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Code24

Alpha Team Vanguard
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Everything posted by Code24

  1. Our newest design. This time a light frigate built for speed, the Einar Class. Make sure to follow this thread if you want to keep up with future ship designs!
  2. Hi Skimus! The down to earth suggestions are definitely welcome. They are, after all, the most likely features to be put in the game.
  3. Don't we know that there will be basic minecraft-like fluid dynamics though from the AMA? It seems that if they were going to put a pressurization system in-game they would opt for cellular automata.
  4. Down the road, I would like to see a very simple pressurization system. Basically, treat empty area that is sealed off from space as a 25cm "empty" voxel. When those voxels are not in contact with space and have an oxygen flow from a generator or vent the voxel given the "pressurized" state. Once a breach is caused and one of these pressurized "empty" voxels is touched by the void of space the "unpressurized" state quickly spreads from one to another in a chain reaction until a non "empty" voxel is contacted.
  5. Code24

    blocks

    Awesome, I guess I should probably try Landmark sometime. That house reminds me of Oblivion.
  6. Code24

    blocks

    This is what has me so excited about the building in this game, we aren't limited to a specific range of shapes, because we will have voxel tools that allow us to stretch and smooth out surfaces creating virtually any shape we want.
  7. I would think sea level, starting at the top of a mountain should mean mining longer than starting in a ravine.
  8. I agree, but you have to consider that if planets are about 30 km across, that 2km could be the entire crust. And assuming the core is molten going below 2km would be equivalent to going into the mantle. Of course this depends on the planet.. But regardless, this is all about reducing load on the servers. So i'll be in favor of whatever is optimal for server performance
  9. It makes sense though, we run in to the same issue on Earth. It gets too hot
  10. There was a recent thread on this topic: https://board.dualthegame.com/index.php?/topic/1197-urbanization-wont-be-a-thing-in-du/
  11. Am I the only one who is bothered by this? Floating islands are cool in concept but if it is the norm on mind out planets it seems like is would be really weird looking. I guess this could be avoided by having resources deeper in the crust such that mining under entire mountains wouldn't be frequent.
  12. Interesting. As others have pointed out you will likely need other organizations, to officially recoginze your authority. Many org's already have plans internally for their own legal systems and constitutions. Good luck!
  13. Code24

    Tractor beam

    Would certainly make boarding ships easier because you wouldn't need to take out their engines or control systems to get in close. Although it would need to be balanced, meaning it would have to have a very high energy requirement, possibly negatively affecting other systems while in use. It would also have to have a fairly limited range, meaning any ship that want to tractor in another vessel would need to take out their weapons first.
  14. Why would any of that require it to be made of voxels? The flares would be achievable through particle effects. And it wouldn't necessarily be 2D, It would be a a 3D sphere.
  15. Code24

    Blueprints!

    These will definitely be ingame, and will be vital for marketing constructs. If you put a ship on a public market, you need to have the supply to back it up. So blueprints are a must have.
  16. Hot damn this one is pretty, definitely my style.
  17. Notice the registry number on our designs? There is a method to the madness: http://www.objectivedriveyards.com/2016/08/16/ship-registry-system/
  18. Thank you! For this ship I just sketched it out on paper first with the three perspectives, then traced them out in GIMP with a brush. I'ts actually a fairly quick process now that I have the template all set up.
  19. Sandstorms would be pretty easy to implement as an effect. Just particles at ground level basically. Would add some more PvE to the desert environments/planets. I would imagine getting caught in a dust storm could impede communications, and lower visibility would make it harder to navigate. +1 for this idea.
  20. Well we know there are already hovercraft units that allow vehicles to levitate, so why would a maglev system be necessary? You could just automatically guide hovercraft along predefined routes with scripts in that case. You could just program destinations X, Y, Z and it will act like a maglev without the need for rails. Perhaps if it were more cost effective? A universal rail system that is used for elevators, trains, and assembly lines still seems like the best option though.
  21. Well I'm well aware that sloping voxels and micro angles will be possible in Dual, I just figured that with rails being a functional predefined game element would make it complicated. Take the electrical pipe models that have been released for example. They are connected end to end and turn at right angles. Most of my voxel experience is from SE though, where there is no rail system.
  22. I'll just direct you to the DevBlog: https://devblog.dualthegame.com/2015/03/20/organizations-build-your-corporation-faction-nation-or-empire/ Everything you are suggesting can and will be possible with the system of tags they have talked about.
  23. Here we go with another ship design: Design Registry - Object 402B The Forseti Class Battleship
  24. Since we still know very little about the elements and design pressures that will be present in Dual, it's best to view our designs as purely conceptual at this stage. As for scale, I have listed the dimensions in the bottom right.
  25. Sorry if this is a bit off of the original topic... But one thing I was wondering about rail systems on planets, is how you compensate for the curvature of the planet. it would have to be a very gradual angling of the track as it makes its way across the surface. This wouldn't be achievable if the track elements are just connected end to end. So hopefully there would be a way to angle rails.
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