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Posts posted by DarkTemplar
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Welcome to the forums! Feel free to ask questions and you'll get an answer from some of us no lifes. Do you happen to be a programmer as well?
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Im going to cruise around with Vanguard doing what we want. Mining, fighting, building or shit-talking. Doesn't matter as long as its with friends.
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Do you think we could get this pinned? I know the devs wanted to keep the discords seperate from the forums. But this is a big source of everying DU related for new members.
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Without multiplayer, the game is effectively nothing. Just a different skin of games like Space Engineers or Empyrion. The devs have said they want to see emergent politics, which a playerbase is needed.
If you really wanted to play DU "singleplayer" simply roam solo and avoid others.
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Hey man, welcome to the forums! Got any question or anything like that, jump over to the Dual Universe community discord https://discord.gg/DTqcfKa
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I think Wilkes means some sort of tether cable you attach to the ship to reel yourself in quickly. And I can see the usefullness for it as well.
Out mining on an asteroid. You scanners pick up some hostile IFF while you are out of your ship scanning something. The tether allows you to get back to your ship quickly.
It could also be helpful for mid-combat repairs on the exterior armour.
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I think we should leave it at that. NQ, would you be able to lock this thread? Its going around in complete circles with the same arguement made. If people are curious they can reread all 12 pages of debating, that should be enough info for them.
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Add a X meter damage trail towards where the engine is firing, then add a Y meters "Radiation" damage when te engine is running around it. Distances and radii should vary with newton output on the engines' part.
A 100 MN engine? Well, you better put it way back on your ship and make sure certain materials are in place so the crew wont't suffer radiation damage.
That could solve it. If they can sustain damage bubbles spawning from 10000 guns, at the same time, one or five engines, firing a constant damage train behind them won't be an issue and would create a nice trail effect as well.
I do like the idea, although I think it adds some unnessecary strain to the server with the calculations. (Damage, Radiation range, all that) When a no build zone could achieve the same thing.
In saying that. They could implement blocks with different strengths and resistances that you could place closer to the thrusters which would also block more radiation. These armour blocks would have to be monitered by an engineering crew to make sure they wouldn't decay/crumple/break and let the damage seep through.
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I've played Star Trek Online for 7 years. I've never stayed more than 3 months in any subscription game.
The same excuse of keeping new content is often made for games that you pay a high price up front for. Then they usually don't release any new content or just some very mediocre content because they already have your money. F2P games release more new content, in my experience, than subscription games.
WoW has been out for 12 years. It has released only six updates. It is subscription.
STO is F2P. It has been out for 7 years and released 19 updates.
Don't like it, don't play it. Simple. The Devs have already thought this through, and most people can see the reasoning behind it and understand.
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The thruster component could add some sort of no build zone extending from the intake and exhaust, which would be different with each thruster.
- BliitzTheFox, Code24, AccuNut and 1 other
- 4
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Also keep in mind that alpha is for testing everything. So that means writing in bug reports and helping NQ find them. And suggesting how they could go about improving it. A lot of people seem to think that Alpha is simply early access and they will have a great time mucking around with friends. Not saying you wouldn't have fun.
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From the videos/gifs we've seen already. Im pretty sure it gives a building grid overlay when we are in build mode.
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It could be an addition to some sort of cartographers tool. Useful for measuring out distances and levels. Although you should be able to do it with the in game map. If its anything like other games.
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You know what would be awesome?
-This is it. The expansion that adds Stargates. You and your org are gonna go blasting off, Team Rocket style!
-But wait! Stargates need a new resource you've never heard of before, "Super-Mega-Extra-Unobtainium".
-Everyone is looking for it now, the prospectors are out in force. The first person to find this new ore will become filthy rich.
-Suddenly, someone reports in, "We found it! It's here at these cord- wait, whats that? No, it can't be. Retreat, RETREAT! They're everywhere, They're everywhere! Shoot them, shoot them! AHH----"
(Through the power of respawn technology, they tell us that the planet is infested with bugs. huge insects. 100's of millions)
-With too many to fight alone, all of the major orgs put aside their differences to wage one massive bug war!
-Slowly, but surely, we clear the planet of the bugs, and their nests, and find the ore we were looking for.
(Then somebody blows everybody else up, steals it, etc)
-Finally, with the "Super-Mega-Extra-Unobtainium" in hand, somebody builds a stargate, and shoots off into the future!
Yes, it's basically Starship Troopers.
Realistically, the stargate expansion would probably come before the "monsters, bugs, and other nasties" expansion.
Yes. All the yes. But a reason why the bugs/monsters arrived in the first place could be the introduction of stargates.
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And while you can have asymetrical ships. Positioning of ship thrusters according to mass will be something we need to pay attention to.
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Good luck with your confederation. While I know you have already contacted me. We would be happy to take on any contracts you might have.
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I like this idea. And certainly hope there will be some PvE aspect in the future. As we know, it most likely won't be implemented at launch, probably a year or two later. And because of that, players will be set up with resources guns, ships, whatever. I think the monsters spawned should be difficult to take down, and a proper challenge (for moderatly geared people). This means there is a need for well equipped players to actually go out and take down these nests.
Regarding the nests, I don't think there should be something limiting a planet getting overrun by these monsters (please be bugs). This will mean you can't just leave the nest. The only proper way to stop them is to take out the nest. Although there should be a limit for how close these nests will spawn. My thoughts is have a pretty large distance between nests, but have their nests zones/territory intersected.
Lore wise, I definitly think we need monsters. Unknown planet with completely new ecosystem? Gotta be guys on the top of the food chain before we arrived.
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*Saved post for later news/edition*
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Vanguard
~~~
Founded: 1st Feb 2017
Founders: Dark, Sketch, Owe166
Classification: Mercenary
Seriously Casual
Recruitment: Open
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What is Vanguard?
Vanguard is a private mercenary corporation that holds diversity, community, and teamwork in the highest regard. Unlike simple soldiers or bodyguards who are designed to follow orders, members of Vanguard are recognized and treated as individuals working in teams. No member is simply an asset, each is unique in their desires and aspirations. While Vanguard the corporation accepts contracting requests, whether or not most requests are accepted is determined by the Vanguard teams and their members.
Organizational Structure:
The ranking system of Vanguard was designed with simplicity in mind. This was part of a conscious effort to eliminate possible confusion regarding power and status within the company. At the highest level, a Platoon Leader and their assistant(s) oversee four different Squads. Each Squad has a squad leader and assistant squad leader overseeing the members.
Typically, a vanguard member comes to see their squad members as their family within Dual Universe.
Is Vanguard for You?
With members spread globally, the Vanguard maintains a constant presence within the universe. As a part of this ubiquitous Vanguard, you will never be truly alone. You will always have a home, and a respectable amount of freedom to pursue your interests while not on an active mission.
Individuals who share our ideals, are willing to take on a wide range of assignments, and be a part of a larger family are highly encouraged to apply to Vanguard.
Base of Operations:
Vanguard plans on operating out of a battle carrier named the Invictus. We aim for her to be a testament to our ability and a beacon of strength for the Vanguard.
Apart from the Invictus, another separate, grounded home base will exist for members to carry out their own personal projects in safety and peace.
~~~
Recruitment
We are always looking for brave and able men and women to join us!
After applying on https://community.dualthegame.com/organization/vanguard-mercenaries, you will be asked a couple of questions asked by a leading member. This is simply an effort to get to know you better, and determine the best placement based on your talents.
Want to get to know us first? Join our discord: https://discord.gg/4J5qDqd
While there are no requirements to join, but owning a mic is highly recommended due to the prevalence of team-based activity in Vanguard.
For all questions please contact Owe166, Sketch, or myself with them via PM, Discord, or by posting in this thread.
- Anaximander, Code24, Evil_Porcupine and 4 others
- 7
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No, I agree with you. But I was thinking on more general terms. Typically you would think that an org with more members has access to an increased income of resources and access to a broader range of skills. This means it can regain losses at a faster rate. Although this is not always the case
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You would also see larger organisations pushing off smaller ones simply by a show off force. Especially in mid-late game. With the bigger orgs more set up, they would be better equipped to clear the trauma timer than a smaller org.
I think I sit on the line with this idea. On one side it adds a very interesting game mechanic that will change interactions between orgs on different power levels. On the other, I think I'm going to die a lot.
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I can imagine someone (me) writting the code to manage thrust incorrectly and spinning around in circles.
I can also see this used offensively. Someone on the inside of an enemy org sneaks into the code of say one of their troop transports. Set a trigger. Most likely time after activation to dramatically change thrust inputs and screw them over. (If you can set a trigger in lua)
A idea on automaton for scripts
in Idea Box
Posted
They (NQ) have said that you need to be nearby for the script to be in use as it runs on the client not serverside afaik.