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wesbruce

Alpha Team Vanguard
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Posts posted by wesbruce

  1. I believe the Ark travelled for ten millenium at FTL. So Alioth is far from the where the Sol system was, even if there was something left of it.

    9,854 years is a long time. Assuming 80% the speed of light, fast STL it's 7883 light years. At 10% the speed of light however it's only 985 ly or so. Almost next door. If above the speed of light its a long way indeed. That was a heck of a big mean neutron star their running from if they have to run even 900 ly to get clear. 

  2. OK this will be where I have the most fun.

    I have already proposed several overlapping compatible bits of lore. Here I list and integrate them.
    This has several assumptions: they could not just go to mars or alpha centuri or tau ceti because the neutron star is huge and is cutting a swathe though space 40 to 100 light years across. Secondly the Arkship in the games back story is not going to the nearest target safe system others scored that one. Thirdly not all the starting game play technology: Safe star gates, probes, some force fields technology, is known to the people coming off the Arkship; some of it may have not been invented when the left Sol. Hence the need for training and discovery.  

    1. Someone tried to leave early, jumping the gun with prototype FTL technology. It went wrong but they survived, damaged genetically but survived long enough, before dying out, to leave artefacts, technology, some enigmatic AI or strange uploaded version of themselves. Something with a memory of man and a desire to help but little understanding of the Arkship's occupants. They have 9000 years head start but this means they have 9000 years to fall into ruin and your as hard to understand as a Neanderthal.
    2. Many stayed and worked on projects to help the travellers. Doing vital research that could not be done on a ship and was not finished before departure. Some of their results were beamed to the arkships so they have technology that was not known when the pioneers went into cryo. These are long dead hero's who stayed and died so others would succeed. 
    3. Some of the solutions could not be sent to the cryoships in time, they were out of range, so they sent smaller faster relays to deliver the new solutions. The result is basically the same as 1 and 4 but with more AI in play. 
    4. One of the ships sent to the closest safe system to Sol arrived hundreds of years ago and survived long enough to buy time, a few hundred years before the neutron star caught them. They have FTL, gates and much better technology. They either used option 2 and 3 themselves before building a new faster arkship and heading off or
    5. They set out again by probes and gates to catch the Arkships. Because of the quirks of relativity they can not contact the Arkships directly or match velocity, but they can place things on various worlds to help and welcome them. Their chain of stargates have been destroyed behind them lest strange effects from the neutron star can propagate though them. 9000 years has distorted their mission a little or on some worlds shattered it in war and disaster. They are now space nomads leaving advanced tributes to their sleeping gods. 
    6. Not everyone slept on the Ark ships some continued working, living, dying, on the ship, but their children survived. Hence all the corridors. Some are helpful and part AI, some are still human. When the ship landed they slipped away or slipped into the embarking crowds. They have the same technology etc but have a few new technologies developed in transit. However these children of the ship see the earth as a distant legend. There is also a language gap for them, they have no word for tree. They are secretive, seeing the sleepers as alien and fragile. They have been warned not to reveal themselves for that may destroy the sleepers moral and sense of destiny. In this context the children are just Dev's and hand picked players not NPC's but never really seen. They conspire to help. Some may plot to hinder. 

      This in SF parlance is the FTL greets STL conundrum. It is as old as the Traveller RPG way back in 1977 but no one has developed it fully. 

      The universe of SF has enough ancient aliens and extra terrestrial gods.  Lets make the humanity both sides of the first contact equation. 9000 is a long time. 
  3. This is not WoW, there are no instances. What you are suggesting are instances in an MMO that its selling points are no instances. This is also why DUAL needs its subscription model. It's not the average Korean crap that's fully instanced. 

    Yikes I think I just got eaten by a raptor. lol. That's not what I meant or how it would work but I see your point. That would be the effect. 

    'Creeps away from the well armed cat really carefully.' 

  4. Remember even the starting planet is a big place. A 70 km radius planet is 60000 square km area. Lots of room for a new player to get away from the hustle and bustle of the older players builds, corporations and wars. Assuming no one has a magic scanner that detects everyone on the ground automatically from high up its easy to mix new and veteran.  This is made easier by a few player groups that choose to help the new players find untouched wilderness.  

    Nova quark could help by adding a few "call buttons"; Items that allow players to hail vehicle with an integral pickup and delivery contract. Space Uber.  Lock the transaction to pay 2 minutes after drop off in the passenger has not died. Thus Jim could call for a two seated vehicle to scoop him up and drop him somewhere: wilderness, city, mine. So if the driver is a greefer he does not get payed if he drops and then kills you for your stuff. Anyone that does that will get a bounty on his head and may find the next person he drops off was bait and has backup. 

    Just make sure the call button does not spam single seated craft and irritate all the fighter jocks. 

  5. "It's called hauling and for large amounts or long distances, freight hauling. While I do support finding something for new people in Dual Universe to do, I wouldn't trust a new person to haul my precious cargo. How many people value their integrity in the real world, talk less of inside a game. For small amounts, where there's little to lose: sure, help them out and give them a job. But whether it's ships or food, I don't play nice with people that steal my goods."

    It is relatively simple code to create a locked freight container or haulage box and a cash on delivery with insurance contract. 

    Alex puts goodies in a special box and creates a haulage contract automatically. Bill takes the box to destination and drops it off on a delivery stage; that may be a docking clamp, weighing machine, contents scanner. Bill gets paid.

    As far as the server is concerned the haulage container is just a number on a generic box which if delivered loads a goods look up list to the receiving players inventory or storage. Nothing to steal except a generic haulage box that yields random loot if opened and lands you on a bounty hunters list. While thanks to insurance another box is generated and sent with the same little number describing Alex's box of goods. 

    No tears PvP with full economic PvE. 

  6. So how will the inventory system work, in the brief trailer we see someone produce a cockpit and part of a ship hull from what i assume is their personal inventory so I'm guessing it's quite large in fact large enough to hold all the resources to build a fighter, done with the shake of his glowing hand (some sort of nano fabrication or something). How does this translate to ships, am i going to have to pipe/conveyor the minerals mined by the drill at the front of my ship back into a storage container or will the ship be one entity and the container fill by itself as long as it's part of the ship.

     

    Considerations for the piping/conveyor system is that it would make ship design complicated but in a good way, interesting to do and something to think about carefully and optimise so you're not weighing your ship down with too much internal piping but also you then fall into having to have connectors on the ship to link to other ships/buildings/star bases that you wish to trade with.

     

    If you go with the one entity approach there is less to think about and your ship designing doesn't require you to think about internal mechanics and functionality. With regards to trading you can simple shift resources from one cargo hold to the other without regard for how (probably short range tele) if they are close to each other. Then you have to consider the range that this transfer can occur at, can it be increased perhaps by scaling to ship size or perhaps some sort of power hungry module like molecular transporters and can you build ones so big you can buy and sell remotely to an entire planet or Solar system.

    You could also go with the one entity approach and require direct contact between the two such as having to touch hulls or sit on a buildings/star bases landing pads.

     

    Also what considerations are there for people who want to steal cargo, can you simple rock up and hack into it, perhaps you have to damage it to a certain threshold before you can loot it or even destroy it.

     

    Circle back around to the building side, we see him use his glowing hand, are there larger ship sized module versions that i can put on the front of a builder ship to produce large objects or would we have to design a capital ship in person in small pieces (not a good idea honestly lol). Once i finish my ship and have the blueprint how will production proceed, do i need a factory with a big open space for the ship to spawn into as arms piece it together or will it just pop out next to it, I don't think a small space station or building should be able to produce something larger than itself.

     

    What are people thoughts and if any of these questions are part of other threads can you link them in please. 

     Alain Damasio's back story PDF has a lot of details, sneaky Easter eggs and a nice hat tip to minecraft.

    Gravitational compression, anti-gravity belt pouches holding tons of stuff (page 5).

    "Honey I shrunk the kids!" comes to mind. In other words that glowing glove makes Aladdin's lamp look like a wimp. All the pipes, storage etc are the low energy, high stability alternatives.

    And it looks like they are not alone out there. 

     

    Could we see the Slower Than Light meets Faster Than Light welcoming committee scenario.

    Why use STL If you have FTL ? Why use Cryogenics, with a lousy AI nurse, if you have Resurrection Node - quantum duplication?   

    Was someone back on earth working on a plan B that bore fruit while our hero's slept? It's my favoured option. Even the ancients are from earth; people who took even greater risks by leaving early or late or not at all.

    Not sleeping on the ship but waking, working, living and dying to ensure the survival of others.

    Or Uploading themselves late and beaming themselves to smaller faster probes.

    Perhaps staying doomed to develop FTL, etc, sending the data to their brothers Arkship hours before doomsday.

    9854 years a sleep for our heroes is 9854 years of history for anyone else that did not choose that path. Fascinating. 

     

  7. Varying the avatar even a little adds a lot of work. You have to have door heights for giants and button heights for dwarfs. Animations look all wrong beyond the 5 to 6 size range either way. Every mini race needs a tailored animation for each major action.  Add ears and tails and you need to redesign all your helmets and space suits. Where do you put the tail when you jump onto a non customised cockpit, car seat or even restaurant chair. Then you get the whole tail clipping though walls in a fire fight giving your position away (Seen that; he could not figure out why he was getting owned in every battle. lol). It's a lot of extra work. If modding or external asset submission becomes a possibility then the dev's may be able let fans do all that. I've also seen a tails option abused to add pornographic content to a game.  

    Clearly the avatar generation will be with you emerging from a cryopod looking like death warmed up. A walking corpse. The re-hydration and muscle restoration, etc is you avatar editing menu. Nice touch. 

    I'm not a dev but I can see why it's hard work in alpha and beta. However if you can make hats and clothing you could make funny ears, tails, etc but It would be later game. We are not re doing Second Life. 

    It does occur to me that if you can do a centre of balance off set value the size centre of value thing could be fixed in the physics engine. Again later game.  

  8. When you say more depth in PvE... did Landmark had any PvE to begin wiith ? :P In comparison to Landmark, I would take hunting down cows with a lasso as satisfying PvE xD

    Hey I can remember when cows were new big thing in minecraft. A good example is the very basic minecraft food system. By about day three you have chests of food, full fields and you don't give a hoot who loots that field as long as they replant and your chests are safe. However if your a food fanatic you down load Pam's Harvest craft and Spice of life mod food becomes way more interesting.  Spice of life makes food much harder, you can't eat the same thing three times and Pam's makes a huge variety of crops, trees and meals.

     

    We would not want farm simulator 2316 but if modding is possible we could get it.

    Not sure how modding could work on a single shard game. Though I could see one way using a set of default mod blocks, elements and materials, and a messaging system that up dates it client side if you have the mod installed. Not everyone would see the same thing though.  If possible a big sign; "Warning modded system", would be needed.

  9. I like the foundry and 3D printer but can we have a second incarnation of both and storage. 
    These would be attached to a voxel build creating a bigger version with slightly faster operation. This would allow the building of foundries, factories and storage bays and silos that look impressively industrial and make great places for a fire fight. Most would be purely decorative. I noticed that the forge and other machines in landmark often got hidden in such bigger builds but were never really optimised for that function. 

    • It may need a forge input, the end of that mesh cropped off and made a little larger. Production bonus depending the number of solid voxels in the volume xyz1 to xyz 2 behind it. A few molten metal voxel types would be an optional extra. 
    • A printer Scaled up Shorted with the option to put more in a row as a special effect. I.e they all seem to run if 'connected' as above. 
    • A cargo input element that expands it's storage depending the number of solid voxels in the volume xyz1 to xyz 2 behind it. 

    No need to change the fluid storage it looks industrial enough.

    Think minecraft's multiblocks in the mods but easier because the bulk of the 'multiblock' can be anything the artist desires.   ;)

     

  10. I like the foundry and 3D printer but can we have a second incarnation of both and storage. 
    These would be attached to a voxel build creating a bigger version with slightly faster operation. This would allow the building of foundries, factories and storage bays and silos that look impressively industrial and make great places for a fire fight. Most would be purely decorative. I noticed that the forge and other machines in landmark often got hidden in such bigger builds but were never really optimised for that function. 

    • It may need a forge input, the end of that mesh cropped off and made a little larger. Production bonus depending the number of solid voxels in the volume xyz1 to xyz 2 behind it. A few molten metal voxel types would be an optional extra. 
    • A printer Scaled up Shorted with the option to put more in a row as a special effect. I.e they all seem to run if 'connected' as above. 
    • A cargo input element that expands it's storage depending the number of solid voxels in the volume xyz1 to xyz 2 behind it. 

    No need to change the fluid storage it looks industrial enough.

    Think minecraft's multiblocks in the mods but easier because the bulk of the 'multyblock' can be anything the artist desires.   ;)

     

  11. Today logging is done with big machines like this. I could see that being an arm on a hover speeder. Add a tree seeder to another and some nano-fertility sprayer to Increase growth to not quite minecraft speeds and you have forestry and farming. I have another idea below.  

    Komatsu%20harvester%20fuel%20saving.JPG

    I can also see a way to make farming biodomes secure and fast but lootable for seeds at least. A process called gleaning; yields seed or  transplants while giving the crop a bonus that benefits the owning player. The raider is just doing a little weeding. 

     

    Another option is a bio-harvesting attachment on a speeder/ ground craft produces green matter. The nanofab has three modes carbohydrate extraction, protein enhancement, polymer production on greenhouse. Green house planters and hydroponic shelves produces bio-pharmaceuticals, flavor enhancers, scented flowers, & Heme-root. Add some algae and yeast vats for the ships and dead worlds.

    Combine all 10 outputs to make a small range of food items with variable colour. Give the player cook a naming field and with a small range of food files you get a large range of foods. It's been discovered that Heme makes things taste like meat. Combine any three resulting meals to make you space pirate feed and use an autogalley for them. Boring food for the PvP crew fun food for the survivalist and arkzone party set. 

  12. Remember the game need not dumb down to attract newbies if it's designed well and we have multiple planets and systems. A few orgs will set up classic game play on some and others could be set up for that new world start from scratch and pull in new player with a space bus. The game has only one starting Arkship but many more left earth so even new untouched starting worlds are a possibility if Arkzone crowding becomes an intractable game play problem some time down the line. 

    As for rewards for established players; my game within a game idea may be useful. Allow established players to acquire artefacts and integrate them into a virtual reality build. Challenge maps, puzzle maps, lost ships and lore story ruins, or just loot filled deathtraps. Have an algorithm pop these out into the world with even the creator not knowing where. Now you hunt your creation or leave it for others to find. When found the hunter has an ability to communicate his find back to you the creator and thank you for it / or politely cruise your fiendish traps. 

    Thus people with some depth in the game end up part dev, part lore creator and part dungeon keeper. Lore lords as well as war lords. Story tellers as well as merchant princes and Ancient Alien adversary as well as master craftsmen. 

  13. One thing we can't get around, if a game can have survival elements, especially food, many would ask for it. It's quite a cycle.

     

    I will be brief here. It's simple depth\complexity issue. What is exactly food system giving us and at what cost? First, it boggles new player experience. It punishes players from the start with hunger, is first mechanic to learn, and so bloats what player must learn quickly. And what does it give? After initial food problem is settled, player is periodically bothered by something that doesn't have a lot of gameplay decision making. Just eat anything and be fine. And if eating is big part of immersion... well, that's sad news. If you are not feeling immersed, unless your avatar bothers you periodically with biological needs... you get me, we have a problem. Food should offer concrete advantages to the gameplay to exist, and especially periodical hunger. DU is already shaping up to be one of the most complex MMOs (more so than infamous EvE), there should be damn good reasons to bloat mechanics.

     

    With that said, CaptainTwerkomotor idea about medicine making is quite excellent (yes, he also has excellent ideas). One thing we can expend it into is manufacturing, make special organic materials with unique properties. Manufacturing those would involve biology study, and exploration of different ecosystems to build proper bio manufacture process. It is awesome way to involve players with planets biospheres and is very original sci-fi element. Maybe I will do a thread about how I imagine it later...

     

    for those who don't understand what I'm talking about and why I don't want food.

     

    Cheers!

     

    I hate this forum on mobile....

    I'm sure some of us could cook up a deep but not complex food mechanic that wont burden other players. All you need is an auto galley for the non foodie players, space pirates,  and various farm units for the rest of us.

     

    We could even have a planter Element that goes on a voxel build with green voxels that grow. Have the voxel mages come up with 2000 crop shapes but it's really just one element replacing a set of voxels with another set of voxels over time in a fixed space. Fuzzy green, brown and wheat coloured voxels. Fruit of all colours and various shapes.

    At 25 cm a voxel pumpkins are easy, apples need to be smoothed a little more and wheat is just dirt with a decoration Corn just needs to be a fuzzy voxel with fuzz that goes sideways. If the voxels can have normal maps then we could do even better. Throw in a few bush, stem and leaf meshes, already seen in the demo and we're almost done.  

    Add another plate and table Element and the recipes arrange voxels on it and you have a banquette. Almost all art but a notch up from 23rd century space pirate algae hardtack. Of cause the hardtack makes lembas bread look like a light snack. 

     

    Add a few non combat bonuses; social standing, awareness and creative intelligence that  buff various skills. Have good food push them up and that does more than just keep you alive. 

  14. With no npc's and players spread thin over may worlds weather hazards would be essential. It can be done already in minecraft there is an absolutely terrifying weather mod out there on the forge mod pack list.  If it can be done there it can be done anywhere. 

    Some other hazards possible. I do scary lists. 

    1. Dust devil. Small local 1 metre at the base 4 metres top 10 metres high. Cleans solar cells on mars. No damage but moves player a meter or two randomly. Don't dance with one at the edge of a cliff. These may move in swarms all moving randomly but in the same direction. 
    2. Abrasive dust devil. The same as above but does do some damage to a player within 2 metres. Keeps you on your toes. 
    3. Charged dust devil. The same as 1 with a light show and a Zap. A lot of damage 2 - 4 metres range and directional lightening attack. Becomes a normal dust devil after discharging.  
    4. Toxic pool. Don't step in it corrodes suit, damage, easy to avoid but may be concentrated around rich resource nodes creating a maze challenge. 
    5. Thin ice. Walk on it and you fall though into chilled water. You take damage unless your suit is optimised or upgraded for it. It is not deep so you can scramble out. Cold worlds with liquid water only. I have fallen in one myself it ruined our snow holiday. 
    6. Ice Crevice. Thin ice hides a deep hole. Drop 3 - 4 metres. Cold conditions. Scramble out. Tread carefully. 
    7. Volcanic Crevice. Brittle lava and ash over a hole. As per 6 but hot. Generally fatal in the real world! Should be survivable in game. 
    8. Vegetated Crevice. Just a hole with plants over it. Drop 4 - 8 metre. Survivable landing. Scramble out. Adds risk to Worlds with life on it. Could lead to interesting cave system. 
    9. Dead air cave. Toxic air voxels in a cave, suit up. 
    10. Creeping dune. Slow moving ridge of sand moving towards your base. Various sizes. Width 6 times it's height. length 2 times its height. Moves in the direction of its length. Resource sand. If you can do voxel ships you can do dunes and waves, sparingly. 
    11. Toxic dune. As per 10 but does damage to suit as you walk on it or try to mine it out. Useful chemicals. 
    12. Geyser. Intermittent, dangerous, even seen on ice moons. A useful resource. Hot damaging if you're too close. They can be hidden under a layer of chemical deposits and dust. Natural mine. 
    13. Wave. If you can do a lump of copper you can do a volumetric wave. 8 x 2 x 1 with long axis being the width. Flat on the bottom and tapered at the ends. Move on water and ice. Should be no harder than vegetation on flat terrain but moving. Moves player in the water, could knock pull a player into the water if on shore. It could be hit by very low flying vehicles and ships doing damage. Don't over do them but adds interest to a big empty ocean.
    14. Flash flood. As a 13 above but in a river and dry river. Much longer than wide. Clips into landscape. Should be rare. Don't camp or land on the river bed. 
    15. Dust cloud. Replace air voxels with a coloured air voxel and change sky light settings. Choking damage to unsuited players. 
    16. Abrasive cloud. As per 15 but with more damage and can damage suits and small ships. 
    17. Toxic cloud. As per 15 but with more damage and can damage suits. Interesting chemicals. 
    18. Acid cloud. Venus has these. As per 17 but big and high above the planets surface. Can damage ship's if not properly designed. A resource; mix it with CO2 in the right chemistry set and you get water, sulphur, or plastics. Make a balloon city. 
    19. Nebular cloud in space. Replace vacuum voxels with a coloured vacuum voxel and change sky light settings, hide the stars. Big enough to hide a ship or a fleet and force you to play cat and mouse in the dark. Forces short range combat by disabling long range targeting. 
    20. Unstable cloud. As 19 but forces you to use a lot of power just surviving in it. Some ship damage if you run out of power.  Just firing some weapons may be dangerous. 

      The idea is not to kill the player out right but keep him or her reminded that aliens and other players are not the only thing the big bad world has to offer. 

      No nasty alien ships or fauna needed. 
  15. Voip is very good for helping out new players fast and easily. Given that there are no NPC's for that function and typed chat is real slow and impossible in a crisis a voip tool would be very helpful. It also make GM operations fast and easy. I'm biased I have dyslexia and ant see the font in some chats so text chat boxes are barely useful. Integrated VOIP applications are also getting cheaper. 

    In one PS 2 game I ended up teaching a guy from south east Asia English mid battle without dropping a shot. I had never heard of his native language. 

  16. In planetside 2 most use the in game VOIP because it emulates a command structure and allows people to form fluid big groups fast. Generally the only ones using external application are engaging in spycraft with one player planted on the other faction. Some are very good spy's. 

  17. Two ways to do PvE in a PVP world would be to add two different fire control systems (or ID friend or foe systems) and two types of gates.

     

    Ships fitting the PvE fire control can fit better shields, stealth, etc. Their weapons can't fire unless someone has target lock or has hit them. 

    Ships with the PVP fire control can fit bigger better weapons but not the max 'shields' and max cargo. 

     

     A PvP gate would be standard with PvE gates being a little more expensive. A PvE organisation deploys the latter. Ships with PvP can jump to these systems but there Fire control locks off until they jump out. Ships built in the system have the same restriction. It gives you one exclusive PvE system with the option of more as needed. A battle fleet can jump though the system to another but not attack other players ships or be ambushed in system. Essentially it creates one system wide safe zone but at a cost to the organising players. 

    One possible exploit could be a fire control activating if your ship takes non battle damage, i.e. collision damage. That needs to be anticipated. 

  18. ok i think the game must get 2 ,,ways,, of ships also PVE and PVP based ship designs.

     

    pvp based ships or kits, can get special abilities for the pvp aspect of the game. pve is another gameplay because on pvp you play a littlebit more,,defensive,, then pve.

     

    the question is what can the devs make for the balancing? the answer is a littlebit difficult to get. the armor will be the first one, but armor plates are a completely own point of interest. the next first will be the skill-system. 

     

    many players like more pve hows pvp. this guys will mostly be in the secure sectors and solar-systems to make the missions and quests as co-op or everything. 

    so we need endly special ,,bonusses,, for the pvp gamers and special ,,bonusses,, for the pve players. this can be skill abilities or things what they can build into the own ship to push a littlebit the likely ,,gametype,, for own. ;)

    This will be the challenge. In order to mine enough resources for the game to be viable you will need to be able to go out into the big bad world and get back to the safe zone with your ore. Getting owned on the way home is why minecraft anarchy servers look dead with everyone hiding under ground. Not everyone can afford to hire an escort cruiser; though that is part of the end game logic of the games organisations. 

    1. Camouflageable or stealth mining ships. Slower with less combat capacity but hard to see and easy to hide when landed. 
    2. Including the basic world textures as textures for voxels in buildings and craft so you can pretend to be a lump on the terrain. No one here but us asteroids. 
    3. Ensuring that a hidden craft can't simply be tab locked on at random by spamming tab in an area. IE. Planetside 2 times out such spamming, q key.  Those name tags need to toggled on and off at the owners end at least as they leave the safe zones.  
    4. Mock lootable inventories are also a possibility. IE the looting player gets generated loot (just as the miner gets ores from his ore seam ) but not the contents of your ship. They can hold you up and loot you without actually stealing your stuff or significantly damaging your ship. However is that really PvP or even really PvE? 
    5. Valuable debris (the s is silent in that word) Shooting a  PvE  ship blows off fake bits that are lootable, valuable and needs to be chased. The ship is damaged but not destroyed. It may go "stealth" for a while so it can get away. This may bust immersion. Subs in WW2 used the fake debris trick to play dead. It worked often. 
    6. Decoys. All ships are just meshes in a server why not pop a decoy on a low load server section? Now the hunter has two identical targets to chase. Both seem to take damage. Some decoys may be even able to fire back. Which do you chase?
    7. Giving mining vehicles the ability Warp or jump at a lower altitude in a gravity well than combat craft so they are not ambushed in orbit easily. This would need some interesting lore. 
    8. The miners may need remote transfer systems; like an ender chest. If you break the thing you loose access to the contents but you don't destroy the owners access to the contents. I would restrict the range of this but at least Continental or perhaps planetary. This may bust immersion.

    I'm sorry I can't write the software for these features, a dyslexic programmer is a bad idea, but once in game I could make some nice decoy craft. 

  19. @SpaceMonkeyCongh:

     

    You will be able to create as detailed of an object as the voxels allow. In DU, I believe a voxel is around 25 cubic cm so you could make a pretty good amount of detail with just the base blocks. Of course there's always voxel tools that allow for further manipulation and detailing, so in essence, yes, fine detail is achievable. Certainly detail would be better than that of Minecraft. How you would go about "voxelmorphing" these objects is still in development to my knowledge. As you have noted, 360-degree modeling and manipulation is a potential method of building, but I think Nyzaltar would be better suited to answering in that respect.

     

    ~Astrophil

    Items smaller than 25 cm could be made if the voxel creation can be shrunk by a factor of five after mapping a mesh over the voxels. this could create a lot of player made furniture, artefacts, plants. This is not I suspect an alpha or beta thing. There is also the question of tracking lots of placeable items, furniture, etc. The more you have the more data that needs to be shared via the server. 

  20. Builders air. I'm an advocate of adding different kinds of "air" to a voxel game to simplify the code: Breathable, toxic, vacuum, smoke, lit, etc.  

    Infini miner and minecraft created a lot of work by having one air and then having to use entities or particle effects etc to  do what a second air block could record.  
    One is an air voxel for builders. Add this to edges you don't want smoothed and you retain the sharp edge when smoothing a larger build. The air smooths like a solid but protects the adjacent surface. The Builders air "deletes itself", is air automatically when the structure or template is finalised. If you edit the structure later its back because while it's no collide and invisible its still in the build. It should allow a mix of sharp and smooth components. Normally If you want such a mixed structure it is a very fiddly and repetitive process; sharpen, smooth, re sharpen some bits.  

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