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Code24

Alpha Team Vanguard
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Everything posted by Code24

  1. Hmm... I wouldn't be in favor of that. Engines are a big part of what makes ships look nice and it would sort of negate the point if you could put them anywhere inside the ship. I would hope that at least the aft end of the engine needs to be exposed to make way for the thrusters. Also I would point out that in star trek, the impulse engines (sub-FTL) are actually exposed at the back of the saucer section. The nacelles house the warp coils, so if you wanted to replicate a starship you would put whatever FTL drive gets implemented in the nacelles.
  2. Code24

    Orbits

    Was listening to the DUExplorers podcast today, and it was mentioned that the mechanics of orbits are still yet to be determined and community input is welcome. So I thought I'd start up this topic to get some peoples thoughts. The three main options suggested by the Devs in the AMA are as follows: 1) The planets turn around the Sun. or 2) The planets turn around themselves (no need to orbit the Sun actually) or 3) The Sun turns around the planets (which is cheaper!). #1 Is the most realistic, but also the most challenging option, because planets wouldn't be in fixed locations and therefore could collide with things on their orbital path. It would also complicate navigational systems. Based on the AMA it seems that the main goal of the Devs is to provide a day/night cycle so this option wouldn't actually aid them in that goal. In my opinion, this wouldn't actually add anything to the game play. The only reason for it would be the sake of realism. #2 Proposes that the planets be in a fixed position in the system but spin on their own axis, thus creating a day/night cycle. They have stated that this is their goal, although they haven't implemented it yet. I also prefer this option, although it's clear that it causes some technical challenges as well. For instance, ships flying though the atmosphere would have to be anchored to the planets spin. This means there would need to be a border between space and the atmosphere that determines whether a ship is anchored or not. #3 Is similar to Space Engineers, the main difference being that the star will be a "real" sphere floating through space and this is what we will likely see in Alpha. This makes me wonder what happens if you park your ship in the orbital path of the sun? I would be pretty pleased if they were able to implement #2, but I was wondering if anyone disagrees with this direction or had thought of a different option?
  3. Aerodynamics would have to be pretty limited if implemented. It wouldn't be an actual simulation just a difference in flight mechanics between the space / atmosphere divide. This is an area where I'd be comfortable with the devs simply sacrificing realism for a more playable game.
  4. I think there will be plenty of emergent solo missions that can be done in the interest of the players organization. This includes mining, exploration, cargo hauling, and security patrols, which can all conceivably be done alone, while still helping out the players organization. So that doesn't completely devalue the game as an MMO because it is still dependent on interaction with other players. One man factions do seem like a bad strategy however because there will always be strength in numbers.
  5. Yes! Also everyone can use Thunderclap to extend the Kickstarters social reach here: https://www.thunderclap.it/projects/46411-dual-universe-mmo-kickstarter?locale=en
  6. For the alpha I'd to see the ability like the ability to change the orange portions on these suits as a primary color and the white portion as a secondary color. Would be basic and not eat up much development time, while giving the different factions an easily identifiable look. Then for beta and official release I hope a much more detailed suit/character customization system is implemented. Except don't allow pink just to piss off Twerk
  7. I see no reason to designate different hull types, because it would only serve to reduce variety in ship design, rather than letting the best designs rise to the top of the markets. Though I could definitely see blueprints for frames or modular ship parts becoming popular on the markets, because they could speed up the construction process while still allowing for personal customization.
  8. I was a bit surprised they haven't implemented symmetry yet, but I'm sure they'll get around to it soon enough. As for everything else, it is exactly as I expected. The tools have so much potential, especially the surface select tool. That will make things so much easier than space engineers. Also I was really hoping he would go buzz the arkship at the end.
  9. Yup. In the video he mined up some copper and it was copper colored, so I'm guessing thats the only color system they have in place at the moment. I'm pretty sure they'll add a painting system before alpha though.
  10. Ah nevermind me, didn't notice the original post date.
  11. Wrong category. Post questions either in the AMA or the general discussion sections. And the DevBlog for voxel construction is here: https://devblog.dualthegame.com/2016/02/20/builder-gameplay-voxel-tools-elements/#more-531
  12. You've got some pretty creative ideas. I actually really like #6, where there are overseers during the transit who were not asleep (the devs). Perhaps they mysteriously develop FTL before all the other players, and with a head start, venture off into the universe leaving easter eggs along the way.
  13. We have another ship design for you today: the Valgard Class. It is a compact sub-FTL fighter meant for dog fighting situations. Primarily designed for taking out other small craft and targeting turrets on larger vessels.
  14. A question that was brought up in Discord is if there are "Building Zones" around each of these Core Units, could you have multiple CU's on large constructs? On a station many kilometers across for example, perhaps destroying a CU would only remove ownership on a part of the station.
  15. Well if they want to emulate the Empire from Star Wars then they don't have very different ideas about how to play the game. It would seem a bit ironic to have the supposedly unified galactic empire split into two. Just my opinion though, they are free to do whatever they like.
  16. For Objective Driveyards ships I sketch them out on paper first, roughly planning out turret and thruster placements while trying to make the overall design look decent. I then decide which role it fits into best and from there I just transfer the sketch on to a template I made with Gimp. As the various elements and their relative size become more clear over the next few months, I might start planning the designs a little more accurately to what will be possible in game. I haven't learned 3D modeling though, might just have to wait till the game comes out for that.
  17. The "Merge Block" from Space Engis was a decent way of creating this functionality. Even just a magnetic docking port between the mothership and the drop pod would work.
  18. Isn't this pretty standard for most multiplayer games? I would hope there is some form of messaging. And welcome to the forums btw.
  19. I believe the Ark travelled for ten millenium at FTL. So Alioth is far from the where the Sol system was, even if there was something left of it.
  20. I'd like to see stadiums and public arenas in Dual, but not as something officially managed by the developers. As with all things in this universe, it would have to be managed by the players. A few others have suggested an mp3 sound element, and I can definitely agree it's a good idea if it's practical for players to upload mp3's.
  21. I think an optional place to enter and reserve your character name on the Community Portal might be a good idea.
  22. The player will create the lore AFTER the game has started, NovaQuark has already written the lore for the time leading up to the arrival of the Arkship.
  23. One thing I'm wondering is: does gravity have any influence on constructs at all? Why are the hover elements even necessary if there is nothing to pull you hover bike down to the ground. And if getting to space requires research of more powerful engines, doesn't that imply that gravity is the limiting factor?
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