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Jett_Quasar

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Everything posted by Jett_Quasar

  1. I saw a video about Dual Universe at E3 on the TheXPGamers channel. I immediately subscribed to the channel and looked up the DU forum and signed up right away. Everything I learn about this game and all the new footage I see makes me want this game that much more.
  2. I believe that the devs said there were going to be thousands perhaps up to a million planets in the game eventually. Even at 100Km diameter that's plenty of room for everyone.
  3. I think the blueprint concept comes into it's own later in the game when many new players just want to have space battles and not be bothered with going through the ship design process. After all why spend all the time and effort designing a crappy noob ship that's just going to get destroyed in a battle when you can purchase one designed by a player that has been in the game for a long time and has a lot of experience designing good ships.
  4. Someone will figure out how to do it I'm sure... I built one in KSP by using a little mod that removes the offset limits I call this one "Sky City" LOL
  5. Well, the NPC's would be inside the lab - all you would need to do is construct a building and pay the virtual "lab staff" in the building and let the benefits roll in. You know sort of like in city building games...
  6. There are actual designs for antimatter engines in the works...
  7. How about having procedural elements. For example tanks could be made to expand or increase/decrease the length. Also wings that can change their geometry would be very useful for creating unique ship designs. Or even having certain elements that can be increased or decreased in size would be helpful.
  8. Welcome aboard! I'm already part of COPS, but the more organizations we have in this game the better it will be for all...
  9. I was quite surprised to find that Extraterrestrials could possibly make up 60% of the development team... :-0
  10. After looking around a bit I believe this may have been covered by the following dev update: https://devblog.dualthegame.com/2015/05/21/rights-duties-management-system/
  11. Yeah it happens to me all the time in KSP where people grab my craft files, make a few modifications and post pictures and YouTube videos. I don't really care in that game because there's no monetary value in the design. In Dual Universe, however the devs have said that there will be a market for ship blueprints that you can sell for in-game money. If you make a great design that everybody wants and someone adds a new antenna then sells it as "new and improved" it's going to really really suck! (I guess that's when you get all your pirate buddies together and bomb the crap out of his space station...)
  12. Yeah I don't know at this point how blueprints work - just making a suggestion that's all. So basically what you're saying is if you want to change the materials that the ship is made out of you need to do it in the design phase. Afterward you can make a new design using more advanced materials but the ship would be more expensive to build and that would be a different blueprint. So what's to stop people from downloading your blueprint and then just editing it themselves to make a new and improved version of your ship?
  13. After watching this I do have a question... How do you stop hundreds of players from going in and gouging holes in your space station?
  14. Update! I just came across this in-game footage. There's not a lot more but it's coming out slowly Jett
  15. There's a new video link on YouTube as well. I am sooooo psyched for this game!!! Jett
  16. A couple of things: 1) In most games planets are static. They don't use real world physics to place a planet in orbit around the sun, basically they tell the game where the planet resides and you need to go to that specific location in order to get to the planet. There is no ability to move a planet around in the game it's position is usually hard coded. 2) Planets will be up to 100Km in diameter, and the surface is a voxel environment down to several hundred meters. I haven't done the math but that would be an immense number of voxel units to render, so only parts of it are rendered within the game that are close by your position. So basically what I'm saying is that you can't have a ship the size of a planet, it's just too big. 3) Small asteroids may be different though. I'm not sure how those will be handled in the game engine, it may be possible to mine one until it is hollow and attach engines to use it as a ship or portable mining colony.
  17. I see science as being different than a skill tree. Basically doing science on a specific planet would improve the efficiency of your facilities. So for instance you could build mining and processing equipment on the surface of a planet, but they would be very inefficient because of the change in conditions from one environment to the next. By adding a lab to your colony and manning it with NPC scientists, you could improve the efficiency of your equipment on that planet and maybe get a bonus on your craft that defend the settlements on the for that world.
  18. The way I would actually like to see it is a little more in-depth. You see in order to colonize a planet and mine it for resources, you first need to set up a lab on the surface in order to test materials and mining/manufacturing process so they can be updated to work in that specific environment. I look at it this way - a mining colony on Mars would require completely different equipment/technology than a mine on Venus. Even if you're dealing with primarily Earth-like planets, there will be differences in the environment that will require adjustments to your equipment. Some of the varying parameters you'll need to deal with are atmospheric density, atmospheric chemistry, surface gravity, and temperature. There may be other factors as well, but it only makes sense that you would need to study an environment before you can exploit it for resources, or even build space cities on it's surface.
  19. Right, so I see starships for example having different structures like a frame, internal habitation modules, armor plating, energy/fuel and propulsion systems. Different materials would have different properties including cost. So a materials list would look like this: Steel Strong Heavy Cheap Aluminum Weak Light A little more expensive Titanium Strong Light Very expensive So you can take a single blueprint and by switching out the materials in the sub-assemblies you can make a ship that's lighter and faster/more maneuverable, but costs more or you can build the ship out of cheaper materials at the cost of performance.
  20. If you go on YouTube and search "dual universe explorers", you will find a weekly vlog with lots of good information about the game and where they're at in development. There hasn't been any more game footage put out yet, but if you subscribe to the channel you will get updated when there is a new episode available.
  21. From what I've seen of the builder tool so far it appears that you can select different types of materials to design with. Once a design is complete and we create a blueprint out of it can the materials be changed out of something with different properties. For example, if I made a ship with a steel frame, could I use that same blueprint to create a ship using aluminum for the frame instead of steel in order to make the ship lighter and faster?
  22. This idea came to me when I was thinking about building cities on other planets. I mean there's a lot of room to do stuff in a city, and I'm pretty sure it won't all be filled with administration offices... In any case, KSP has a science mode in the game where you run experiments and gain science points. How it works is you would take a science package to a specific location and run the experiment (which requires and exorbitant amount of energy). Once the experiment completed successfully it would give you a certain number of science points you can use to research new technologies. It's a fairly straight-forward game mechanic, but you can increase the science output by connecting a lab and man it with a couple of scientists. Increasing the scientific experience of the crew would increase the output. There are different types of science experiments that need to be run in specific locations, and will provide diminishing returns, or possible even just a one-time output of points and then can't be reused. For example there would be a gravitation device which would need to be in orbit of a planet and would tell you how strong the gravitational field is. If the planet has an atmosphere a different unit could measure the density, but it would need to be placed on the surface. The same can be done to measure temperature, radiation, magnetic fields etc. The most interesting thing is you can put a probe in orbit of a planet and scan for resources. In order to build self-sustaining colonies some form of scientific inquiry would be required to determine good landing and mining locations.
  23. OK so for the purposes of using an energy source for space travel propulsion (and in keeping with the laws of physics and some level of realism within the game), I though that there should be an arm of the tech tree that includes antimatter collection, storage and propulsion systems. This would be in addition to or in combination with other forms of energy generation like fusion. So for larger capital ships, there is enough room to put fusion reactors on board, but smaller probes and even star fighters might want to use antimatter since a containment unit could be made much more compact and the engines would be much simpler as well. There are of course limitations to it;s use since antimatter byproducts as highly ionizing radiation. Notwithstanding those limitations I though the antimatter tech tree could include: a particle accelerator for generating antimatter, or a large collector that would reside in orbit that collects antimatter from radiation belts that surround the planet. These would need to be combined with a containment unit and a stable source of power. Propulsion systems could be unique to using antimatter as a fuel, or convert it into energy for use in generic rocket engines. So in total there would be about 6 different items in the antimatter tech tree - two for collection, a couple more for containment, and several different classes of engines, and maybe a power converter just to round it out.
  24. To quote Mr. CoolAid... "Oh Yeah!!!" BTW, nice update to your signature art. I really like what you've done with the color scheme.
  25. Offset and rotation tools: When designing using custom parts like turrets, power connectors, cockpits and engines will we have the ability to change the offset to ensure alignment with other parts, or rotate the part so that we have a consistent attachment point with other parts?
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