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Jeronimo

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That's for being able to look at your character's face and not roleplay as a sentient spacesuit.

 

The Devs though have spoken of elements that create an area around them for "oxygen", so people can breathe in them on a ship without their helmets.

 

Pressurisations is a matter of how to implement it. One idea, is to have a drag force towards the opening on a ship's hull, based on proximity.

 

precisly 650k = 150k for hiring someone else to develope the character creation interface

it has for sure nothing to do with air

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so if spaceships in DU dont have the right instruments, will there be a DU?

Thats a strange way to look at it.

Having air is not what many players would concider a core feature for a game like DU.

 

And apparently the devs think the same way or it would be a core feature.

 

Big difference between having interesting elements for your ship and air gameplay.

 

Just ask yourself, how fun is it to find a hole on a 2km space station?

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Thats a strange way to look at it.

Having air is not what many players would concider a core feature for a game like DU.

 

And apparently the devs think the same way or it would be a core feature.

 

Big difference between having interesting elements for your ship and air gameplay.

 

Just ask yourself, how fun is it to find a hole on a 2km space station?

 

will be more fun to find, when you ll realise a whole enemy fleet entering your spaceship from that hole and killing your crew one by one, thinking they were safe inside

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will be more fun to find, when you ll realise a whole enemy fleet entering your spaceship from that hole and killing your crew one by one, thinking they were safe inside

Doesnt require air in that scenario.

 

But I'm going to stop participating in this thread.

 

Good luck and have fun, maybe the devs will change their mind. :)

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Doesnt require air in that scenario.

 

But I'm going to stop participating in this thread.

 

Good luck and have fun, maybe the devs will change their mind. :)

Actually air voxel ain't something easily achievable, so we'll see. It would be great but it's not necessary right now.

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SL isnt economy driven? it doesnt have political aspect, true, but economy is there, transactions are real, and real estate is very developed

 

i have just breifly checked Wurm online, we are here in a real time crafing mechanic, similar as The Forest, with a lot of role play game mechanics behind, survival and interaction with npc

NQ is planning a universe fully occupied and and created by players, since the LUA wont be as developed and free as the LSL, if the few interaction elements given by NQ arent filling the purpose of the game, which will be living in fully players created cities or spaceships, those living environment will be gameplayless, animated by most brave and creative minds, by virtually simulating an happening event

 

its cool to gather matter, its cool to freestyl build, and connect with LUA 2 elements (the LUA replaces the redstone...)

but if Notch forgot to implement the furnace, would minecraft be what it became now?

 

so if spaceships in DU dont have the right instruments, will there be a DU? 

 

Second Life isn't an economy driven game, the economy just serves as an income stream for the developer to siphon off. It's like a big microtransaction store where the microtransactions are between players. Buying or selling stuff in SL doesn't advance your position in SL in any meaningful sense. Plus the in-game economy is barely interconnected in any way.

 

The Forest is neither an MMO nor is its world built by players, except for placing a few huts and walls; so the comparison is really far off to both SL and Wurm.

 

I really can't follow the rest of your argument. The goal in this kind of game is to make your character more powerful and influential by training skills, accumulating wealth, building infrastructure, competing with others. What do ship instruments have to do with this? If its fun to fly a ship or operate turrets or serve as an on-ship engineer or whatever that's great for the game, and I do hope there will be lots of this kind of stuff, but it's not a requirement for the game to work.

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Doesnt require air in that scenario.

 

But I'm going to stop participating in this thread.

 

Good luck and have fun, maybe the devs will change their mind. :)

 

i was naming air voxel as a very light data on a grid not as an entity

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Question number 5 (Dual Universe Explorers - Live Q&A w/ JC Baillie - Novaquark CEO || 09/17/2016) minute 14:45

 

https://youtu.be/H9Y0YmqGYDM?t=887

 

 

Few thoughts and eventual mechanics solutions why air within spaceship would be terribly usefull

 

 

Considering the eventuality of a normal voxel as Data 1 (solid point), void as Data null (inexistant data, uncalculated), and air as Data 0 (existing point but with no interaction)

Building a spaceship would be creating Data 1 point clouds within Data null

 

Air, Data 0, could be spread in a finish construct by the intermediary of a specific element placed within the construct to detect breaches, or enabling voxels building mode on a moving spaceship, from the hypothesis of this topic.

 

 

In terms of gameplay, the element could take the form of a "red alarm light", each could be renameable, be placed on the ceiling or above doors, and be connected to a display screen element in a control room, displaying pressure status of every rooms this elements are placed in.

 

The pressure display screen would allow in real time to know the status of the ship hull, and alert in case of breach during a confrontation or a collision.

A breach isnt a scratch and could involve an opening big enough for undesired infantry within a ship, so why not having by the way the possibility to remotly lock the doors accessing to the room where a breach is.

 

 

In terms of mechanics, each "red alarm light" elements, would on start of the ship, spread within a room, air, Data 0, and calculate the number of points needed to fill the room.

 

A breach could be detected when the ship starts, if the Data 0 point cloud reaches the whole construct virtual volume border, then the alarm triggers and send a signal to the control room display, until it is fixed and reseted.

 

During a confrontation, the alarm would trigger if the calculated Data 0 point clouds is expanding, then the alarm triggers and send a signal to the control room display, until it is fixed and reseted.

 

When alarm triggers, the element would instantly remove the Data 0 point cloud it started to calculate and replace it back with Data Null

 

 

I believe it could be one solution how to introduce air within a spaceship, and 2 possible uses for it

 

But not the only solution for spaceship hull status detection

(that could also be made with only one element, but less precise, displaying a floating mini 3d model of the ship automaticly built at the ship start, and comparing it with the real time voxels volume of the ship)

 

 

EDIT: other possible future uses for air condition in space ships

- breathable environment (the need of air in the gameplay, difference for players between void and air)

- biomes, and future potential emplementation of farming/planting abilities

- gravity (affecting air environment entities but not void ones)

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