

    just simplify that every cargo box has an identical center of mass regardless of its filling state.

     

    like every container in every game :V

  10. any players builds using the ingame builder, like your ship, your armor, static creations, buildings etc.. will be made out of voxels

     

    any animated objects, with polygon streching, such as players themselves will be made out of mesh, but uneditable

     

    i am giving an example about scratching your ship and loosing voxels on impact, so loosing mass, and difering from the saved blueprint of your ship

     

    PLEASE READ PROPERLY, what people post and what devteam post, there are lot of things behind you dont understand such as mechanics and how all this could be made possible

    No they wont be.

    Vehicles and buildings will be voxels, yes.

    But functional parts and player equipment wont be player designed.

     

     

    "On the other hand, crafting enables players to make gear and Elements. Those are non-customizable 3d models (meshes)."

     

    https://board.dualthegame.com/index.php?/topic/841-ask-us-anything-event/

  11. its not about if it will be feasable or not to put the death star in your pocket, because in theorie its not, your pocket wont be big enough, but a car size object and smaller could be

     

    well, death star one is pretty close to fitting into your pocket/backpack with it being down compressable to a cube with 1.6 meters edge lenght

    a borg cube (3km edge lenght) would easily fit into a pocket with it being compressed to (5cm)³, or 1/8 of a liter

  12. well JC said we will have technology to compress things at the nano size, so scientificly talking with an atome, if you resize the proton to the size of a foot ball, its electron will turn around with the radius of a stadium. means if you compress, you take off all that air in between protons and electrons you can fit a stadium into a foot ball.

    And i m not only talking about a ship scaled creation, it can be a piece of armor, a little bot, an hover board

    Do you remember Bulma in DBZ? she stores all kind of space ships into her tiny capsules! that would be cool

     

    The size is wrong :P

    Unless the stadiums where you live have a diameter of 13.4km.

    (factor of about 60000)

     

    (It also wasnt space compression, but space "pockets", making the ratio irrelevant, as its not the limiter for that)

     

     

    And it would also completely remove everything interesting from transport gameplay.

    Why build slow, bumbling, raidable freighters when you can store the whole earth in a cube with ~170 meters edge lenghth?

    Everyone would fly around in small, nimble ships, making a one-seater starter ship indistinguishable from a freighter which is moving planetoids around.

  13. Because it contains no advanced components such as strong thrusters for drop ships, or advanced electrical systems other than audio and visual communications. It is also less likely to be shot down than a larger dropship.

     

    Edit: A one man pod that is the size of a full fighter? That would be redundant, yes.

    And a drop pod built from voxels cant fulfil your criteria... why?

  14. It's not individual ships as those are expensive to produce. In essence, you attach this pod module to your ship. A player or vehicle gets or is placed inside. Someone flips a switch and a row drops straight down towards the planet. Easy and expendable.

     

    Sooo... you want something that does what voxel ships can do, with the size of voxel ships but... isnt a voxel ship?

     

     

    Why would that be worthwile to implement for the devs?

     

    Its 100% redundant.

     

     

    Why should a metal shell with thrusters called drop pod be cheaper than a metal shell with thrusters named ship?

  15. But if there is plastic surgery then then a software won't recognise you from look.

     

    there are more ways to identify people than by facial features, though.

    general bone structure, gait, behaviour, voice, preferences.

     

    there are many many ways you can put together unique identifiers from non-obvious characteristica.

  16.  

    These sound like physical characteristics to me.

     

    But regardless, it seems you meant all of that in a parameter-only sense. I just didn't see the explanation of that until now.

     

    I do agree that simple manipulation of the exact parameters is a bit boring, but I was only trying to say that can't be done is different from won't be done.

     

    ah, there comes the confusion from.

     

    well, the player only interacts directly with the parameter inputs.

    and a bit of PCG then generates a mesh element that fits the parameters.

     

    the player doesnt touch any blocks like in from the depths, only the parametrisation.

  17. And Cornflakes uses  *Logic*     it's super effective.

     

    LOL

     

    yes I understand that, so unless they put in the lore that we were all tagged with some kind of id chip, you still shouldn't know me from captaintwerkmotor.  all you should know is who was on the ship.

     

    Also since the lore also included a massive memory loss, that also covers not knowing Bob, who you walked onto the ship with.

     

    We both know what the game is probably going to do. its going to be like all the other MMO's out there, I was expressing my distaste for that because it breaks our ability to roleplay and to hide etc...

     

     

    well, theres facial recognition software for a start.

    that doesnt need any implants or cooperation from the person to be identified.

     

    you dont have to know the person yourself for your implants/computer systems to identify him/her.

     

     

    (note: im not advocating general "i know everyone" behaviour. im just pointing out logical details)

  18. Problem with a mass driver is getting back the supplies (also they work off the same basic principle so you can technically classify them all as rail guns or mass drivers or even coil guns just the implementation is slightly different)

     

    you cant classify them as railgun AND coilgun.

     

    those are fundamentally differently working accelerators.

  19. I understand when you target them, but still I have never liked that system, because of two reasons,

    1) you shouldnt get to know my name which cant be changed if I dont tell you. especially in an immersive game like this.

     

    You know, we are all from the same colony ship without offspring.

    Crew manifests are a thing.

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