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Alpha Tester
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Posts posted by GunDeva

  1. The 2 closest Ship building games compared to Dual Universe I can think of would be Space Engineers and Empyrion they or both on Steam and you can use things like YouTube to see actual game footage and player creations !


    Personally to me DU is a step way above both of these games and the systems they use but that my personal opinion and I cant talk about DU ship building system do to NDA but there or videos also out there like the Dev Diary's  on ship build in  Dual Universe and some of that still might change seeing we are in Pre-Alpha.

  2. I guess I'm ok ether way with the crafting because I don't think it will be a problem seeing that I feel there will be a lot of specialization in many areas and no one will be a jack of all trades and maybe you might become one day but that would be a very long time away seeing how skill training might go !


    You may be the best weapon smith out there but you will probably need some one to provide you with rare ore and materials you may not be specialized in harvesting or making yourself !

  3. We don't know yet and nothing has ben released that I know of on this subject but in theory if I destroy a enemy ship after I destroying  its core that should sever all ties of  ownership of that construct and I should be able to salvage it or place in my own core and try to take control of it ? If this is possible people will probably try to hide the location of there cores forcing  attackers to have to destroy a lot in order to find the hidden core and maybe giving them time to counter attack be for losing  all the materials they used !

  4. Wheels , rotors , treads or some of the worst things to have in a voxel type of game it has caused nothing but bugs and server problems not to mention in a sci-fi futuristic game would they really still be using things like wheels , treads , and rotors in a advance future setting ?

    I personally would expect to see more anti-gravity and hover jet type technologies being used.

  5. Unown006 yea I put that up for some good information and insight but I also got tired of people not wanting restraints on cloaking . Cloaking doesn't exists in real life its a Sci-fi tool for fun with no real science behind it yet so you might as well call it a magical system.  


    I have no problem with them putting cloaking in DU I would just like to make sure there is some balance!  Unbalance game play has also ben a factors that has killed a lot of games.


    Many people will come up with great ideas for system but don't forget they also need some balance. Having the 007 Golden gun is great when you have it but not so much for the other players!

  6. 4 hours ago, Lethys said:

    I would have no problem with a magical invisibility cloak - If the ship is completely blind then too and has to rely in sensors or stuff...


    Such a mechanic needs delicate balancing otherwise or just gets abused

    Well with out some balance I would vote NOT ! Cloaked ships firing weapons and staying cloaked is a broken and not fun system garneted to be abused! 


    5 hours ago, vylqun said:

    i can just repeat myself again and again, no magic tricks in a hard sci fi game !

    CLoaking means technology (shape, surface, fields etc.) that reduces the signal close to backgroundnoise level, they don't get automatically disabled when someone attacks. What could happen is that a scanner on the other ship picks up the direction of the attack and thus look for minimal signals and lock on in this way, that would require another module again tho.

    Also cloaking doesnt magically disable upon being attacked, only when the module/structure was destroyed.

    Objects in space move very fast so yes hitting a large object is a 50/50 chance. Many nations have ben working on Cloak tech and most likely it will use massive amounts of power to bend light or project a image so yes by disrupting this ability  it would break a ship out of cloak not mention this tech will probably give off a lot of heat! Its a Sci-Fi game and yes we are allowed to tweak it for balance like many games have done be for and people do hate broken and over powered systems in games.


    4 hours ago, CalenLoki said:

    Attacking (or being attacked) doesn't remove stealth. Just greatly increase your heat signature, which means pretty much the same.


    And if we have two separate devices:

    Detector (wide detection angle - to get the first contact)

    Tracker (very narrow detection angle - can be locked on already detected enemy, or used manually at anticipated enemy position)

    Then once someone fire once, he get tracked and an't really go back to stealth again (unless he breaks LOS, which may be tricky in open space)


    I agree - no randomness, no magic.

    So in other word you have a unlimited amount of power for all ship systems ? That doesn't work in the real would not to mention it would break a game? Its not magic its balance just like most thing you have to do some type of management. I guess you could go with the endless power supply to all ship system shield , cloak , weapons , life support ...etc but I am sure most would view that as a broken system seeing you don't even get that in real life or movies. 


    Finally key word is BALANCE : cloak tech is ok but there need to be balance. Can you lock or tab target that ship that's always cloaked or could jump back into cloak while in combat? NO You would have a ship that no one could touch or target which would break the game.

  7. Personally I don't have a problem with cloak technology as long as they would do it like in most games and moves : #1 any aggressive action you make takes you out of cloak. #2 cloak works best when your not moving. #3 If you get hit while cloaked its a 50/50 chance you might get knocked out of being cloak! #4 short range cloak countermeasure devices which would be costly just like cloak.


    Basically cloak being used to observe targets or slip by enemies  and sometimes used to get a first strike but never over powered where you can constantly attack someone and remain cloaked which would be over powered and broken game play.

  8. 47 minutes ago, Lethys said:

    Living in UA is already dangerous enough:

    - you may lose your base at any time

    - you may be killed and lose all items on person at any time

    - you may lose your ship when you're offline

    I think NQ made the right decision don't forget there will be many types of players and if you start robbing people  with no safety net type systems you are going to lose a lot of people that want to play your game but will not be cause of it ! To some people not interested in being a  pirates or PvP player : why waste time / months and money some times really money investing into something that some one can destroy in a few seconds that's a no win scenario for them. 


    Even if you loot someone in game why is it a big deal to also take there money? You could still make a profit off the items you looted from them right? I use to PvP but I still don't understand why some players want to be able to loot all my items and take all my money leaven me with zero : butt naked and no cash  O.o   

  9. 18 hours ago, Nanoman said:

    This is exactly why I'm not yet convinced that simple (dis-)incentives would be enough to counter for example griefers, or to prevent the ASA from becoming one big swiss cheese in relatively short order.


    One rule in software development (or maybe I just made it up) is: If it can happen, it will happen...

    I understand your concern but I don't think it will be a problem you will just have to find where all the safe zones are and just stay inside to do your business and building ! If there is a safe zone on a moon far away from the big groups I would personally pic that one and if your in a organization your group could make its own town or city inside that safe zone .

  10. Salvaging brings up a lot of questions I don't think have ben answered or maybe not even asked like : # 1 if I destroy a enemy base that has a TU/ Territory Unit and replace it with my TU/ Territory Unit does that give me rights our even salvage to that base I have just taken over?


    #2 If I destroy a ship and its control unit can I now salvage that ship?  What if I destroy the control unit and put in my own control unit would that make the ship now mine and the new owner of that ship?

  11. 4 hours ago, Ben Fargo said:

    This is just my opinion, but I think DACs should be considered something players exchange.  They should be attached to a player's account, never appear in a character's inventory and so not be lost if the character dies.  To me, they just do not make sense as something a character would own.

    100% DAC should NOT be a loot able item and account based but able to trade on the market or on contracts which I think NQ has probably  already thought about . Its strange to me that people want a way to steal other people subscription money?


    Loot drops : I die and someone takes my loot ok not happy no problem I will just carry less items but someone stealing my DAC that I paid for with real money for my account well that's BS!  Griefers Game Alert :  Not only do you get ganked and items taken your DAC for subscription can also be stolen : insult to injury ! Yea I can see someone bragging that they don't have to pay for a subscription for 10 years due to all the new people they robbed for DAC. Do you think that would be great for the community and for the game?

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