Jump to content

Shynras

Alpha Team Vanguard
  • Posts

    768
  • Joined

  • Last visited

Everything posted by Shynras

  1. Any construct is protected inside a protected TU, that's the point of TU
  2. I personally don't care/want "skins". I'd like the armour to reflect the gear you're wearing, so that you know who you're facing when fighting, instead of praying RNG. But anyway, keep in mind that 3d models and textures take away a lot of time from the artists, so I'd like better more elements, fauna, flora ,... than cosmetic stuff that add nothing to the gameplay.
  3. Why 156/year? They said the monthly subscription will probably be around 10/13 (euros or dollars i don't remember) depending on how many months you buy in the same package. So you're likely going to pay something around 120$, that is like 2 "AAA" games (and you get for free 1-2 expansion/year, that you'd pay anyway otherwise). If you prefer you can buy 2 "AAA" games that will provide 20 hours of gameplay each if you're lucky, to me 120$ for a year of gameplay seems better If the game is really going to be as good as they said, the price is not a problem.
  4. The currency is quanta, the citizens are Quantazens, right?
  5. 1.There should be 2 version of the core unit (the first element you place to build a construct), one is static and let you build on the same grid of a planet/asteroid so it cannot move, one is dynamic and create a new grid for a mobile construct. To switch your house (static) to a mobile construct it's probably not enough to just switch the core units, you'll need some kind of merge element i guess (like in space engineers), and this will happen but after release. For now you can stick you house to the ground with landing gear, so it's still a mobile construct but it doesn't move (but probably dynamic core units are more limited than the statics (size and costs), and there's a risk that someone could steal your house too). 2.There is no technical limit but they stated that there'll be different levels of core units (tier1, tier2, ...) and each of them will have a maximum size, so that there is a certain level of progression and people don't just build a deathstar day one. You can technically build a limitless construct without using a core unit, but it wouldn't have a owner, and I don't even know if it would work. I expect this limits to be quite large anyway, and after release, when they'll add the merge block, you'll be able to stack multiple core units to build a limitless construct. 3.No, first of all because noone will ever be able to build a construct so big that has his own gravity. Secondly because if it works for bigger construct, even small construct would have to generate a small amount of gravity. Having hundreds sources of gravity in a large battle it's bad for the client and servers, nor it provide any gameplay. There'll maybe be a gravity generator though, so that you don't float all the time while in a station. 4.Constructs never disappear, since they're made out of voxels. Even if you want to sell your ship, you'll place it in a zone marked by the market unit, and someone that wants to buy one will come in this parking area and choose the one he wants, it never becomes an item.
  6. That's what i was saying, there's probably some kind of landing gear that doesn't edit voxels, it just sticks 2 construct together
  7. What i'm talking about is not how time consuming that is, but how much planning would require before the building part even starts and how accessible to all players that is. Defense systems are not going to do much, what you need is a space bubble (not planned for release as far as we know), and that just require the energy system built, not the entire station
  8. We know there's gravity, so the orbiting they showed is real. In DU you don't have that kind of problems, since you have futuristic spaceships, you'll have more fuel, more equipment and more flying freedom than KSP. You don't need to orbit necessarily you can just fly straight up where you need, orbiting only serves to keep a construct in space, close to a planet, for a long period of time. Using orbits to send a construct from one planet to another, is just an option you have, maybe useful in a specific situation; i'm not saying that any construct should fly that way, i don't even want that, there'll be specific thrusters for space.
  9. There's a physics engine, this means you reach orbit like in the real world. If it's going to be hard or not just depends on the tools devs will give us. If they give us an element that send our construct in any orbit we choose automatically: quite easy, you don't need to do anything If they give us an element that send our construct in a specific orbit only: easy, you'd just need to accelerate/decelerate to change orbit If they give us an altimeter: easy (less easy for someone else i guess), you just need to reach the orbit altitude you want, accelerate horizontally and keep the altitude costant. If they give us no tools: kinda hard, but a lot of new gameplay possibilities. Without an altimeter you'd need to calculate your altitude depending on travel time and speed. Then you'd need to calculate gravity acceleration for each planet/asteroid, and then orbiting speed you need. It may not sound hard for experienced people, but with hard i don't mean impossible, but that only a few will be able to do it, that's how people get their specialization and role. The less informations we get, the more we have to test and find them out by ourselves.
  10. I think most ppl these days knows a bit of physics, it's all about googling a couple of formulas.Someone will be able to do it anyway. Even if it may be hard for most players, why is that a problem? Orbiting is not a core game mechanic, that everyone need to be able to use. You can build your shop on the ground, you can build a non-orbital station, you can build it on an asteroid. And if you really want an orbital station you can buy one, you can rent a shop from someone else, you can ask someone else to send it to orbit for you or to help you to do that, you can try anyway and hope for the best, you can stole one or you can learn how to do it by yourself. There's plenty of choice, this is what sandbox means, this is emergent gameplay. Having an automatic way to do it, just kill this huge part of the gameplay. To be clear, i'm not going to specialize myself on that, maybe i'll need to ask someone else how to do it who knows, i'm saying all this just because i believe it's the only way of thinking that will make this game work
  11. P2w means literally: a game where you could buy any advantage. End of story (So, most games these days). Then you can argue that some game are more or less p2w than others, it's true. But this is the reason there's so much debate on the definition of P2W. DU system is fine. It's a sandbox, there's no ultimate goal, you can't win the game or something, there's no structured pvp. There's not a ship or gear that can kill anyone else, doesn't matter how big it is (you can outmanuvre a big ship with a small one). It is full loot, they can lose thousands of dollars in seconds, not really affordable or convenient to go around with expensive stuff. Also the more the loot they drop, the more loot i get, so p2w whales are welcome.
  12. Not sure if there'll be such a block at launch, I hope so since I think it's quite important in ship designing. I think though that carrier ships are planned for launch, so there'll actually be a way to have a construct inside another construct, with them moving at the same time. There should be some kind of magnet that makes construct stick together, like the landing gear in space engineers. The merge block when triggered edit one construct and create a new one. The landing gear doesn't edit/create anything, it's just make 2 construct stick, so there's not load on the server. So after all, I think it is likely to have for release a way to detach parts of a construct, the problem is that since those parts are not connected through a merge block, your ships would be composed by many constructs, and you're not necessarily able to access those from the main section (so you can't access the container from your cockpit or other elements), but depending on the elements you position on those detachable constructs and shipp design, maybe it's not a big problem. Keep in mind though that each construct requires a core unit, and a core unit should be quite expensive.
  13. @Lethys I read that, but i don't really get your point. Getting speed and altitude right, to get the exact orbit you want, isn't that easy, you'd need to test and calculate the right values. Getting into a random orbit isn't that hard either, so it's not like an extremely hard feature for less specialized players, but still requires some tries to get it right if you go randomly. Automatic orbiting it's indeed not necessary, since this should be a player-driven game, it would just remove all the gameplay possibilities I'm talking about. NQ pretty much said that orbiting is possible thanks to the physics engine, that simulate reality well enough. In the real world we do insertion burns just because it's the most efficient way, but even there "it's just a combination of reaching the appropriate height and velocity" @jtroberts01 Not right now, they may add it, I hope not for the reason I already stated. If they do, I expect it to just place you in a basic orbit, so that there's still the possibility to specialize in construct orbiting, and that would add more possibilities, more gameplay and improve overall the gameplay depth. It's not a core feature anyway, nor orbital stations is something that every players will have, since they should be kinda expensive (and hard to defend, since there's no space territory claiming, at least for now) and run by organizations mostly. EDIT: I don't see the problem though. If you can't do it, create a contract, ask a guy that is specialized on that for help. This is what the game is all about, if you ask for "automatic shortcuts" or want to do everything by yourself, you didn't really understand the concept of the game imho.
  14. Nope. Anyway, to add to that, if you watch the january dev update, JC says that atmosferic thrusters have their speed changing on altitude. Speed is a stat, a number, like weight, so you could even create a costant gravity zone with construct weight that changes on altitude, to simulate gravity that changes on altitude. So there's really no technical constrain or reasons for that not to be added imo
  15. I think that there'll likely be a "hybernation chamber" or something like a bed, where you can log off, so that it saves your position when you log back in, even if your ship is moving. Otherwise is kinda annoying if you're playing with friends, people will be left in space all the time.
  16. We know that orbiting is going to be possible, but there'll be no automated way of doing it, so it's going to be quite hard for most people to understand how to do it. Here you go, an org specialized on sending constructs in orbit, or to build them directly there. -Why would you want something to orbit a planet? Ofc it's more accessible for ships, since we know there will be different thrusters for different types of atmospheres, a ship that doesn't have the right thrusters can't land on a planet for fuel or anything else. An orbital station is also useful to park your ship and land on the planet with a rover or specific construct made for that. Orbiting is also useful since it's mobile and harder to attack (harder target to hit and the attackers would need to move constantly towards the station, consuming a large amount of fuel and becoming an easier target if the orbiting speed is high enough. Depending on the orbit you choose, you could actually restrict certain types of ships (that are not fast enough to reach orbital speed) to reach your station. Maybe even an orbital defense system, radar system, or more, depending on the elements we will have at our disposal. -Well, I could just build a station in space that doesn't move, right? You can, but keep in mind: being close to a planet is a good way to advertise your station (everyone that has the planet as a destination will see your station), and you can't be close to a planet with a station that doesn't move or orbit, you'd be attracted and smashed on the ground. And if you're too far away from the planet you ofc become a second choice (and in deep space you'll see black markets). -What an org like this one would really do? You'd need to calculate gravity by testing (if devs will not provide the data with some element) for each single planet/asteroid you need. Calculate both the vertical and horizontal speed you need to reach orbit. Learn how to send constructs on different orbits, with different heights and speeds, for different purposes. Find cheap ways to send an already built construct in orbit. Find ways to build a construct while already in orbit. Find a way to mantain a construct in orbit (since a station weight changes depending on construct, resources and people that land on it, speed could also change, and over time you station could fall on the ground). Find ways to send a construct from an orbit to another And so on
  17. First of all DU is a space game with multiple planets. This means that there are many "sources" of gravity. This necessarely means that a "gravity zone" has dimensions and is not unlimited. So you can set a range. So there'll be a no gravity zone between planets. This already counters the op arguments. The reason he can walk on the station probably has to do with the station being very close to the planet, and as you should know, planet sizes (and consequently gravity ranges) and planet distances are not the ones you see in the videos (actual planets are smaller and distances are shorter for testing purposes). In the March dev video JC said they improved physics (they were working on it already a few months back), and he showed orbiting to us, that is something I guess they achieved recently (otherwise why would they show it now?), so I assumed they may have changed something regarding gravity. Regarding the fact that gravity is costant or depends on range, I dunno, it was just an assumption. Keep in mind though, that: 1)It shouldn't be hard to implement, nor should be a problem for the servers, 2)Orbiting is something that kinda requires a low gravity environment (or you'd need a ridicolous speed, or something else), 3)The game physics and immersion seems pretty good, I really doubt the game will have just costant gravity on each planet, it would be kinda wierd. It's just something that I think is safe to assume. Then to add, if you're interested, I think I've read somewhere (someone asked it when they released the asteroid video) that even asteroids will have gravity, but that ofc will be not strong as planet gravity.
  18. From my understanding gravity has been reworked since the last dev update (video) where they show a ship orbiting. Probably there was a huge volume at that time surrounding the planet with costant gravity as a placeholder, while now should get lower depending on distance. Mistery solved.
  19. where did you get that info about water? The last time i heard them talking about water they said will be similar to minecraft, wih voxels, not completely fluid but not static either. Did they change their mind or you didn't know about that? https://mobile.twitter.com/dualuniverse/status/750007457833947136
  20. ofc you have to lose more than what to gain with the bounty, otherwise it's just exploitable
  21. I play games since i was born, and i've seen only 1 game that got this right (and wasn't even that popular or AAA game). Ofc the stretch goal isn't reached, but if everything goes right we will still have it after release at worst. Here's my suggestion: -There's a bounty element (that can be linked to the market unit) or the ui could be integrated in the market unit. The bounty element let's you place "bounty contracts". Bounty contracts are pvp contracts that pays a certain amount of money/resources/elements if a specific goal is reached. Let's say that the bad guy stole a ship from you, and you want someone to recover or destroy it, the bounty contract would look something like this: (note: to stole a ship, the bad guy needs to hack it, and put his tag on hit. if you have public permission to use, and he takes it, it's not really stolen) -Tag: Bad Guy (choose the owner/tag of the player/players) -Objective: Ship (you can choose various objectives like elements you want to be destroyed, playername if you want a kill, ..., but note that the objective needs to have the Tag of the bad guy) -ID: XXX (not necessary for players): let's say that a scanner gives you, when you scan, an ID for each elements it founds. In case of a ship you'll need to write the Core Unit element. -Goal: Recover/Destroy ( here you set what you want the bounty hunter to do). To complete the destroy goal you need to destroy the element "Objective" with a certain "ID". in this case you'd destroy the Core Unit of the ship with ID XXX. In case of recover you'll need to bring that ship to the parking area that we've been told will be used to sell/buy constructs (since the bounty station is linked or integrated in the market unit) Another example: -Tag: Bad Guy (you can choose a tag for a group of player or an entire organization) -Objective: Player -ID (only for elements) -Goal: Kill So, bounties are not just "kill contracts" but "pvp contracts", and it was like that even in the far west, remember "dead or alive" not just "dead". That said, there's a big problem. For Bounty Hunters to exists, there's need to be a way for them to track the bad guys and find them (if you find a bad guy only by chance, bounty hunter will never be viable as a role in the game). How: There's a technology tree, that gives you access to some equipment (related to bounty hunting). One element in particular is a scanner, that instead of scanning a large amount of things, just scans in search of specific tags, so that it's a little more powerful in doing that and has more range. You can make it expensive, incompatible with a common scanner, high weight and so on to give the bounty hunter a little handicap when against a pirate, since he has the initiative, and to make it challenging/balance things. Searching for specific tags is not op, a normal scanner can do that in a x meters range, while the bounty hunter scanner has a handicap of not being able to look for other tags but the specified only, and it gains a little range (this has to be balanced ofc). Now, what's really cool about that: a scanner is ONLY able to look for TAGS, not players. This means that you may find the bad guy's ship (his base or something else), but not the actual player. This is how a bad guy (or pirate) will protect himself from bounty hunters. He'll place around the universe many elements with his tag(or the tag there's a bounty on) (maybe elements that he stole and he's recycing for that job or dedicated elements for pirates with the role to confund scanners), so that the bounty hunters will have to potentially travel, search and gear themseves for days. This means that a pirate to be a good pirate needs to be active, spend some of his resources to create a system to deceive the bounty hunters (and steal/fight to get the money they need). On the other hand, bounty hunters have to be patient and careful (since they have quite an expensive scanner on their ship. They will usually travel alone, since the bad guy could potentially have hundreds of elements spread across the solar system, and when they finally found him, they'll reorganize with more people if needed, to fight.
  22. If you want to create condense naturally without using any electricity, you'll have to rely on the day/night cycle. Now the question is, what kind of environment do you need inside the "box" to grow those mushrooms (i'm not a mushroom expert)?
  23. It doesn't. To condense air needs to get in contact with something cold enough, relatively to the amount of humidity, and in this situation the plastic should be quite hot
×
×
  • Create New...