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The Nameless

Dear Novaquark, please reconsider your combat system.

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i am only talking about space fighting.

i think it would be a missed opportunity to not allow ramming damage and building your own missiles. the effect of these would just be that the people would need to build very versatile fleets and would have to adjust them to the specific era and enemy. let's take a look at space engineers, which doesn't have these limitations. people built incredible machines and weapons, though with differencating usefulness, it still is amazing what things players invented. here some examples:

saw missile

orbital cannon

grappling ship

now, i can understand why you chose to not give players the opportunity to build weapons by themselves, there is the chance that players will invent a weapon of mass destruction, and as you noted before, you don't want a planet killer because it just would be unfair living independently on that planet and just getting nuked. Even though you maybe could invent something like an atom bomb, i don't think it will get used, because a, the mere cost of such a weapon, and b, it wouldn't be worth it bombing away so much just to destroy one single enemy faction. it would be a move just to show power, something a warmongering faction would do, and till now, to my knowledge there aren't any communities that aren't rather civilized.

 

Now i come to my second point, turrets.

in the past you said you would let bots control the turrets and let them shoot. again, i can see your point, with the small ships simply being to fast. my idea is that there are different types of motors/thrusters. there are the normal ones, which are more sensitive and explode easier, but are faster, and the war motors, which are slower and more expensive, but can take more pressure.

if that isn't enough, my additional idea would be that warships radiate a special energy field that makes ships with normal motors slow way down (except allied ones who've been given the allowance to fly with  regular speed). the ability to place a lot of war motors on one small ship could be limited by them getting really hot so placing them next to each other would also make them overheat and explode.

 

I apologize if i said anything stupid, after all, i am not able to play the alpha right now,

and i apologize for my weird writing style, English is not my native language.

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Interesting ideas.

About Nukes, yeah i would use them, if only just once to see what it does.

 

But your idea is good, let us design weapons, maybe indeed have limitations but it would be good to be able to build and develop and research weapons. 

If i want to build a planetary mass driver that can shoot down an incoming invasion ship that would be a huge accomplishment, and i can sell it probably with a nice profit.

 

About SE, you have a good point. there i can even build bombs of [hidden]blocks and just let them fall out of my hangar deck to totally destroy a base i fly over. 

 

The thing here is, anyone who invests time or currency in these strange weapons should be able too. If you program planets to have no impact by weapons or crashes you are still fine although i would love to just incorporate it. Yes a death star is overkill, but then again how defendable is it during building? And how costly to make?

 

 

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About the invisible bombers, i don't think it would be a huge problem, when people create a strong weapon, people will create strong defenses. again, i take SE for instance, there people created special walls that let almost all weapons bounce off. Sure, it would always depend on your budget, but i think that would be really great. it would force people to join massive alliances and factions. Now, not every of these unions will be an authoritarian regime that gives their people no freedom, until now there isn't a faction that isn't giving their people a lot of opportunities, and it probably won't change because every person would just quit at that point. and i don't think being part of a giant battle fleet make you feel very bad. And there still will be small independent factions, they would just work differently.

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Not having ramming imgame isn't because of weapons of mass destruction but because you can kill large ships with cheap ones with nearly no effort, except manpower. 

 

Not having automated turrets and only a tuned down version (less dmg and less accuracy) isn't because of fast moving ships but because of balancing issues.

 

If ppl can build bombs. They will do it. And at some point, no matter the initial cost, it'll be cheap so they will just throw them around. 

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@Lethys yes, the danger of people building incredibly fast ships could exist, but again, you can somehow limit this. with my idea, the ships with regular motors would be detected fast, maybe the level of being detected could even multiply with the amount of  thrusters, and they always could allow ramming to a certain point.

 

about the turrets, you're absolutely right, i'm sorry i examined that topic, but when i found out about it, it was already to late.

 

about the thing with bombs, why would they become less expensive? in our modern world, only very few countries have nuclear weapons, and these weapons are easier to build in our world  because of such things as uranium, and incredibly complex physics and chemistry. now, in dual universe, which has a fairly simple physique and almost no chemistry, a weapon of mass destruction  could be only achieved trough a lot of ressources or some kind of exploit. Again, we both can't be really sure what is possible and what not and we should wait for an reply from an admin.

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15 minutes ago, The Nameless said:

yes, the danger of people building incredibly fast ships could exist, but again, you can somehow limit this. with my idea, the ships with regular motors would be detected fast, maybe the level of being detected could even multiply with the amount of  thrusters, and they always could allow ramming to a certain point.

It's not speed which impacts ramming the most, it's mass. So ppl could find a way to build somewhat fast ships which can't be shot that easily (no fps twitch combat, DU is based off of formulas which determine if you hit or not) and still do lots of damage via ramming. 

 

15 minutes ago, The Nameless said:

about the thing with bombs, why would they become less expensive?

At some point in the game all resource requirements are no big deal. 1.000.000 quanta, ore or whatever might be a HUGE deal to get in the first years of DU, but won't neccessarily be "a lot of resources" after a year or 2. It's not that anything becomes cheaper but everything will be mire accessible. 

 

Edit" so simply stating "it can be balanced via tons of X" doesn't work that well once du runs for some time

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I think the computation overhead caused by user designed oddly shaped ships, and large number of potential objects (and other contributions to server lag -e.g. internet) makes anything involving collision detection in combat a losing proposition. And as mentioned in one of NQ videos, orbital strikes were rejected because it wouldn't be "fair" - meaning people shouldn't be subject to death without any warning that danger is near or was inescapable.

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You can't have ramming or self-made weapons, otherwise anyone with a Large core, a respawn on a nearby ship, 6 or so large engines and a cubic kilometer of dirt or carbon could make massive and remarkably cheap kinetic region busters.

 

That's just no fun to think that you could blueprint and deploy big chunks of dirt in orbit and drop them at ridiculous speeds to wipe out huge developed cities.  It's an invite to grief and in a game of persistent objects that may have taken weeks or months to build it's just really gross to think of it as an option.

 

Now launching a missile barrage from orbit could be cool if you can lock targets from that range, especially because it takes time, effort, and material cost to enact such a campaign.

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