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Wardion2000

Alpha Team Vanguard
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Posts posted by Wardion2000

  1. Artificial mass, in case you're on a low gravity planet and you don't wanna go bouncing around everywhere

     

    Also, when you say elements, do you mean like Sulfur, Titanium, etc?

    I see how my post may have been confusing.  When I say elements I mean specifically "voxel elements" and "mesh elements"  A staircase would be an example of a "voxel element" a cockpit would be an example of a "mesh element".  The devblog (Link here) goes into greater detail.

  2. I'd like to create a list of all the elements, voxels, and mesh ideas we would all like to build with in-game that have not been mentioned by the devs yet.  A short list of what I'd like to see follows.

     

    • Artificial gravity voxels with diminishing returns based on how close you are to a natural gravity well.
    • Voxels with "traction" that the character avatar "sticks" to so we can build moving platforms we won't slide off of.  Diminishing returns based on how far you are from a gravity well. 
    • Voxels that can only be constructed in certain conditions such as an airless, high, or zero-g environment.  (Could make certain shipyards more or less valuable and/or capable.)
    • Voxels that can have different properties if certain conditions are met.  (apply power and you increase mass for instance.)
    • "Floating" component voxels.  Functionality identical to other types but for aesthetics only.  (See my forum portrait for an example.)

    Anyone else with ideas?  I think this thread could be quite expansive.

  3. Hmm,  I just thought of some more utility uses as well.  

    • The ability to create environmental effects. (like smoke)
    • An interface for the remote control of drones.
    • An HTML5 programmable interface just like DPU's.

    Anyone else with other thoughts and ideas?

  4. An underground city buried deep inside a planet sounds more like a plan than a suggestion, as I'm sure such a thing will be possible! :)

     

    As for a Starkiller base, I'm not so sure. The Starkiller base was roughly 10 times larger than the first Deathstar. The first Deathstar was roughly 150klm in diameter. The second one being almost three times the size. (To put that in perspective, the first Deathstar was bigger than the biggest size available for a default Space Engineers planet (which is 120klm in diameter)

     

    So now back to the Starkiller base, that's about 1200klm in diameter. While such a planet size probably will not exist in DU, (if it does, I will eat my keyboard) creating a weapon capable of destroying entire star systems in a game full of star systems is incredibly overpowered and unpracticable for the server. As such a server would already be using a lot of processing power, a Starkiller base would probably not work.

     

    Sorry to disappoint :)

     

    Anyway, welcome to the forums!

    I propose the devs make 1200 KLM diameter planets possible for the sole purpose of seeing Dominar eat his keyboard. :D

  5. TranquilClaws how realistic do you want this conversation to be?  I ask because your weapon examples follow some very well established though unrealistic tropes in Hollywood and science fiction.  (Nothing wrong with this it does make their use exciting.)  So I don't understand what flaws you want us to point out.  At the speeds, you reach in space most of these weapon systems would only be useful in area-denial tactics for instance, and the others are classically misrepresented in the before mentioned tropes.

  6. In reply to the original post.  Possible yes.  The game engine could conceivably do it. (no upper limit has yet been put in place for size.)  But WHY?  In real life, we want to build these things to solve energy, space, and calculation limitations that being on a planet has.  These limits don't exist in-game so the only reasons "I" can think up are:

    • A billboard, advertising your talents as a builder/designer.
    • Some in-game mechanic introduced by the devs. (e.g. territory control)
    • Because you can. (A perfectly valid reason in a sandbox.)

     

    So my question is, "why do you want to know SilverRangerOne?"

  7. I would love a weapon creation system, but i dont want it to be blocky so if they make one and they use voxel i hope there is slope blocks

    In the devblog about voxel tools and elements (Link here) they talk about the "smoothing tool".  Such a tool would allow you to make the slopes you want.

  8. no, thats a misconception, let me quote omniscient google on that matter:

     

     

    I gave arguments for an "eat or die" system and arguments against it followed by a logical assessment of both sides with the goal to improve DUs gameplay, which completely qualifies as constructive criticism ;)

     

    That said, "hard edges" in disputes aren't nessecarily bad because it means people care for the matter, of course only as long as no personal insults are used. Using double the amount of words to describe something "nicer" just because others might get offended if you formulate it plainly is a waste of effort. That desire to never offend anybody anytime because of any idea is hindering progress and one of the cancers of our current society, especially if those "offensive" things are just plain facts and reasoning without any emotional argument.

    People who get offended because you refute their ideas with logic and reason should toughen up a little bit, its not like they are insulted or get hurt if someone tells them that their ideas are bad.

     

    First, you are not quoting google. That is a direct quote from Wikipedia which is the first thing that pops up and should never be quoted as the factual accuracy of any post should always be in question.  The Wikipedia front page even has a disclaimer (Link here) on why they cannot guarantee the validity of any post.  A good example of this in action is this (Link) article from Wikipedia.  It also contains a definition of constructive criticism.  This article contradicts your article on the subject.  "Constructive criticism" is two different words and therefore are defined by a dictionary.  

     

    For instance by the Oxford dictionary Constructive is defined as:

     

    ADJECTIVE

    1Serving a useful purpose; tending to build up:
    'constructive criticism'

    Note how they even included "constructive criticism" as their example.

     

    And just for completeness:

     

    Criticism

    NOUN

    1The expression of disapproval of someone or something based on perceived faults or mistakes:
    'he received a lot of criticism''he ignored the criticisms of his friends'

    Second, As I previously stated no one is obligated to give anyone one form of criticism over another. 

     

    Third, I agree hard edges in a dispute aren't bad.  My concern is that they have become INCREASINGLY harder.  And let me be clear this is happening on both sides of the table.  I have no idea if anyone has been offended.  I don't know anyone here personally, so I could never make that judgement unless it broke down into name calling.  All I know is that both sides are not debating with the same vernacular and things were looking hostile for a bit.

  9. I'm going to try something different today.  l would like to address some issues WITHOUT calling anyone out.  I do this because I believe an effort must be made to curb the increasingly harder edge disputes that are popping up.  To accomplish this I'd like to make a few points to everyone who has posted so far.

     

    First off some posters WOULD like food and drink integrated, for the sake of immersion or another aspect of gameplay.  There is nothing wrong with this.  Plenty of MMO's have included food mechanics and found a way to make them work.  Other survival/construction games also exist that include food mechanics that work fine as well.  Some may feel these mechanics will interfere with the direction of DU as a game.  Others are quick to point out that we can have whatever direction we want in a sandbox game.  However, a game rarely does everything we want it to.  Or I should say "You can't please everybody."  If such a mechanic is included it may be put in SPECIFICALLY as a hurdle or to slow our progress o other aspects of play.  Remember this is a sandbox game.  It can take all kinds.... Including farmers, if the devs so choose.

     

    Secondly.  There are many kinds of criticism.  

    • Constructive criticism is specifically suggestions of improvement or alternative paths to achieve the same goal.  It never invalidates the original idea.  
    • Practical criticism is pointing out when the original idea or aspects of it, does or does not work in an actual application.

    There are many other kinds of criticism but these are the most prominent you see on the boards, and no one is obligated to give you one form of criticism over the other.

     

    Third, this thread is in the idea box of the forum.  Idea discussions SHOULD focus on how they might work.  Not why we might not want them.  That comes later, and usually on a separate thread.

     

    I'm pointing these out because people are bringing up some interesting thoughts here.  Thoughts that if explored could lead to new and provocative ideas that can open up the game in ways we never imagined.  So let's not burn any bridges, either idea wise or with each other. :D

  10. Ooooh, I hope I'll be able to throw some money their way. I start college this year, so I'll probably have to crunch my money.

     

     

    What a coincidence. Same situation here.

    I want to throw all the moneyz!

     

    9e9.gif

     

    A small correction:

    The release of the first screenshots is planned for Q1 2016, if all goes well.

    Not the crowdfunding campaign, which is planned later this year.

     

    Best Regards,

    Nyzaltar.

     

    1320808530802.png

  11. What if the cryobed is there with you on the crewed ship?  So the ship can be run in shifts like real ships... people log off and new people log on to take their duty station...

     

    You could add a delay during battle if you die so any invading players actually stand a chance of making it to the beds and destroying them... preventing people from respawning back on the ship.  Basically to prevent a never ending supply of defenders for the ship.

    That would be an awful lot of planning and coordination for ONE ship.  I grow hesitant when a game mimics reality so much it becomes an actual job.  As for a way to prevent respawning, I think the devs already had a notion on this.  The quantum "Resurrection Nodes" are supposed to be buildable and destroyable war assets.  

     

    Of course, this just means I need to turn the interior ship design into a bloody labyrinth/deathtrap. B)

  12. @Neopolitan

     

     

    What do you bet people will attempt to reverse engineer some blueprints? :P Give a new paintjob and voila!

     

    No good sir, this is a legit iPhone!"

     

    "But the apple is facing the wrong way and it says iFon on the back-side."

     

    "Absurd good sir! It's totally not a nock-off."

     

     

    Good times xD

    I could see it happening.  I think it's just as likely blueprints will cover design philosophy metas though.  Someone brought up wanting to target specific components in another thread.  I would counter by building extraneous parts in out of the way places to throw off targeting systems then.  You might spend a lot of time reverse engineering something only for the blueprint to be obsolete a week later.  Though I could see builders being hired to reverse engineer and improve on a design.  Seen the movie Paycheck recently?  Not the best movie I know, but a perfect example.

  13. That seems to be one of the main purposes of any sandbox game, to play the game in a way that it wasn't originally intended for. 

    True, but it might be a stretch fitting multi-boxing into a sandbox criteria. :mellow:

  14. So much cognitive dissonance.

     

     

    On one hand remotely purchasing items would negate merchant ships.

    But on the other hand... travelling.

    But then again, in any MMO, there's a trading hub.

    But then again hubs tether you.

     

     

     

    Unless you build a self-sustained ship, that can process anything and produce anything, from fuel to repair parts. Then you are solid to go lone wolf.

    Remember that they plan to include a system of territorial control as well.  Territorial control isn't supposed to be something easy to pull off, so I can see ALL of the above being true by that fact alone. To bring cargo to areas with no territorial control it would require merchant ships and traders.  (All newly explored space and planets for example.)  Areas of space or land under territorial control could be thought to have the infrastructure needed for remote purchasing.  Especially if it's only possible in areas that are interconnected in ownership.  (like the territory tiles mentioned in the devblog.) They would have plenty of people already thus necessitating some sort of central trade.  Remote trade transactions might also be limited to trade on the planetary surface or one system tile to another.

     

    For areas of unclaimed territory tiles, cue the player made terminals.  I can see terminals stretching far beyond a simple vending machine.  If I were to build an underground vault for instance heavily guarded, trapped and armored as well as being automated.  I could create a sort of "Black Vault" for those who want to trade or store items in secret.  Depending on LUA scripting capabilities each vault room could be given an access code known only to whoever is renting it.  These codes can then be used as a secure method of transfer between two parties.  (I can also see people getting their grubby little hands on the blueprints and planning a "Bank Job".)

  15. Hopefully, you won't be able to de-orbit planets. Otherwise we all know what the greatest project in the game will be.

     

     

     

    Operation : Majora's Mask.

    Your Pacific Rim sig will never be more appropriate than it is now. :D

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