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Dominar

Alpha Team Vanguard
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Posts posted by Dominar

  1. I do hope they dont limit it to tiny little weapons. Like avorion, you can have a ship thats 10km long, but your weapons still only have a range of 10k.

     

    There needs to be something equlivant to the dooms day weapons in eve. not planet cracker, but fleet destroyers. They just come at an enormpus cost, both to build and operate.

    I have to agree, the only problem is, it's not very easy to balance these kinds of weapons. As soon as an organization gets their hands on one of them, it could mean they hold all the power in the game.

  2. Welcome to the forums!

    To clarify what @Lethys said, it will be possible to build a structure as large as the Deathstar, but it will not be possible for it to function like it does in the movies. In other words, weapons of that scale will not be possible in Dual Universe.

  3. hi and welcome to the forum

     

    - Hangar doors: TBA, but technically possible. Maybe after release some day

     

    - LUA is a scripting language and you can edit the controls of the ship for example (evasive maneuvers on pressing T or something). It's there to help and aid the player, but you can't program AIs with it or completely automate certain things (like mining)

     

    - It's the nanoformer - your multitool for mining, building and so on. No guns until now because AVA will only be implemented in late alpha

     

    - No automated mining - no drills on ships for now. This is a MMO; it's about socializing, getting into a group, helping others and achieve great things TOGETHER.....not alone because you have no life and can mine 24/7

    What the developers mean by "No automated mining" is that there will be no way to script a machine, using LUA, to automatically go out, and mine for you. I'm not sure whether or not we'll have drills on ships, I don't see why there wouldn't be. If asteroid mining is going to be a thing, (Which no one has officially mentioned that I am aware of.) then we will be needing drills.

     

     

  4. Here we go, came up with this over the period of a few days. I've been busy these last few weeks, so ordinarily I would have had it done in less then a day. Anyhow, bask in it's greatness.
    64107eba2beee1dd582432eb703fd989.png
    Only picked up vectors two weeks ago or so. Still working on them lens flares, but otherwise I'm pretty happy with myself. I'd appreciate some feedback!

  5. Well, the balance that will come with in-game powergrids on constructs, will be the quintessential factor of how powerful a weapon COULD be made via voxel and 3D mesh combos in the future. I mean, for the Devs it would make sense, collecting data on what works and what doesn't in the voxel building, tuning numbers by observing what sells in the market and later on, we get the option for our very own voxel wepaonry. As I said, if they add modular partitions for creating mechas, voxel-made weaponry won't be much behind. If push comes to shove, we'll dress our turrets in nice steel plating that rotates with them  :P

    Well, we could always start a poll asking members of the forum to vote whether they would like custom made weapons in the, perhaps far, future. That way, if it's a huge success and the developers see it, maybe they will consider it.

  6. Exactly. Although, I got the feeling the voxel-building community and big guns enthusiasts will petition for multi-part interconnected voxel constructs, so we can have custom made artillery pieces :D

     

    Why? Because 'splosions.

    Well, I wouldn't mind creating my own military arsenal. Can't say I'd be disappointed if they eventually developed such a system, in spite of the points made above.

  7. Well, if they add movable parts in order for people to create mechs, custom-made voxel weaponry via combining 3D-mesh parts and Voxels is not very far off. The point is, it's a caviat, not the main focus for the team and in truthfulness, indeed as you say, it's too much work to make such a complex systme, at least, too much work with what they want out on launch.

     

    Aso for the "complex and possibly overpowered", remember, these guns follow the same principles. They nee power, ammo, they weigh and they can be very slow to turn (as they are constructs that move on-top of a construct, hence they got inertia modifiers). So, a giant ass gun  would be OP, ONLY iif it managed to kee ptrack of an enemy jet-fightr, not to mentino, being able to hit it, as it's safe to assume, a huge ass gun, would fire huge bullets, who have heavy weight. It's the smae in EVE. Just because I got a battleship with Large Railguns, it doesn't mean I can actually hit smaller ships than me, because thos guns turn very... very...very...slowlly. Also, JC said many times, the game will be complex and they even project that only 5% of the people will be the ones to actually dwell into high-grade voxel building and scripting of ships. The rest wil lbe customers or gun enthusiasts. :P

    So no, it's not overpowerd. If by overpowered though you mean "but what if a Dreadnaught goes up against a frigate, shouldn't the frigate fight on equal ground?"

     

    The answer, simply, is NO :P The frigate can zoom around the dreadnaught all day long, but when the dreadnaught's cruise missiles lock, that frigate is scrap metal. :P You can't balance that, etiher voxel weaponry or not.

     

     

    Bottom-line is still the same, if the Devs add movable parts for battle-mechs in the future by having multiple constructs "latched" onto each other, then player-made voxel weaponry by combining 3D mesh Elements and Voxels is not far off.

     

    Cheers :P

    You are correct with what you say. I suppose it all depends on whether or not the devs decide to do it.

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