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ATMLVE

Alpha Team Vanguard
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  1. Like
    ATMLVE reacted to Hotwingz in Heimera Trade Xchange   
    Hey man, that is some cool stuff you have here.
     
    I am not ready yet to join any org but I will keep an eye on yours.
    Interesting vibe.
  2. Like
    ATMLVE reacted to Ser_Aison -currently gone- in What crazy contraption will you build?   
    "resistance is futile"

  3. Like
    ATMLVE got a reaction from Lord_Void in Ship Copyright Infringement?   
    Well fantastic! Thanks Aetherios. I'm glad it's already been considered. That was something I was worried about.
  4. Like
    ATMLVE reacted to Vyz Ejstu in Heimera Trade Xchange   
    'Trust is'
     
     

    Trust is specific. Ploys are vague.
    We are an organisation with deep dreams and vested interests. Premium services are cardinal to our dominance in handpicked sectors. The HTX is committed to exotic industry, a network of effective logistics services, sterling trade hubs and lethal PvP. Through Outpost Zebra, we hope to provide players with prime, objective news coverage online.
     
     

    Trust is finite. Money is printed.
    Welcome to Dual Universe. We are here to serve you – not the organisation or alliance. We know trust is finite and hard to obtain. That’s why we’re always in for the long haul. Lifelong trust is lifelong gain. The HTX won’t sacrifice long term advantages for short-lived profits. To forfeit integrity is loss; to break neutrality is anathema. Your alignment in Dual Universe is inconsequential: we have a reputation for impartiality. Business with the HTX is Suisse banking.
     
     

    Trust has history. Lies die swiftly.
    Our arrival in 2016 as The Aether was little more than a whisper. We have since evolved. It’s hard to imagine now, but at one time, The Aether arguably had the largest network of alliances and agreements in Dual Universe. We are not the white knights of old. Alliances and memoranda; been there, done that. Time has shaped the HTX into a focused and observant group. We have shed ghosts to obviate inflating our numbers. We have avoided alliances to spurn partisanship. Join an organisation with an untainted history and famous members. We make only one promise: business is business.
     
     

    Trust is enlightened. Gullibility is uninformed.
    In 2017, we realised, ‘this isn’t going to work.’ The Aether had goals to offer services to Dual Universe. However, alliances would require compromise, sooner or later. Simultaneously, going solo was to paint a target on our backs. A bulb turned on: neutrality is not isolation; independence is not frailty. The options: stick to The Aether or do better. Two years later, we’ve never been prouder of our decision. Dual Universe is a world that can only grow from here, and along with it, so will we.
     
     

    Trust is industrious. Deception tires quickly.
    Maximising the minimum gain is a philosophy you will come to understand in the HTX. It is foolhardy to assume an organisation can be the best at everything. We decided instead to be the best at everything we do. Our focus on industry is limited to the dynamic production of high value items. Whether these are transferred to nefarious entities for further use or creative players for protecting themselves is none of our concern. However, we are interested in ensuring the purchased goods are delivered in pristine condition. To that effect, we are developing our haulier services to reach you wherever you might be in a timely fashion. To handle hostile interest in your consignment, the HTX intends to cultivate a small, skilled and specialised group of players. Their purpose is not to harass organisations or individuals. This arm exists to make sure no living being or plan comes between you and your delivery. As a secondary goal, our PvP members must be able to stall companies many times their size, or turn the tide if a delivery so requires it. Lastly, keeping people updated on the events in Dual Universe is important for their safe passage, information and entertainment. We need nothing more than a few objective reporters around the Universe to bring you the news you need to hear.
     
     

    Trust is patient. Failure is restless.
    Rome wasn’t built in a day. It will take time, careful planning and a long march to achieve our end-goal. The sniper waits for the right moment. The industrialist builds his conglomerate over decades. We are dedicated to achieving what we set out for. Patience is not simply the ability to wait – it’s how we behave while waiting. In Dual Universe that means having fun, learning from setbacks and constantly working towards a goal. We short-change ourselves when we give in to impatience and laxity. Dual Universe is fun; we are fun – if you have the mind to welcome it.
     
     

    Trust is decisive. Hope wanders.
    Are you satisfied? If you think you have found a mutual fit in us, submit an application. We have clearly defined goals for decisive people. If that’s you, you’re more than welcome to join a premier organisation. If we have identified you as a promising candidate, you will hear from us soon.
     
    Trust is the HTX.
    The Heimera Trade Xchange is a unique name, formed from our values and learned members. ‘Heimera’ is a word taken from Icelandic ‘Heimana’ (worlds) and Greek ‘Meraki’ (to do something with soul, creativity or love; leaving a piece of yourself in your work). Together, they signify our dedication to making an impact in the best way we possibly can. Is there a more realistic way to signal commitment to excellence in our activities?
     
    Our members shine. The first ever community digest featured Aetherios (now known as Vyz Ejstu). The second one interviewed Falstaf for his excellent work in founding Outpost Zebra and his generally flawless character. Anonymous is an inconspicuous figure almost assuredly behind the largest projects in Dual Universe. Kael often runs both Outpost Zebra and the organisation with mechanical efficiency. We encourage our members to be active and build a respectable image for themselves and the organisation. A star filled night sky is beautiful, but nothing without individually shining stars. What else to expect of an organisation that draws inspiration from the best of history, philosophy and design?
     
     

    Visit our Discord Server to learn more: Heimera Trade Xchange Server

    Head to our Community Portal to submit an application: Community Portal

    Visit Outpost Zebra to keep up to date with Dual Universe: Outpost Zebra
     
     
    RECRUITING STATUS:
     

    [OPEN]
     
     
    © Copyright Published by TextBomb™ A subsidiary of the HTX. All Rights Blown Up.
  5. Like
    ATMLVE reacted to Vyz Ejstu in Heimera Trade Xchange   
    [OBSOLETE]
    "
    A most pleasant day to everyone on the Forums. The Aether's new logo is ready and if you can spot them, a few of our members are already sporting their new signatures. 
     
     
    Why the Hexagons?
    The hexagon is symbolic of the Hive Mind.
     
    We at the Aether are not an organisation. We are not an Empire. We are not a Kingdom or a Nation.
     
    We are a Family. We are a Body. We are a Team. Nothing less, nothing more.
     
    One in All. All in One. One for All. All for One. For any task, for any problem, for any challenge, for any enemy and for any ally--we are One: Unbroken, Unbent and Undaunted. We work together, fight together, live together and die together. We know each other, we trust each other and any one that is a threat to the Unity we share is rejected, removed and destroyed from among us. In whatever place or situation we find ourselves, we are United and we stand together.
     
    The hexagon is the symbol of Territory.
     
    We will not give up what is ours. We will not back down. We will not forget. What has been entrusted into our hands is our responsibility. Our land and our territory is ours, not yours. It belongs to us and those we share it with. Trifle with a Hive and the rue is yours to bear alone. What belongs to us is ours to protect; ours to advance and develop; ours to vanquish and ours to explore. Our territory will be the envy and awe of all who behold it: such is the power and the Spirit of the Aether.
     
    The Hexagon in the Background is a Shield
     
    We protect our own, we shield our kind, we fight for our family and we never abandon our friends. Whatever belongs to the Aether and whatever is entrusted to it is kept in that Shield. You are not permitted to enter, you are not permitted to destroy. This Shield has sharp edges of its own: you are warned.
     
    Why Blue, why Green, why White?
     
    Electric blue is the renowned colour of electricity. Green is the colour of Nature and prosperity. White is the colour of Light and Purity. Together, they pass a message of  an advanced, clean and efficient Team. Minimalism is our choice, functionality our concern, perfection our objective and technology is our message. Our colours symbolise who we are and how we will operate.
     
    The Ring and Circle
     
    The circle is the symbol of wholeness and equality. It is the form of an all protective shield. There is no nobility in the Aether, you are what you work to be and you are rewarded for being what you love to be, for doing what you love to do and for advancing the cause and the entity of the Family and Team that you belong to.
     
    The ring encloses our multitude of allies, held safely within the Aether's interests. Nevertheless, it is open at both sides: you came in and you can leave as well. We value our friends and help those who help us, however, because they came in doesn't mean they can't go out. In many cases, we may be the ones to bring them in, and in many cases, we may be the ones to drive them out.
     
    We grow upwards and take root downwards. Our foundation is sure and our future is bright. There is fluidity in our operation, superior intelligence in our existence and protection in our hands.
     
    The Aether calls you. Will you answer?
     
    "
  6. Like
    ATMLVE got a reaction from Vyz Ejstu in Stock Market   
    Would a stock market analogue work in a game like this? In the real world, it always seemed to me like stocks are only worth anything to someone because everyone else wants them. That's how it always seemed to me anyway, I've never been big into the stock market.
     
    However, in the game, what with organizations and how big a role it seems they'll play along with player-driven content, I feel like a stock market system, albeit on a small scale, could be something that would work in Dual Universe.
     
    I could also see it NOT working of course, like someone who owns tons of stock just stops playing. Or, no one is ever really interested in it and it becomes a mechanic no one pays attention to.
     
    I feel like it could go either way but I'm rather unfamiliar with the real stock market. Does anyone else have thoughts on this?
  7. Like
    ATMLVE reacted to Shynras in Blueprint Editor for advanced building   
    Personally i don't like that. Specifically:
     
    - I don't like the idea of a virtual/instanced world where you can build safely. I wouldn't mind the abiity to build in the open world with some kind of hologram blocks, that you don't really waste resources on. So it would still be a safe way to build, more realistic, and more cool to see players building around a city instead of nothing. 
    - Since this is supposed to be a game, not a modeling software, I'd like only first person view possible or third with limitations in range. I'd like to see scaffolding, serious planning and a lot of people needed to build 1 large ship. Being able to just create a huge hull in a couple of minute with "god mode" makes me sad. It doesn't feel you're playing a game. 
  8. Like
    ATMLVE got a reaction from Wicpar in Don't Make a 'Best Version' of Anything   
    And that would perhaps be the way to "upgrade" components in the first place, simply using better materials to make a new version which is better than what you made with more common materials. And like you say, depending what you use you get different stats... So if you use a magnetic resonator you get high damage and low range, but if you use a dynamic oscillator you get longer range with less damage. Two equal components, using slightly different amounts of rare materials, but of course you have to choose between one or the other.
  9. Like
    ATMLVE got a reaction from Anonymous in Arkship Vicinity   
    Since every single player will start in the same Arkship, which I believe has been said, what might end up surrounding the Arkship eventually? Will it become a sprawling metropolis? I imagine it will be pretty significantly developed. How will what is surrounding the ship affect new players? There certainly won't be any resources available for long.
     
    And if I don't have that right, and there are several Arkships, then the questions go for all of them.
     
    This actually leads me to another question which is, how does the player get started?
  10. Like
    ATMLVE got a reaction from Hotwingz in Changing display name   
    Try changing your password. You'll have to put in your old one for that. If that doesn't work I really think you're just putting in the wrong password.
  11. Like
    ATMLVE got a reaction from Vyz Ejstu in Heimera Trade Xchange   
    Thanks guys!
  12. Like
    ATMLVE reacted to Vyz Ejstu in Heimera Trade Xchange   
    "
    We have heard with our ears, 
    Our fathers have told us. 
    His name dampened our fears, 
    Quenched our foes' animus. 
    It made them quake and flee! 
    It raised our spirits high! 
    It has heard our plea, 
    The Titan--it stands by. 
     
    The Aether welcomes ATMLVE to the State. Long may he handle the strings of fate.
    "
  13. Like
    ATMLVE reacted to Violet in Traveling cities?   
    The fuel requirements to fly that much mass on a planet would be astronomical.
     
    Having a large space ship big enough to be a city would be possible but don'e expect the whole thing to land on planets
  14. Like
    ATMLVE got a reaction from guttertrash in Don't Make a 'Best Version' of Anything   
    This is something common in regular multiplayer games but I feel in a game with crafting, it can become somewhat of an issue. What I'm suggesting is to not make a 'best version' of anything. What I mean is, since most items will be craftable, don't make there be that one greatest version that everyone aspires for. A standard model for crafting games is starting with the lowest tier, with each upgrade above that increasing all of it's stats, to the point where at some point you get the ultimate form of that item.
     
    You hear it all the times in games; people say they have "max everything". Whether it be full diamond armor and tool set, a 48 slot ship, or the 'black hole gun', they go for it as an end goal and once they reach it, they have nothing left to do.
     
    I think it is important for a game like this to avoid that, and to do so I suggest everything has at least two different stats which are somewhat inversely proportional to each other. This is of course not a new idea; racing games see cars with fast speed and bad handling (and vice versa), multiplayer games have different weapons that all have varying amounts of different stats, but none that stands out as better than the other. It's just preference and application. 
     
    And this by no means is a suggestion only for weapons! They're just a good example. I am suggesting this for all types of objects and items; mining equipment, scanners and communication equipment, ore refining equipment, engines, reactors, etc. All of these objects, if given even just two stats that cannot simultaneously be maxed out, ensures that there will always be diversification and a rich economy.
     
    What this does is:
    1) Take away an end-game goal for people. Many might aim for the top-tier items and, upon obtaining those, be at a loss for what to do next and grow bored.
    2) Add growth and variety to the economy. This is what we don't want, and I can see it now... "Max stats" a search term in the ship store, and the most popular ships and structures (the only ones people are interested in) are those that contain the top-tier of everything.
    3) Add strategy to factions of any and every size and skill level. No faction can ever reach the point of being as good as they can be, because there are always different ways to use different items.
    4) Basically, ensure that no one can ever be the best. (Sorry Ash)
     
    I think it is important, if it is agreed upon, that this become implemented at the beginning of the games life. Because if it is not, it might get very difficult to implement later on.
    What are some thoughts of yours?
  15. Like
    ATMLVE got a reaction from Vyz Ejstu in Don't Make a 'Best Version' of Anything   
    This is something common in regular multiplayer games but I feel in a game with crafting, it can become somewhat of an issue. What I'm suggesting is to not make a 'best version' of anything. What I mean is, since most items will be craftable, don't make there be that one greatest version that everyone aspires for. A standard model for crafting games is starting with the lowest tier, with each upgrade above that increasing all of it's stats, to the point where at some point you get the ultimate form of that item.
     
    You hear it all the times in games; people say they have "max everything". Whether it be full diamond armor and tool set, a 48 slot ship, or the 'black hole gun', they go for it as an end goal and once they reach it, they have nothing left to do.
     
    I think it is important for a game like this to avoid that, and to do so I suggest everything has at least two different stats which are somewhat inversely proportional to each other. This is of course not a new idea; racing games see cars with fast speed and bad handling (and vice versa), multiplayer games have different weapons that all have varying amounts of different stats, but none that stands out as better than the other. It's just preference and application. 
     
    And this by no means is a suggestion only for weapons! They're just a good example. I am suggesting this for all types of objects and items; mining equipment, scanners and communication equipment, ore refining equipment, engines, reactors, etc. All of these objects, if given even just two stats that cannot simultaneously be maxed out, ensures that there will always be diversification and a rich economy.
     
    What this does is:
    1) Take away an end-game goal for people. Many might aim for the top-tier items and, upon obtaining those, be at a loss for what to do next and grow bored.
    2) Add growth and variety to the economy. This is what we don't want, and I can see it now... "Max stats" a search term in the ship store, and the most popular ships and structures (the only ones people are interested in) are those that contain the top-tier of everything.
    3) Add strategy to factions of any and every size and skill level. No faction can ever reach the point of being as good as they can be, because there are always different ways to use different items.
    4) Basically, ensure that no one can ever be the best. (Sorry Ash)
     
    I think it is important, if it is agreed upon, that this become implemented at the beginning of the games life. Because if it is not, it might get very difficult to implement later on.
    What are some thoughts of yours?
  16. Like
    ATMLVE got a reaction from Jeronimo in Don't Make a 'Best Version' of Anything   
    This is something common in regular multiplayer games but I feel in a game with crafting, it can become somewhat of an issue. What I'm suggesting is to not make a 'best version' of anything. What I mean is, since most items will be craftable, don't make there be that one greatest version that everyone aspires for. A standard model for crafting games is starting with the lowest tier, with each upgrade above that increasing all of it's stats, to the point where at some point you get the ultimate form of that item.
     
    You hear it all the times in games; people say they have "max everything". Whether it be full diamond armor and tool set, a 48 slot ship, or the 'black hole gun', they go for it as an end goal and once they reach it, they have nothing left to do.
     
    I think it is important for a game like this to avoid that, and to do so I suggest everything has at least two different stats which are somewhat inversely proportional to each other. This is of course not a new idea; racing games see cars with fast speed and bad handling (and vice versa), multiplayer games have different weapons that all have varying amounts of different stats, but none that stands out as better than the other. It's just preference and application. 
     
    And this by no means is a suggestion only for weapons! They're just a good example. I am suggesting this for all types of objects and items; mining equipment, scanners and communication equipment, ore refining equipment, engines, reactors, etc. All of these objects, if given even just two stats that cannot simultaneously be maxed out, ensures that there will always be diversification and a rich economy.
     
    What this does is:
    1) Take away an end-game goal for people. Many might aim for the top-tier items and, upon obtaining those, be at a loss for what to do next and grow bored.
    2) Add growth and variety to the economy. This is what we don't want, and I can see it now... "Max stats" a search term in the ship store, and the most popular ships and structures (the only ones people are interested in) are those that contain the top-tier of everything.
    3) Add strategy to factions of any and every size and skill level. No faction can ever reach the point of being as good as they can be, because there are always different ways to use different items.
    4) Basically, ensure that no one can ever be the best. (Sorry Ash)
     
    I think it is important, if it is agreed upon, that this become implemented at the beginning of the games life. Because if it is not, it might get very difficult to implement later on.
    What are some thoughts of yours?
  17. Like
    ATMLVE got a reaction from Violet in Don't Make a 'Best Version' of Anything   
    This is something common in regular multiplayer games but I feel in a game with crafting, it can become somewhat of an issue. What I'm suggesting is to not make a 'best version' of anything. What I mean is, since most items will be craftable, don't make there be that one greatest version that everyone aspires for. A standard model for crafting games is starting with the lowest tier, with each upgrade above that increasing all of it's stats, to the point where at some point you get the ultimate form of that item.
     
    You hear it all the times in games; people say they have "max everything". Whether it be full diamond armor and tool set, a 48 slot ship, or the 'black hole gun', they go for it as an end goal and once they reach it, they have nothing left to do.
     
    I think it is important for a game like this to avoid that, and to do so I suggest everything has at least two different stats which are somewhat inversely proportional to each other. This is of course not a new idea; racing games see cars with fast speed and bad handling (and vice versa), multiplayer games have different weapons that all have varying amounts of different stats, but none that stands out as better than the other. It's just preference and application. 
     
    And this by no means is a suggestion only for weapons! They're just a good example. I am suggesting this for all types of objects and items; mining equipment, scanners and communication equipment, ore refining equipment, engines, reactors, etc. All of these objects, if given even just two stats that cannot simultaneously be maxed out, ensures that there will always be diversification and a rich economy.
     
    What this does is:
    1) Take away an end-game goal for people. Many might aim for the top-tier items and, upon obtaining those, be at a loss for what to do next and grow bored.
    2) Add growth and variety to the economy. This is what we don't want, and I can see it now... "Max stats" a search term in the ship store, and the most popular ships and structures (the only ones people are interested in) are those that contain the top-tier of everything.
    3) Add strategy to factions of any and every size and skill level. No faction can ever reach the point of being as good as they can be, because there are always different ways to use different items.
    4) Basically, ensure that no one can ever be the best. (Sorry Ash)
     
    I think it is important, if it is agreed upon, that this become implemented at the beginning of the games life. Because if it is not, it might get very difficult to implement later on.
    What are some thoughts of yours?
  18. Like
    ATMLVE got a reaction from Vyz Ejstu in Heimera Trade Xchange   
    I like the sound of mature players, and the vibe of difference I get from you. I am unsure of how the mechanics of the game will work and function, so I'm not sure how significant a faction will be when the alpha releases. However, from what you're saying I feel as though we could still have a neat little cooperative experience together if we are all friends and interested in the game. It could make things really fun, or at least I hope.
     
    I'm a mechanical engineering major and although I've never heard of Lua, I have lots of experience with MATLAB which, from what I found on Lua by googling, seems to be a similar program. And I'm certainly interested in joining your faction.
     
    Anyway as an engineering major I feel that I could possibly contribute to ship design in some way or aspect. If you are interested you can see the kinds of things I have created for Space Engineers in my workshop in the link below, to get a feel for what I like to do.
     
    http://steamcommunity.com/workshop/filedetails/?id=535665014
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