Jump to content


Alpha Tester
  • Posts

  • Joined

  • Last visited

Profile Information

  • Gender
    Not Telling
  • backer_title
    Gold Founder
  • Alpha

Recent Profile Visitors

722 profile views

SgtToothpaste's Achievements


Newbie (1/14)



  1. This thread really blew up! I love where the conversation is going, lots of very good ideas..
  2. @ CaptainTwerkmotor My god, that font and color are obnoxious mate, come on. ​You mentioned in your first post that a ship's heat signature could not be completely removed in the "absolute zero" of space. Someone else already jumped on that second bit so I won't, but on the topic of heat signature manipulation I think you missed the point. This is one of the things that would make stealth more of an engineering art form than a simple upgrade, you could design your ship to control where it's heat signature is visible from. For example, coat your hull with some kind of stealth composite that prevents latent heat dissipation (this tech already exists irl to a degree,) and place your radiators in strategic positions as to minimize your profile. For example, it could be possible to place them in such a way that they dump the ship's latent heat directly into the drive plume, which is going to be a massive heat target anyway. Careful piloting can conceal your emissions from certain targets, and some kind of silent running mode is not inconceivable; like in Elite where you can close up your radiators for a short time until your ships starts to heat.
  3. It is implausible, but there is another issue: what would you do with all the space the structure provides? At some point you just don't need any more rooms or pieces of a certain kind of machinery. There just wouldn't be any point in having a structure that large, from a logistical standpoint..
  4. The way I envisioned it, ODY would only reverse-engineer tech salvaged from wrecks or captured ships in war time, to get an edge on whoever we are fighting. Simply buying a hull and picking it apart is completely different in my opinion. I added the reverse engineering section (sorry Code lol) because I realized it would be a vital part of an organized war effort. In war time, whatever restrictions that prevent reverse-engineering of the slimy, economic-trickery kind will hopefully be lifted to allow reverse-engineering of the tactical kind.
  5. These are all very good points. I always imagined, as Code pointed out, contracts for ships being handled by the Indi branch of the corp. However you have to remember O.D.Y. Is a military state as much as it is a shipyard. I envision the success of the Corporate Fleet doing more to advertise our designs and engineering than any ad campaign. This conversation gives me an idea.. Imagine a small sector of strategically unimportant Corporate space designated entirely as a showroom. A large, platform-like station could be built for the sole purpose of showing off open-market hulls. The space would be neutral, and any player or organization could come and review what ships O.D.Y. is selling, and what their capabilities are. The most advanced tech would still, of course, be kept as trade secrets within the Corporation. More specialized vessels and systems could be commissioned by other factions who have access to less extensive infrastructure and cannot construct what they need. Thanks for the input!
  6. Website Organization: Military Corporation. Objective Driveyards is a leading security and industrial corporation-state providing innovative spacecraft, solutions in autonomous systems, command, surveillance, strike, and logistics to government and private customers on Alioth and beyond. We hold ourselves to a high standard of quality, both in the products we deliver and in the way we conduct ourselves from fleet operations to customer service. We are in the business of securing a great deal more than just our place in the market, we are here to secure our customers future in Dual Universe. Our mission is to be at the forefront of technology and innovation, delivering superior capability in tandem with maximized cost efficiencies. The security solutions we provide help secure freedoms for our Corporation as well as those of our allies within the Cinderfall Syndicate. Squarely meeting our obligations, fiscally and technologically, isn't just a business goal, but a moral imperative. To that end, as we evolve as a corporation, the responsibility we feel for our customers and our members grows with us. O.D.Y. focuses: -Organized PvP/ Fleet Ops -Industry/supply -Ship/Weapon Contracting -Security Contracting -R&D O.D.Y. Provides: -Organization and cooperation -Command structure -Voice comms Structure The Corporation relies on organization to succeed, and is thus a strict meritocracy. The corporation is controlled by the CEO and a Council of three directors. Corporate assets are divided into three main branches; each responsible for a major aspect of Corporate operations, and manned by specialists with appropriate skills. Each branch is independent to a degree as each is controlled by one of the three directors, but ultimately answer to the CEO. The branches are: Objective Navy: As the military branch, the Navy is responsible for protecting Corporate interests from external threats. The Navy is lead by the Strategos, one of the members of the Corporate Council and the highest ranking officer within the fleet. The Navy controls the majority of the Corporate Fleet, and draws from Corporate personnel with skills particular to any and all aspects of combat. These roles can include: Pilot - Pilot specializing in either strike craft or larger warships. Commander - Officer in command of a large, crewed warship. Crew - Entry level warship crew, manning the critical stations on larger vessels. Security - Infantry unit skilled in ground combat. Combat Engineer - Field engineer skilled in building/repairing constructs in combat situations. Intelligence Agent - *REDACTED* Objective Industries: The circulatory and digestive system of the Corporation, controlled by a Director who is part of the Corporate Council. This branch is responsible for mining and refining raw materials, manufacturing components and equipment, and ultimately constructing ships. While the Navy controls most of the Corporate fleet, Indi Ops controls most of the Corporate shipyards. Ships and equipment produced by this branch are first researched and designed by the R&D branch. Indi Ops can also manufacture hulls and equipment to be sold on contract to other factions. Indi Ops personnel fill the follow roles: Miner - Raw resource extraction. Technician - Refining and manufacturing. Engineer - Industrial construction/development. Shipwright - Shipyard operation, starship construction. Objective Dynamics (R&D: The scientific branch of the Corporation, lead by a head Technocrat who is part of the Corporate Council. This branch develops tech and designs blueprints, conducts exploration, and tech mining. Blueprints can be designed on contract to be sold to other factions, or strictly for corporate use. Roles include: Researcher - Develops new designs and blueprints to be tested and refined. Explorer - Lone wolf pilots looking to explore under a Corporate Charter. Tech Agent - Specialist skilled in capturing and reverse-engineering tech and blueprints. Recruitment O.D.Y. is currently recruiting players interested in flying under a Corporate Charter, and eventually becoming full members. The lucky few who prove yourselves in the early days of the game will go on to shape the organization that Objective Driveyards will come to be! If you are interested in one or more of the roles described above, and feel you have the vigor and ambition to forge this path, contact one of the Corporate Council members: CEO: Code24 Strategos: SgtToothpaste Director of Industry: BliitzTheFox
  7. Well using them as a resource sounds pretty RTS to me. In the lore you ARE one of those thousands of colonists. Arbitrarily having command over them seems just that to me: arbitrary. A safe zone for new players starting out is obviously needed, what I am opposed to is each player having their OWN, private safe zone.
  8. When I used "active stealth" in my original post I meant tech meant to counter active detection, not necessarily being an active system itself. I think we might be using the term differently, sorry for confusion. What kind of active stealth systems are you envisioning?
  9. One thing to remember when talking about transport tech in general is that, from a lore perspective, technology exists that can drastically effect the properties of matter. You may not need to deal with "heavy" or "large" loads in the same way you have to in real life. The dynamics of transportation and logistics might just be very different. Whether they are or not, I agree wheels would be a great thing to have access to, though I question how useful they will really be.
  10. Interesting idea, but i don't see how ECM could take down things like a sensor-absorbing hull or insulated engines. Most "stealth tech" is passive, at least in theory, so i don't see it being susceptible to electronic warfare.
  11. My biggest problem with this idea is that it would turn the game into an RTS. Having npc colonists that work for you from the getgo just doesn't fit the lore or other game mechanics.. Another problem is that it cuts out a big portion of the early game, where you have basically no resources and have to forge a path to the stars. As far as every player having their own safe zone, I think this will just break the game. Danger and aggression are what will lead people to building alliances and war machines, and if the game holds your hand thru any kind of threat from other players, no one will have any reason to build outside of their safe zones.
  12. I am a big fan of the idea of espionage. It would be very interesting to fly into enemy space and tech-mine their equipment, if you are good enough to get in undetected. That is part of why I imagine stealth hull plating being very poor as armor: if you get caught you dont have much survivability.
  13. Yeah by active stealth I dont mean a cloaking device. Large ships would be innately harder to conceal do to their larger profile and higher power output. I think it would balance itself in a way, making only small, specialized ships effective at stealth. Another balancing factor would be the cost of producing stealth tech. There would just be no reason of building a massive stealth ship when those materials could be put to better use on much more effective, smaller stealth recons. Do you mean some kind of ECM that jams sensors? I think that is a great idea, but will probably be used more for throwing off targeting than basic detection. I mean, if an ECM burst is powerful enough to swamp your sensors, it is powerful enough to get an idea of where it is coming from.
  14. Stealth systems, or some kind of "silent running" mode, are often depicted in sifi as a kind of tactical art form. For example, in Elite Dangerous, dog fighting while in Silent Running to throw off your opponent's targeting requires a carefully control of heat levels. Meanwhile, in Space Engineers you can build a stealth ship simply by painting it to blend in with the skybox or an asteroid. In The Expanse, stealth ships are covered in an advanced, sensor-resistant composite material. Either way, effective stealth requires skilled engineering and piloting to achieve. Why not combine all of these aspects in Dual so that stealth is very difficult to achieve (so it is not OP,) but very powerful as a strategic asset. In my mind there are two kinds of stealth: Active - protects from active detection, I.e. bouncing a sensor beam off of your ship. Passive - protects from passive detection, I.e. emissions by your ship that could be detected. Materials I envision stealth-enhancing hull coatings or plates being lightweight, delicate, and extremely difficult to manufacture. They would also, to fit the balance I am describing, not be very effective. Stealth materials would do two major things: First, they would partially absorb active scans, reducing your sensor signature. Second, they would reduce the amount of heat radiated into space by your hull. Camouflage Simply painting your ship to blend into a given environment. Perhaps some kind of adaptive coating could be possible, that changes to blend in with different surroundings as needed. Also, fewer windows. Reduces chance of visual detection at extreme close range. Hull design Designing a ship's hull to have as small a profile and conceal it's drive plume as much as possible. Placement of thrusters and radiators to minimize unnecessary emissions. Makes the ship a smaller target and thus a smaller blip on sensors. Reduces thermal signature and reduces the angle you must thrust at relative to a target to avoid detection. These are just a few basic concepts to make stealth possible but challenging: an art form for sneaky pilots. Thoughts?
  15. I think if anything were to drive the market for high tech modules, it would be fully refined components being very rare. If research options for a given module were arranged in a tree, with each path having unique advantages and disadvantages, equipment researched to the very end of one of those paths would be very valuable. It could be assumed this kind of top tier research would be quite difficult, and too much RNG would make it feel like a slot machine..
  • Create New...