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Context

Alpha Tester
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Everything posted by Context

  1. Nukes are a bit too powerful and honestly would require a heck of a lot of coding. Thermobaric weapons, on the other hand, would be nice. Requires oxygen in the surrounding atmosphere, so ineffective in high atmosphere or water, but the largest constructed RL are in the micro-nuke range. 40-50 tons of TNT. That is if we will have explosive weapons at all?
  2. discordauth:6YzJuzpA4_l2SsNTmAvGQkNCPOf8kieQhxn5puEqADA=

  3. There can always be more planets. Let's say the game becomes super popular and the starting planet does run dry in the first 5-10 years. If there are 4-5 other planets, resources should be fine for the lifetime of the game. I do not know how big SE maps are but I suspect DU will be much larger in scope. What this will create is a realistic market. Let's say something like Gold for instance, is really valuable and everyone mines it up real quick. Now you need to travel somewhere else, new industries will be made (Some people's idea of success in a game is how much money you have so...), the resource becomes more valuable. I doubt the large factions will be aggro nor tolerate being committed towards most players. This game will be more realistic than most games because the ramifications of having this level of realism are that it will inevitably result in social paradigms more closely resembling real life than past games. A strong economy will be paramount for any large factions ability to wage a large scale war. This will prompt civil policing actions to mitigate the economic risk of malevolent preying on merchants, bystanders and everyone else. Business will go where the business feels safe.
  4. This is basically just a thread to post what kinds of star systems would be interesting to have. Septuplet-star System A system with a massive asteroid field, possibly inside a supernove remnant Hypergiant System, possibly with a planet so close to its star, approaching ships stay deep in the planet's shadow or require better defenses.
  5. Only read the first couple posts, but in a game like this, everything should be player run. A Bounty Hunter group can easily build a website and have a form people can fill out for jobs and a bounty board can both easily be done with some simple HTML knowledge. <Almost put some NDA stuff here> Um...hmm, not sure how to talk about in-game stuff without mentioning which items can be used to do all the above in-game. NQ is doing a good job of allowing creativity. I will leave it at that.
  6. Except for people who are RPing griefers like pirate gang, which is totally legit and I support. Just except a lot of playful return fire and a taskgroup to seek and destroy. Persistance forces a higher degree of required trust and long-term building of social relationships. Casuals can easily find a place in organizations, they just won't be leading them which will require hours of out of game logistics and organizing so the faction is better able to handle casual underlings.
  7. Other players protect you by not allowing enemy ships past your borders and subduing rando's trying to break down doors. I didn't say safe rooms are useless I said they would take away from the immersion. If everyone can hang out in a 100% safe room. Would just break the game. There needs to be a healthy balance between defense and offense. In a larger universe like this, yes some players will need to do jobs many consider menial like patrolling the border. DU doesn't require persistence to work, but it would be better for it, as well as attract more players (its what all the cool kids are doing these days). Games are evolving and people are looking for very short attention span games and very long-term high social depth games. Persistence increases the required social depth for any group to be successful. It's also easier to do in this game since we have no perma-death.
  8. My bad, most forums have a 100,000-character count limit per post so I thought I would reserve a few posts, just to be safe I will keep them reserves until I find the limits of this forum. I am also not nearly finished, the true astro-physics will come in later, I just didn't want a super long name and astrophysics sounds cooler. As to planets staying stationary, many of these parameters still apply.
  9. How about this: Faction A wants all of Faction B's stuff. Faction A slowly sends 1 player in the system all friendly and that player logs off making all their stuff disappear. Repeat this 100 times. A day later all 100 players from Faction A login and start shooting everything. Or... A player knows a VIP is going to be coming somewhere ahead of time. He places himself in an optimal position, logs off. Well ahead of time, the VIP's security team sweeps the area and cordons off certain area's to keep things more secure. VIP comes through, the first player logs back on and shoots the VIP. From the other side, where everyone is forced to login from a specific point: A player is exploring deep space, it took him many hours to get to where the planet he is now scanning and analyzing. He has to log off. He now has to spend many hours traveling all the way back. Or lets say his ship stays there but then his character is the only thing that disappears. Someone else see's the ship and takes it or destroys it. Now what? --- It is much better to have persistence
  10. Weird Facts Pluto's atmosphere is seasonal. When it is far from the sun it's atmosphere freezes covering the surface in a layer of nitrogen. Cere's has a liquid water mantel. (would make an interesting planet in game) Based on probability scientists estimate there are around sixty Sedna sized dwarf planets, around thirty pluto sized objects, about ten dwarf planets around twice the size of pluto and three to four several times that of pluto.
  11. It seems like the astronomical side of DU is still in its infancy, or at least from what I can see. So I would like to present a two-sided series of both suggestions and educational posts. Though I will not be going into too much detail. So if there are any other Physicists or Astronomers out there, I'm simplifying for a general audience and possibly have these parameters included into the game. Planet Orbits: Depending on the mass of a star the typical orbits of planets around it have been found to have certain properties. The is an inner and outer limit. Too close and the planet (or rather that section of the proto-planetary disk during formation) will be pulled into the star. Too far and the star will not have enough gravitational pull. Before we proceed, an Astronomical Unit, or AU, is the average distance between the Earth and the Sun, approximately 150 million kilometers or 93 million miles. The inner limit follows this equation: I = 0.1 * M Where I is measured in AU and M is the mass of the star. Similarly, the outer limit can be generalized as: O = 40 * M Though with some caveats on the mass and velocity of individual planets, as particularly fast or less massive planets would have a significantly smaller outer limit. Frost Line: The simplified frost line can be found based on the star's luminosity. F = 4.85 * L^-2 Where L is luminosity and F is measured in AU. Keeping in mind that a planet barren of atmosphere will retain nearly no heat from their star and certain atmosphere compositions will have a greenhouse effect. Stable Orbits: Planets have an almost infinite combination of orbits, but there are some rules of stable orbits when multiple planets are involved. Each further planetary orbit will always be between 1.4 and 2 times the distance of the previous or be unstable and something will somewhere destabilize. This, however, is in relation to the star. IF we are looking at orbits close to the parent star, planets themselves can be no closer than 0.15 AU of each other (generalization, gets a bit more complex). Otherwise, the planets will affect each other and one or more planets will destabilize and go into the sun or settle into a further orbit which may cause a chain reaction of other orbital interactions. Orbital Resonance: Dwarf Planets: Criteria: Orbits a star Roundish in shape Has not cleared its orbital path of debris Not a satellite Terrestrial Planets: Ice Giants: Hot Giants: Moons: Major/Minor: Moons are currently classified by two types, Major and Minor Moons. Major moons are those who have enough mass to collapse into a spherical shape. As mass is not always the same density at certain sizes a minor moon may, in fact, have more volume than a major moon. However, this is a limited range and is extremely rare. This range of overlap resides almost solely in the 200-300 km range. Though theoretically, some really odd and really rare highly dense or the oppositely composed moons could exist. Rocky/Icy: Moons also come in two varieties, predominantly rocky and icy. Why this is has a few theories based on we believe system formation occurs. Moons located within the systems frost line will be predominantly rocky and those outside the frost line will be predominantly rocky. Abundance: Terrestrial planets tend to have very few moons and often none at all. It is not uncommon to capture a few asteroids which reclassify as minor moons, but it is particularly rare to have major moons. Additionally, terrestrial planets closer to a star tend to have fewer moons than those further away. Hill Sphere: The Hill Sphere is the range in which a smaller mass within it will gravitationally bound to the larger mass. This can be calculated by the equation: H (outer): a * (m/M)^(1/3) * 235 Au , m is the smaller mass, and M is the larger mass. The inner limit is the Roche limit, more details on that later, but for now, the equation is: d = R * ( 2 * pM / pm )^ (1/3) Where R is the radius of the major body, pM is the density of the major body, and pm is the radius of the minor body. It must be kept in mind that these are simplified equations for static, or solid moons with an ideal orbit. Moons with fluids or elliptical orbits will have modified equations. Simplified Orbital Period: P = 0.0588 * ( R^3 / (M + m ) )^(1/ 2 ), Where P is in days. Moon Systems -- If you found this interesting comment below and if at least a couple people are interested I will continue with a lot more info. Specifically types of planets and realistic ranges of their properties.
  12. I don't see safe rooms being that important, would take away from the immersion. Find a group with active players. Your group will protect you when you are offline. Backstabbing should be allowed. Persistence is becoming very common in sandbox MMO's
  13. Radiation yes, but some of the specific you mention make it seem like you may need to read up on how radiation works. I am also not aware of any leveling system
  14. Context

    Planet-classes

    Cool beans, well, in that case, lets science this s...stuff. However, I will be making a separate topic so it can be more inclusive of related topics.
  15. Another workaround is if we get some form of an elevator system, which seems a requirement for more massive structures, and paired with the idea of connecting entities into a group entity, then just connect a whole lot of long connected structures with an elevator going horizontally? Probably massively expensive but doable for a luxury of a group that has the resources.
  16. Context

    Planet-classes

    I think this is more likely something up to the players to classify. Why would the Devs give us a bunch of information on planets we haven't discovered yet. It is up to us to explore and find them and then analyze and categorize them, as well as improve the LUA in our ship computers to account for the new type of planet which we may have had trouble landing on or even getting off.
  17. I would agree, logging off and having yourself and/or your ship you are in disappearing could lead to some cheap metagame strategies, and the solution of logging back in at the nearest friendly base would really really be annoying and would also lead to some metagame travel acceleration tactics. I don't see any way for persistent sandbox worlds to not have persistent characters.
  18. I'm not sure many people here truly understand how relativity works, this is no insult, its not an easy subject to learn about and most quick and simple explanations will be watered down enough to be incorrect. Going at relativistic speeds would require everyone else who is moving slower than you to experience time faster or the reverse with you experiencing a speed up and most everyone else on a normal speed (more likely) all to account for the required result. The servers would, therefore, be required to calculate everyone's frame of reference. Then there's also dilation from mass, which if we're including dilation from speed but not mass some weird things would happen. As well as the perspective of observers, which is it's own much larger can of paradoxical worms.
  19. I have no idea if this topic has already been thought of, probably has but I feel like I need to put it out there. I am also behind the NDA wall until Alpha 1 gets in on all the goodies, but alas here goes: Large scale energy production in real life (IRL) takes time to ramp up and ramp down energy production. This is especially true for Nuclear Fission. On military ships when the reactor has been up for something and they no longer need the power and begin to scale down output the excess energy is put into batteries for storage for later usage, this comes in handy when there is a sudden need for a lot of power but the reactor still needs a minute to ramp up. Even if our power sources do not require to ramp up and down and use a simplistic on/off approach the use of batteries might be a good tactical move for certain ships built on a budget, for short period of time it can have enough power to plug into a bunch of extra weapons without the need of second, third or fourth reactor and presumably reactors will cost a lot. Plus, if portions of ship get destroyed instead of having a single set HP (been waiting for a dynamic game of such caliber for over a decade now), batteries would be good for redundancy.
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