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Wadiss

Alpha Tester
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Posts posted by Wadiss

  1. unknown.png

     

    I have been on and off building a 6 core ship for a while now. 
     

    my first piece of advice is don't do it. 

     

    but if you proceed:

    - aligning cores sucks

    - once you have them docked a aligned, take the move tool off your hotbar while working on the ship

    - make sure you calculate the additional mass of the extra cores 

    - you need to guess your center of mass, and adjustor locations are difficult as can't be placed on the other cores

    - make it space only, my ship above has 6 - 8 L rockets for AGG insertion which actually works pretty well once you get the thrust just right

  2. To confirm :

     

    You CAN dock with only the maneuvering tool. 

     

    You need to be standing on the ground or on a static construct.

    You need to really jam voxels together. 

     

     

    You CAN dock on a AGG ship by flying on to it, make sure you are pressing "C" to kill all hover/booster power and i tap space a couple of times to jump up and down on the construct before exiting. And again needs to be solid voxel to voxel contact

  3. 14 hours ago, Maxim Kammerer said:

     

    That's indeed a basic problem. There should be more restrictive rules for static and dynamic constructs (e.g. no floating voxels or elements or even complete static constructs, no flight elements completely covered with voxels but still being functional, no asymmetric lift or thrust without resulting torque and so on). Maybe it could even be possible to implement simple rules for structural analysis (as far as possible without decrerasing performance too much) making weak structures collapse or brake apart. That would open a market for those who are specialised in designing and optimising specific types of constructs.

     

    However, implementing such rules would brake most existing constructs. That would be even worse than a full whipe and is therefore not going to happen in DU.

     

    I think there may be a happy middle ground somewhere in here, like needing voxels for basic protection from weather (on planet) and radiation (space) . maybe even different voxels giving different protections. 

     

    but this is the issue with going to open beta too early, these fundamental design choices should have been made in the pre-production phase of the game development.

     

    such a shame 

  4. On 4/27/2021 at 6:44 PM, Lethys said:

    Why should anyone buy ships? Or hire a builder to design a good ship? You can do that once now for a hauler, maybe twice to get a PVP ship but that's it. The Hauler won't change much, because why would it - it just hauls stuff with warp from safespot to safespot, no danger involved.

    Since nothing in DU has a meaning or a real use except "uhhhhhhhhh that's pretty!", shipbuilders surely have a hard time

     

    This comes back to (for me) one of the glaring issues with DU in general. 

     

    Elements placed together does the same job as a beautifully voxel designed ship. The driving force to have a nice ship is purely personal preference. 

     

    This goes the same for building bases and ports and cities. There needs to be functional uses tied with beautiful designs and I think building a system that pairs these two things together is a key piece in ANY successful voxel based multiplayer game. (personal opinion)

  5. On 4/20/2021 at 7:12 PM, le_souriceau said:

     

    Because coming from years of MC, I can say, that builders stamina is relativly finite resource.

     

    For sure, DU has very mature audience with hugely superior attention spans, then MC youngsters (on average), but even they have some soft-cap limits on how long they can be occupied with building. Obviously resting and revigoration occures, but general trajectory is to some sort of creative end, when you done all you wanted/tired doing it/catched "priority" interests somewhere else.

     

    It was discusussed I think ad nauseam here, that while builders are very convinient part of community to use in pseudo-marketing NQ so adores, they not demographic who can really "carry" game financialy.

     

    I couldn't agree more. 

     

    I am a builder currently taking a break due to burn out. 

     

    However I have found with DU, my main driving force to create in this game is to make products to sell. I have found my drive diminishing as the player count does. 

     

     

  6. Dear NQ,

     

    I was having a wander through PVP space the other day and casually thinking about all the weird and wonderful things you might find in space; alas the odds of getting anything blip on my radar left me feeling sad and defeated. 

     

    But suddenly I had a epiphany.

     

    How cool would it to be able to overload your radar to long range mode,

    This mode may:

    - only give you a 20su2 area of another radar signal within a 100SU radius of your position 

    - however, it also pick up abandoned / destroyed constructs (salvaging gameplay loop)

    - it may only last for a set period of time, or better yet, drain warp cells to use?? (this is the part where i pat myself on the back)

     

    My brilliant idea was followed with an immense sense of dread that no one would ever know how smart I was. 

     

    Well, now you all know. 

     

    Sincerely,

    Wadiss 

  7. 4 minutes ago, Musclethorpe said:

    They put out a lot of thrust for the amount of space they use. You can put their fuel tanks literally anywhere on or around your ship, but the rockets themselves are relatively small. The real question is why can't a single tank fuel more than one of them. Each has to have their own.

    I agree that is annoying. 

    In alpha you used to not be able to turn them off once fired, so I would say it is residual from then. 

     

    28 minutes ago, GraXXoR said:

     Good point. 
     

    still wonder why they have 1/100 of the fuel efficiency of everything else, though. Does seem a bit excessive.

     

    I'm level 4 now on placement and pilot skills for rocket now, makes a big difference. I think it will be one of those things where you need to skill into them for them to be useful. 

  8. I think the key to making the Civilization aspect of the game work will be COUNTRY BORDERS.

     

    Let a Corp set territory lines based on $$ upkeep and territory claimed. 

    The air space in the zone is your safe zone (now military has something to protect and patrol) 

    Give legates control over these zones and tools to blow unauthorized ships out of the sky who ignore warnings

    Now players have a reason to join a corp and group up together. 

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