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Yuu

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  1. Like
    Yuu reacted to Alsan Teamaro in The Inter-neutral Assembly, Convention of Neutrality and Mutual Improvement   
    Celebrating the INA's First Year with 2 New Orgs on Board
          In these past few days the INA celebrates one year of life. We do it being the main, larger, neutral organization in DU, being also the first in its class to establish a clear definition and approach to neutrality. So thank you to each and every one of you, organizations and members, for sharing with us this constructive, peaceful and special approach to the game. Additionally, two new organizations signed the Convention of Neutrality and Mutual Improvement (CONAMI) and joined the Inter-Neutral Assembly (INA) this month: Sente and Oracle. We welcome them and look forward to collaborate all together in this common place, for the common good.   Thank you.   Sincerely, INA Founders     Why the CONAMI is something unique and relevant in DU?   The Convention of Neutrality and Mutual Improvement (CONAMI) was originally created and signed on May 19th, 2018, by 4 neutral organizations of Dual Universe. It is also the foundational charter of the Inter-neutral Assembly (INA), a supra-organization based in the CONAMI principles and articles. The INA is composed currently of more than 20 active organizations (and even more are in a process to join). The CONAMI is unique in Dual Universe, as it is the first convention and document of its kind, formulating clearly a notion of neutrality in the field of Dual Universe organizations, offering also the frame of a friendly and collaborative community, where mutual improvement is also part of the equation, together with neutrality. Indeed, the mere signing  of the CONAMI puts each organization, always sovereign, in a friendly and close relationship with the others, within the Inter-Neutral Assembly (INA). The INA “is a common place and assembly for leaders of neutral organizations (each member, one vote), providing the proper, equalty and friendly enviroment to meet and colaborate together for common goals”. (CONAMI, article 6).   Having signed the CONAMI and becoming a member of the INA, each signatory organization obtains a seal of confidence and goodwill towards the others, since it is understood that they all share the principles of neutrality, common good and mutual support. A wide part of the organizations belonging to the INA are also part of the Mutual Defense Pact (MDP), thus reinforcing the security, independence and military capacity of the main neutral interorganizational network in DU for self-defense. With the CONAMI as its normative frame, the INA has a clear vocation to promote, ease and coordinate actions, ideas and initiatives for the common goal of improvement, growing and development, in all areas (diplomatic, trading, industrial, building, tech, military, media, etc) between affine people. Belonging to the INA does not imply administrative tasks or burden of any kind on the part of the members (leaders), being that the INA has its own staff (its founders) to attend to the server and keep the community page functional and updated. Thus, all members can come directly to the INA when they have any relevant affair to deal with or any topic to propose or vote upon. So, if you run a neutral organization, you're very welcome to join us and, together, be that fresh, strong and healthy community that we actually are, in Dual Universe.   Are you friendly and neutral? Do you want to join a community of sovereign peoples? Would you like to meet great, like-minded partners? Then the CONAMI is for you.   * Read the CONAMI in the INA's community page or in the INA server. Interested orgs must contact a staff member before becoming members.   Server: https://discord.gg/a7Sypra Community page: https://community.dualthegame.com/organization/inter-neutral-assembly Promo video: https://www.youtube.com/watch?v=-PPJafOrK3I
  2. Like
    Yuu reacted to Caesares in Physical financial securities   
    Kinda like buying or selling positions used to be done in the Catholic Church. 
  3. Like
    Yuu reacted to BandaTalk in Physical financial securities   
    A million quanta is cool, but you know what’s really cool.......?  
     
    Scams are great, but if you want to make really moneys.  Institutional control kinda moneys, you need to build trust and incentivize rational behavior.  Be transparent and put large amounts of your own money into the enterprise.  
     
    I wouldnt invest in a DU bank that didn’t have any of these in a million years.  Commercial, retail and private banking are all unnecessary in DU and are all definitely a scam.  
  4. Like
    Yuu reacted to Thokan in Physical financial securities   
    I think, naturally, it would be a world of hurt and grief to allow people to buy and sell ownership of organizations.
  5. Like
    Yuu reacted to DarkHorizon in Physical financial securities   
    Sounds like another thing to steal...
     
    Sign me up!
  6. Like
    Yuu reacted to Atmosph3rik in Devblog - r0.15 Update (Part 3): Barter System!   
    The concept of transporting goods is a big part of DU's gameplay.  That would make it too easy to simply mail resources between planets.
     
    There are some things that we might be able to send with in-game mail though.  Like Blueprints, scan data, ect.  
     
     
  7. Like
    Yuu reacted to NQ-Nyzaltar in Devblog - r0.15 Update (Part 3): Barter System!   
    (this DevBlog has been posted on the website on May 2nd, 2019)
     
    Hey guys!
    This is NQ-Entropy coming at you today with a new DevBlog about what we’re calling Barter, or to be more precise—direct-player trading.
     
    Now Markets aren't going anywhere, and we expect the majority of transactions to be done there. But often in the depths of the wilderness, you may not have direct access to a Market and might need the helping hand of a stranger to obtain an extra part or element.
     
    That being said, let's talk about our new Barter system. The Barter system is going to allow players to directly trade items and Quanta between one another in the game world. You’ll be able to do this by approaching another player, opening the drop-down menu by right-clicking on the player, and selecting “Barter”.
     
    The player receiving an attempt to barter will be notified with a prompt asking him to confirm or deny it, which he can do by using the “y” or “n” keys. Should that player be AFK or totally ignore you, the request will automatically timeout after 30 seconds. If a player is in a position or location where a Barter isn’t possible, the issuer will be notified.


     

     
    If a player initiates a Barter and another accepts, a brand new interface will pop up; welcome to your Barter screen.
     
    The Barter interface is split into four key areas. Starting from the top left, you will see your Bartering partner’s name and basket, with all items or Quanta they may put up for trade. In the top right is your domain, where you can see your personal basket and what items or Quanta you’ve decided to offer. Keep in mind that these screens are updated in real-time, and both parties will see baskets revise as you add or remove items or modify Quanta.
     
     

     

     
    In the bottom right, you’ll find your inventory which will work exactly as you would expect. You’ll be able to use all of your standard inventory filters and search functionality to find the items you want to Barter. 
     
    In order to move items from your inventory to your basket and vice versa, there are several methods:
    Drag and Drop: You can click, hold, and drag items. Double Click: Double-clicking on any item will move it to the other location. Contextual Menu: You can right-click on any item and select to move it manually from the drop-down menu.  
    The Shift key will still work the same way it always has when moving items that are stacked, allowing you to split stacks of items appropriately.
     
    You will notice two buttons next to your respective baskets. This is how you and your partner will confirm that you are satisfied with the current Barter and are ready to proceed with the exchange—however, there are a couple of important things to note.
     
    At a basic level, both partners have individual confirmation buttons to designate that they are ready to proceed with the trade. Once both parties agree and have confirmed, the exchange will go through instantly. 
     
    At any point during this confirmation, should either player change anything in their basket  (remove an item, add an item, change quanta, etc.) all activated confirmations will be deselected. For example, if I am Bartering an engine for 100 Quanta and I confirm this exchange, my partner may decide to change 100 Quanta to 50, which will automatically deselect my initial offer.
     
    The exchange will proceed only when both parties have confirmed the exchange. Speaking in game terms, if I am Bartering an engine for 100 Quanta and confirm this exchange, and neither basket is modified, once my partner activates their confirmation, the trade will instantly complete. 
     
    Lastly in the bottom left, you will see your chat. You can use it normally to access your other chat channels, but initiating a Barter will automatically prompt an additional chat window between both players to discuss trading terms. Once the Barter is complete or if the Barter is canceled, this window will automatically close. 
     
    In the event that you are unable to receive items due to volume considerations, your confirmation button will turn red to indicate this. If your button turns red on a confirmation attempt, that means that you do not have adequate inventory space to accept new items.
     
    Barter will work with the linked container in a limited fashion. When entering a Barter, you will only be able to trade using one inventory source at a time; either your main character inventory or your linked container. This will be defined by your linked container option in the inventory. Should the inventory you are Bartering from becoming too full, you will have the option to transfer items from your current inventory to a secondary one. 
     
    At this time, you will not be able to trade dynamic objects such as Territory Scanner results and Blueprints, but this is something we’re striving to accomplish in the future. 
     
    Thanks for your support, guys!
    As always, feel free to drop any feedback you have to share with us in this forum thread
     
    NQ-Entropy
     
  8. Like
    Yuu reacted to DarkHorizon in Non-English Organizations Directory   
    Greetings everyone!
     
    As we all know Dual Universe will attract people from all over the world, not all of whom can speak English or French. Recently with the French localization of the game and website, I thought it would be a good idea to make a directory of all organizations that can speak a language other than English.
     
    Feel free to leave a post below with your organization name, a link to your organization page on the community website, and the language(s) that can be spoken and understood by some or even all of its members. Your organization can be listed under multiple languages just so long as the requirement they be spoken and understood is met.
     
    Google Translate assisted me with turning the English into the languages name in that specific language. If you're a native and I made a mistake, please correct me!
     
    ------------------------------------------
     
    Czech / Čeština:
    Sector Protectorate
     
    Danish / Dansk:
    The Federation Alpha
    Sector Protectorate
     
    Dutch / Nederlands:
    Science Of Acquisition
    DutchSpaceGroup
    Tranquility
     
    French / Français:
    Penrose Laboratories
    French Space Industry
    The Federation Alpha
    Sector Protectorate
    FrogSwarm
    The Old Guard Of Gaia
    Les Scorpions du Désert
    Tranquility
    Raid Unity
    Deimos Corporation
    Tetractys
     
    German / Deutsch:
    Hyperion
    The Federation Alpha
    Sector Protectorate
    Science Of Acquisition
    Bruderschaft der Alten
     
    Luxemburgish / Lëtzebuerg:
    The Federation Alpha
     
    Norwegian / Norsk:
    The Federation Alpha
     
    Spanish / Español:
    Sector Protectorate
    Les Scorpions du Désert
    Tranquility
     
    Swedish / Svenska:
    Tranquility
     
    Russian / Pусский:
    The Federation Alpha
     THE FIRST MINING COMPANY (FMC)
    Fundamental Constructions
    Space Expeditionary Force
    Megalodon Industry Corporation
  9. Like
    Yuu reacted to SonEasterZombie in How do you think large-scale battles will work on Dual Universe?   
    Now I know that we know VERY little about how weapons and pvp mechanics will work in the finished game, but that doesn't mean we can't make educated guesses about how battles will play out in the abstract. Here's my current idea about how things may work.
     
    My main idea revolves around the concept that there will likely be many "stages", or areas where a specific type of combat or ship is needed, in any battle. In a planetary battle, there would be 3 categories and 6 stages, outlined below: 
     
    Category One: Space
     
    Stage One: Open/Deep space - Open space is (arbitrarily, at the moment) defined as being at least 5 times further away from a target planet as that planets diameter. On Earth for example, "Open Space" would be defined as being 40,000 miles (65,000 km) away from the planets surface or further. Open space would likely serve as a staging point for large invasions, as well as the location of the largest space-only battles. The key feature of Open Space is the difficulty or impossibility of ground or orbital defenses to assist in any conflict.
     
    Stage Two: High, Mid, and Low orbit - While the specifics about orbital mechanics in the game are still unknown (to me at least), they still have a large influence on how orbital fights would play out. If the system works similar to space engineers, where at a certain distance gravity no longer matters, then Orbit may be where the vast majority of large fights take place, as it would be easy to target an enemy, and fuel wouldn't be as much of a concern. If the system works more like Kerbal Space Program, with simulated orbital mechanics at any distance until you reach the influence of another body, then the largest ships would likely stray away from orbit, or at least they would not play a primary combat role. Due to the existence of antigrav generators, Orbit will likely play a smaller role than expected because you can bring very large ships much closer to the planets surface with antigrav.
     
    Category Two: Atmosphere
     
    Stage Three: High Atmosphere/ Antigrav generator area - This is the area where Antigrav generators play the largest role, and where ground-based defenses would likely become a serious threat. In addition, this is where fully-atmospheric fighters can be deployed by both sides, for cheap firepower. On the offensive side, High Atmosphere would likely contain large dropships and motherships, which release either smaller dropships, Atmospheric fighters, or Drop-pods. On the defensive side, High Atmosphere would be the most crucial point of defense. If an enemy can make it into High Atmosphere, they can reach the ground, where they can start doing serious damage to cities and infrastructure.
     
    Stage Four: Low Atmosphere - This is the area where Antigrav generators are either highly impractical or impossible. Ships in low atmosphere will be mostly smaller-atmosphere only fighters and corvettes that can only get high enough in the air to be picked up by an Antigrav mothership. In addition to those ships, dropships will land soldiers and ground-based vehicles like Hovertanks in areas where they are needed. In an offensive situation, it will be the fighters job to ensure a safe landing spot for the dropships, and on the defensive side it will be to prevent it.
     
    Category Three: Ground
     
    Stage Five: Open Ground - This is where the larger land-based vehicles will dominate, and air support from High-atmosphere is still feasible. Open Ground will likely serve mostly as a movement stage, where ground-based vehicles are moving from one important place to another.
     
    Stage Six: Relative Close Quarters - This is where the larger land-based vehicles will become impractical, like in urban areas and forests. From the perspective of a soldier this is still open-ground combat, but relative to the massive size of spaceships and the larger land vehicles, it is close quarters combat. RCQC (relative close quarters combat) will be the most important part of the occupation of a city. Securing this stage for a long period of time usually means victory, as long as the other stages are incapable of resupplying their fuel or numbers. 
     
     
    Let me know if you have any ideas for how large-scale battles will play out on dual universe, or if you have anything to add or criticize about my "stages of battle" concept
  10. Like
    Yuu reacted to Greenfox in Devblog - r0.15 Update (Part 2): Inventory Revamp!   
    It can be discussed outside of NDA now.
     
    They realesed the info about ages ago. + now too.
     
    Honeycombs as state in the devblog, are crafted from ressources. And can be used as building "blocks", aka the voxel material you can use to make ships etc.
     
    Well we can't say what honeycombs are avaible, but we can say the generics ^^.
     
    ''' Generally speaking, honeycomb materials will require more ore to make. The amount of honeycomb material you could acquire previously was a little too high and we wanted to rein that in a little. We don't want you to feel constantly limited by honeycomb material, but we also don't want to make acquiring large quantities of honeycombed materials trivial. It's worth noting that we fixed a bug which changed honeycomb mass; honeycombed material will likely be overall heavier than before.  ''''
     
    ''' A quick note about honeycombs before we continue. Honeycomb material (construct building voxels) are now also fully craftable from the crafting system; the afro-mentioned pures and products are what is transformed into honeycombed material. The end goal is for all pures and products to have honeycomb versions you guys can use for building! '''
     
    The honeycomb info was realesed with the new crafting realese last november i think ^^. Found the qoutes.
     
     
  11. Like
    Yuu got a reaction from Aaron Cain in Sente   
    I, Yuuyake, on the behalf of Sente, as his diplomatic representative, formally sign the CONAMI, on the 1st of May 2019.
    Sente is now an member of INA, the Inter-Neutral Assembly.

     
     
     
  12. Like
    Yuu got a reaction from Geo in Animated Neon GIFs for Orgs & Ships, Signs & Screens   
    You now what @Geo ? Your topic make me discovered this message :

    Nice work !
  13. Like
    Yuu got a reaction from Aaron Cain in Animated Neon GIFs for Orgs & Ships, Signs & Screens   
    You now what @Geo ? Your topic make me discovered this message :

    Nice work !
  14. Like
    Yuu reacted to Geo in Animated Neon GIFs for Orgs & Ships, Signs & Screens   
    Here's some animations I worked on today for the crew in Ministry. It was another fun project:
     

     

     
    I really enjoy making these. Some logos are far more difficult than others, but I enjoy the challenge.
     
    I post some of my work on twitter as well. Come say hi at Twitter.com/LandmarkXplorer
     
    Sincerely,
    -Geo
  15. Like
  16. Like
    Yuu reacted to Geo in Animated Neon GIFs for Orgs & Ships, Signs & Screens   
    Very cool logo. all I need are clean masks of the elements. Do you happen to have a clean image of the skull and gas mask? Also, do you happen to know which font is used?
  17. Like
    Yuu reacted to Geo in Animated Neon GIFs for Orgs & Ships, Signs & Screens   
    Hey Peckem, Here's an Iconic Font with a nebula horizon.
     

     
    Here's the HTML to embed the GIF in an ingame screen:
     
    <div align="center"><br /><br /><img src="https://cdn.discordapp.com/attachments/501571239710818335/532702140154642443/Peckems_Palace_Nebula.gif" width="90%"/>
        <br /><p style="font-size: 300%;">Signs by Geo</p></div>
     
    Cheers,
    Geo
  18. Like
    Yuu reacted to Geo in Animated Neon GIFs for Orgs & Ships, Signs & Screens   
    I've been making some animated & neon signs for the Orgs I'm part of and for friend's ships. Because they are GIFs, they can be displayed on ingame screens/signs. I figured I'd share some and see if anyone want's a free animated neon GIF for their org or ship. Either message me or post your existing logo or graphics here and I'll see what I can do. It helps me pass the time when I'm not playing taxi driver for my kids or being yelled at by my wife.  
     
    Cheers,
    Geo
     
    #SignsByGeo










     
  19. Like
    Yuu got a reaction from DecoyGoatBomb in Municipalities and Governing System   
    We need to erase this before New Genesis find it !
     
    function DeusVult()
       if planet.intruder.heretic() then
          planet.intruder.purge()
       end
    end
  20. Like
    Yuu reacted to NQ-Nyzaltar in Devblog - r0.15 Update (Part 2): Inventory Revamp!   
    (this DevBlog has been posted on the website on April 30th, 2019)

    Hey guys!
    NQ-Entropy here today with NQ-Wave. 
     
    We’ve been working on a significant overhaul of the game’s balancing and we’re going to do our best to explain the big changes we’ve been working on. The main subjects today are the major rebalance of inventory and container capacity, material transportation, crafting recipes, and almost every single step between mining and crafting. Saddle up.
     
    Our starting point was the dialogue we had with the community about the issues with containers. We heard everything you guys said, from smaller containers not being useful and crafting times on larger containers being too long. This wasn’t lost on us; we also agreed that it was a little ridiculous at how weak certain containers were as opposed to the Nanoformer inventory, which held a staggering 64m3, the equivalent of a large container, or 64 extra-small containers. There was an issue.
     
    What happened in the following weeks was us going down a massive rabbit-hole where we started pulling different strings and unearthing a lot of inconsistencies in our global balancing on almost every level. We decided that we wanted to start over on solid and healthy ground, and make sure that we knew what we were doing, how, and why. We are now at the finish line of the first major pass, and we’re ready to talk to you about it.
     
    One of the initial issues excavated from the wreckage of our investigation was the difficulty of transporting materials while in atmosphere. As it turns out, in a realistic physically based system, it's really hard to transport hundreds of cubic meters or potentially tens of thousands of tons in materials. Who saw that one coming? It was a learning experience to see some of you try and transport raw material, only to end up with about 20 large hover engines to lift a couple of containers, which amounted to no material at all.
     
    So this is where we began. No matter what happened next, we needed to drastically reduce the amount of weight that a player would have to reasonably move around; even in the context of large transports. As previously mentioned, the main culprit was our overly common use of cubic meters, which artificially drew upwards the volume and weight of everything we did. We globally changed our main volumic unit from m3 to liters. We now had finer control over volumes and had a more human-level metric to base our foundations on. Your inventories will now have a capacity of 4,000 liters; goodbye cubic meter, it was nice knowing you.
     
    Having said that, we mostly liked the ratios we had in place for how fast players filled their inventories when mining and made sure to adjust everything so that it remained similar to how mining was done previously.
     
    Continuing up the chain, we reached crafting recipes. We were also generally happy with the feedback we received for the crafting mechanic, but our first recipes were more for functional testing than any sort of real balance. Now was the perfect opportunity to take a look at it in more detail.
    We want you guys to discover this without too much of a heads up, but there's a couple of cliff-notes we can mention here:
    Global rebalance of item volume and weight across the board. Conservation of mass during crafting across materials, parts, and elements during crafting (some exceptions apply). Rebalancing of all ancillary materials recipes (honeycomb, fuel, products and scraps).
      The end result of this is fairly significant, and we’re not quite sure we fully grasp all of the implications at this point. What we are confident in is that we have all of the tools in hand to effectively make adjustments and deal with any issues that arise; something that we couldn't quite say to the same degree before. 
     
    In terms of clearer changes:
     
    Parts are generally more coherent in weight and volume with less outliers. Smaller parts will generally take up more space in your base inventory while larger ones will take less. You can still expect large parts to take up significant space, but not multiple base inventories worth.
      Elements operate in the same ballpark of weight and volume as before, but we have less outliers. Smaller elements are not so small and larger elements are not so huge. 
      Generally speaking, honeycomb materials will require more ore to make. The amount of honeycomb material you could acquire previously was a little too high and we wanted to rein that in a little. We don't want you to feel constantly limited by honeycomb material, but we also don't want to make acquiring large quantities of honeycombed materials trivial. It's worth noting that we fixed a bug which changed honeycomb mass; honeycombed material will likely be overall heavier than before.
      Fuel cost and weight have been drastically augmented, but as counterbalance, we reduced both fuel consumption for engines and fuel tank capacity. Hopefully, this ensures that fuel is more difficult to acquire and weighs more, but you will need a lot less of it for similar performance. The end result is that you’ll be able to fly for longer while retaining a similar overall cost per distance traveled as before.
      In regards to scraps, the first thing we did was add scraps for all ore. You can now craft equivalent level scrap from level one to four using any ore that you’d like. Secondly, we had previously done a quick fix adjustment on scrap repair, making it less painful to repair your elements. The new scrap recipes will allow you to make more scrap for less raw ore than previously, hopefully addressing said pain points of having to mine for ages just to repair a single element. It should now be more efficient to repair an element with scrap than to craft that element from scratch.
      Finally, containers. Containers haven't changed at all. Not one bit. An extra large container is still 128m3 of volume. But in a world of liters, 128 cubic meters comes out to just about 128,000 liters of capacity. That’s roughly 32 times the size of your basic inventory, and frankly, that's a hell of a lot of storage.
      Additionally, there’s been a significant revamp of the information displayed in the inventories information panel. We won't go into too much detail here as we hope the new information should be easily understood and explain itself well enough.
     
    This was a huge undertaking and we’re confident that we’re going in the right direction, but we expect there to be issues. We’re looking forward to you guys testing everything out, hearing your feedback, and hopefully providing answers.
     
    NQ-Entropy and NQ-Wave
  21. Like
    Yuu reacted to MikeBuke in MikeBuke - Hello METAVERSE ;)   
    Bonjour, je ne me suis pas encore présenté sur cette rubrique du forum, donc c'est mon tour .
     
    Joueur de Dual Universe depuis une bonne année, passionné par le projet de NQ, initiateur du WikiDual Universe FR,
    ainsi que du Quanta News avec l'aide de MendrakMaster, avec la détermination de créer une superbe civilisation marchande
    gravitant dans ce nouvel univers, nous nous sommes associés avec FREEJ1 & WillyGmod
    ainsi que d'autres membres historiques (Cronael,DIVAZ,Norz,KILOPalo5,...) afin de donner vie à la DELTA Confederation.
     
    Cette dernière est une organisation de commerçant bâtisseurs, totalement neutre sur l'échiquier politique de l'univers.
    Notre objectif premier est l'ouverture de Quanta City, une ville avec une ligne architecturale parfaitement corporate,
    défiant toute imagination, permettant le transit de ressource et d'échange entre joueur de tous horizons, grâce à nos futurs marchés privés.
    Nous effectuons donc autant de l'achat que de la vente de biens et services.
     
    Pour tous renseignement ou contact : https://discord.gg/DeYDeR
    Quanta News: https://www.youtube.com/watch?v=mf1oMIn-Ksc&t=82s
     
    ----------------------------------------------------------------

            Site communautaire       Serveur vocal
     
     
     
     
    ---------------------------------------------------------------------------------------------------------------------------------
     
    Hello, I have not yet presented on this topic of the forum, so it's my turn.
    Player of Dual Universe since a good year, passionate about the project of NQ, initiator of WikiDual Universe FR,
    as well as Quanta News, with the determination to create a superb commercial civilization
    gravitating into this new universe, we partnered with FREEJ1 & WillyGmod
    and other historic members (Cronael, DIVAZ, Norz, KILOPalo5, ...) to bring DELTA Confederation to life.
    The latter is an organization of shopkeeper builders, completely neutral on the political chessboard of the universe.
    Our primary goal is the opening of Quanta City, a city with a perfectly corporate architectural line,
    challenging imagination, allowing the transit of resources and exchange between players of all horizons, thanks to our future private markets.
    So we do as much buying as selling goods and services.
     
    For any information or contact: https://discord.gg/DeYDeR 
    Quanta News: https://www.youtube.com/watch?v=mf1oMIn-Ksc&t=82s
     
    ----------------------------------------------------------------

            Site communautaire       Serveur vocal
  22. Like
    Yuu reacted to MrShaw in [FR] Penrose Laboratories   
    Attention c'est chaud
     

  23. Like
    Yuu reacted to MrShaw in [FR] Penrose Laboratories   
    Laboratoire recherche cobayes pour expériences dangereuses
     

  24. Like
    Yuu reacted to MrShaw in [FR] Penrose Laboratories   
    Some updates here about [FR] Penrose Laboratories : 
     
    - Website : http://www.penrose-labs.org 
     
    - Community portal: http://community.penrose-labs.org/
     
    - Discord Server: http://discord.penrose-labs.org/
     
    And a kewl video :
     
     
     
  25. Like
    Yuu reacted to Aaron Cain in Hand-held weaponry with Upgrades and Attachments!   
    It would be nice to be able to do some research on weapon elements and by that to build your own. That way you could decide on area damage or point damage, distance verses crit rate,
    stuff like that.
    i would love to be able to build customized sniper weapons that would be powerful enough to pierce glass or cockpits but will be useless against real armor. just to be able to shoot someone right off his/her craft without damaging it to much.
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