Jump to content

Kurock

Alpha Team Vanguard
  • Posts

    848
  • Joined

  • Last visited

Everything posted by Kurock

  1. Greetings and welcome. Which organisation you join also depends on what you want to do in game. Almost all organisations will have building of some shape or form, so it's about choosing the flavour of org that suits you best. Industrial? Imperial? Impartial? I suggest having a look through the organisations on the community page and join the discords of the ones that strike you as a good fit. Most of all, have fun
  2. @Comrademoco A short follow up article will follow, though expect it after alpha launches
  3. I believe there will be 3 characters per account. I do not believe they will share skills, though how this exactly will work is still unknown.
  4. A quick suggestion: before starting with the story just give a short summary about what DU holidays is/does (pretty much the purpose ) It helps for those that look at the wall of text and go ...TLDR xD
  5. A bounty system is coming. Maybe not right now but eventually. The trick is to ensure that it feels like bounty hunting, it cannot be used as a tool for griefing, and cannot be abused. A suggestion can still be found here. Enjoy.
  6. It was a pleasure to read and help out. I hope for more in the future.
  7. Judging from a previous dev diary, it looks like a ship orbiting a planet will be possible, though I suspect stations themselves will be static. And as mefsh said, planets might rotate but they will definitely not orbit their star. I have a feeling we will find out soon.
  8. ? We will have to DU something about that
  9. Dual Universe State of Affairs This is a quick overview of some of the oldest and current Top 20 organisations in Dual Universe. Dual Universe State of Affairs - Pre-alpha (part 1) can be found in Outpost Zebra Dual Universe State of Affairs - Pre-alpha (part 2) also available. Many eyes were cast over this document to double check its accuracy, so many thanks to all those contributors. Also special thanks to the Outpost Zebra team especially @Falstaf that slaved away at getting it formatted so well. Follow the Outpost Zebra thread here or register to Outpost Zebra directly to be updated with the latest in quality articles.
  10. To make Something Dual Universe Records? Just DU it. A partnership with DICE is definitely on the table. #justduit
  11. 1) Moving Voxels. While I wouldn't mind a nano-former jack, it would be equally interesting to have rescue vehicles or adjusters built into a hovercraft so that it can unflip itself. Moving voxels when building just seems like a very useful tool to have (cut and paste) 2) Merging Constructs. Again, a handy thing to have, for example, to build large sections of a ship in different locations and then bring them together and join them in a central one. But it is not required when a ship is cut in half by attacks. The two "halves" will still be considered a single construct and still fly together. 3) Atmosphere in ships. This has already been covered quite well in the above posts. It is a survival element and will not be included at release (I am not talking about alpha or beta, but actual release). Even if it is added after release it will most likely take the form of a generator that creates a bubble of atmosphere because server strain reasons.
  12. There are great prospects for orgs like these. I wish you luck and gold strikes.
  13. The artist should sign in the bottom corner of this masterpiece.
  14. Organization requests belong in the Arkship Pub. Also I suggest dropping by the Dual Universe Constructors Guild discord for a chat
  15. Good luck with growing your org.
  16. An arena battle that takes place in the sky could be very interesting to watch.
  17. Build it and they will come. I look forward to seeing where this goes.
  18. This. So while it is technically possible, you will need quite a bunch of help to pull off the larger ships in any decent timeframe.
  19. First off, welcome to the forums. That is a hefty first post where most just say "hi". As for the comments, yes I would love a customizable weapon system, but I wonder why people always stop at weapons. Why not expand the system to be able to customize a whole lot more? Let's have a quick look at potential customization weapons systems that could be implemented: 1) The whole hog. In this implementation, everything can be changed. From the look and feel of the weapon, to whether it spouts fire, plasma or lasers. Special components can be added or removed to make each weapon unique and handle differently. Effectively a weapon is another voxel construct. But this system has some drawbacks: it is costly to develop components and balance them and also there is the cost of just viewing the many different creations. 2) Limited visual customization. A bit less freedom than the first option but still has a bunch of components that could be added to a weapon to upgrade it and give the element a slightly different look. This requires less runtime processing but requires more models to be created up front and, again, the components need balancing. 3) Scripting with no visual changes. 1 element to rule them all. And functionality can be changed via scripting. This option may not be as visually appealing but it may be much more powerful than the first two "pre-set" options. The downside of this is developing the scripting API and it also has a much high bar for entry: not everyone will be able to DU it. DU is going with 3. Maybe later further visual customizations can be made to elements and avatar items in general, but I only see this being implemented after release, if at all. Side note: There is no scripting planned for avatar worn/held items AFAIK, so having any sort of player driven customization for these would be a big plus, though again it is not core functionality.
  20. This is entirely correct, to the point, informative and lacking in snark. You feeling alright? We know there will be LUA for the functional scripting, for interfaces there will be CSS and hopefully some HTML.
  21. A Core provides an area you can build in. You cannot build outside that area. With core linking (if NQ go this route) it does raise the issue of whether cores should be removable at all. But yes, a solution could be to not allow the removal of a core if 1) it leaves any voxel or element outside of the new building area and 2) does not break the ship into multiple disconnected parts or disconnected build areas.
  22. I would think that each core gives an ever increasing building area based on the size of the core, but the largest is not infinite, just very big. Then to build even larger constructs, cores would be linked to make ever larger constructs. Course, the more cores the more expensive the construct would be. Though NQ might have a completely different way of doing things. We will find out...soonTM.
  23. These flags look... like flags. Which is a good thing. An entertaining watch on designing flags: Why do flags look boring? It's by design. https://www.quora.com/Why-are-most-countries-flags-rather-boring-and-unimaginative
  24. This has not been finalized. I would lean towards 'maybe'. No. No. For destroying a planet? If it were possible (which it isn't, just have to clear that up), you would make quite a few people unhappy. The people that lived there for one. And those planet huggers. Collision damage is currently not planned for Dual Universe, not due to technical constraints but as an choice. There are other threads that cover this in more detail and an Ask Me Anything that answers this exact question. Quite well, I would imagine. But there are other reasons why this will not be included.
×
×
  • Create New...