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Shynras

Alpha Team Vanguard
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  1. Like
    Shynras got a reaction from Veln in I'll give you an idea for an original org   
    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
  2. Like
    Shynras got a reaction from Neuroscientifica in Guide to HTML & CSS for the ui   
    In the last video JC said that we'll be able to customize our own widgets for constructs in HTML & CSS. If you want a quick, interactive (and fun?) way to learn at least the basics, i suggest you to try this: https://www.codecademy.com/ , it does have some well done tutorials, easy to understand even for someone with no experience. I'm not related to that website, i'm not even sure i can post it so feel free to remove this post if it's the case, but it has been helpful to me so i'll share that with you. 
  3. Like
    Shynras got a reaction from Hotwingz in A "physics" question, not game related.   
    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
  4. Like
    Shynras got a reaction from Anonymous in Guide to HTML & CSS for the ui   
    In the last video JC said that we'll be able to customize our own widgets for constructs in HTML & CSS. If you want a quick, interactive (and fun?) way to learn at least the basics, i suggest you to try this: https://www.codecademy.com/ , it does have some well done tutorials, easy to understand even for someone with no experience. I'm not related to that website, i'm not even sure i can post it so feel free to remove this post if it's the case, but it has been helpful to me so i'll share that with you. 
  5. Like
    Shynras got a reaction from PauMS0418 in Guide to HTML & CSS for the ui   
    In the last video JC said that we'll be able to customize our own widgets for constructs in HTML & CSS. If you want a quick, interactive (and fun?) way to learn at least the basics, i suggest you to try this: https://www.codecademy.com/ , it does have some well done tutorials, easy to understand even for someone with no experience. I'm not related to that website, i'm not even sure i can post it so feel free to remove this post if it's the case, but it has been helpful to me so i'll share that with you. 
  6. Like
    Shynras got a reaction from SimonVolcanov in Guide to HTML & CSS for the ui   
    In the last video JC said that we'll be able to customize our own widgets for constructs in HTML & CSS. If you want a quick, interactive (and fun?) way to learn at least the basics, i suggest you to try this: https://www.codecademy.com/ , it does have some well done tutorials, easy to understand even for someone with no experience. I'm not related to that website, i'm not even sure i can post it so feel free to remove this post if it's the case, but it has been helpful to me so i'll share that with you. 
  7. Like
    Shynras got a reaction from Hotwingz in Guide to HTML & CSS for the ui   
    In the last video JC said that we'll be able to customize our own widgets for constructs in HTML & CSS. If you want a quick, interactive (and fun?) way to learn at least the basics, i suggest you to try this: https://www.codecademy.com/ , it does have some well done tutorials, easy to understand even for someone with no experience. I'm not related to that website, i'm not even sure i can post it so feel free to remove this post if it's the case, but it has been helpful to me so i'll share that with you. 
  8. Like
    Shynras got a reaction from gyurka66 in Cargo-loading   
    Usually in most games, you move items from an inventory to another easily, because they're not physically in the world. What I would like to see in DU, is a mix of "virtual items" and "real items". Examples:
     
    -You have 1 kg of iron that you want to move into your ship cargo. You can store in in your personal inventory, move to the ship, and click-drag the iron into the cargo inventory (like in most games). 
     
    -You have 10 ton of iron that you want to move into your ship cargo. Since your personal inventory is limited, you're likely going to use some kind of conveyor system
     
    -You want to recharge your ship batteries. Usually would work like that: there's a physical element fixed into your ship called "battery", and a virtual item called "battery _%"; the battery element doesn't move, you would need to charge the virtual item using another element in your base, and then move it into your ship element "battery" by using your virtual inventory. 
    What if instead we are able to move directly the "battery" element? Like if the nanoformer is able to detach an element from a grid, and let you replace it into another grid, mantaining all its specifics like energy amount % (battery), items stored (cargo), and so on. 
    This would greatly improve the gameplay aspects, and the depth. This would create gameplay for:
    -ship mantainance
    -ship loading infrastructure
    -physical cargo (imagine you want to sell like 100 already built batteries)
    -ship design (ease to access to battery slots or other)
    -combat (if a pirate is fighting vs a cargo with physical elements, he has to be careful to not break his loot)
    -more
     
    Why someone would want to move an already built battery instead of building a new one: building time, recharge time, etc... it just need to be more convenient, anything can be balanced. 
    I'm not saying that anything has to be a physical item that exists in the gameworld, but just a few elements.
  9. Like
    Shynras got a reaction from bastanold in Cargo-loading   
    Usually in most games, you move items from an inventory to another easily, because they're not physically in the world. What I would like to see in DU, is a mix of "virtual items" and "real items". Examples:
     
    -You have 1 kg of iron that you want to move into your ship cargo. You can store in in your personal inventory, move to the ship, and click-drag the iron into the cargo inventory (like in most games). 
     
    -You have 10 ton of iron that you want to move into your ship cargo. Since your personal inventory is limited, you're likely going to use some kind of conveyor system
     
    -You want to recharge your ship batteries. Usually would work like that: there's a physical element fixed into your ship called "battery", and a virtual item called "battery _%"; the battery element doesn't move, you would need to charge the virtual item using another element in your base, and then move it into your ship element "battery" by using your virtual inventory. 
    What if instead we are able to move directly the "battery" element? Like if the nanoformer is able to detach an element from a grid, and let you replace it into another grid, mantaining all its specifics like energy amount % (battery), items stored (cargo), and so on. 
    This would greatly improve the gameplay aspects, and the depth. This would create gameplay for:
    -ship mantainance
    -ship loading infrastructure
    -physical cargo (imagine you want to sell like 100 already built batteries)
    -ship design (ease to access to battery slots or other)
    -combat (if a pirate is fighting vs a cargo with physical elements, he has to be careful to not break his loot)
    -more
     
    Why someone would want to move an already built battery instead of building a new one: building time, recharge time, etc... it just need to be more convenient, anything can be balanced. 
    I'm not saying that anything has to be a physical item that exists in the gameworld, but just a few elements.
  10. Like
    Shynras got a reaction from yamamushi in Cargo-loading   
    Usually in most games, you move items from an inventory to another easily, because they're not physically in the world. What I would like to see in DU, is a mix of "virtual items" and "real items". Examples:
     
    -You have 1 kg of iron that you want to move into your ship cargo. You can store in in your personal inventory, move to the ship, and click-drag the iron into the cargo inventory (like in most games). 
     
    -You have 10 ton of iron that you want to move into your ship cargo. Since your personal inventory is limited, you're likely going to use some kind of conveyor system
     
    -You want to recharge your ship batteries. Usually would work like that: there's a physical element fixed into your ship called "battery", and a virtual item called "battery _%"; the battery element doesn't move, you would need to charge the virtual item using another element in your base, and then move it into your ship element "battery" by using your virtual inventory. 
    What if instead we are able to move directly the "battery" element? Like if the nanoformer is able to detach an element from a grid, and let you replace it into another grid, mantaining all its specifics like energy amount % (battery), items stored (cargo), and so on. 
    This would greatly improve the gameplay aspects, and the depth. This would create gameplay for:
    -ship mantainance
    -ship loading infrastructure
    -physical cargo (imagine you want to sell like 100 already built batteries)
    -ship design (ease to access to battery slots or other)
    -combat (if a pirate is fighting vs a cargo with physical elements, he has to be careful to not break his loot)
    -more
     
    Why someone would want to move an already built battery instead of building a new one: building time, recharge time, etc... it just need to be more convenient, anything can be balanced. 
    I'm not saying that anything has to be a physical item that exists in the gameworld, but just a few elements.
  11. Like
    Shynras got a reaction from bastanold in Nomadic Life in Dual Universe   
    -When you log off your ship doesnt disappear
    To protect it while you're offline, you need to set up a territory control unit.
    To avoid people moving their claim continuosly, there'll probably be a price to pay when you place one that you can't recover when you remove he claim
     
    If inventories will have mass, moving with you all your stuff would be costly both in terms of fuel consumption and in terms of ship's performances
     
    It will be possible but very inefficient, probably realistically viable with a small ship only
  12. Like
    Shynras got a reaction from hatszep in What are you most excited for? Poll   
    I'm excited that someone is finally making the game I've always wanted.
  13. Like
    Shynras got a reaction from Kurock in What are you most excited for? Poll   
    I'm excited that someone is finally making the game I've always wanted.
  14. Like
    Shynras got a reaction from Devious_T in Nomad Mothership?   
    First thing to do: attach a titanic thruster to a small ship and experience ftl travel.
  15. Like
    Shynras got a reaction from Ghoster in Nomad Mothership?   
    First thing to do: attach a titanic thruster to a small ship and experience ftl travel.
  16. Like
    Shynras got a reaction from Atmosph3rik in I dont think safe zones will be "safe"   
    Safezones are called safezones for a reason, let the devs solve this kind of problems. There'll likely be some kind of landing gear that can anchor your construct to the ground.
  17. Like
    Shynras got a reaction from Code24 in I dont think safe zones will be "safe"   
    Safezones are called safezones for a reason, let the devs solve this kind of problems. There'll likely be some kind of landing gear that can anchor your construct to the ground.
  18. Like
    Shynras got a reaction from Kurock in What I hope DU isnt   
    The game will be easy to play, hard to master. You'll be fine.
  19. Like
    Shynras got a reaction from Guardian in Post-Kickstarter   
    I'd prefer actually to keep the same rewards with them spending their time actually creating the game, instead of adding more fluffy things.
  20. Like
    Shynras got a reaction from Anaximander in Post-Kickstarter   
    I'd prefer actually to keep the same rewards with them spending their time actually creating the game, instead of adding more fluffy things.
  21. Like
    Shynras got a reaction from kulkija in consequences of non-regenerating planets and ressources   
    NQ said that resources will come in different rarities and that there'll be so much of the common ones (like copper, iron, ...) that they'll likely not deplete at all. An 8 km long vein of copper, I can assure you is a lot of material, and since we don't know how much copper will we need nor we can imagine the size of the planet compared to the amount of common material there'll be there, we can't say for sure that resources will deplete. It's a matter of balance (it's different from minecraft or any other game, it is balanced for a multiplayer not for a singleplayer experience), and if NQ says that common resources are unlikely to deplete, I think you should keep that in consideration. 
    There'll be a good amount of rare materials, and then there'll be tons of common material. When players will deplete the rare ones, they'll move to find more, and they'll leave like 80% of the common behind. While searching for more rare materials on other planets they'll find common materials too, so they don't need to go back to Alioth, and they can sell it on the market so that less people will need to mine on Alioth. That 80% of common material, after that most of the player base moved, will need a lot of time to deplete. That's just an assumption, it depends on how much resources people will need to build and how much there'll be on a planet. Wath will stop a player to just mine it all and store it? Time , Energy and Risk of being attacked. 
  22. Like
    Shynras got a reaction from Kurock in If you could prioritize DU features...   
    1-CvC
    2-Salvage
    3-Rotors/Pistons/Piping
    4-More elements (tech stuff)
    5-Even more elements (farming/logistic/other)
    6-Features that makes deep space exploration possible
    7-Large scale events that lasts for long periods of time and that let every player participate
  23. Like
    Shynras got a reaction from yamamushi in What the hell is this?   
    I liked the video and i really appreciated that they did it. People asked to see multiplayer building, and they delivered it. If someone complains about not showing much like huge cities or whatever, didnt get the point of the video in the first place. And regarding the tech to build cities, it's obviously there, did you forgot about that huge orbital station already in the game?
    It starts to be frustrating to answer all this bs, false accusations and sentences taken out from context, that has already been answered multiple times...
  24. Like
    Shynras got a reaction from Pang_Dread in Skill Training   
    I agree that the eveonline system is slow and boring, but mostly it depends on the gameplay. In DU instead, you can build, explore player made cities, and do various things that should keep you busy while eaiting for skills to level up. So should work. 
  25. Like
    Shynras got a reaction from wizardoftrash in Hey guys, new video!   
    mmm so... flying platforms, automated with ai, to store ships that will be sold in the trade bubble created by market units. I'll add it on my "to do list".
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