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Code24

Alpha Team Vanguard
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  1. Like
    Code24 reacted to nietoperek in So what Style of ships would you build or buy?   
    Post-Impressionism.
  2. Like
    Code24 got a reaction from Mortis in Inventory, Cargo and Storage.   
    Welcome to the forums Mafoon!
     
    I would definitely favor having conveyor systems throughout ships for the reasons you mentioned. Just adds a new level of functionality to ship building and thankfully that is what is planned.
     
     
    I know that you can resize voxels dynamically so you would probably be using larger hull blocks for a capital ship, although you can still use small ones for detail. 
     
    I've seen that there will be large scale industrial elements for constructing blueprints but after just looking around for info I can't seem to find anything. I just hope to see appropriately large shipyards for building large ships.
  3. Like
    Code24 got a reaction from Seraph in How far can empires expand till they colapse and if there are possible ways to prevent such things in DUAL.   
    To me it's a non-issue because you don't want any one faction to dominate for too long. History has many examples of large empires collapsing due to their size and not being able to maintain power in all their territories. 
     
    Of course, this is really in the realm of emergent gameplay if you think about it, it's not up to the devs what happens to empires. I'm also fine with there being some abandoned cities left over from a fallen empire. Imagine flying in and exploring one and maybe deciding to get some friends together to revive it. 
  4. Like
    Code24 reacted to guttertrash in What brought you to Dual Universe?   
    I liked eve online a lot, and i like space engineers a lot. 
     
    how could i not. 
  5. Like
    Code24 got a reaction from Halo381 in How far can empires expand till they colapse and if there are possible ways to prevent such things in DUAL.   
    Ugh, I really want to play this game. Like now. 
  6. Like
    Code24 reacted to Halo381 in How far can empires expand till they colapse and if there are possible ways to prevent such things in DUAL.   
    Imagine if the automated defenses still worked; gotta fight your way into the control center to shut off the turrets and claim the city 
  7. Like
    Code24 got a reaction from Jett_Quasar in Science!!!   
    I've always disliked the science system in KSP because it was a very unconvincing connection between the collection of science points and suddenly having researched new parts.
     
    So if there is a science system, it needs to make sense. A measurement of cosmic radiation shouldn't just arbitrarily lead to being able to build a new engine unit. 
     
    Heres some ideas that come to mind:
     
    -Have a Materials Research Unit
    -Have resources which cannot be used until they are put into the Research Unit for a given amount of time.
    -Allows players/organizations to corner the market on certain rare resources, if they have put a lot of effort into finding and researching a rare material
     
    Srry if I repeated anyones ideas, didn't have time to read much of the above posts.
  8. Like
    Code24 got a reaction from nietoperek in Science!!!   
    I've always disliked the science system in KSP because it was a very unconvincing connection between the collection of science points and suddenly having researched new parts.
     
    So if there is a science system, it needs to make sense. A measurement of cosmic radiation shouldn't just arbitrarily lead to being able to build a new engine unit. 
     
    Heres some ideas that come to mind:
     
    -Have a Materials Research Unit
    -Have resources which cannot be used until they are put into the Research Unit for a given amount of time.
    -Allows players/organizations to corner the market on certain rare resources, if they have put a lot of effort into finding and researching a rare material
     
    Srry if I repeated anyones ideas, didn't have time to read much of the above posts.
  9. Like
    Code24 reacted to Astrophil in Cinderfall's Backstory   
    The Cinderfall Syndicate was once known as the Nexus Corporation, a well-connected paramilitary and research conglomerate at the forefront of experimental technology.
     
    Before we left our old homeworld Earth, the U.N. and various other governments around the world consumed resources, fought wars, and ravaged the land in an endless cycle of self-destruction until Earth had become a burnt cinder of its former glory. The Arkships were built as a scapegoat for these governments’ mistakes. They called the Arkship program “Project Rebirth”, advertised as salvation from the rapidly approaching HR 8210 IK Pegasi supernova’s child neutron star, but the star played no role in the U.N.’s program. Earth would have long been drained and depleted before then. Project Rebirth was a facade, a scandal to cheat the whole of humanity and cater to the elite.
     
    With the fate of Earth seemingly sealed despite its best efforts, Nexus embraced a final attempt to bring humanity aboard the Arkships: Project Cinderfall. The cybernetworking capabilities of Nexus were at that time second to none, acclaimed as the most advanced in the world, allowing Nexus to infiltrate the United Nations’ biased Arkship selection algorithm. What had once been designed to save only the corrupt elite now encompassed a diverse population across Earth.
     
    If the earth were the white hot flame of humanity, we are but cinders falling from our doomed homeland. Our new destiny: to rise again from the ashes, reborn as a Phoenix...
     
    Explore Cinderfall > here <
  10. Like
    Code24 got a reaction from ShadowLordAlpha in Am I alone in thinking that Stargate Probes are a bad idea?   
    I mean.. that makes sense though right?
     
    It's not like people will be be stuck in the same place forever. There are going to be the resources necessary to refuel throughout space. So yeah, you'll need to get out there mine it, refine it, and refuel your ship. You'l probably have to return to populated space every once and a while if your an explorer but that's realistic and leads to good RP. If everybody is off doing their own thing, player interaction won't come naturally
     
    The devs have stated multiple times that for every pressure (i.e. the benefits of player expansion), there will be a counter pressure (access to fuel, communications, markets, etc.). 
  11. Like
    Code24 got a reaction from Halo381 in Am I alone in thinking that Stargate Probes are a bad idea?   
    I mean.. that makes sense though right?
     
    It's not like people will be be stuck in the same place forever. There are going to be the resources necessary to refuel throughout space. So yeah, you'll need to get out there mine it, refine it, and refuel your ship. You'l probably have to return to populated space every once and a while if your an explorer but that's realistic and leads to good RP. If everybody is off doing their own thing, player interaction won't come naturally
     
    The devs have stated multiple times that for every pressure (i.e. the benefits of player expansion), there will be a counter pressure (access to fuel, communications, markets, etc.). 
  12. Like
    Code24 got a reaction from Tonkah in The Council of Alioth   
    Dude... have you been reading my mind? I've been thinking about this issue for like a week too and I made sure to ask about it in the AMA as well.
     
    One of the greatest appeals of any sci-fi game is cool looking cities and ships. But in the case of Dual it seems that just one idiot with a mission could do a lot to break the immersion. 
     
    First off, I really like the ideas you brought up and I think they would actually solve this pretty well. However, I do view them as a last resort. My preference would be to use game mechanics to favor useful designs over useless/joke constructs. 
     
    Here's my idea:
     
    The kind of technology that the ark uses to protect buildings should take up a huge amount energy because it is actively preventing certain players from destroying/modifying voxels, and as more constructs are created it has to protect more. So in order to balance this, players have to actively pay for their use of of the arkified area on a per-voxel basis (whether this should be monetary or resources idk). If the player runs out of resources to maintain the construct within the arkified zone, it temporarily becomes unprotected and players can either destroy it, or start paying for those voxels themselves. 
     
    This idea assumes that "VR mode" blueprint construction is implemented. This means that players who are just starting out and cannot yet pay for protection of their constructs in the ark-zone can do so by using VR construction and building the actual structure elsewhere. If they (as a new player) want to build their structure within the ark zone must begin a career or coordinate with an established organization to get it built and regularly payed for.  
     
    While this cost of building in a protected zone is a downside, it can easily be worth the cost. Buildings within this zone are the first constructs players see when the spawn at the ark ship, so these buildings will have more visibility to new players than any other in the game with the added benefit of being indestructible. If you are seeking a place for your market, business, or organization headquarters there is no better location than here. 
     
    The desired effects of this mechanic:
     
    Arkified areas become functioning cities rather than just a mismatched graveyard of unused player constructs. The construct has to be providing value to an active/organization player in order to be worth the cost of it's existence. Buildings within the arkified area will not be on a first come, first serve basis. If a player decides to leave the gave for more than a few weeks, they need to consider whether they have enough resources to pay for it over the long term, and if not, consider giving ownership to someone else who can stay online. 
     
    And finally, I feel that this would, at the very least, limit the proliferation of the "TTP" problem. Unless an entire organization is very passionate about paying for and maintaining Dickbutt structures it simply won't be worth the resource draw.
     
    If you agree or see a major flaw in my reasoning here lmk.
  13. Like
    Code24 reacted to Astrophil in WAR AND ITS AFTER EFFECTS   
    Hopefully it won't result in everyone writing their posts in curly script ????
  14. Like
    Code24 got a reaction from Dygz_Briarthorn in AskAnything - Responses to Responses   
    Yes it is a builder game, but it's also an MMO. My hope is that there is specialization, such that many player's will simply buy ships off the markets rather than designing them themselves. This is why the game could have a wide range of play styles. In my experience, a large subset of players will not have the time and patience to learn the complexities of the building system. And that's a good thing because they will be the ones actually flying the ships.
     
    As for keeping builders occupied, I think the most excitement will come from building new blueprints, not tediously replicating ship designs by hand. This is exactly the shortcoming of Space Engineers for large scale production (disregarding the performance issues).
  15. Like
    Code24 got a reaction from Kuritho in A less costly way of killing you're enemy(Terrorist attacks)   
    This would certainly be a possible strategy... but just as in real life it will be extremely annoying. As discussed in other posts there will have to be downsides to dying, like a recharge time before you can use your resurrection node.
     
    In the interest of balance I'd say the devs shouldn't make it possible for you to carry an explosive on you that can do serious damage. A small blast radius that can only take out people and blocks within the immediate vicinity.
  16. Like
    Code24 reacted to NQ-Nyzaltar in Axes of Symmetry   
    Hi Alexwright,
     
    If I understood well what you meant, this is something that some devs are already discussing:
    Having the ability to "mirror" a pattern (a saved voxel shape) is something that is definitely worth considering
     
    Best regards,
    Nyzaltar.
  17. Like
    Code24 reacted to DrFrigoPorco in Dual Universe Today Magazine - A Porcocorp Media Publication   
    A new media publication by Porcocorp. 
     
    Dual Universe Today Magazine
     

     

     

  18. Like
    Code24 reacted to yamamushi in Little Known Forum Feature   
    I apologize if this isn't the right forum for this topic, but I didn't know where else it might fit into.
     
    Lately I have seen some conversations on the forum become very aggressive, insofar as people cursing at each other and getting into really heated arguments. While I think it's healthy to be able to debate openly on the forum, there are certainly some people you might not get along with very well. I'm not going to point out any names, but some people certainly have the tendency to escalate debates into full blown attacks on one another. 
     
    Which is why I want to point out a feature of this forum that I think many people are unaware of.
     
     
    If you navigate to your "My Settings" page, there is a tab on the left hand side of the page titled "'Ignore' Preferences". 
     
    From there you can ignore any user you'd like to, including their signatures and personal messages. 
     
     
    I think if more people were aware of this feature, there would be less of a chance for discussions to break down into full blown arguments, and things might stay a bit more civil overall.
     
  19. Like
    Code24 got a reaction from Halo381 in The Council of Alioth   
    Dude... have you been reading my mind? I've been thinking about this issue for like a week too and I made sure to ask about it in the AMA as well.
     
    One of the greatest appeals of any sci-fi game is cool looking cities and ships. But in the case of Dual it seems that just one idiot with a mission could do a lot to break the immersion. 
     
    First off, I really like the ideas you brought up and I think they would actually solve this pretty well. However, I do view them as a last resort. My preference would be to use game mechanics to favor useful designs over useless/joke constructs. 
     
    Here's my idea:
     
    The kind of technology that the ark uses to protect buildings should take up a huge amount energy because it is actively preventing certain players from destroying/modifying voxels, and as more constructs are created it has to protect more. So in order to balance this, players have to actively pay for their use of of the arkified area on a per-voxel basis (whether this should be monetary or resources idk). If the player runs out of resources to maintain the construct within the arkified zone, it temporarily becomes unprotected and players can either destroy it, or start paying for those voxels themselves. 
     
    This idea assumes that "VR mode" blueprint construction is implemented. This means that players who are just starting out and cannot yet pay for protection of their constructs in the ark-zone can do so by using VR construction and building the actual structure elsewhere. If they (as a new player) want to build their structure within the ark zone must begin a career or coordinate with an established organization to get it built and regularly payed for.  
     
    While this cost of building in a protected zone is a downside, it can easily be worth the cost. Buildings within this zone are the first constructs players see when the spawn at the ark ship, so these buildings will have more visibility to new players than any other in the game with the added benefit of being indestructible. If you are seeking a place for your market, business, or organization headquarters there is no better location than here. 
     
    The desired effects of this mechanic:
     
    Arkified areas become functioning cities rather than just a mismatched graveyard of unused player constructs. The construct has to be providing value to an active/organization player in order to be worth the cost of it's existence. Buildings within the arkified area will not be on a first come, first serve basis. If a player decides to leave the gave for more than a few weeks, they need to consider whether they have enough resources to pay for it over the long term, and if not, consider giving ownership to someone else who can stay online. 
     
    And finally, I feel that this would, at the very least, limit the proliferation of the "TTP" problem. Unless an entire organization is very passionate about paying for and maintaining Dickbutt structures it simply won't be worth the resource draw.
     
    If you agree or see a major flaw in my reasoning here lmk.
  20. Like
    Code24 got a reaction from Astrophil in The Council of Alioth   
    Dude... have you been reading my mind? I've been thinking about this issue for like a week too and I made sure to ask about it in the AMA as well.
     
    One of the greatest appeals of any sci-fi game is cool looking cities and ships. But in the case of Dual it seems that just one idiot with a mission could do a lot to break the immersion. 
     
    First off, I really like the ideas you brought up and I think they would actually solve this pretty well. However, I do view them as a last resort. My preference would be to use game mechanics to favor useful designs over useless/joke constructs. 
     
    Here's my idea:
     
    The kind of technology that the ark uses to protect buildings should take up a huge amount energy because it is actively preventing certain players from destroying/modifying voxels, and as more constructs are created it has to protect more. So in order to balance this, players have to actively pay for their use of of the arkified area on a per-voxel basis (whether this should be monetary or resources idk). If the player runs out of resources to maintain the construct within the arkified zone, it temporarily becomes unprotected and players can either destroy it, or start paying for those voxels themselves. 
     
    This idea assumes that "VR mode" blueprint construction is implemented. This means that players who are just starting out and cannot yet pay for protection of their constructs in the ark-zone can do so by using VR construction and building the actual structure elsewhere. If they (as a new player) want to build their structure within the ark zone must begin a career or coordinate with an established organization to get it built and regularly payed for.  
     
    While this cost of building in a protected zone is a downside, it can easily be worth the cost. Buildings within this zone are the first constructs players see when the spawn at the ark ship, so these buildings will have more visibility to new players than any other in the game with the added benefit of being indestructible. If you are seeking a place for your market, business, or organization headquarters there is no better location than here. 
     
    The desired effects of this mechanic:
     
    Arkified areas become functioning cities rather than just a mismatched graveyard of unused player constructs. The construct has to be providing value to an active/organization player in order to be worth the cost of it's existence. Buildings within the arkified area will not be on a first come, first serve basis. If a player decides to leave the gave for more than a few weeks, they need to consider whether they have enough resources to pay for it over the long term, and if not, consider giving ownership to someone else who can stay online. 
     
    And finally, I feel that this would, at the very least, limit the proliferation of the "TTP" problem. Unless an entire organization is very passionate about paying for and maintaining Dickbutt structures it simply won't be worth the resource draw.
     
    If you agree or see a major flaw in my reasoning here lmk.
  21. Like
    Code24 reacted to Kiklix in Large Weapon Turret for Dual Universe (D.U. art inside)   
    This is for those who are new to Dual Universe (and the forums) and whom have not seen some of the art/in game assets shown by Novaquark.
    ​You can see more art assets made for Dual Universe by visiting the media section here. http://www.dualthegame.com/medias
     
     
     
    This is a large Weapon Turret to be used on larger spaceship constructs. The PIPES here would feed to these guns to provide power. Too cool!
     
     
    http://s3-eu-west-1.amazonaws.com/static.www.novaquark.com/marmoset/Turret_01.html?platform=hootsuite​
     
    https://twitter.com/dualuniverse/status/703285049853140992
     
    EDIT: Below is another weapon, a Laser Cannon
     
    http://s3-eu-west-1.amazonaws.com/static.www.novaquark.com/marmoset/Canon.html?utm_source=hootsuite​
     
     
    https://twitter.com/dualuniverse/status/667770755724263424
  22. Like
    Code24 reacted to NQ-Nyzaltar in Land Ownership   
    Hi Klatu Satori,
     
    It's true we only talked about the Arkship Secure Area being indestructible last year, in the DevBlog.
    But in the mean time, we have also considered that a fixed size for this area can be an issue as the player population grow and new players become unable to find any available land in the secure area on the long term. We cannot consider to enlarge the size of the secure area after the launch, because some players might have built things at the frontier of the secure area. What would happen then if we enlarge the ASA? That's why we might onsider empowering each player to have a unique (one time use) device enabling him/her to create a small area much like the ASA. We are aware this direction could cause balance issues, so it's possible we put some additional restrictions compared to the ASA.
     
    Anyway, it's a bit soon to discuss about this subject as it will be part of the subject in the next DevBlog (subject: Territory Management!)
    And once it will have been presented in details, you will have time to give your opinion and/or concerns. All the design on this part is not set into stone yet, and we will seek community feedback before finalizing it
     
    Best Regards,
    Nyzalatar.
  23. Like
    Code24 reacted to Kongou in Twitch roundtable discussion   
    Join in on the community DU, help us spread the word out to the GOOD people on the internet, and your friends!
     
    We're starting to come together , playing other games, watching videos, talking about the general state of gaming.
     
    Helping each other with news and ideas about DU!
     
    If you have skeptical friends about DU yamamushi is prepared to brainwash them in the church of yama, while the rest of us chant. one of us
  24. Like
    Code24 got a reaction from Warden in 「Vulture Corporation」 [Security - Science - Service | International ☑ - Immersion ☑]   
    Wow. So cool to see an organization so well prepared already. Good luck in the Dual universe, Vulture Corp  .
  25. Like
    Code24 reacted to Zander in Greetings From Reddit!   
    Hello everyone! I've been posting here and there but figured I'd intro myself and welcome you to check out the Reddit sub for Dual Universe. We're still in the middle of establishing the theme and content format of the sub but it's going well! We're excited to get all the news, content, creativity and discussion we can for this great game. If you ever see anything that you think other players should be aware of here on the forums, post it and let us know so we can get as many people involved on these forums and excited for the game, as we can. Thanks for having us!

    Regards, Zander (Godnaz)
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