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Noddles

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  1. Like
    Noddles got a reaction from Demlock in BOO crashed the SW pvp Event, was good fun and generated content :D   
    Well I wouldn't do that because soccer balls and basketballs are two different things and require two different courts. This was DU. We all had the same ball (ships) and played on the same court (pvp zone). Also if I did that irl Id expect to probably get in a fight. This event had hired guards and we primarily attacked those. If you don't want to get PvPd bring better guards or dont do it in the pvp zone.
  2. Like
    Noddles got a reaction from Lethys in BOO crashed the SW pvp Event, was good fun and generated content :D   
    Well I wouldn't do that because soccer balls and basketballs are two different things and require two different courts. This was DU. We all had the same ball (ships) and played on the same court (pvp zone). Also if I did that irl Id expect to probably get in a fight. This event had hired guards and we primarily attacked those. If you don't want to get PvPd bring better guards or dont do it in the pvp zone.
  3. Like
    Noddles got a reaction from DecoyGoatBomb in BOO crashed the SW pvp Event, was good fun and generated content :D   
    How dare BOO PvP in the PvP zone. How rude of us to play the game according to the rules set forth by NQ.
  4. Like
    Noddles got a reaction from Mordgier in BOO crashed the SW pvp Event, was good fun and generated content :D   
    How dare BOO PvP in the PvP zone. How rude of us to play the game according to the rules set forth by NQ.
  5. Like
    Noddles reacted to ELX987 in BOO crashed the SW pvp Event, was good fun and generated content :D   
    Hello, i was on one of the ships crashing the SW pvp event and generating content, was a lot of fun and i really hope that NQ brings more opportunity to do more pirate themed stuff
     
    GF AC, and all who attended
     
    see yall next time
     
    -EL X
     
    a statement from our leader:
    "Hello everyone, Sylva, leader of Band Of Outlaws here.
     
    This thread, the official DU discord and the Memeserver have all gotten a lot of traffic and I thought I would drop by and leave some of my thoughts here for you all. I acknowledge and understand that the Star Wars fans who created the event feel that we, BOO and some of our allies, when crashing their event yesterday, "ruined it." And yes, Skilo has it right when he says that we did it because we could. Those of you who are arguing against the Star Wars IP being in the game... well, tbh, I love Star Wars, it has inspired more than one generation of space dreamers, and hopefully, many more to come. That having been said, there is more to this story (and hopefully, for the story of Dual Universe). 
     
    We originally had someone sign up for the Star Wars event who was building a legit PvP meta Star Wars ship. At the time, I was advised that we were also giving info to the Star Wars group on how to build PvP meta ships, and that advice was generally not followed/heeded. As the date loomed closer it became apparent that the ship, according to our standards, was only about 10% complete, and so our member withdrew from the Star Wars event. 
     
    We then heard that ATOM was being paid to provide security for the event, and that was when we decided to party crash it. 
     
    The thing is, when you look at what Dual Universe intends to be, a civilization building game - there should, in my opinion, player made safe zones in which events like this could be held in. This is an event that you would hold in the heart of an area that has an enforced edge of space, so pirate incursions would be few and far between (and not be without repercussions). We very much support this. We expect to be hunted down because of our actions. We will be disappointed if we aren't. 
     
    We already don't hunt the small fries. We already do not pursue freighters and small ships. We have historically only hunted the larger org tagged ships. Our groups already PvP against each other. We haven't done a PvP event since the End of the World event in December. Since then we have only had solos and small groups go out for PvP, which has still been few and far between. Mostly we have been doing the same as everyone else, recovering from the .23 patch, mining, industry, and building more ships. We got bored. We crashed the party and ruined a lot of hard work, and for what? Some laughs... and hoping to fight some ATOM and some hopefully buffed Star Wars capital ships. 
     
    As to the idea of waiting for DU to grow more... you may very well get what you request. BOO has diversified our gaming interests. We are playing Valheim, Starbase, and Last Oasis in addition to Dual Universe now. Don't worry though, we're still around and will still be active in Dual Universe. We will sporadically come out and throw down. So try to be prepared for us. Build meta ships. Bring your friends. You don't know when we will strike. 
     
    Prepare for the changes that are coming. " - Sylva, on page 5 of this thread
  6. Like
    Noddles reacted to LtKlap in BOO crashed the SW pvp Event, was good fun and generated content :D   
    Nice DsyncWar, but very fun event, tons of shoots!! i love it! #GOBOO
  7. Like
    Noddles reacted to smurfenq in BOO crashed the SW pvp Event, was good fun and generated content :D   
    BOO bois BOO bois whatcha gonna do when they come for you?
     
  8. Like
    Noddles reacted to SirJohn85 in This communities toxicity is getting out of hand.   
    Basically what @joaocordeiro says. I agree 100%.
    I will not join this discussion as op insults people, wanting to show constructive critics the way out, expects salt and in the same breath calls for being civil.
     
    This is bait.
     
    I couldn't help laughing.
  9. Like
    Noddles reacted to Comrademoco in Comrademoco - A Fond Farewell   
    Sup DUveans,

    Just stopping by here to say my final farewell to everyone here, in discord, and in game that I had the privilege to be acquainted with or some, to even call friends. 

    I had a blast being along side everyone of you these past 7 years, watching this community grow from literally 0 members to a whopping 50,000+ of you. I had many fond memories building premature alliances, making in game hostile moves, watching orgs rise and fall, overall, nerding-out over every aspect of Dual Universe.

    However, all good things must come to an end. I'm sad to say but due to recent announcements and the overall direction of community aspect of Dual Universe is partaking, per say, I must state my farewell from the community and Dual Universe completely (as a player and as Moderator, in Discord and other platforms). At this point, I'm not enjoying being part of a community that's not being nourished at its fullest or been ignored for so long. (That's just the tip of the iceberg) Regardless, I leave on good terms, hope you all have fun, wishing the best to everyone and Novaquark (Here's hoping for a fast recovery, community-wise) 


    As always,
    Catch everyone on the flip, but most importantly; Have Fun!

    Remember: Comfort: is the enemy of progress
     
    o7
  10. Like
    Noddles reacted to JohnnyTazer in So skill points...what's the plan?   
    Also one dude has his games mixed up. Its EvE Online that is like 27+ years to train every thing to 5. In DU it was about 6.5 last I saw when someone queued everything just to see.  Considering I played eve for 10 years, and would like to do the same in DU If the game ever gets not boring, then 6.5 is pretty low. Means at some point my combat toons will be training industry for no reason. 
  11. Like
    Noddles reacted to Lethys in NQ does not want your ideas (or do they?)   
    So everyone who calls NQ out on smth or feels like this game could do much better when X was there or anyone who feels like X was a bad idea by NQ should just stfu and move on. 
    Yeah, that will certainly be better for the game
     
    Giving them flak for Bad decisions is as valid and good as giving them kudos for doing good stuff
  12. Like
    Noddles reacted to Lethys in NQ does not want your ideas (or do they?)   
    So much this
  13. Like
    Noddles reacted to fiddlybits in Talent: Container Optimization   
    Just to be specific:

    Stock Control -> Container optimization - This skill reduces the mass of the cargo placed in the container as Fra119 mentioned above.
    Inventory Manager -> Container proficiency - This skill increases the volume of items that can be stored in the container.
  14. Like
    Noddles got a reaction from fiddlybits in Talent: Container Optimization   
    Those are two different skills. There are skills that increase container volume and then skills that reduce the mass of the contents. It doesn't give you more space just lets you lift more overall.
  15. Like
    Noddles reacted to JohnnyTazer in A credible source said DU might wipe, heres the reasoning as well as my thoughts   
    My conspiracy theory is they will wipe, because here in a number of months, the player base will be so god damn low, that it will make sense for them to "gamble" and do a wipe to actually get more players.  The wipe could actually get more players back and new ones then any amount that actually quit. Make no mistake plenty will "threaten to quit" but only a fraction actually will.  And if NQ actually has a good update down the road a wipe could be welcoming to most people.
  16. Like
    Noddles reacted to Oxdale in Mass Player Tracking Projects & Spying   
    OK, let's do this.
     
    Hi, I'm Oxdale, Founder and Associate at Huginn & Muninn Associates. I'm also the founder of the Old Guard of Gaia (this detail is important), an organisation for which I took a back seat some month ago (burn out), but the OGG values are still alive !
     
    I made and deployed the BIRD. This is not my main service but an experimental system I'm still working on.
     
    The goal :
    As I said, I found the Old Guard of Gaia, whose values are independance, balance, immersion and respect. My ultimate goal is to live in an immersive world, where relations between "evil"&"good", "PvP"&"Carebear", "Casual"&"Hardcore", ... are balanced and sustainable on the long term, and where players have respect even if characters can spit on each other with a smile. It has always been my motivations. You can find my interventions on this forum, long before I even have the idea of Huginn&Muninn.
     
    The idea :
    I'm developing a service to help organization and any players to protect themselves against scammers, freePK, trolls, thieves, serial-org-quitters and every toxic behavior we could find. Because currently, those action can be made with full impunity and it's nearly impossible to prevent this. I'm trying to find a way. 
     
    And thus, this is not a surprise some dislikes this service. Choose your side.
     
    The service : 
    It is a paid service, indeed. Because I need to pay fuel, scrap, cells and spare elements of my ship. But I told all my current clients that friendship, safe shelter, fuel&repairs and visits is a sufficient payment for me. Information is also a kind of payment I accept with great pleasure.I don't care earning money, I just want to explore and make contacts with the noveans (also an OGG concept). Furthermore, trading allows me to fly my ship. 
     
    I wanted it independant from any organization because it's not a domination tool. On the contrary, it is a leveling tool. But don't be fooled : big organization has the same, and probably more. I'm here also for the little ones.
     
    The code : 
    The BIRD are running strictly the same code you can find around any serious base or ship around and I'm still developing it to consume less and less resources, regarding the heavy limitations NQ already enforce for Lua scripts, especially around markets (Alioth ...). Believe me, I don't like cluttered market neither, so I made it, I hope, quite aesthetic, small, immersive and not on the paths. Moreover, the script is just an on/off run, it does not last more than 500ms.
     
    Everything I read about what I can do with Lua is really pure fantasy. This is a basic piece of code. All the refinements are for ingame performance and exploitation.
     
     
     
    Now some reactions to what I read here : 
     
    First point : if I wanted to spy, I won't describe Huginn&Muninn Associates as an intelligence and security agency, this is in the public description from the beginning. And, obviously, I wouldn't put this as a full white pillars with crows from a Huginn&Muninn org (any simple research on Google would give you a lot of hints). If I was an evil hidden spy, I would do like some others already do : put "trade", "recruitment", "mission" or "get fuel" booth and hide sensors, or just land a little speeder with some code in it. There are so many ways to hide it visually (even if it would have been detected in the Lua channel tab). I chose to show it with some elegance.
     
    Second point : some are surprised Lua is executing code on their pc. It's how Lua  works, and how it is working in DU from the beginning. And news for them : same for every single line of javascript on a web page. And there are A LOT of it, and far more harmful than gather avatar ids in a video game.
     
    Third point : This is an emergent gameplay. If NQ doesn't consider it the same, no problem. I'll do something else.
     
    I won't intervene anymore in this thread because I think I've written all of it. But I would be glad to chat on Discord with you about this.
     
  17. Like
    Noddles reacted to IvanGrozniy in Mass Player Tracking Projects & Spying   
    OWWWMYYYYGAAAWWWD - in SpiceRub's voice

    People who don't know much about Lua and rant about reeeeeeee exploits will be so vocal I fear for the future of lua in this game... only reason I'm still here...
  18. Like
    Noddles reacted to Physics in [Discussion] DevBlog: The Mission System   
    No risk to pirates ?? Pirates accept the same risk as anyone else including haulers since they can be attacked by anyone else... including other pirates not just military forces. 
     
    So far vast majority of haulers out there are designed for 2 things, hybrid lift of weight and warp as cheap as possible. When people finally have a need to adapt they will stop hauling with paper airplanes 
  19. Like
    Noddles reacted to Physics in [Discussion] DevBlog: The Mission System   
    I don’t see anything for pvp here. Just more warp jumps for cash. Why risk anything through contested territory when warp completely removes the risk.
  20. Like
    Noddles reacted to personality_matrix in [Discussion] DevBlog: The Mission System   
    So people can just warp missions for cash? Seems like that skips the entire PVP game loop. Why would PVP folks even login right now? No PVP concessions made honestly. How will this create more non-warp traffic in space? I don't believe it will honestly. Also, why isn't there collateral both ways? The reward should be locked in too. Collateral for the one to accept it is a half answer...Picking up rewards at a players base is totally gameable as well. Start digging.
  21. Like
    Noddles got a reaction from Demlock in Energy consumption and how it can be properly executed   
    I'm looking forward to the powerpoint presentation on this topic. 
     
    But no seriously, this is a good post and probably the most well thought out post on energy that anyone has put on the forums. 
     
    Also you skipped solar power. The easiest form of passive power generation. 
  22. Like
    Noddles reacted to SpiceRub in A Better fundamental approach to Combat, Energy, and cores.   
    Combat needs a different roots approach into how it works. Currently how combat technically performs, is just like peeling an onion. You just gotta keep shooting and shooting until you strip away the layers you need to get to the core. The difficulty between creating a ship that will get destroyed in either 100 hits, or 10,000 hits, is NOT hard at all.
     
    THERE IS NO CUBE META.
    Cube meta isn’t anything special in itself, it simply makes most effective use of how combat works. There is no cube meta, just shallow and undefined DU combat.
     
    Regardless of their differences, and other very strange differences, weapons themselves all do pretty much the same thing, just at a different scale.

    I don’t know what the NQ team imagines will ‘fix’ their problems, but you guys really need to be careful not to tip the scales. Any drastic changes need to consider both ends of the spectrum, being, weak cheap ships, to heavily armoured ships. As things are now, weak ships take about an hour to kill, and heavily armoured ships are immortal ammo eaters.
    There is a MASSIVE disparity between ships on either end of the spectrum. Coupled with the fact that people can farm as they please and build what they want very safely, ships will always be at the top of their game, and the top of their strength. Ship designs won’t be out of necessity or purpose, but solely out of attrition.
     
    WHAT IS MORE DIVERSE COMBAT?
    Anything that isn’t DU combat as it currently is.
    Do away with unrealistic arcadey damage types. No one really cares about resistances or ammo types.
    Weapons need a purpose. Ammo, needs a purpose. The fact that things are separated by damage type and resistances, is pretty shallow and meaningless.
    Weapons need a REAL purpose, a REAL function. Not a DPS count.

    Ships in DU do not have set HP values like in other games where constructs cannot be handmade.
    A dynamic system needs dynamic mechanics!

    SUGGESTIONS PROPOSED TO MAKE COMBAT QUICKER, EFFECTIVE, FUN, AND CHALLENGING.
    Halve the total HP of every voxel.Ship death on core destruction? I think not. Make Cores Impervious to weapon damage. (Explained further down)

    Change what weapons actually do. Introduce penetration damage models!
    Laser blasts and missiles may do the same thing, creating devastating explosions on impact, but the best way through armour, is through it. Cannons need to pepper ships, railguns need to be actual railguns, and create big holes from entry point to exit point, though lacking obvious things like tracking, rate of fire, huge ammo space. Armour itself doesn’t have to be useless, it needs purpose. Enough armour can still stop certain penetrations like cannons, but to a point where the armour needs be quite impractically thick where designers may opt for only certain parts of heavy protective armour. Though this doesn’t negate the need for armour entirely in which a ship would be incredibly vulnerable to blast attacks from lasers or missiles.

    ENERGY MANAGEMENT.
     
    I believe we all have a pretty good idea of what NQ may do for energy management.
    Give ships an energy cap, and each element will take up a certain amount of energy until there may be no more that the system can energize.
    I am suggestion a slightly different alternative. Lore around the fact that dynamic cores are a technologically advanced whatever, with unique power systems that can power ships or whatever.
    The technical details of proposed core energy management:
    Cores produce a certain amount of energy on their own. Enough to comfortably power a battleship if need be.
    Cores are impervious to weapon damage.
    Cores cannot function if they are generating too much energy. (If you have too much unused energy)
    Cores will become disabled by prolonged use with too much energy unused.
    In other words, to safely operate a core unit, you need to be using the energy it provides, else it can become unstable and explode.

    HOW DO WE USE THE ENERGY?
    As with the simple system, each element will provide its own energy cost. HOWEVER, a core unit will provide an energy cap that will easily supplement the biggest ships.
    IF you are building a smaller ship, on a core that requires a high energy usage, you can use a new element, ENERGY  DAMPENERS. These elements will have different energy cost depending on size, and will do nothing other than REDUCE YOUR UNUSED ENERGY TO AVOID CORE DESTRUCTION.
    So the whole deal behind this is that a ship can be destroyed if it has too much unused energy. How does this work in combat? Simple. Elements that are destroyed will stop using energy. Freeing up a cores energy capacity, and causing it to become more and more unstable, to the point there is too much unused energy, and the core explodes.
    Energy dampeners don’t have to be expensive, giant, or cumbersome for builders, they just need to BE there. This way a ship will be destroyed from being disabled. Not after a 10 hour missile excavation expedition to the core.

    This however presents another problem, adding or subtracting elements during combat. I believe NQ can work their way around that.

    NQ could indeed also switch ammo types for every from what they are now to just, explosive, or armour piercing. others may be imagined up but these are the basics of what weapons actually do, and it makes SENSE.
     
    Ontop of this, considering fleet battles. A typical strategy is for an entire fleet to target 1 ship at a time, and the fleet battle becomes a race against the other fleet, in which DPS is particularly dominant.
    Getting destroyed within seconds because you're being targeted by an entire fleet is not fun. Without the ability for this to happen, a fleet battle flows more like an actual battle, rather than eve alpha DPS strategy.
    My opinion of this comes from the latest battle feature many large core ships. We were unable to target individual ships correctly as a group due to ship names being all the same. This appeared as something that needed to be fixed by NQ at first, but after thinking about it, I actually had fun. Definitely more so than targeting one ship at a time with the entire fleet.
  23. Like
    Noddles reacted to Demlock in Energy consumption and how it can be properly executed   
    I'm going to dive into several topics here. In addition to organizing this post like a book. Use CTRL + F to find the topic you're interested in reading.
     
    Note: Some carebears are going to complain about it but yes, this is going to go down the route of PVP and will touch a little on how this can help the markets in game so deal with it:
     
    Energy Management Concept, taking a page from another game (because this game took pages from multiple games already) Armored Core How energy management works on the fly Parts Weapons Energy Consumption The RedZone Cooldowns, Boosters and backups How it can apply to PVP ship combat in DU The Core XS ships Small Ships Medium ships Large Ships XL ships when? XXL ships... probably never at this rate. Batteries Generators Magnetic Nuclear Advanced Magnetic (slightly made up) Fusion Fission Cold Fusion Gravatron (this is made up ... it's a game) Thoramine (Finally a use for it??) Tachyon Zero Point Energy Backup Generators Overdrive Generators/Engines/Components Coolant Elements Auxiliary Coolant Elements Weapon application Instantaneous Usage over time How it can be applied to Buildings in DU The Core The introduction of game built Power plants Coal Hydro Nuclear Fusion Fission Cold Fusion Zero Point Energy Backup Generators Batteries/Power provisions for Base turrets Tiles How it applies to the markets The Starting Value The Starting Price How may change over time The limitations that would make ACTUAL sense Usage over time Instantaneous usage Red Zone awareness Coolant Mechanics Regeneration mechanics Auxiliary mechanics Additional elements to help balance energy management from the start Generators Primary and Auxiliary Generators Backup Generators Coolant pumps & Injectors Water Coolant Rods Emergency kill/cutoff switches (lua) Other ways that basically will hurt/push DU to dwindling Excessive limitation examples Not listening until AFTER the fact Pride Listening to carebears (yes, I hate them because they kill games that have tons of potential) =====================================================================================================================================================================
     
    1. Energy Management Concept, taking a page from another game
                (because this game took pages from multiple games already)
                 Out of all the games I've ever played, this one, Armored Core executed Energy Management and power consumption flawlessly on playerstation 1 and into future games on Playerstation 4, Xbox and CPU. Their approach should act as a halmark and in fact, flavors of it are seen in other games such as Halo and Mech Warrior just to name a few.
     
     
    Armored Core Description: The game Armored Core is multi-series multi-console game that started on PlayStation. Set way into the future where corporations control everything. You are called a Raven who will embark on your journey through various sorties (missions) to take down some evil corp or antagonist Raven pilot. It features a mechanised robot you control and manage and fully customize thus sending the player down a route of awareness for how they wish to build their AC (Armored Core). How energy management works on the fly
      Parts As you've seen in the video the game features numerous parts for the AC which allows for full customization. Each part offers their own list of benefits and natural drawbacks that the player needs to consider in their playstyle. All parts consume some sort of energy when in use or passively. For example Light arms for a quick sniper focused AC would consume a small amount of energy passively and have good accuracy for sniper/singleshot weapons. However, would be horrible when taking a direct hit or attempting to use rapid fire weapons like machine guns that are too heavy for it to manage or carry. 
      Weapons Similar to arms, legs, tank chassis, core/chests ect. Weapons also have the different types of energy consumption. Passive, Instantaneous and none. Passive would be for things like laser swords that are active and out. Or a high range/high sensitivity scanner to search for cloaked targets when active and in use. Instantaneous would be when a handheld laser cannon, or shoulder mounted laser/railgun is charging and/or fired. None would be for when a regular mechanical bolt-action rifle or machine gun (requiring NO energy) is fired. 
      Energy Consumption
    For Armored Core Energy is typically indicated via your bar shown above. Where the green and red are your available energy but the red is known as your red zone.
      The RedZone The redzone, as previously mentioned, is your avialable energy remaining however when you exhaust all of it then you need to wait for your core and generators and coolant to all work together to regenerate your energy. While your suit is regenerating energy your suit draws power from the auxillery generators to keep you moving, however you're unable to attack, fly/boost in any direction or do anything outside of walking around to avoid getting hit.
      Cooldowns, Boosters and backups The game features a number of boosters backups and cooldowns ect. or other ways to assist with your power management to ensure you're able to stay active in the fight for as long as possible.  
    2. How it can apply to PVP ship combat in DU
     
    The Core - It should be known that the Core of a vessel is what provides the main source of power. With that the various sized ships can pull energy and use it to however it was designed. XS ships All ships should be able to produce enough power to allow them to function in a minimal capacity. For extra small ships they should be able to do more than enough work so that new players can still build themselves up on Alioth or even on Sanctuary. For the more experienced players and PVPers we should be able to add in batteries and even an XS generator to power the ship and have enough energy regeneration for the ship to do scouting, or long hauling runs or even dog-fight. However, they should also have a built in issue where sometimes the redzone may be just a bit to much on their meter and may sometimes require assitance in some way. Small Ships This is typically where the novice level solo player ends up. Small core ships should be able to produce a healthy supply of power for w/e the ship is built for. The use of backup generators or batteries should help aid the ship both passively and instantaneously when weapons or boosters are required to get out of hairy situations. For PVPers these are typically known as gunboats, however since small sized ships cannot use medium sized weapons. This ship is practically pointless for PVP. Even with the silhouette  mechanics. Medium ships... getting tired A more thorough outline is mentioned in the Part 2 for Energy Management. Just search for the respective section. It's been recently updated. Large Ships ... getting tired A more thorough outline is mentioned in the Part 2 for Energy Management. Just search for the respective section. It's been recently updated. XL ships when?... A more thorough outline is mentioned in the Part 2 for Energy Management. Just search for the respective section. It's been recently updated. XXL ships... probably never at this rate.... I've given up hope...
      Batteries Batteries would be a way to store power for the ship meant as either for backups when all else fails or for temporary overdrive to fatten your ship's max energy. The additional energy batteries would provide would be temporary and once used the canister can be widthdrawn from it's battery outlet (new element alert) and placed in a separate outlet to be recharged.  One time use batteries should NOT be a thing because this is the freakin future... let's make it make sense here. Renewable energy sources SHOULD BE INVOLVED BY NOW. If a Sink needs to be added then you can create T1 through T5 batteries. Each tier featuring a set number of recharges before needing to be recycled for parts used to make the batteries. The higher the Tier goes the higher their max energy storage. In addition the tier would also be able to be buffed by talents to increase their number of recharges and max storage. Generators would be able to recharge batteries only when the ship is not being piloted so that way it creates an ability for the ship to somehow sustain itself.
      Generators - There are a plethora of different kinds of generators real and fake that can be added to the game from T1 to T5 Magnetic - Generator that takes advantage of the Electromagnetic field to create motion and thus energy for the ship. It's much more advanced than your combustable coal engines used in powerplants but still for more efficient and better for the environment. Nuclear - We already know about this... Extremely high amounts of energy, dangerous if pushed too deep into the redzone and can cause a meltdown destroying half the ship, has a decent energy regen rate. Advanced Magnetic (slightly made up) - A more advanced version of Magnetic Gens. with a higher max energy cap but a slower regen. rate and a larger redzone Fusion - Generator type that features a moderate energy cap., low red zone  but slow regen rate. Fission - Cousin Gen. Type that features higher energy cap., slightly higher red zone but much better regen rate of energy. Cold Fusion - The best of the Fusion/Fission style gens that has highest energy cap, lowest red zone, but fast yet fidgety regen. rate. (meaning there's times when it will stop recharging for 2 - 5 seconds) Gravatron (this is made up ... it's a game) This Generator is a T3 and T4 generator that takes advantage of the gravitational field of nearby celestial bodies to boost its regenerative abilities. It features an insanely high energy cap. 15 times the cap of nuclear and a very small red zone. However it's regen. is extremely low. This feature would make the generator useful for really long voyages to new systems or hidden pockets of space. (Think Exploration cruisers) Thoramine (Finally a use for it??) - T-5 level generator Tachyon - T-5 level generator Zero Point Energy - T-5 level generator that has almost infinite energy or the highest energy cap, Lowest red zone but no energy regeneration. The Zero Point Energy Gen would instead have a feature that allows the maintainer to "pull" energy from no-where. The maintainer would be able to do this X number of times per hour.
      Backup Generators As the name suggests these generators would be brought up online when something catastrophic goes wrong to maintain small amounts of power for the ship while it fixes it.
      Overdrive Generators/Engines/Components Overdrive generators would act as boosters for engines or to increase max energy cap temporarily. Using them would cause wear/damage to the engines but would result in the ship GTFO of a bad situation.
      Coolant Elements Coolant Pumps ... to cool the generators and the core Coolant Rods... well you get it
      Auxiliary Coolant Elements For when you need to be more chilled
      Weapon application Instantaneous All weapons would use a varying amount of instantaneous energy when in use. The cannons, being mostly mechanical, would use the least amount of energy. Missiles would be the 2nd least instantaneous use. Where as Railguns would use the most per volley. Enough for the usage to be noticable but not so much to where the ship can barely function. When we get harpoons and Interdiction.... This would be where they'd get applied as well Usage over time This is mostly applied to lasers, and tractor beams. The larger the laser or tractor beam the larger the usage over time. For tractor beams, the Longer the hold, the more energy is used. The more massive the tethered target, the more energy consumed. This can be slowed down by overdriving your system with your batteries and backup generators for greater output and better effect. However, doing so will severely hinder your ship for a while when you need to regen your energy stores for both the main and backup generators and batteries. None No energy is used when the ship is not being piloted  
    3. How it can be applied to Buildings in DU
    The Core - Produces it's own baseline energy for the entire Construct Requires other elements (generators) to boost it's max power for more elements on the construct The introduction of game built Power plants - These power types can help offset the demand for the core on static and space constructs Coal T - 1 Hydro T - 1 & T-2 Nuclear T-2 & T-3 Fusion T-2 & T-3 Fission T3 & T-4 Cold Fusion T4 -T5 Thoramine T5 only Zero Point Energy T5 only Backup Generators For if you mess up somewhere and the power gets knocked out via your own stupidity or via PVP engagements Batteries/Power provisions for Base turrets Batteries can be used to help offset the base's already existing power consumption during combat/defense. Where the turrets will draw from the batteries or side- generators. When the turret's designated power supply is drained it will begin to drain from the primary core just to protect the construct. Tiles Tiles on a planet or moon or asteroid would affect the three basic characteristics of the static cores placed. Max Energy (This would only be an addition) Larger Increase for barren planets Larger increase for Asteroids or moons Smaller increase for Cold planets Smaller Increase for Hotter Planets Energy Regeneration (This could be a +/- to the energy regeneration) Larger regeneration for Hotter planets (This gives hot planets like Sicarri, Sinnon or Madis an increase in land value) Smaller Regeneration for Colder planets Redzone Larger redzones for hotter planets Smaller redzones for colder planets (this gives ice planets an increase in interest value)  
    4. How it applies to the markets
    The Starting Value This will help add value to Coal, Hydrogen and Oxygen and create a solid use for Thoramine well before Warp gates are even on the drawing board. Coal would have a relatively low value but it and Hydro and Oxy would begin to gain better uses as well. Thoramine would be worth fighting over on asteroids and selling on the markets. The Starting Price Set the price for T-1 schematics lower but also allow for bots to buy coal to further stir the economy How may change over time People will see reason to engage the markets more on this front because you've created a sound way of doing so for PVE and PVPers  
     
    5. The limitations that would make ACTUAL sense
    Usage over time Start the balance off Low. Don't go setting it on holy shit mode then walking the numbers back because everyone hates the mechanic and claims it doesn't make sense. Start small and work your numbers up. Setting the consumption and limitations excessively high will only curb your community towards playing Starbase and StarCitizen more. Instantaneous usage Most of this has already been explained. but Again, start small. Then adjust from there. Red Zone awareness Coolant Mechanics allow your construct (static and dynamic) to slow the decent towards the redzone. The name of the game is the keep in the green. It's a simple yet complicated balancing act that the player has to manage. Because of this properly executed challenge the player has fun actually trying to balance stuff out on their own. Being aware of your redzone's level will only help with immersion. Regeneration mechanics This literally adds a brand new job for someone on the ship. Where they'd hang out in the power room for most of the ship's trip to ensure everything stays running at the right levels. Think of Scottie on the Enterprise "I'm given her all she's Got Captain!" Auxiliary mechanics This would be on the "Scottie" of the ship to maintain and implement on the ship to ensure the ship can at least be marginally functional when it takes on catastrophic damage or experiences a catastrophic event from space. (Hint Hint: some random waves from a start that sucks out power from the ship or something ridiculous)  
    6. Additional elements to help balance energy management from the start
    Generators Primary and Auxiliary Generators Backup Generators - While Generators can be used as backup, these units would be unique and have a considerable advantage over regular generators but will only work if Regular generators are down. Coolant pumps & Injectors Water Coolant Rods Air Emergency kill/cutoff switches (lua) Used through lua to kill the power to a ship  
    7. Other ways that basically will hurt/push DU to dwindling
     
    Excessive limitation examples 0.23 execution. Yes I'm bringing it up again. Because 0.23 should serve as a valuable lesson of what not do to or how NOT to do something... ever again. Overdoing the power consumption - This will limit creativity and drive people away from the game. Again, start small with easy numbers people can work with so they can get used to the idea of power consumption. Limiting the number of weapons on a ship - You've already limited the size of weapons on a ship by core size to curb cubes... which did and didn't work. Setting hard limits on the number of USABLE weapons on a ship through power management will only piss off your community more than needed. AGAIN, start small and work your way up to something that's balanced. Like for example, I'm going to only allow 5 weapons on a Large core ship or 3 weapons on a small or medium core... sorry but I will change my credit card number in a heartbeat if this game takes that route and say good luck. Then pick up Starbase or spend money needlessly on star citizen and encourage all of BOO and even the AC to jump ship. Just FYI, DSI is already hitting us up about playing other games and saying goodbye to DU. Let's not even talk about Youtube and Twitter ect.  
    Not listening until AFTER the fact  ATV are full of very knowledgeable intellects. Their input is based on their perspective and from that of your community. Taking their word with a grain of salt will only hurt you vs. taking them seriously. You built the ATV for a reason. Pay attention to it to ensure your success.  
    Pride - "Pride commeth before the fall" This one is mainly for JC. You are highly intelligent and very knowledgeable in many things and have garnered much respect from people, however being too prideful or too hardstanced (overzealous) in any one belief and unwilling to change WILL cause you to lose people. You have a team that have 2nd thoughts about the direction and a community with even more resentment about what you're building here. The question is, are you trying to build a simulator that will see 10-20k ACTIVE people after 10 years time? or one that will see that number 2 years after launch?  
    Listening to carebears (yes, I hate them because they kill games that have tons of potential) The definition of a carebear varies from one PVPer to another. However, at it's core, a carebear is an individual who sees any one game mechanic that doesn't fit their personal narrative of a game (usually PVP focused) and does or says anything they can to cause devs to ruin it for the many.
  24. Like
    Noddles reacted to Physics in Analysis of why some people left after patch 0.23   
    I get the idea behind 0.23 but it was never going to do any kind of economy jump start, just the opposite. Why does economy suck? Because the game loop is unfinished. Without risk activities involving pvp for profit, everyone is a builder and no one needs one.
  25. Like
    Noddles reacted to Demlock in A More Serious Review of Voxel HP, Resistance, Weight, Timing and Textures   
    Disclaimer: I know that MMOs are ones where everything is requiring constant balancing however, this is to point out an overwhelmingly obvious imbalance in the game that needs to be addressed soonish.
     
    After taking some hours to review some of the voxel I noticed something very problematic.
    T-5 Voxel overall, is not worth even bothering to use on ships.
     
    (Side Note)
    As far as design is goes, The only Textures that are easy to use for looks are:
    Gold Panel/Painted
    Niobium Painted/Panel
    Manganese Panel/Painted
     
    Now back to the Voxel HP
    It's understandable that the supposed market that NQ would want players to create would be created based on items made, the time it takes the make them, the ore required to make them and how long it took to get and refine said ore. However, when it comes to PVP or even the PvE aspect of the game voxels are horribly imbalanced and totally useless to even sell on the market. I'll first dive into the PVP aspect of Voxel's HP, Resistances, Rough estimated time to mine raw ore. Time to refine ore into Pure.
     
     
    For PVP: Voxel HP and the issues that currently exist
    After running the numbers I've found that basically all T5 voxel (pures AND products) are just about the worst thing you can chase after for ship defense.
     
    I'll start by breaking down a T3 Voxel (Silver) and a T2 Voxel Copper and compare it to Manganese and Vanadium (Both T-5 voxels):
     

                  
     
    HP against the different damage:
     
               Silver (T-3 Voxel)                                 Manganese (T-5 Voxel)                                                  Vanadium (T-5 Voxel)                                    Copper (T-2 Voxel)
             (Antimatter Res.)                                                         (Antimatter Res.)                                                                                (Antimatter Res.)                                                                (Antimatter Res.)
    6713 * 0.25 = 1678.25                                   4614.00 * 0.30 = 1384.2                                                     3840 * 0.35 = 1344                                          5734 * 0.20 = 1146.8
    1678.25 + 6713 = 8391.25                           1384.2 + 4614 = 5998.2                                                     1344 + 3840 = 5184                                        1146.8 + 5734 = 6880.8
    8391.25 HP against AM dmg.                    5998.2 HP against AM dmg.                                              5184 HP against AM dmg.                      6880.8 HP against AM dmg.
                (EM Res)                                                                            (EM Res)                                                                                                          (EM Res)                                                                  (EM Res)
    6713 * 0.15 = 1006.95                                 4614.00 * 0.30 = 1384.2                                                         3840 * 0.25 = 960                                         5734 * 0.1 = 573.4
    1006.95 + 6713 = 7719.95                         1384.2 + 4614 = 5998.2                                                         960 + 3840 = 4800                                      573.4 + 5734 = 6307.4
    7719.95 HP against EM dmg.                    5998.2 HP against EM dmg.                                              4800  HP against AM dmg.                    6307.4 HP against EM dmg.
              (Kinetic)                                                                                 (Kinetic)                                                                                                           (Kinetic)                                                                      (Kinetic)    
    6713 * 0.20 = 1342.6                                  4614.00 * 0.35 = 1614.9                                                           3840 * 0.30 =1152                                       5734 * 0.15 = 860.1
    1342.6 + 6713 = 8055.6                             1614.9 + 4614 = 6228.8                                                            1152 + 3840 = 4992                              860.1 +5734 = 6594.1
    8055.6 HP against Kinetic dmg                    6228.9 HP against Kinetic dmg                                            4992 HP against AM dmg.                  6594.1 HP against Kinetic dmg
             (Thermic)                                                                            (Thermic)                                                                                                         (Thermic)                                                                       (Thermic)  
    6713 * 0.20 = 1342.6                                4614.00 * 0.25 = 1153.5                                                         3840 * 0.30 =1152                                            5734 * 0.15 = 860.1
    1342.6 + 6713 = 8055.6                          1153.5 + 4614 = 5767.5                                                          1152 + 3840 = 4992                                   860.1 +5734 = 6594.1
    8055.6 HP against Thermic dmg.           5767.5 HP against Thermic dmg.                                       4992 HP against AM dmg.                   6594.1 HP against Thermic dmg.
     
     
             Silver (T-3 Voxel)                                Manganese (T-5 Voxel)                                               Vanadium (T-5 Voxel)                                         Copper (T-2 Voxel)
    (AM Res.) 8391.25 HP                                       5998.2 HP                                                                                5184 HP                                                            6880.8 HP
    (EM Res) 7719.95 HP                                       5998.2 HP                                                                                 4800  HP                                                          6307.4 HP
    (Kinetic) 8055.6 HP                                           6228.9 HP                                                                                  4992 HP                                                           6594.1 HP
    (Thermic) 8055.6 HP                                         5767.5 HP                                                                                  4992 HP                                                           6594.1 HP
     
    Rough time to mine materials:
    For Copper it takes about 10-15 minutes to both find and mine out combined
    For Silver, for me at least, it takes anywhere from 15 - 35 minutes to find and mine out a single node
    For Manganese takes me about 45 minutes to 1 hour and 10 minutes to both find, dig and mine up a single node
    For Vanadium it takes me about 1 hr and 20 minutes to upwards of 1.5 hrs to find, dig and mine up a single node (most time is spent finding/scanning for it)
     
    These times scale up as planets become more claimed over time and thus SHOULD be increasing their value at varying exponential rates. Which should thus show on the markets however, because Silver and Copper are more used in PVP none of the T-5 voxel ever see the battle field and thus never see the market (for this and many other reasons). The value for T-5 only exists within crafting and scrap for repairing elements in PVP. Even when people have found super nodes of T-5 rarely will you ever see any of them convert the raw ore into Voxel. Especially when the schematics are priced so high and the ROI on the voxel in PVE and PVP is non-existent.
     
    Arguements against this:
    Well the HP is based on weight per cubic meter Response: Yes, however the weight is totally negated and barely even a factor when you have the T2 - T3 engines, the Talents for those engines for placement, AND for usage AND for weight reduction. So overall, HP based on weight per cubic meter is negligible. ESPECIALLY when it comes to PvP Well there's other uses for T-5 voxels Yes and no, T-5 Voxel being used for armor is a pointless journey to embark on since The Textures are extremely difficult to find a use/flow for other designs. (believe me, I tried for days) The HP to weight, EVEN FOR ATMO PVP is negligible when considering the talents (placements and handling) and the higher teir engines The only true use for T5 ore is for either Scrap or crafting. Use for voxel is pointless since Gold, Silver and even COPPER are better than a T-5 voxel. WHY IS THERE EVEN A T-5 VOXEL IF IT'S WORSE TO USE THAN ANY OF THE OTHER ONES?!?!?! In terms of ATMO PvP? I'd just use Silver or Copper because T-5 is just that bad from start to finish. Other use for it is to recycle it into scrap... which begs the question why it was turned into voxel in the first place... Well there is a market for T-5 Yes, barely and only for pointed  and specific crafting approaches, because you'll never see T-5 voxel sold on the market when it offers ZERO value for anyone. Also, The amount of time it takes to mine up the T-5 and refine it makes deciding to NOT create T-5 voxel a much easier choice since it's totally useless. Even the new product Voxel offers less than most of the T2 voxels and even some T1 voxel.  
     
    T-5 Voxel for PVE (Markets):
    There not much to be said on the PvE side of the game for T-5 voxels. Because if T-5 voxel is useless to PvPers then why would a PvEer bother trying to sell something no one will buy when they could make ten or hundreds of thousands of quanta for T2 - T4 voxel?
     
    Conclusion:
    T-5 Voxel is pointless and begs the question of why it even exists since T-2 voxel is better than T-5 for both Space and Atmo armor especially when you consider the following points against making T-5 voxel: Average time required to Scan, find, mine, refine, craft design the voxel/ship Textures of the Painted and Panel (minus the Manganese and Niobium and Gold) voxel for nearly all of them are just horrific The resistances or HP for All T-5 do not justify even thinking of crafting the Voxel for PvP usage. Again, timing to make T-5 voxel is not justifiable Again, the Textures of Voxel's Painted and Panel Voxel are extremely difficult to use. The pattern voxel approach should've been reused in terms of the next set of designs.  
    Ways to Correct:
    Increase the Resistance for T-5 voxel so that it MAKES SENSE to decide if chasing T-5 voxel is worth chasing after. Reduce the time it takes to create T-5 voxel or increase the time it takes to make T2, T3 voxel since T-2, T3 and T4 voxel are ALL better than T5 lol (Even I'm not too sure about this one, but total time to make doesn't justify how useless it is) Review the painted and panel textures added into the game and attempt to mirror the approach used for the Pattern Voxel. (If you claim T-5 anything is supposed to be the best for most things then why does it look so crappy? if it had better or worse stats wouldn't you at least want it to look nice??) Adding in negative resistances for voxels that should OBVIOUSLY have it. For example: Why is gold not weakest against thermic damage? Why is marble (T-1) with zero resistances STILL stronger than T-5 voxels?? None of this makes any remote sense here. DO NOT NERF SILVER AND COPPER JUST BECAUSE EVERYONE USES IT AS A REPLACEMENT FOR STEEL AND THINK THIS WILL FIX THE ISSUE. People will end up flocking to the next best thing and the cycle will continue until you make the decision to actually balance the right mechanic of the game (T-4,5 Resistances) instead of just NERFing stuff just because everyone's using it. Nerfing solves nothing if you hadn't noticed.  
    P.S - Titanium is a material used for 95% of jet engine parts because of it's insanely high resistance to heat and extreme strength under high velocities. I'm saying as a jet engine inspector so seeing this was a serious pain point for me.


     
    (Skipping past the math)               
    AM Res. HP = 3402
    EM Res. HP = 3543.75
    Kin Res. HP = 3969
    TH Res. HP = 3969
     
    Copper (T-2 Voxel)
    AM Res. HP = 6880.8 HP
    EM Res. HP = 6307.4 HP
    Kin Res. HP = 6594.1 HP
    TH Res. HP = 6594.1 HP

    (Skipping past the math)
    AM Res. HP = 3607
    EM Res. HP = 3896.1
    Kin Res. HP = 3751.8
    TH Res. HP = 3751.8
     
    Copper (T-2 Voxel)
    AM Res. HP = 6880.8 HP
    EM Res. HP = 6307.4 HP
    Kin Res. HP = 6594.1 HP
    TH Res. HP = 6594.1 HP
     


    (Skipping past the math)
    AM Res. HP = 6696
    EM Res. HP = 5456
    Kin Res. HP = 5456
    TH Res. HP = 5456
     
    Copper (T-2 Voxel)
    AM Res. HP = 6880.8 HP
    EM Res. HP = 6307.4 HP
    Kin Res. HP = 6594.1 HP
    TH Res. HP = 6594.1 HP
     
    So T-5 Voxels are BARELY better than Stainless steel which is actually suppose to be pretty strong
     
     
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