Jump to content

Kiklix

Alpha Team Vanguard
  • Posts

    324
  • Joined

Reputation Activity

  1. Like
    Kiklix got a reaction from 1stLt_awol in COPS - Coalition Of Pirates & Smugglers   
    ​Cops has been disbanded. Sorry for wasting your time. This was a lone decision by Kiklix and does not reflect the other legate lady astrum nor the members.
     
     
    ​The following are the answers to why COPS has been disbanded.
     
    Drama:  Certain populous organizations and their legate have been concocting rumors about COPS. Legates from other some what populous organizations have made assumptions about COPS and presented these as facts. In every case these people are wrong and only serve to create drama. There is no reason for all the hate I have received and COPS has received. I am done 'playing' with a community full of children.
     
    ​EDIT: Removed this section due to clarification by Novaquark.

    ​​I would like to thank everyone who made the decision to join cops. I am sorry it could not pan out. I wish you all well, I wish Novaquark the best.
     

     
     
     
    COPS - Coalition Of Pirates & Smugglers.   The arkships landed. We woke anew, scared, unsure. Groups formed, factions aligned. Power corrupted. For all the efforts to save our species, the millennia we traveled, we reverted almost instantly back to that old human nature. Not even extinction could change our habits, our instinct.   We have all been there. Watching and witnessing the mega-corporations metastasize and feed off the livelihood of the less fortunate. Class warfare, poverty, slavery...being forced to work by some clown sitting at the top of his ivory tower barking commands. I’ve had enough of it, most likely so have you. It’s time to break from those chains and live a free life. It ain’t easy, ain’t too much glory, but it’s honest (for the most part) and fair.  We are a coalition, a collaboration,  a consortium, a conspiracy, a communion,  a clan, a crew, a club, a confederation, a confederacy collecting cohorts connected, conjoined, combining efforts to be a free people, free from tyranny, terror and totalitarianism.       WHAT IT'S LIKE:   Ever want to pilot the Millenium Falcon? Ever dream to have a crew who works together like Firefly? You want to be that solo guy who searches for bounties like Boba Fett and his Slave I?   This is how we dream to play and we intend to play this way. However Dual may require efforts from a  larger group. If this is true, we just want to have a system in place so that people can come together to fullfill their visions. We want solo play, but under the safety net of a larger organization.     WHAT WE ARE NOT:   ​We are NOT GRIFERS. COPS are pirates, smugglers, outcasts, ninjas, mercenaries in the ROLE play sense, NOT in the griefing sense.  
    THE BREAKDOWN:   • Enrollment: Some will get invited, some will inquire. If you want to be part of a free alliance just ask.
    • Primary language: English and gibberish.
    • Timezone: Only mega corps keep up with time.
    • Goal:  Solo or co-op gameplay within a larger group. We all like to do our own thing, but somtimes you need to be part of something larger or you will get left behind.  
    COPS is an organization created and designed to bring together like minded people who prefer to play solo without constraints of typical guild requirements (be here on X day, at Y time to raid Z...ya its tiresome).  We realize people have limited time to play and that real life takes place first. That being said, Dual Universe looks like this might be a game where cooperation and collaberation are keys to success. If we find this to be true, there might be more expected collaborative gamplay required. We don’t want to force anything on anyone, but just ask people to step up if it is required to do so.  In the end it’s not about making a large guild rich, its about making sure your needs are met, our mutal needs are met. We endevor to create an enviroment where co-op game play is actually fun and rewarding.    
    SO WHAT'S IN IT FOR YOU?   • Security: Safety in numbers.
    • Community: A network of people to work together with if so desired.
    • Freedom: Free to play your way but with the undertanding that freedom requires effort and work. There will be times we need to work together, its the only way to keep an alliance strong.
    • A Trade network. Not sure how Dual is going to work with trade, but within a group there will be communication lines. We will be able to trade with each other and help keep our alliance strong.
    • Veteran ship builders: We have members who have crafted some of the finest voxel ships to ever exist.  Our fleet will impress, this I can promise.
    • Veteran home builders: We have members who have crafted some of the finest voxel sci-fi mega structures to exist. Our home world wont look like a cut rate hostel.
    • PVP: Lets face it, even if you only care for PVE, PVP might and will happen at some point. If you intend to fly in a ship, once you are out of the ark safe zone, pvp will happen. We intend to create smart ship designs that will help to ensure pvp victories, but you will need to know how to fly it.
    • PVE: We know some people have no interest in PVP. Hopefully we can get a civilization started with trade, harvesters, crafters etc. It’s good to have folks who specialize in these categories.
    • Exploring: It’s at the heart of Dual Universe, of course we will explore!
    • If i can be done in Dual, we intend on experiencing that content in one way or another.  
    GOVERNMENT:   Don’t really intend on having some massive over inflated group of power hungry people running the show. I have no interest in that, however there does need to be a head or some form. Castles have kings, homes have breadwinners. Even a pack of wolves looks to their Alpha. I intend on holding the main key of power or have it distributed among a very close group of friends. Those who know me know I fight tooth and nail for the little guy, for honesty and integrity. I have no intent on telling you how to play or what to do...but internal conflicts will occur and those will need to be resolved. We want everyone to be happy and to play together...its the best recipe for success. 
       
    If COPS sounds like a style of gamplay that you find appealing, speak to Kiklix or LadyAstrum.
     
  2. Like
    Kiklix got a reaction from Atmosph3rik in Form Voltron?   
    I would love to see something like Voltron or some of the old Japanese combiners like Voltes, Combattler V, Dancouga, or even Devestator. It might be some time before stuff like this can be made, as Dual needs to get the foundational systems of the game in place, but it would be super cool! Especially if there were gnarly effects and sounds when the units come together with a solid clunk and che chee sound coupled with a powerup flash
  3. Like
    Kiklix reacted to DarkTemplar in Aeonian Federation [Now Recruiting]   
    Given the recent discussions on the forums surround the organization known as COPS, I would like to once again reaffirm that members of COPS, self-proclaimed pirates though they may be, are nevertheless entitled to certain rights just as the rest of the community is.
     
    The right to form one's own organization, and the right to join an organization which one may find interesting, are given privileges that should not be subject to attempted sabotage or other malicious tactics, merely because that organization or individual's ideology is disagreeable to some. If said entity were to intentionally detract from another entity's ability to enjoy the community and Dual Universe, then counteractive measures are entirely justified. However, ridiculing or committing hate crimes based merely on disagreeable ideals is under nearly all circumstances improper and toxic.
     
    With that said, Cinderfall (collectively) is not one to tolerate such noxious behavior directed toward any party in the community. As such, while we would be overstepping ourselves with a complete endorsement of the Coalition, we do extend a feather of support to COPS concerning this matter, and discourage any further hating on COPS or its members.
     
    Birds of a feather flock together, not to be shot down by some disrespectful person.
     
    Dark
    CSYN Prime Ambassador
  4. Like
    Kiklix reacted to Cybrex in COPS - Coalition Of Pirates & Smugglers   
    COPS is having another game night this upcoming Saturday!
     
    Date: 8/6
    Time: 16:00 CST
    Game: Stellaris
    Voice Chat: COPS Discord (PM for invite to the discord.)
     
    I hope to see a lot of COPS members show up for some galactic conquest! And again, anyone from the Dual Universe community is welcome.
  5. Like
    Kiklix got a reaction from DarkNovation in COPS - Coalition Of Pirates & Smugglers   
    ​Cops has been disbanded. Sorry for wasting your time. This was a lone decision by Kiklix and does not reflect the other legate lady astrum nor the members.
     
     
    ​The following are the answers to why COPS has been disbanded.
     
    Drama:  Certain populous organizations and their legate have been concocting rumors about COPS. Legates from other some what populous organizations have made assumptions about COPS and presented these as facts. In every case these people are wrong and only serve to create drama. There is no reason for all the hate I have received and COPS has received. I am done 'playing' with a community full of children.
     
    ​EDIT: Removed this section due to clarification by Novaquark.

    ​​I would like to thank everyone who made the decision to join cops. I am sorry it could not pan out. I wish you all well, I wish Novaquark the best.
     

     
     
     
    COPS - Coalition Of Pirates & Smugglers.   The arkships landed. We woke anew, scared, unsure. Groups formed, factions aligned. Power corrupted. For all the efforts to save our species, the millennia we traveled, we reverted almost instantly back to that old human nature. Not even extinction could change our habits, our instinct.   We have all been there. Watching and witnessing the mega-corporations metastasize and feed off the livelihood of the less fortunate. Class warfare, poverty, slavery...being forced to work by some clown sitting at the top of his ivory tower barking commands. I’ve had enough of it, most likely so have you. It’s time to break from those chains and live a free life. It ain’t easy, ain’t too much glory, but it’s honest (for the most part) and fair.  We are a coalition, a collaboration,  a consortium, a conspiracy, a communion,  a clan, a crew, a club, a confederation, a confederacy collecting cohorts connected, conjoined, combining efforts to be a free people, free from tyranny, terror and totalitarianism.       WHAT IT'S LIKE:   Ever want to pilot the Millenium Falcon? Ever dream to have a crew who works together like Firefly? You want to be that solo guy who searches for bounties like Boba Fett and his Slave I?   This is how we dream to play and we intend to play this way. However Dual may require efforts from a  larger group. If this is true, we just want to have a system in place so that people can come together to fullfill their visions. We want solo play, but under the safety net of a larger organization.     WHAT WE ARE NOT:   ​We are NOT GRIFERS. COPS are pirates, smugglers, outcasts, ninjas, mercenaries in the ROLE play sense, NOT in the griefing sense.  
    THE BREAKDOWN:   • Enrollment: Some will get invited, some will inquire. If you want to be part of a free alliance just ask.
    • Primary language: English and gibberish.
    • Timezone: Only mega corps keep up with time.
    • Goal:  Solo or co-op gameplay within a larger group. We all like to do our own thing, but somtimes you need to be part of something larger or you will get left behind.  
    COPS is an organization created and designed to bring together like minded people who prefer to play solo without constraints of typical guild requirements (be here on X day, at Y time to raid Z...ya its tiresome).  We realize people have limited time to play and that real life takes place first. That being said, Dual Universe looks like this might be a game where cooperation and collaberation are keys to success. If we find this to be true, there might be more expected collaborative gamplay required. We don’t want to force anything on anyone, but just ask people to step up if it is required to do so.  In the end it’s not about making a large guild rich, its about making sure your needs are met, our mutal needs are met. We endevor to create an enviroment where co-op game play is actually fun and rewarding.    
    SO WHAT'S IN IT FOR YOU?   • Security: Safety in numbers.
    • Community: A network of people to work together with if so desired.
    • Freedom: Free to play your way but with the undertanding that freedom requires effort and work. There will be times we need to work together, its the only way to keep an alliance strong.
    • A Trade network. Not sure how Dual is going to work with trade, but within a group there will be communication lines. We will be able to trade with each other and help keep our alliance strong.
    • Veteran ship builders: We have members who have crafted some of the finest voxel ships to ever exist.  Our fleet will impress, this I can promise.
    • Veteran home builders: We have members who have crafted some of the finest voxel sci-fi mega structures to exist. Our home world wont look like a cut rate hostel.
    • PVP: Lets face it, even if you only care for PVE, PVP might and will happen at some point. If you intend to fly in a ship, once you are out of the ark safe zone, pvp will happen. We intend to create smart ship designs that will help to ensure pvp victories, but you will need to know how to fly it.
    • PVE: We know some people have no interest in PVP. Hopefully we can get a civilization started with trade, harvesters, crafters etc. It’s good to have folks who specialize in these categories.
    • Exploring: It’s at the heart of Dual Universe, of course we will explore!
    • If i can be done in Dual, we intend on experiencing that content in one way or another.  
    GOVERNMENT:   Don’t really intend on having some massive over inflated group of power hungry people running the show. I have no interest in that, however there does need to be a head or some form. Castles have kings, homes have breadwinners. Even a pack of wolves looks to their Alpha. I intend on holding the main key of power or have it distributed among a very close group of friends. Those who know me know I fight tooth and nail for the little guy, for honesty and integrity. I have no intent on telling you how to play or what to do...but internal conflicts will occur and those will need to be resolved. We want everyone to be happy and to play together...its the best recipe for success. 
       
    If COPS sounds like a style of gamplay that you find appealing, speak to Kiklix or LadyAstrum.
     
  6. Like
    Kiklix got a reaction from devu in Toxic fumes on the rise   
    No question that some toxicity has been going on, it's usually the same group of people. I would not put too much stock into it, just ignore them (or report them) and move on.
     
    People who argue just to get the last word vs engaging in a thoughtful discussion are simply not worth the time. You will also have groups of people who fail to see the forest for the trees, with these folks you just have to move on. They are incapable of comprehending the greater view more often than not and are stuck in their own bias never realizing a wider perspective, or understanding the crux of the conversation.
     

  7. Like
    Kiklix got a reaction from Tbagger98 in Dual Universe Today Magazine - A Porcocorp Media Publication   
    We are not a hoax.
  8. Like
    Kiklix got a reaction from CyberCrunch in What kind of elements (props) would you like to see in game?   
    As most of you are aware Novaquark is laying down the foundation for Dual Universe. They need to get the game in a strong alpha state before they launch their kickstarter campaign. This means that some of the purely aesthetic aspects of the game will have to come later on, like outfits, player customization etc.
     
    This thread is for those who would like to dream of the kinds of elements or "props" as they are called in some other games that they would like to see in dual.
     
    There are many different types of elements.
     
    • Active elements: Elements that have a function and will most likely be scriptable (rocket boosters, guns, conduits for energy transfer, etc).
    • Superficial elements: Elements that are made for decoration only. These are to help add atmosphere to a construct (pots/pans, soda cans etc).
    • Superficial Working elements: Elements like stoves, sinks, toilets. Elements that "work" in game with opening doors, flowing water etc, but have no function outside of immersive aspects.
    • Emitter elements: Elements that give off an effect such as lightning or electric arcs, waterfalls/flowing water, steam vents etc. These would fall under active elements in most cases.
     
     
    List what kind of active or superficial elements would you like to see ultimately in Dual Universe?
     
     
    I will start off with these:
     
     
    • Active elements:
    Ramp doors. Doors that extend outward to allow for easier ingress/egress into a ship style construct. Shield windows. Windows that have closable blast shields.  
    • Superficial elements:
    Desks Chairs Soda cans  
    • Superficial Working elements:
    Rotating fans. Fans that rotate at various speeds, couple well with steam vents. Spinning gears. Gears of various sizes that rotate to make mechanical looking machines.  
    • Emitter elements:
    Steam Vents that blow gusts of steam. Electric arcs. Heads up displays with the ability to change the color of the hud.  ​
  9. Like
    Kiklix reacted to lethak in What kind of elements (props) would you like to see in game?   
    some more ideas:
     
     
     
     
    Alarm Rotating Light (light emitter)
     
     
     
     
     
    ---------
     
    Alarm Flashing Light
     
    same functions and events as all above
     
     
     
     
     
     
    ------
     
     
    Alarm Sirene (sound emitter)
     
     
     
     
    ---------
     
     
    Alarm Bell (sound emitter)
     
    same functions and events as above
     
     
     
     
     
     
    ---------
     
     
    Flat Screens (all size, sleek looking)
     
    Curved Screens (all size)
     
    Static Display Panel (would not require power to operate, cannot be changed once defined, like Rust's wood panels)
     
     
    ------
     
    Global Positioning System / Inertial Navigation Unit (tl;dr: "YOU ARE HERE" on a planet, and in space )
    https://en.wikipedia.org/wiki/Inertial_navigation_system https://en.wikipedia.org/wiki/Global_Positioning_System ------ 
    IFF - Identification Friend or Foe
    Client: Broadcast (radar?radio?laser?) a user defined set of key/label like "callsign=DEIM Ship One" "type=passager transport" Server: automatically capable of telling if a given client is friend or foe. (no need to overcomplexify the game by adding top secret crypto codes etc) (wikipedia page) 
     
    ------
     
     
    Big searchlight
     
     
     
     
     
    IR Imagery / CCTV Camera
     
    can be used as sensor for lifeforms detection from orbit or within a construct
     
     
     
     
     
     
    ---------
     
     
     
    Small / Medium / Large Telescope (deep space ship detection, planetary exploration / survey)
     
     
     
  10. Like
    Kiklix reacted to Bella_Astrum in What kind of elements (props) would you like to see in game?   
    • Active elements: Maps/Star Maps, something that allows for navigation. Looks nice and has an important function. Scriptable robotic guards to attack enemies on sight.  Security cameras.
    • Superficial elements: Plants, decorative scanner devices, maps, pictures, stylish rugs, statues/ornaments.
    • Superficial Working elements: All you mentioned Kiklix, plus a mannequin to put armor on, chairs, beds, maybe a wardrobe, computer monitors.
    • Emitter elements: Particles, lazer lights    
  11. Like
    Kiklix got a reaction from Dhara in The Sex Offenders Registry - RECRUITING!   
    This is not really that hard guys. I laid it all out in the OP, with video links.
     
    Dhara has a link that helps to describe the kind of pirates we are (Noble Pirates). Keep in mind, you all are thinking sea faring pirates, not space pirates.
     
    http://futurewarstories.blogspot.com/2013/03/fws-topics-space-pirates.html
     
    We are in fact, a Coalition of Pirates & Smugglers...with some tag alongs.
  12. Like
    Kiklix got a reaction from wesbruce in What kind of elements (props) would you like to see in game?   
    As most of you are aware Novaquark is laying down the foundation for Dual Universe. They need to get the game in a strong alpha state before they launch their kickstarter campaign. This means that some of the purely aesthetic aspects of the game will have to come later on, like outfits, player customization etc.
     
    This thread is for those who would like to dream of the kinds of elements or "props" as they are called in some other games that they would like to see in dual.
     
    There are many different types of elements.
     
    • Active elements: Elements that have a function and will most likely be scriptable (rocket boosters, guns, conduits for energy transfer, etc).
    • Superficial elements: Elements that are made for decoration only. These are to help add atmosphere to a construct (pots/pans, soda cans etc).
    • Superficial Working elements: Elements like stoves, sinks, toilets. Elements that "work" in game with opening doors, flowing water etc, but have no function outside of immersive aspects.
    • Emitter elements: Elements that give off an effect such as lightning or electric arcs, waterfalls/flowing water, steam vents etc. These would fall under active elements in most cases.
     
     
    List what kind of active or superficial elements would you like to see ultimately in Dual Universe?
     
     
    I will start off with these:
     
     
    • Active elements:
    Ramp doors. Doors that extend outward to allow for easier ingress/egress into a ship style construct. Shield windows. Windows that have closable blast shields.  
    • Superficial elements:
    Desks Chairs Soda cans  
    • Superficial Working elements:
    Rotating fans. Fans that rotate at various speeds, couple well with steam vents. Spinning gears. Gears of various sizes that rotate to make mechanical looking machines.  
    • Emitter elements:
    Steam Vents that blow gusts of steam. Electric arcs. Heads up displays with the ability to change the color of the hud.  ​
  13. Like
    Kiklix got a reaction from Xorkil in What kind of elements (props) would you like to see in game?   
    As most of you are aware Novaquark is laying down the foundation for Dual Universe. They need to get the game in a strong alpha state before they launch their kickstarter campaign. This means that some of the purely aesthetic aspects of the game will have to come later on, like outfits, player customization etc.
     
    This thread is for those who would like to dream of the kinds of elements or "props" as they are called in some other games that they would like to see in dual.
     
    There are many different types of elements.
     
    • Active elements: Elements that have a function and will most likely be scriptable (rocket boosters, guns, conduits for energy transfer, etc).
    • Superficial elements: Elements that are made for decoration only. These are to help add atmosphere to a construct (pots/pans, soda cans etc).
    • Superficial Working elements: Elements like stoves, sinks, toilets. Elements that "work" in game with opening doors, flowing water etc, but have no function outside of immersive aspects.
    • Emitter elements: Elements that give off an effect such as lightning or electric arcs, waterfalls/flowing water, steam vents etc. These would fall under active elements in most cases.
     
     
    List what kind of active or superficial elements would you like to see ultimately in Dual Universe?
     
     
    I will start off with these:
     
     
    • Active elements:
    Ramp doors. Doors that extend outward to allow for easier ingress/egress into a ship style construct. Shield windows. Windows that have closable blast shields.  
    • Superficial elements:
    Desks Chairs Soda cans  
    • Superficial Working elements:
    Rotating fans. Fans that rotate at various speeds, couple well with steam vents. Spinning gears. Gears of various sizes that rotate to make mechanical looking machines.  
    • Emitter elements:
    Steam Vents that blow gusts of steam. Electric arcs. Heads up displays with the ability to change the color of the hud.  ​
  14. Like
    Kiklix got a reaction from devu in An editor independent form the game   
    The issue is that there is some progression in the game by building a ship in game with the available tools, if you allow outside meshes to be used this system is bypassed.
     
    I work with 3D software (Cinema 4D mostly, some maya under my belt) and I can see the appeal. The issue is progression will be skipped, instead of people working from small to medium to large to capital ships, someone could just plunk down a death star...this would cause major imbalances in pvp and would essentially break the game.
     
    Secondly. The game will have an in game market where the best designs (aesthetically and functionally) will sell, allowing for a mesh import would leave those who do not know 3D programs at a disadvantage. This would not be good for fair or balanced game play.
  15. Like
    Kiklix got a reaction from Astrophil in Aeonian Federation [Now Recruiting]   
    Video is nice. Love the CGI work, music is a bit over the top for my tastes but it works. I am guessing you used stock footage for the live clips?
     
    My only complaint is that you need to adjust the kerning on most of your typography. Much of the type reads terribly. This might escape the eyes of most but I picked up on it without looking for it. Outside of the kerning issues it's well done!
  16. Like
    Kiklix got a reaction from Ghoster in What kind of elements (props) would you like to see in game?   
    As most of you are aware Novaquark is laying down the foundation for Dual Universe. They need to get the game in a strong alpha state before they launch their kickstarter campaign. This means that some of the purely aesthetic aspects of the game will have to come later on, like outfits, player customization etc.
     
    This thread is for those who would like to dream of the kinds of elements or "props" as they are called in some other games that they would like to see in dual.
     
    There are many different types of elements.
     
    • Active elements: Elements that have a function and will most likely be scriptable (rocket boosters, guns, conduits for energy transfer, etc).
    • Superficial elements: Elements that are made for decoration only. These are to help add atmosphere to a construct (pots/pans, soda cans etc).
    • Superficial Working elements: Elements like stoves, sinks, toilets. Elements that "work" in game with opening doors, flowing water etc, but have no function outside of immersive aspects.
    • Emitter elements: Elements that give off an effect such as lightning or electric arcs, waterfalls/flowing water, steam vents etc. These would fall under active elements in most cases.
     
     
    List what kind of active or superficial elements would you like to see ultimately in Dual Universe?
     
     
    I will start off with these:
     
     
    • Active elements:
    Ramp doors. Doors that extend outward to allow for easier ingress/egress into a ship style construct. Shield windows. Windows that have closable blast shields.  
    • Superficial elements:
    Desks Chairs Soda cans  
    • Superficial Working elements:
    Rotating fans. Fans that rotate at various speeds, couple well with steam vents. Spinning gears. Gears of various sizes that rotate to make mechanical looking machines.  
    • Emitter elements:
    Steam Vents that blow gusts of steam. Electric arcs. Heads up displays with the ability to change the color of the hud.  ​
  17. Like
    Kiklix got a reaction from Bella_Astrum in What kind of elements (props) would you like to see in game?   
    As most of you are aware Novaquark is laying down the foundation for Dual Universe. They need to get the game in a strong alpha state before they launch their kickstarter campaign. This means that some of the purely aesthetic aspects of the game will have to come later on, like outfits, player customization etc.
     
    This thread is for those who would like to dream of the kinds of elements or "props" as they are called in some other games that they would like to see in dual.
     
    There are many different types of elements.
     
    • Active elements: Elements that have a function and will most likely be scriptable (rocket boosters, guns, conduits for energy transfer, etc).
    • Superficial elements: Elements that are made for decoration only. These are to help add atmosphere to a construct (pots/pans, soda cans etc).
    • Superficial Working elements: Elements like stoves, sinks, toilets. Elements that "work" in game with opening doors, flowing water etc, but have no function outside of immersive aspects.
    • Emitter elements: Elements that give off an effect such as lightning or electric arcs, waterfalls/flowing water, steam vents etc. These would fall under active elements in most cases.
     
     
    List what kind of active or superficial elements would you like to see ultimately in Dual Universe?
     
     
    I will start off with these:
     
     
    • Active elements:
    Ramp doors. Doors that extend outward to allow for easier ingress/egress into a ship style construct. Shield windows. Windows that have closable blast shields.  
    • Superficial elements:
    Desks Chairs Soda cans  
    • Superficial Working elements:
    Rotating fans. Fans that rotate at various speeds, couple well with steam vents. Spinning gears. Gears of various sizes that rotate to make mechanical looking machines.  
    • Emitter elements:
    Steam Vents that blow gusts of steam. Electric arcs. Heads up displays with the ability to change the color of the hud.  ​
  18. Like
    Kiklix reacted to Cybrex in COPS - Coalition Of Pirates & Smugglers   
    With last Saturdays success at Game Night, COPS will be hosting another one this Saturday! The game I have in mind for this one is Stellaris. It's a great 4X strategy game that has really taken off with the help of a few select mods. I don't have anything set in stone just yet, but I will be sure to let everyone know.
     
    As always, this event isn't excluded to only COPS members. Anyone from the Dual Universe community can participate.  
     
    Thanks,
    Cybrex
  19. Like
    Kiklix reacted to Cybrex in Toxic fumes on the rise   
    Yes, thank you.
     
    Also, I've been seeing some discontent from the many organizations around here towards each other. Don't take things so seriously ladies and gents, we're a long way from release.
     
    Lets not forget we're all here for the same reason. <3
  20. Like
    Kiklix reacted to Bella_Astrum in COPS - Coalition Of Pirates & Smugglers   
    COPS had our 60th member join today! I don't think anyone of us thought COPS would become so attractive to people, but thank you very much to everyone who believes in us, who likes our message, who wants to be part of creating our piece of (pirate) civilization in Dual when the time comes, and who supports us going forwards.
     
    Thank you all. 
  21. Like
    Kiklix reacted to DarkTemplar in What do you think will happen when the game drops?   
    I'm not going to have time for anything because I'll be dealing with the diplomatic fallout that's sure to ensue xD
  22. Like
    Kiklix reacted to nietoperek in What do you think will happen when the game drops?   
    I hope for this
  23. Like
    Kiklix got a reaction from Phantom in A Wild Lego Appears!   
    Welcome Lego!
     
    I feel the same way. Games right now seem to be in stagnant state. The great MMO's we have played all seem to be watered down in favor of micro transaction and cute pets vs fun game play or making a game for fun.
     
    I was playing a voxel building game in closed beta, but that company seems to have shifted focus for a while off that game onto another and its kinda dried up. Not really playing much of anything at the moment.  I hope Dual fits that hole where I have a desire to play games. It appears to me that the people heading up Dual and working on it are passionate, intelligent and quite artistic. I have good feelings about this game.
  24. Like
    Kiklix got a reaction from Phantom in Dual Universe Lore (Part 5)   
    "- While there could be some hidden reasons, do you consider the fact to find blueprints by this manner ok? or do you find it a bit "too convenient" (lore-wise)?"
     
    Initially I felt it "too convenient" but we are talking about an alien civilization, 10,000 years past when the arkships left Earth. It would be hubristic for us to assume we can understand alien civilizations. Based on this, knowing that alien civilizations have tech far far beyond what we can ever imagine I don't see it as too convenient as its completely plausible.
     
    "- For the time being, items made in kyrium are meant to be indestructible. Is it fine from your point of view? or do you think this could be an issue?"
    Every game has to have some form of boundries and I assume Kyrium is a boundry (to keep players from griefing or whatever). I think it's sensible. In popular culture we often have materials that are indestructible or near indestructible, especially in comics.
     
    "We want to make rewards earned this way very special and unique (not something that you can mine or buy to a NPC). Do you have some other ideas on the subject?"
    I think rewards should be mixed. For more easily obtainable stuff I see no reason why we can't have an NPC, unless you intend for players to set up shops for bartering and trading, but even then an NPC might be nice for super common stuff. I guess it kinda depends on the reward. I think for the most part your way of offering rewards invites players to explore. So in this sense it almost seems paramount.
    I do think gathering or farming or harvesting or whatever should be a part of the process. Sometimes its nice to just go out and mindlessly farm, but not to the extent that it becomes a day job. I guess essentially common raw materials should be relatively easy to find, more rare materials a bit harder and schematics, etc should be obtained by the puzzles, maybe off rare creatures. Some of this is tough to say because we are not sure how much of the world is to be player created once in game, and how much you guys want to develop or continue developing. Some other games are going down the road of everything being automated from emergent AI to player made creations etc. I am not convinced that model will work. I think the key is balance, some emergent stuff, some developer stuff. As long as you guys can stay in control and steer the game in the proper direction based on your vision, I think its all good.
  25. Like
    Kiklix got a reaction from Phantom in Ship Titles/Classes   
    My point of view is that designating ship types adds fun and depth to the constructs we all make. From a practical perspective though people will call their ships what they want to call them simply because they like the name type. Delegating ship types names will be doable inside of an given organization, but I highly doubt these names types will be reinforced on a global, game wide scale.
     
    I say let people call their ships whatever they want to call them. Personally I would love to go up against a mothership that is the size of a smart car, with it's two person capacity.
×
×
  • Create New...