-
Posts
848 -
Joined
-
Last visited
Posts posted by Kurock
-
-
Excellent work. A great visual representation of what few knew.
-
Fly true o7
-
I'm just here to pet the space whales. Maybe I'll build a petting zoo for them and charge people admission.
See? President Void understands.
-
a giant space creature that roams the stars and eats ships and/or planets you know somthing that you need to team up to fight
No. (for reasons already stated)
However I am all for a large organic life form that roams the stars that people can attack if they so wish but actually is not aggressive.. and have others frown on them because the creature is harmless. Like a whale.
A space whale.
-
However, we are considering to give the right of creating organizations only to backers. This should limit abuses on this topic.
This will work as a short term solution but what happens once the backing portal closes? A potential long term solution that allows anyone to create organisations as well as taking it out of the Community Managers hands is to appoint Moderators that approve of an organisations creation. Some may still slip through though, so a moderator can mark these as problems and either have the legates fix it or have the community manager put it in quarantine.
I am not saying this is *the* solution. But it is *a* solution.
- SimonVolcanov, Astrophil and Vyz Ejstu
- 3
-
Perhaps in the future, the roads can also work like powered rails, transferring energy to a "car" (hovercraft, whatever), thus actually letting you save your own fuel or energy. Of course "cars" would not be solely dependent on that energy transfer as they could go nowhere (or not far) without those 'energy roads', but it would basically be like a "free charge service" within settlements and cities or, respectively, between them as long as powered roads are there.
This actually sounds like a good idea but would rely on the appropriate gameplay mechanics.
It would also result in a good amount of work, you would not just have to plaster concrete somewhere but also make sure it has the necessary tech to power compatible "cars". If wheels make it in, they could work unpowered as well or cars would simply rely on their internal energy or fuel storage.
E: Totally patenting that!
I like this *train* of thought.
-
Hovercrafts move faster on roads because...science?
And roads tend to be less bumpy than the surrounding hills.
-
Whelp. An elevator is an element. There is that sorted then. Or is it? We will see when DU rolls around.
-
-
As Falstaf said, DU is made to have ships in ships and people in those ships.
Also a better showing of the same link
-
If people deface the planet (which will happen) can at least the surface be easily restored with voxel tools? Will the plants grow back naturally on exposed dirt? If neither of these happen there is still another option: Leave the planet. There is a pristine planet out there.
But if you don't want to leave, its time to create the DU-Eco-Rangers.
-
For crops and animals, there is no getting away from designing them. Animals will need to be included in the random generation of a planet but field crops will not need to necessarily.
A way to get field crop seeds is to search/destroy a patch of misc plants in a biome and have a chance of getting seeds of field crops based on that biome.
After the seeds are obtained, the actual growing of the seeds can be done in multiple ways, although abstracted planter elements that grow everything inside the element is the easiest to implement since it does not affect any voxels outside the element. These are ideal for space.
First prize would be terrestrial farming which could be quite involved. Here the plant growth is outside the elements used. And each element has a range of effect so it can be used in a static construct to do the same area over and over again or a ship to tend multiple fields. For example:
A tiller element which prepares the soil for planting,
planter element which plants seeds,
optional growth enhancing elements (sprayers/lamps),
Harvester element to take in the plants.
This was just quick off the top of my head.
-
I have already upped my pledge.
-
Ahem... DICE is actually planning:
- Racing games (like
mario carthovercraft racing including racing leagues)- Arena games (capture the flag, team deathmatch, etc)
- Mazes
- Scavenger hunts
- Ball games (like rocket league with hovercraft)
in that order of priority.
as well as the
- Gambling games (like what DICE is planning to do)
hmmm I think adding boardgames to the list is a great idea too. I can see people playing little in game THUD!
Disclaimer: These are pending DU game mechanics and do not reflect what is actually possible inside DU. DICE does not take responsibility for lost limbs or loot in the unlikely event of unforseen accidents.
What I would like to see is an org (like Stars) creating in game concerts with singers and musicians. Because, why not?
-
Did someone say "player run insurance"?
- MinerMax555, Kuritho, Gojo_Ryu and 2 others
- 5
-
Interesting ideas. I hope there are moving parts as I'm looking forward to using them on the planet surface, such as in a city, mining facility, spaceport, transportation, etc.
Give me a hinge and I can move Alioth.
-
Yup. I do mean those pipes. Though they look more like fuel/power couplings. While they could be used for connecting containers, we don't know how they will actually work yet. Honestly, I'd be happy with any system, each have their own pros and cons.
-
In Space Engineers (SE)
, conveyors (basically pipes) are used to connect different containers and functional blocks (e.g. Assemblers and refineries) together. If a construct is properly conveyer end up, a player can access items in any container from any other container. SE also has connectors which allows to different constructs to dock and then all the connected storages can be shared between the two constructs. This is great for loading/unloading.
They can't really be used over large distances since each conveyor block also requires power to keep it running and while on the cheaper end, they still require some resources to build. So while its technically possible to make a cross continental pipe, to keep it running assumes power stations along the way and that it is protected from attack along its entire length. Which is really only feasible in creative mode.
Also in SE power is automatically transferred to all switched on blocks in a single construct and power can even be shared through a dock connection.
In Dual Universe, we know there are cable elements, but we don't know what they do yet. How containers in a single construct are connected is still a question. If actual pipe elements are used, this would make connecting up a huge space station a very interesting endeavor. Also there is the question on how two constructs can dock and load/unload goods. Or whether all of the loading/unloading will have to be done manually.
I realise now that this is a good question to ask JC at the next AMA.
-
-
I think you can delete it on your own. I in fact cant delete yours
Unfortunately (or fortunately) only NQ has the mighty power of deletion.
-
Wait. You have enemies already? Good job, the game has not started yet
Adding a youtube clip is as simple as just pasting in the link... like so:
The end result:
And for images use the image icon which requires a link from outside the forums, like so:
[img=https://cdn.discordapp.com/attachments/228610714254835712/282843169853538304/hovercraft2_sexy.png]
The end result:
other files (like pdfs) you can upload directly.Hope that helps a little.
- ForlornFoe, KingofPR and ATMLVE
- 3
-
Nope. Go for it. Though it might take some doing to match yamas number of orgs
-
This is doable with the voxels we have seen so far though that would mean they are not functional. Perhaps a mix of functional elements and voxels can probably be done to make it a tad cheaper.
-
Herro
in Org Updates & Announcements
Posted
Welcome. You will have to explain what you expect a federal entity to look like.