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AlexWright

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  1. Like
    AlexWright got a reaction from Vyz Ejstu in Cerberus Expeditionary Fleet [Recruitment, PvE, RP]   
    Cerberus Expeditionary Force
     

     
     
    Desolation.
     
    That one word comprises ninety-eight percent of our known universe. When compared to that, what can we hope to achieve, to accomplish? The answer is knowledge. The vast expanse that we live in is filled with many things, even if they are not easily recognizable. Join us on our mission; to be the first people to set foot on unknown worlds, to fly in unknown space, to be a part of that infinite desolation. While a member of our research fleet, with the Expeditionary Support Ship [E.S.S] Providence, you are free to explore the boundless depths of knowledge that this universe has to offer.
     
    In finem, pro scientia.
    In the end, knowledge.
     
    -Fleet Commander Alexander Romulus Wright
     

     
    What we do:
     
    The Cerberus Expeditionary Fleet focuses primarily on PvE gameplay, with some roleplay thrown in.Our main goal will be to catalog new solar systems and the planets they contain, and find what resources the unexplored areas of the game world present. This information will be distributed freely among all members of the Expeditionary Fleet for their purposes. The C.E.F. is not unknown to work with those who would like to contract the fleet to find new resources for production or campaigns. The main goal of this Fleet is exploration and documentation. There are three main parts of the fleet:
     
    Security Force: These are the members of the Fleet who are there for the protection of the scientific research vessels. Fighters, cruisers, and frigate pilots would generally find a place here. This part of the fleet would answer to the Chief Security Officer on-board the Providence.
     
    Research Force: These are the members of the Fleet who are there for researching planets and solar systems to find untapped resources. These members will likely be flying vessels outfitted with optimized scanning equipment, or have particular skill sets that allow them to help this part of the Fleet. This part of the fleet would answer directly to the Chief Science Officer.
     
    Supply Force: These are the members who fly freighters and haulers, keeping the Fleet supplied and stocked with the everyday essentials. This part of the fleet would answer directly to the Chief Logistics Officer.
     
    Granted, these three parts of the Fleet are all interconnected and work together for the main overall purpose. For various reason, these forces are subject to change (primarily because this game has not launched yet). Anyone interested or willing to take on various roles are more than welcome to get in touch.
     

     
    Who we are:
     
    The Cerberus Exploration Fleet is open and available to all English-speaking players. Generally, our timezone will be based around North American times (Eastern to Pacific), but if we can find those willing to lead in other time zones, this can and will be expanded.
     

     
    Questions? Comments? Concerns?
     
    Please feel free to ask away! At this point in time, I am merely garnering interest in this type of Expeditionary Fleet.
  2. Like
    AlexWright got a reaction from yamamushi in Notating which Player or Group Discovers a Planet   
    A neat concept from No Man's Sky:
     
    It would be nice to have a system that would either:
     
    1. Allow a system whereby the player and/or group name which discovers a planet, solar system, or star to be displayed when that object is either neared or targetted.
     
    2. Allow for the player and/or group which discovers a planet, solar system, or star to name that entity.
  3. Like
    AlexWright reacted to TiggerzFunBagz in Cerberus Expeditionary Fleet [Recruitment, PvE, RP]   
    Just a colonist but I would love to apply for a job in the Security force, is there much room for promotion? Are we able to  move between roles if needs permit? Hope to hear from you soon!

    ​PS
    I'm going to be putting a lot of hours straight from launch, love voxel games and space so this is great. I'm usually very involved with Guild's/Alliances/Crews so you can expect a decent hard working fun player if you let me join would love to jump on the game for launch with a plan in action with you guys!
     
  4. Like
    AlexWright got a reaction from TiggerzFunBagz in Cerberus Expeditionary Fleet [Recruitment, PvE, RP]   
    Shameless bump, still recruiting!
  5. Like
    AlexWright got a reaction from TiggerzFunBagz in Cerberus Expeditionary Fleet [Recruitment, PvE, RP]   
    Cerberus Expeditionary Force
     

     
     
    Desolation.
     
    That one word comprises ninety-eight percent of our known universe. When compared to that, what can we hope to achieve, to accomplish? The answer is knowledge. The vast expanse that we live in is filled with many things, even if they are not easily recognizable. Join us on our mission; to be the first people to set foot on unknown worlds, to fly in unknown space, to be a part of that infinite desolation. While a member of our research fleet, with the Expeditionary Support Ship [E.S.S] Providence, you are free to explore the boundless depths of knowledge that this universe has to offer.
     
    In finem, pro scientia.
    In the end, knowledge.
     
    -Fleet Commander Alexander Romulus Wright
     

     
    What we do:
     
    The Cerberus Expeditionary Fleet focuses primarily on PvE gameplay, with some roleplay thrown in.Our main goal will be to catalog new solar systems and the planets they contain, and find what resources the unexplored areas of the game world present. This information will be distributed freely among all members of the Expeditionary Fleet for their purposes. The C.E.F. is not unknown to work with those who would like to contract the fleet to find new resources for production or campaigns. The main goal of this Fleet is exploration and documentation. There are three main parts of the fleet:
     
    Security Force: These are the members of the Fleet who are there for the protection of the scientific research vessels. Fighters, cruisers, and frigate pilots would generally find a place here. This part of the fleet would answer to the Chief Security Officer on-board the Providence.
     
    Research Force: These are the members of the Fleet who are there for researching planets and solar systems to find untapped resources. These members will likely be flying vessels outfitted with optimized scanning equipment, or have particular skill sets that allow them to help this part of the Fleet. This part of the fleet would answer directly to the Chief Science Officer.
     
    Supply Force: These are the members who fly freighters and haulers, keeping the Fleet supplied and stocked with the everyday essentials. This part of the fleet would answer directly to the Chief Logistics Officer.
     
    Granted, these three parts of the Fleet are all interconnected and work together for the main overall purpose. For various reason, these forces are subject to change (primarily because this game has not launched yet). Anyone interested or willing to take on various roles are more than welcome to get in touch.
     

     
    Who we are:
     
    The Cerberus Exploration Fleet is open and available to all English-speaking players. Generally, our timezone will be based around North American times (Eastern to Pacific), but if we can find those willing to lead in other time zones, this can and will be expanded.
     

     
    Questions? Comments? Concerns?
     
    Please feel free to ask away! At this point in time, I am merely garnering interest in this type of Expeditionary Fleet.
  6. Like
    AlexWright got a reaction from Ghezra in Cerberus Expeditionary Fleet [Recruitment, PvE, RP]   
    Cerberus Expeditionary Force
     

     
     
    Desolation.
     
    That one word comprises ninety-eight percent of our known universe. When compared to that, what can we hope to achieve, to accomplish? The answer is knowledge. The vast expanse that we live in is filled with many things, even if they are not easily recognizable. Join us on our mission; to be the first people to set foot on unknown worlds, to fly in unknown space, to be a part of that infinite desolation. While a member of our research fleet, with the Expeditionary Support Ship [E.S.S] Providence, you are free to explore the boundless depths of knowledge that this universe has to offer.
     
    In finem, pro scientia.
    In the end, knowledge.
     
    -Fleet Commander Alexander Romulus Wright
     

     
    What we do:
     
    The Cerberus Expeditionary Fleet focuses primarily on PvE gameplay, with some roleplay thrown in.Our main goal will be to catalog new solar systems and the planets they contain, and find what resources the unexplored areas of the game world present. This information will be distributed freely among all members of the Expeditionary Fleet for their purposes. The C.E.F. is not unknown to work with those who would like to contract the fleet to find new resources for production or campaigns. The main goal of this Fleet is exploration and documentation. There are three main parts of the fleet:
     
    Security Force: These are the members of the Fleet who are there for the protection of the scientific research vessels. Fighters, cruisers, and frigate pilots would generally find a place here. This part of the fleet would answer to the Chief Security Officer on-board the Providence.
     
    Research Force: These are the members of the Fleet who are there for researching planets and solar systems to find untapped resources. These members will likely be flying vessels outfitted with optimized scanning equipment, or have particular skill sets that allow them to help this part of the Fleet. This part of the fleet would answer directly to the Chief Science Officer.
     
    Supply Force: These are the members who fly freighters and haulers, keeping the Fleet supplied and stocked with the everyday essentials. This part of the fleet would answer directly to the Chief Logistics Officer.
     
    Granted, these three parts of the Fleet are all interconnected and work together for the main overall purpose. For various reason, these forces are subject to change (primarily because this game has not launched yet). Anyone interested or willing to take on various roles are more than welcome to get in touch.
     

     
    Who we are:
     
    The Cerberus Exploration Fleet is open and available to all English-speaking players. Generally, our timezone will be based around North American times (Eastern to Pacific), but if we can find those willing to lead in other time zones, this can and will be expanded.
     

     
    Questions? Comments? Concerns?
     
    Please feel free to ask away! At this point in time, I am merely garnering interest in this type of Expeditionary Fleet.
  7. Like
    AlexWright got a reaction from CanadianKarbon in AI Scripting   
    Alright, so here's some ideas I've come up with (I'm still in the process of learning LUA scripting, you'll have to forgive me if I'm missing something). This is something I'm working on for members of the C.E.F.
     
    Essentially, it would be multiple scripts running throughout the fleet. My only concern, of course, is that they wouldn't allow scripts from multiple sources to call or contact each other, which is possible. This also assumes that IFF is going to be something you can reference while scripting, or from scanning the area. We already know that you will be able to have Eve-like ratings for other entities, such as neutral, unfriendly, or friendly. Assuming we can call to those functions, and output a vocal or text statement, then something like this should be possible:
     
    1. Core.lua (I'm just using the .lua to represent different iterations of the script across multiple "devices").
    This is the common core which prompts all other scripts to run, usually aboard the main fleet vessel. Alternatively, if you didn't want one single vessel in charge of all of your operations, this could be on a smaller support ship.
     
    2. Member.lua
    This assigns the ship that this script is running from a "key".
     
    3. Security.lua
    This script would be aboard the security part of your fleet, which would then call to approaching member.lua files, checking the "key" generated from that source against a list loaded in...
     
    4. Syssec.lua
    Essentially just a database of allowed "keys". Security.lua would use this to check incoming keys to make sure they match accepted personnel. If you wanted, this could just be part of Core.lua.
     
    Then, when a check passes, it would allow the incoming ship/vehicle/vessel to dock/land/whatever without triggering a system wide alert. However, if the incoming check fails, you could move on to having a script send out an alert to all nearby allied vessels through the security script. It could also forward power to defenses such as shields, weapons, etc. Essentially, just an automated way to enter into "red alert" throughout a fleet. I'm still working on getting the Member lua working, Core should be working at this point, but testing it is proving difficult without the other parts. It executes just fun, but that's meaningless if it doesn't do much.
  8. Like
    AlexWright reacted to Wardion2000 in AI Scripting   
    Umm.  If such a functionality were to exist I believe it would use a specifically designed skill and equipment like ECM in E.V.E.  As cool as it seems to create a LUA program to infect your enemies systems, keep in mind that would be an ACTUAL computer virus and bring with it all the troubles that plague computer systems in the REAL world.
  9. Like
    AlexWright got a reaction from MatzaJew in Biological ships   
    This reminds me of Hive ships from Stargate Atlantis. I like the idea.
  10. Like
    AlexWright reacted to Kambalo in Cerberus Expeditionary Fleet [Recruitment, PvE, RP]   
    Are you actively recruiting right now or later on when the game is in beta stage? I would like to join your crew, I am an avid lover of space exploration, astro-archaeology and space flight. I am 52 years old, love sci fi and will love to see this game coming to fruition.
  11. Like
    AlexWright got a reaction from Bladekyle in Stargates: Functionality?   
    Alright, bear with me here for a minute.
     
    Of all of the forms of travel that are currently mentioned in DevBlogs or here on the forums from the devs themselves, Stargates most piqued my interest. As I will be leading an expeditionary fleet out into the far-flung regions of space, how could they not? My comments, and questions, are directed mainly at their functionality. In part, because to be functional is their main use, but also because I am attempting to sort all of this out in my head to have a plan to execute and go forward with. Or, at the very least, aspirations.
     
    So, there are a few ways that stargates could function in this game, let's go over that here.
     
    1. Stationary Stargates, One Point to Many Points.
    This would basically function like the Stargates in the famous TV series (SG1, Atlantis, Universe). You attempt to dial in random sequences of numbers, letters, etc. This would mean that each stargate would have a unique "ID" or "Key" that would then link to the "network" of gates around the universe. Handy, true, but also impractical. Think about it, if this were the way stargates worked in DU, anyone could stage an entire fleet around a single stargate, and invade anywhere, at anytime, without notice at any gate within the network, so long as they knew the unique ID of that gate. This lacks security, unless there could be built in security measures (Shields, Irises, etc). Not only that, but this would be extremely complicated to pull off.
     
    2. Stationary Stargates, One Point to One Point
    Essentially, stargate "pairs". Gate #13156 can only connect to Gate #25719, and only after the two gates have been paired together. These could be small installations for use by personnel (As a Normal Gate would be), as most are on the aforementioned show, or extremely large superstructures (Think Ori Supergates). This would mean you could plant one on a planet (and heavily fortify it), and have one on a command ship somewhere else for simple personnel transport; or you could build two massive superstructures to move your entire fleet around at once.
     
    3. Mobile Stargates, One Point to Many or One Point
    The same as above, only mobile once placed and activated.
  12. Like
    AlexWright reacted to KlatuSatori in Shields Please   
    It's not about it being a cakewalk, it's about having the rock to break the scissors. It's about having balanced, well considered defences.
     
    All I'm saying is there should be a vast array of choices for defences. Shields should be one of your choices, not necessarily the best or worst choice, just a choice.
  13. Like
    AlexWright got a reaction from Zen001 in Shields Please   
    Indeed why build the wall? Well for one it's a hard structure and won't fail if your power generator is hit. Second, and this has nothing to do with the first (tangent) I now want to build a shield bridge (light bridge?) That I can switch off should enemies on foot attempt to attack my base.
     
    I also forgot about the other property, and this may be where the devs compromise or get interesting: passive armor. Or for that matter forms of armor. If the devs decide that shields cannot stop projectiles weaponry, then we must assume that armor becomes involved. There's many types here too, with different properties.
     
    Ablative armor: if a section gets hit, that section falls away and exposes a new armor segment below it. Constraints would be weight and the amount of layers at your disposal.
     
    Whipple shielding: technically a modern day armor already in use.
     
    Reactive arnor: gel filled or some sort of other thing that reduces impact ballistics.
     
    Etc etc, ad nauseum. Point is, we could get quite creative in this regard too...damn, tangent again, sorry.
  14. Like
    AlexWright got a reaction from Zen001 in Shields Please   
    Well are in the realm of Science fiction. Because of that, I don't see the issue with many forms of shields for different puposes.
     
    I agree that there do have to be drawbacks, but I belive that those are relatively easy to implement. Larger shields require more power, which requires a larger reactor, which requires more fuel, which requires more resources. Maybe shields recharge slowly but have a ton of EHP making them good for seiges. Maybe they recharge quickly but don't have a lot of strength, better for quick ship to ship battles but terrible for seiges. The point is in a game touted for player choice, let us decide what's best. There will always be some form of superweapon, and counters to it (infiltrate corporation and sabotage, etc).
     
    I am sure that the developers have taken the time to work some of these systems out already, and unfortunately until we have more information, all we can do is speculate and provide opinion. Let me be clear: yes there have to be drawbacks, but there should also be ways to combat or counteract those drawbacks as well.
  15. Like
    AlexWright got a reaction from Zen001 in Shields Please   
    Well, in all honesty there could be multiple types of shields. You say they shouldn't be able to stop projectiles, ships or people, but the fact of the matter there are many types of theorized shields. Plasma windows are one possibility, these use charged plasma to generate an impermeable barrier for gasses, but not much else (think the hangar shields from star wars).
     
    Then there are defense shields which use magnetics or deflection or some other variation of handwavium to stop beam weapons and plasma weapons. There is still bleed through on projectile weaponry (think star trek shields).
     
    Then there are bubble shields (Ala halo) which protect against a lot of damage but either have a very slow recharge or are destroyed or depleted when used.
     
    The above merely reflects that there are or could be multiple types of shields, and it would be up to the player(s) to determine how many and what type they would like to implement on their ships and other constructs.
  16. Like
    AlexWright reacted to NQ-Nyzaltar in DevBlog: Builder gameplay, Voxel Tools & Elements   
    Yes, there will be different sizes for each type of weapon turret
     
    Best regards,
    Nyzaltar.
  17. Like
    AlexWright reacted to norab7 in DevBlog: Monetization, player happiness and economic viability   
    Never ever in my life will I ever enjoy Pay 2 Win games. EVER....
     
    Even the thought of that being a part of DU makes me feel sick, any and all items sold in a store for the game should be cosmetic/aesthetic and not serve a purpose other than skins and ornaments. 
     
    There are plenty of games I've played where they've prided themselves on how it's free and you can do everything 'paying player' can do if you spend the time they just have a slight advantage ect ect and it's all supposed to be nice and fair..
     
    But what they don't tell you is that if you want to be on equal footing with someone who's just spent £20 in game you would need to play 100hours +... when they don't need to spend any time on anything they just have it.
     
    THAT IS NOT FUN.. That is giving advantage to the Rich and screwing the poor or on the worst outlook of it, it is pure GREED.
     
    Of course I've only ever seen this happen with games that are F2P and have a cash shop, but the cash shop is the problem not the F2P part. I do NOT want to see things in the store that would reduce someones playing time by 10's of hours simply because they've paid for it if DU is going to be Subscription base. If DU was F2P, go for it, you need to make money somewhere, but as it is not, this would Infuriate me beyond words and I would probably not play more than a couple of hours.
     
    Sub based with no cash incentivized pay2win shop and i'll play forever.
     
    nora,
  18. Like
    AlexWright got a reaction from Zen001 in The Black Hole of Enthusiasm   
    This, for the love of all the gods, this. The issue, of course, is that rational members who post polite and respectful responses while members may not make great moderators. "Absolute Power Corrupts, Absolutely" absolutely applies to anyone. However, one thing that I have noticed so far is that most of the people here (maybe we should poll this) seem to be over the age of 20 (Sorry if I'm mistaken!). So this may or may not be an issue with this community. We'll have to wait it out and see.
  19. Like
    AlexWright reacted to OnePercent in Stargates: Functionality?   
    Stargates would be sick, no other MMO actually has them as depicted like in the films and shows. 
  20. Like
    AlexWright got a reaction from TheDoctorUK in Eve-online player taking a butchers   
    If you can build it, you can fly it. /shrug.
  21. Like
    AlexWright reacted to Carl_Talbot in Eve-online player taking a butchers   
    Hello All,
     
    Old Carl here from BSC Legion (corp) TNT (alliance)
     
    I always had high hope the CCCP would have followed Traveller game play mechanics. But at last that dream failed. While I have enjoined my time in Eve. The fact I was stuck in a pod a single pilot in control of a ship seems to me a fail. In Traveller a ship is controlled by several crew members allowing each individual's skills to contribute to the whole. There are many single person shooter games out there but none that allow a group of people to fly a single ship. The universes cries out for this type of game mechanics backed up by space opera. 
     
    So here's hope some one in development of Dual will listen and research what I'm pointing at.
  22. Like
    AlexWright got a reaction from Gerald_Deemer in secure your builds in a non safety zone   
    Oh please, it's just a bit of fun.
     
    Moving on to the topic at hand, I do agree with Nora that a virtual reality inside the real virtual world would be an interesting concept, and one that would likely be able to correct the imbalanced ratio of builders to destroyers. However, we must also realize that there are other factors which we are probably unaware of at this time. For instance:
     
    You would still need materials to be able to build something. While you can design something in the virtual reality realm of the real-space within the game world, this would merely be a representation likely generating a blueprint for use afterwords. This allows you merely the option to design in peace, you still would not be able to build in peace unless you plan to build within the confines of arkified territory (including the territory surrounding the arkship).
     
    This then comes down to the size and scope of the project. How large is that vessel? Would it extend over multiple territories, making parts of the building process safe and parts not? You probably would not be able to build some megqstructures near a planets surface, and therefore must build in unsecured space around a planet.
     
    It really all comes down to the fact that while you might be able to design in peace, building in peace requires forethought and willingness to see that work through, regardless of the outcome.
  23. Like
    AlexWright got a reaction from Dreamstar in Water World   
    Eh, this could happen on a gas giant too. Giant space whales notwithstanding.
  24. Like
    AlexWright reacted to NQ-Nyzaltar in Merchandise?   
    Hi everyone,
     
    On this topic, we have already in mind a list of possible physical goodies that might be included in the kickstarter pledges:
    - Poster
    - Postcard
    - Sticker
    - Arkship Passenger ID Card
    - T-shirt
    - Keychain
    - 3D Print
    - Physical Artbook
    - Original Soundtrack CD
    - Dual Universe USB Key
     
    Of course, we remain open to other ideas!
     
    Important: materializing these ideas will depend on several factors.
    We will need to find the appropriate partners to make these goodies
    The cost will need to be decent as it would kill the purpose of asking help through crowdfunding if physical rewards take a part too big of the pledges.
    The involved goodie needs to be popular enough among the community.
     
    To have an online store where we would sell Dual Universe goodies is an interesting idea too.
    However, we don't see this as something we would have right for the alpha. This costs a significant amount of money to put such thing in place. And we currently prefer to put that money in developing the game.
     
    Best regards,
    Nyzaltar.
  25. Like
    AlexWright reacted to KlatuSatori in Notating which Player or Group Discovers a Planet   
    I imagine this could be taken much further in DU than in E:D.
     
    Naming stars / solar systems?
    Naming planets and moons?
    How about naming continents or oceans?
    Or naming individual territory tiles?
    Renaming them if you claim them?
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