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Code24

Alpha Team Vanguard
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Everything posted by Code24

  1. That's a really neat idea. I look forward to watching the development of this and hope DU ends up being flexible enough for this to be possible.
  2. English All 78 Objective Driveyards is a corporate-state established in the evolving world of Dual Universe. We aim to design ships that combine elegance and efficiency with a readiness for the cold-blooded nature of interstellar warfare. We will bring an array of premier spacecraft to the marketplace: battle-tested by our navy and refined by an organized team of engineers and designers. The Corporation relies on teamwork and structure to succeed, and thus operates as a meritocracy. The corporation is led 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 but ultimately answer to the Council. CEO - Code24 Objective Dynamics Leader: Head Technocrat, Croomar The scientific branch of the Corporation, lead by a head Technocrat. This branch develops tech, designs blueprints, programs systems, conducts exploration, and tech mining. Blueprints can be designed on contract to be sold to other factions, or strictly for corporate use. Researcher - Develops new designs and blueprints to be tested and refined. Explorer - Lone wolf pilots looking to explore under a Corporate Charter. Programmer - Specialist skilled in scripting advanced systems with LUA Objective Industries Leader: Director of Industry, BliitzTheFox 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. Miner - Raw resource extraction. Technician - Refining and manufacturing. Engineer - Industrial construction/development. Shipwright - Shipyard operation, starship construction. Marketer - Promotes and sells products, conducts market research Objective Navy Leader: Stategos, Sgt.Toothpaste 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. Recon - *Redacted* Objective Driveyards is seeking the top talent in Dual Universe to make our team stronger. Play DU in small, focused teams that are agile, efficient and focused on excellence. Cement your role in the future of ODY, and submit an application on our website today. If you are interested in one or more of the roles described above, but still have questions, contact one of the Corporate Council members. Required: Means of Voice Communication Application on both website and community portal Complete a short interview with a recruiter Age: 16 + Follow us: Learn More
  3. ODS Ganymede, prototype and lead ship of the Ganymede Class Assault Frigate, operating ahead flank propulsion during mobility trials near the Haedus Terminal shipyards, Alioth system. In concert are a flight of Valgard Class space superiority fighters, tasked with monitoring the test and gathering telemetry for later analysis. The trial was a success, and the Ganymede Class went on to become a mainstay sub-capital combat ship within several ODY affiliated entities. The vessel represented a significant evolution of compact, lightweight structural design and armor doctrine Here is my submission. This was a lot of fun to make, and my first Blender project so I'm glad this contest gave me an excuse to learn it. Credit to Sgt.Toothpaste for helping me out by making the particle effects for the engine trails and adding a colorful description.
  4. What would be great is if you could broadcast music and/or messages like radio, where listening is optional. That way if a faction is playing something super annoying you don't have to put up with it.
  5. Introducing the Invictus Class carrier, commissioned by the Terran Union. The Invictus is meant to be TUSC's main point of operations. It's a sleek, long cruiser class ship with drops bays holding enough room for 100 drop pods and 2 medium sized hangers to house the drop ships and boarding craft.
  6. About time for another ship concept, don't you think? Introducing the Aethon Class. With this design commission, we had another opportunity to develop on the sleek aesthetic of the Cinderfall Syndicate's ships, while tasked with designing a multipurpose fighter. As always, thanks to CSYN for their trust in Objective Driveyards.
  7. Welcome and good luck Solar Secure!
  8. Nice! Personally a fan of the dark background but they both look great.
  9. Code24

    Big-War-Day

    This isn't really in line with the vision of DU, which is emergent gameplay. If there is a legitimate reason for all organizations to clash thats fine, but I would prefer to see wars evolve naturally. Also reseting the world is definitely not something NQ wants to do post release. They want the world to have continuity.
  10. It's probably been discussed before, but there should be a way to sell 'X' copies of a blueprint to a customer. With that system you should be able to create a blueprint 'package' with multiple different blueprints included. Now that I think about it, it would make sense to offer discounts to customers on package deals...
  11. Hey nice work on this! Great dialogue.
  12. Has it been confirmed that we will be able to mine land that has been claimed?
  13. I always liked the name 'Arcadia'. Good luck to the org!
  14. Concept Design Commissions We recently made a cruiser concept design for CSYN by commission, credit goes to them for coming up with the idea. This is a service that we are opening up to other organizations or individuals, if they have a specific request, and have positive relationships with our allies. No in-game payment will be expected for the concept design itself, as these designs already serve to promote our corporation as well as your own organization. If you wish to purchase them as blueprints or finished constructs in-game, this will of course come at a cost, and is subject to in-game time and resource constraints. If you like ODY's designs and are interested in giving us a commission, head on over to our public customer service channel on Discord. Thanks for your attention! DISCLAIMER: Blueprints commissions are based on the information available about DU at the time of dispatch and are conceptual. Objective Driveyards reserves the right to alter, at any time and without notice, the colors, modules, hardpoints, specifications and models of the spacecraft presented. Spacecraft designations are subject to change and while craft may be pictured in specific roles, Objective Driveyards makes no guarantee that they will be used in these roles. Objective Driveyards does not accept any liability for the accuracy of information in this blueprint or any damages resulting from its general misuse.
  15. There has been some talk about the combat mechanics I mentioned at the end, and I agree with the points made. My main point was actually that ships should not have disconnected parts initially. This could be achieved by modifying the construction tools slightly. I presume that the current system allows you to, for example, add a wing to your spacecraft, attach an engine element to the end of the wing, and then delete the wing without destroying the attached engine. It shouldn't be too hard to implement a modification to the delete tool that deletes the entire disconnected section along with the wing. The entire portion that was about to be deleted would be highlighted with red before deleting in order to avoid mistakes. The section that is not deleted would be the one with a connection to the core unit.
  16. Beautiful logo man! I'm a fan of the flat minimalist look as well.
  17. Could be, but I think I've seen other instances of this in their videos.
  18. Hello and welcome ElkeSky, Make sure to take a look at Objective Driveyards and the roles/environment that we offer. We are always looking for creative minds that can hep our Corporation thrive through teamwork. Website: http://www.objectivedriveyards.com/ Community Page: https://community.dualthegame.com/organization/objective-driveyards
  19. Based on this video that shows players walking on a flying platform, if you look closely you can see that Core Unit is not directly connected to the construct, it is hovering just below it. This indicates that having disconnected parts of a construct does not influence the behavior of the construct. When forces are applied to the construct as a whole, and disconnected parts will still move with the whole. Bearing in mind that this is a pre-alpha build, it seems that this is something that should be changed soon, and I would hope that the dev’s are planning on it. Allowing the different parts of a construct to be completely disconnected from the core unit, and other parts of the ship for that matter, will lead to some strange designs and exploits, not to mention being unrealistic. In a game like space engineers when building the disconnected piece would go floating off, but since severing pieces in DU doesn’t create a new construct this won’t happen. This can be avoided during construction by making it so that when you delete a segment that connects a part of the ship to the core unit, the now disconnected section is also deleted. This also has implications for combat and destruction, where it seems that severing parts of a construct would be a pretty common occurrence. Personally, I’m okay with there being, severed parts moving along with a construct after it has been damaged. Ideally however, this debris would float off / or despawn after being detached from the ship. This would require them to be considered a separate construct, but they would lack a core unit. Hard to know whether that it is feasible though. Thoughts on this topic?
  20. Thank you for backing, and welcome!
  21. Welcome aboard the hype train Aktanom!
  22. Sounds about right to me. Remember there isn't even a playable game yet so a lot of people probably don't feel like getting involved. If you build it they will come.
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