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SgtToothpaste

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  1. Like
    SgtToothpaste got a reaction from Jet in Some thoughts on stealth ships..   
    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?
     
  2. Like
    SgtToothpaste got a reaction from BliitzTheFox in Some thoughts on stealth ships..   
    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?
     
  3. Like
    SgtToothpaste got a reaction from Dr Krieger in Some thoughts on stealth ships..   
    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?
     
  4. Like
    SgtToothpaste got a reaction from Dr Krieger in Some thoughts on stealth ships..   
    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.
  5. Like
    SgtToothpaste got a reaction from ForlornFoe in Objective Driveyards - Military Corp (Now recruiting)   
    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
  6. Like
    SgtToothpaste got a reaction from Ohems in Some thoughts on ship weapon design/categorization...   
    Greetings! This will likely be a long post with lots of interconnected lists, so bear with me..
     
    Ship Weapon design/customization system
     
        Most sifi games simply give the player access to a selection of existing weapons, designed by the devs. Each weapon has base stats that can sometimes be customized with upgrades, but for the most part this simplistic approach leads to the emergence of  a very confined meta of loadouts that work.
        The concept I will describe is aimed at making ship-mounted weapons modular, so that players can design and test weapons based on the need at hand and the resources available. The idea is to maximize the diversity of play styles and make encountering unique or niche weapon systems a common occurrence. Additionally, it will add a degree of R&D, where players can test and refine their systems and even invent entirely new methods of war. A player could, conceivably, make a career of designing weapons tech, for a price.
     
    To describe how this could be done, I will try to represent the idea visually.
     
    A weapon is made up of several modular parts arranged in a hierarchy, and the parts are chosen according to the desired outcome. Each part is contingent on the part above it on the hierarchy, and controls a major attribute of the weapon.
    The hierarchy could be as follows:
     
    Body
    Core
    Receiver
    Barrel
     
    Body - The frame of the weapon that is fitted to the ship's hardpoint, or weapon slot. This decides the class or size of the weapon: it's hitpoints, maximum weight, volume, and power consumption. Also controls the weapon's gimbaling range, if any.
    Core - The guts of the weapon, mounted within the Body. This decides the basic type of weapon that will be produced. For example, a Kinetic Core will produce some kind of projectile weapon, be it a railgun, Gauss gun, chemically propelled gun, etc.. A laser core will produce some kind of directed energy weapon, be it a pulse or beam laser. The core affects the weapon's base stats like power consumption.
    Receiver - Midsection of the weapon. This module determines what subtype of weapon that will be produced, and allows for things like multiple barrels. For example, a Kinetic Core fitted with a Gatling receiver will have access to certain barrels and thus ammo types, while a Plasma core fitted with a Mortar-style receiver will have access to others. This affects things like rate of fire, temperature, and damage output.
    Barrel - The business end of the weapon. This is involved with the fine tuning of the weapon. For example, a Rail barrel of a given length and power rating will affect the muzzle velocity and charge rate of the weapon. Different types of focusing barrels for laser weapons could effect range and heat buildup.
     
    Lets run through a hypothetical R&D session by an aspiring weapons designer who is trying to build the perfect weapon for a contract. He/she gathers some materials and opens the weapon R&D window, and is presented with a selection of parts that can fit the hardpoint in question:
     
    Body - 
    Manufacturer 1: 3T, 0 degree Gimbal, 24 max power input, 10 Internal space.
    Manufacturer 2: 2.2T, 5 degree Gimbal, 17 max power, 18 internal space.
    Manufacturer 3: 1.8T, 180 degree turreted, 9 max power, 12 internal space.
    etc..
     
    Our tech decides on the second option, the heavy body with the 5 degree gimbal and ample power.
     
    Core - 
    Kinetic Core. Base power draw: 3.
    Plasma Core. Base draw: 5.
    Missile Core. Base draw: 0.5.
    Laser Core. Base draw: 8.
     
    The player decides they need something with a good balance of range and armor penetration, and they are starting to get an idea of what they want. They choose the Kinetic Core.
    Based on that choice, they have these options for compatible receivers.
     
    Receiver -
    Cannon receivers: 1 barrel, 2 barrel repeating, 4-8 barrel gatling.
    Rail receiver.
    Gauss receiver.
     
    The player wants range, so he chooses a Rail receiver, turning the weapon into a basic railgun and affecting it's base stats.
    Based on this, the player has the following choices.
     
    Barrel -
    45 mm barrel.
    72 mm.
    85 mm.
    102 mm.
     
    The barrel decides what ammo types the weapon will have access to, and will every stat from rate of fire to heat generation.
     
    The player chooses the 85mm barrel, and has thus designed a simple railgun with a moderate charge time, excellent range, and low heat generation.
     
    More options and customization would obviously be needed, this is simply an example of the concept.
     
    TL;DR: Making ship mounted weapons modular and allowing players to design them will add depth and immersion in the same way that leaving the economy open to be player driven adds depth and complexity to industry.
     
    Please leave feedback if you have some, I would like to see if we can evolve this idea, and see where it takes us.
     
     
  7. Like
    SgtToothpaste reacted to SgtToothpaste in Objective Driveyards - Military Corp (Now recruiting)   
    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
  8. Like
    SgtToothpaste got a reaction from Tonkah in Objective Driveyards - Military Corp (Now recruiting)   
    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
  9. Like
    SgtToothpaste got a reaction from Shadow in Some thoughts on stealth ships..   
    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?
     
  10. Like
    SgtToothpaste got a reaction from Dreamstar in Objective Driveyards - Military Corp (Now recruiting)   
    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
  11. Like
    SgtToothpaste got a reaction from TranquilClaws in Some thoughts on stealth ships..   
    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?
     
  12. Like
    SgtToothpaste got a reaction from Code24 in Objective Driveyards - Military Corp (Now recruiting)   
    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
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