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Asimos

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Posts posted by Asimos

  1. Maybe you have to eat only to use the nanoformer...

     

     

    https://devblog.dualthegame.com/2014/08/17/about-the-alpha-gameplay/

     

    I did not talk much about energy at this stage, because it is still under discussion. But the nanoformer, and of course more powerful tools or weapons, will need energy sources. For the nanoformer, it could simply be your body heat, so all you need to do is to (h)eat. We would need to get some serious future pseudo-science to explain that however, because the Watts available will be rather limited!

  2. There are going to be "voxel tools" in the game (I think that's what you're asking for), there's a devblog about it, or a thread quite detailed. So you'll not have just to place a 25cm block one by one, but you'll have commands (maybe on your action bar, like Landmark), that you can use to place bigger blocks, drag your mouse to create large surfaces, or tools like that. 

     

    LUA doesn't place blocks, it only serves to program elements. So before the scripting, you'd need an element capable to place blocks.

     

    I know about the tools description in the dev blog, it is one of the first things i've read! ;)

     

    Let's say that you want to design the blueprint of structure like this (something that is not made by simples pattern, like plane surfaces or rows of voxels), maybe composed of hundreds small blocks:

    incendia-ex-objet-voxel-hgg-hde4-n8i76.j

     

    Place them one by one, by hand, could be a true nightmare! But if you have at your disposal some sort of console, like this...

    https://i.ytimg.com/vi/CE24kR13QJI/maxresdefault.jpg

     

    It could be quite trivial!

     

     

     

     

     

     

    I know that the my proposal is a bit strage, maybe what i need is more similar to a modelling software than a game interface, but... Hey... Never say never! :P

  3. You're not allowed to build in the virtual simulator, but to design only. So far we know there are going to be Elements with the ability to build. We don't know yet if there'll be one with the ability to design. But i doubt it, since it doesn't make sense. 

     

    Regarding the "build voxel patterns", I imagine you could create a blueprint of it, and print it as many times you want in the real world, with a factory unit. If there'll be a merge block, you could maybe create an automated system in the real world, that craft multiple "patterns", merge them, so you'll get the "repetitive pattern" result you are looking for. 

     

    I wasn't thinking about an element, more about some kind of console...

     

    A way to use the LUA code to "automatically" place some blocks (in the virtual simulator, at that point you should eventually add the Elements by hand and save the end result in a bluprint to build outside the simulation)... A lot of things that you could do by hands could be made a lot easier with the help of some script (eg: define all the cubic voxels that fit in a sphere of given radius, draw some sort of fractal pattern repetition, and so on...).

  4.  

    So i love eve online, and space engineers so obviously when i learned this existed i had a bit of a mishap in my pantaloons from the excitement. 

     

     

    I've created an organization called Blackguard Coalition.  Its an homage to a great leader who was taken from too soon. The great Tyra Blade, a voracious warrior who's name to this day stirs feelings of anxiety all through the ring of cloud and great wild lands of eve. 

     

    Other facts about me that may interest you:

     

    • I'm way older than most people would believe if i told them, so I stopped telling people how old i am.  Ancient, i'm ancient, i'm old enough that i can say racist things on a bus and no one calls me out on it, i don't do that but i could get away with it, i'm saying i'm old ok. 
    • I may or may not be invincible, so far all attempts to kill me by man or by disease have failed. 
    • I ate a bear, the whole bear, well ok not the bones and hair and such, and it took a few tries to get through it. 
    • I once had an elephant, ok that's not a fact about me its a lie, but i wish i had an elephant, elephants are cool. so i guess the fact is "I think elephants are cool" which is totally true.

     

     

    You are The Doctor!!! :blink:

  5.  

    Q&A 10: Tuesday 12th July 2016

     

    Quote

    Can we get devblog about how Stargates are going to be built? Will players be able to fly for months to their stargate destination instead of sending probes?

     

    We will make a devblog when we have finalized all the details. The preferred method will probably be to use SG probes, but you could very well travel to the destination directly with your ship or your colony. However, it's likely going to be very hard to get there and survive. Think about energy, fuel, and all these elements that will be difficult to acquire on the way. But it could be a hell of a journey, yes!

     

    A journey worthy of being considered a real pilgrimage, maybe to searching for salvation among the stars... :P

  6. https://devblog.dualthegame.com/2016/02/20/builder-gameplay-voxel-tools-elements/

     

    Here is a brief outline to some safe building zone ideas: [...]
    Virtual Simulator: enabling player to enter a virtual world (call it “inception syndrome”!). While in that virtual space, the player would be able to design any construct, in a completely peaceful setting. This would help builders to design their construct and create their blueprints safely, without being interrupted by any PvP action. For ships, it will also be possible to test their flight mode, without risking a crash or wasting resources!

     


    I was reading this in the devblog, meditating about the possible relationship between the "virtual simulator" and the LUA code...

    Starting from the point that in the "real game" you could use LUA only to interact with the "Mesh-based Elements"; should it be possible to use the code in the simulator to automatically build complex (or repetitive) voxel patterns?

    What do you all think about it?

  7.  

    Hi everyone,
     
    Technological research will probably quite hybrid in Dual Universe:
     

    [...]

     

    - Civilization-wide unlock: when a certain amount of player characters have learn a specific skillset in the game, then a technological breakthrough happens and a new tech is unlocked. This idea is interesting but it generates some risks: "what if this number of player characters learning this skill is not reached? what if it takes 3x or 4x the time the dev team expected?" 
     
     
    [...]
     
    Best regards,
    Nyzaltar.

     

     

    I don't know if it could be a good idea, but maybe there could be an intermediate level... The breakthrough could be at two level: corporative and global. In such a way is also possible to create a real specialization between the different corporations...

     

    Corporation: a certain skill becames available for the members of a corporation when a certain amount of its members have learned a specific skillset in the game; after that, the threshold needed became lower and for the second corporation is needed a lower effort to unlock the tecnology, for the third i became still more easy and so on...

     

    Global: after a certain amount of players have learned the skill from their corporation, then it became a comon knowledge and the new tech is unlocked for everyone.

  8. I'm pretty sure they will not blast a fission nuke in the middle of the France! Here in Europe we already have a big deal with the Brexit-nuke in England! :P

     

     

    The magnetic fields create a high-intensity electrical current through induction, and as this current travels through the plasma, electrons and ions become energized and collide.

    https://www.iter.org/sci/PlasmaHeating

     

    Anyhow, as mentioned before, mine is just a pretext, then... Finghers crossed for any kind of space gas station they will make usefull! :D

  9. I do not think in ITER they have planned to turn the fusion with a fusion reaction... They start directly with the heating of the gas hydrogen, as happens in the core of the sun... And they will be ready, hopefully, in a couple of decades!  B)


     


    But at the end it's just an idea as any other to have a fuel market, so ... Anything else will work equally well!  :D


  10. Maybe the easier way is to think about the mass (or the weight, if you are on a planet) of the weapons... And to think about a reasonable payload for the thrusters...

     

    With an equal weapons level (number * dimension) a ship needs also to take account of the engine, the fuel, the trusters, and so on...

     

    In this way the PvP is still a good option, but you need a little bit more of preparation... Just to compensate the probable absence of the defender in the moment of the fight...

  11. I think it would fit really well into the game. Maybe something they would consider to add in the long term tough.

    Hovewer, to make the gas station idea work, fuel needs to be hard to produce, hard to storage, or by any means unconvenient for a normal cmd to produce. This would require many playerbuilt gas stations around the universe too. 

    In the case you'll just produce an "higher level fuel" (while the low level one is available to everyone easily), you wouldn't probably need a gas station, since just a few people will need/buy it, and it'd be probably more convenient to stick your factory on a planet, managing personally every single order, sending transport ships to delievr. 

    Maybe heavy idrogen isotopes to use in the nuclear fuscion engines...  :)

  12. So people who mine and build basically have to eat all the time while people who only engage in pvp or explore are completely spared from this? Such inequality isn't good for the community.

     

    The nanoformer is the main interface with the world so, maybe, almost every active action will have a cost in energy; biological (if you are using directly the nanoformer to build/fight) or from another source if you are using some machine to build/dig/fight...

     

     

    Also i think that the challange to automate the growing/harvesting of food on a wide scale could represent an unique stimulus, in a direction different from the ship-building logic... Something unique only to this game (i think)...

  13. In fantasy games where food just provides a buff I never use them.

     

    In minecraft I play in peaceful mode where food has no use.

     

    I'm open to a food mechanic if it can be made fun in some way... I just can't imagine how that would be done.

     

     

    I view it as a gate across the actual fun game play... an annoyance... a currency or time sink... a chore.  If there was a way to make it not be those things... then I'd be for it. 

     

     

     

    How does damage and healing work in the game?  If food are healing items... and practically the only ones... then people would be eating all the time to heal up.  You wouldn't need a starvation mechanic... just normal play should have you getting slightly damaged... a bump here or there... which doesn't heal until you eat.  But that doesn't really make thematic sense... as there should be medical tech for such things... injections... nano bots... that sort of thing.

     

    Maybe if you just make food really cheap and a weak healing effect... then you could have the more expensive and powerful med tech as well... and food would just be used more often for average every day damage?

     

     

    I don't know... I'm trying here.

     

    And what if the food is only accounted as power source for the use of your nanoformers? The nanoformer is part of your body and it use your biological energy to work... Every time you use it you feel a little bit more hungrier... And every couple of hours of intensive use you have to eat something...

  14. I hope not to go too off topic, but to face the discussion with a slightly different point of view...

     

     

     

     

     

    And... What if the stargates could only be traversed by the characters and not by their ships or by their equipment?

     

    In this way also a, relatively, small corporation could build one of them on an automated ship and send this far far away... When the ship reaches its destination (maybe many weeks later), traversing the gate the people could start from scratch the colonization of the new planet...

     

    In this way you could easily travel from one planet to one other but everything you will build or mine, had to be transported with a “traditional” FTL fleet; establishing routes and setting the prerequisites for the existence of both trader and pirates...

  15.  

     

    For keeping factions from getting fully automated you could add a way to “hack” into the droids/system and disable everything and disable all, but it would be difficult if alone (you would be able to do it if you have a equal or superior force,or get to sneak into the central command core). 

     

    I suppose that the automated/scripted defense system could provide a basic defence for an occasional enemy; but i thinks it could be very difficult to script a defence system able to defend your property from a well organized "invasion"... Mainly because while you are away the thief/saboteur have all the time to study the capabilities and the behaviour of the system to find its weak spots...

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