Jump to content

Dreamstar

Alpha Team Vanguard
  • Posts

    242
  • Joined

  • Last visited

Reputation Activity

  1. Like
    Dreamstar reacted to Dead8Eye in Ship cannons/weapons   
    hi !
     
    ok i think the theme ,,weapons,, be a littlebit diffult because we speak between handhold weapons and ship weapons.
     
    huger and bigger ships (so is my idea) must get special user support.
    this means, that too heavy or big ships needs a higher crew membership for control the rly big guns. 
     
    but if you begin with small ships (fighters, transporters or hybrid ect..) you must get a good AI support of automatic weapons.
     
    in the game elite dangerous is a higher active 1 person aspect in the complete gameplay. this is a problem, because the low multiplayer activity on some servers.
    many guys will play with a team and this can be implemented into the navigation and crews for the ships on the ,,higher sector,, or ,,huger ships,,
     
    how ive seen in the first look of DU, it will have a big aspect on the FPS and the battles on the ground too. the handhold weapons what
    the users will get, must be compatible with the gamplay and the ambient. not too much of ground vehicles hows big tanks!
    this will be the hardest one to get the balancing between the FPS and FSS. 
     
    btw please dont begin with ships hows frigate or destroyer classes! .. many many players will fly smaller ships and will work for the
    higher or bigger ships on step by step. 
     
    i don´t know how the skill-system was planned. but  a small line to the skill-system of eve online will be a good opinion for DU so i think. 
     
    this is a point for the weapon types and the research of it. 
     
    so i think this is the first one, what i can write in the first post here in the forum . 
     
     
    sry my english is not the best, ive small problems with languages so i hope nobody missunderstand how i mean my suggetion.
     
    thanks for reading!
     
    lg,
    dead8eye
  2. Like
    Dreamstar reacted to PetdCat in Wipe server after Alpha and Beta ?   
    The workaround I see to that is if the blueprint is not tradeable, I would still be able to go over to your property and build using it.  It would be a similar situation as to builders in Second Life or other virtual worlds where people hire builders to actually build on their property.  Where making it untradeable would keep them off  the market, you could still pay the builder to just come over an build it on your property using the blueprint.
  3. Like
    Dreamstar reacted to Ripper in Ship cannons/weapons   
    Just call me Admiral Ripper
  4. Like
    Dreamstar reacted to Astrophil in Water World   
    I have a feeling Nyzaltar will reply to this with something along the lines of:
     
    "It's not planned for alpha, but I will present this idea to the dev team. It's a very interesting idea that could be a great game mechanic, but it will be difficult to implement."
     
    Or something like:
     
    "We have been having discussions within the dev team about this concept, although it is not yet planned to be implemented in alpha."
  5. Like
    Dreamstar got a reaction from Astrophil in Water World   
    "Sir we've landed on the planet"
     
    ...."What?"
     
    "Sir we landed"
     
    "This is an oceanic planet fool!!"
     
    -static-
     
    Giant whale not hungry now.
  6. Like
    Dreamstar reacted to DevisDevine in Stargates: Functionality?   
    I would just build one near a popular noob/trade space that send them to a death trap. Just an area in deep space loaded with turrets to destroy them. 
     
    I mean I would never do that, and havent ever done that in a game before. 
  7. Like
    Dreamstar reacted to norab7 in Several characters in the game   
    I read all that saffi, and I think you could do that with just one single character if you played around with some of the mechanics you have described there.
     
    The multi-character thing could be as simple as a spy skill that gives you the option to 'select alias', giving the guise of you either logging out or logging in as a secondary character, but you are in fact just putting on a disguise.
     
    Couple of levels to it like you have depending on your spy skill:
     
    Could be 'chat disguise' you can infiltrate and pretend to be a person in another chat, but it requires 'hacking into' that chat, which other spy masters inside the chat could 'anti-hack'. If you are found out the 'anti hackers' could have the option to either remove you, which would just get rid of your ability to chat/watch much like /quiting the chat yourself but forces and without any visual indication to the guild you were spying on that it was you as the spy. Or the 'anti-hackers' could 'trace-hack' giving them the change to find out who you are, where you are and what organisation you are from ect, depending on how long you let them trace you for (could have a indication that you are being traced, depending on your level vs their level)
     
    Another one, like you pointed out, could be 'Visual Disguise'. You simply copy the appearance of a person, basically 'hack' their look and credentials (this could be ontop of the 'chat-hack' so its more believable) giving you the chance to infiltrate their base and loot chests and anything the person you 'hacked' can do, give more need to set out correct tag on people, so that spy's can't do anything they like. The 'anti-hack' for this could be security checkpoints, or scanners inside the base that indicated you are a spy but only to those who can see or hear the element (so it's got some leg room to work). Obviously if you get found 'visual hacking' the enemy has the option to shoot you, immediately removing your hack so everyone knows, or let you go about your business and trap you or watch what you do.
     
    Trapping someone you could incorporate all sorts of skills, that would let you interrogate people, or view inventory, or 'pretend' to be them on their chat to see if you could lure more people into traps, obviously traps should only last so long.. OR you could download a 'player file' if you trap them giving you access to all this, and a risk/reward factor to spying.
     
    Don't know if that makes sense, I was kind of just building upon saffi's idea.
  8. Like
    Dreamstar got a reaction from Ciovala in DevBlog: Dual Universe Financing   
    @Novaquark and Nyzaltar, have you considered allowing the fanbase to invest directly?
     
    Equity crowdfunding is becoming a thing. I don't mean to intrude into the affairs of the company but I think you all have begun such an initiative already, are you only looking for angel investors with large amounts of money until you do a kickstarter and get donations?
     
    I'm probably not the only one that can see that this game has major potential. Perhaps many of us aren't qualified to join the team in coding, office management, marketing strategies, or lack some other element to join the team.
    Possibly you think it would be a bad idea to intermix investors and players as people might believe they are entitled to special treatment.
     
    Anyway, some of us might be interested in making investments, and also kickstarter donations.
    I haven't invested in anything in the past, simply from being too far down the social and economic scale and a lack of interest. Now I have a project I believe in even if I don't have 3 million, I might have a few thousand.
    I didn't understand the website I happened across with NQ listed, I wont name it directly since you haven't named it. Could us poorer people, not versed in the ways of venture capitalism and equity, that might be able to invest a few thousand, invest you there? However definitely less than 100,000 which more traditional and wealthy investors may be capable of or is it a big boys club / closed / private deal?
     
    Please consider, I think there may be many people out there that would be willing to invest; willing to invest without the fuss of a big presentation.
     
    On behalf of everyone of the forums, we thank you for self funding the project thus far. I hope, and believe the project will be a financial success, for you, and an enjoyable gaming experience, for all.
  9. Like
    Dreamstar got a reaction from KlatuSatori in Several characters in the game   
    I understand the desire and the draw for having alts and playing the spy game, first though Ill just talk of alts in general.
     
    If you only have one character per account allowed, you eventually hit a skill cap. Even if they allow you to unlearn and relearn new skills, some people won't be satisfied, and they will demand multiple character slots, or bypass the system with multiple accounts.
     
    If you allow people multiple characters, they have almost no sense or responsibility to the game world. Something not going your' way, no problem just log out let someone else fix it. They can also master everything in the game, which maybe that's fine after all they pay for content why get just a slice of the whole pie you pay for. Another problem with having an alt character is the way it interacts with the game, you are an extra dimensional being and break the continuance of each character when you log out to a character select and then go to a loading screen and are back in some other time or place in game.
     
     
    A partial mix of both would be a good thing to look into, using in game mechanics. You have multiple bodies, perhaps you train different knowledge into them, and this could also allow you multiple aliases.
    As it is with the spy game, its almost perfect if you have totally separate characters, e.ve. However, If all your alt characters were just clones somewhere, you could also monitor other chat systems by proxy without logging out, discretely or not, I dont know how the chat works right now so its hard to say.
     
    I know such a method would require some things be developed especially for spies. What Im thinking is spies have a skill they can unlock that allows them to display a different account name, if that is even displayed, or other nefarious things to hide their true identity. It could be either or both for their main character, or their alt clones.
     
    The best communities Ive felt that treat the game and other players with the most respect have been ones where you have just one character. The ones that seem washed up and cheap are where someone puts much time into a character, gets bored of it and abandons it. When people abandon characters and don't say anything you lose track of them sometimes they go join a different guild, they take up extra names, and so forth.
  10. Like
    Dreamstar got a reaction from norab7 in Several characters in the game   
    I understand the desire and the draw for having alts and playing the spy game, first though Ill just talk of alts in general.
     
    If you only have one character per account allowed, you eventually hit a skill cap. Even if they allow you to unlearn and relearn new skills, some people won't be satisfied, and they will demand multiple character slots, or bypass the system with multiple accounts.
     
    If you allow people multiple characters, they have almost no sense or responsibility to the game world. Something not going your' way, no problem just log out let someone else fix it. They can also master everything in the game, which maybe that's fine after all they pay for content why get just a slice of the whole pie you pay for. Another problem with having an alt character is the way it interacts with the game, you are an extra dimensional being and break the continuance of each character when you log out to a character select and then go to a loading screen and are back in some other time or place in game.
     
     
    A partial mix of both would be a good thing to look into, using in game mechanics. You have multiple bodies, perhaps you train different knowledge into them, and this could also allow you multiple aliases.
    As it is with the spy game, its almost perfect if you have totally separate characters, e.ve. However, If all your alt characters were just clones somewhere, you could also monitor other chat systems by proxy without logging out, discretely or not, I dont know how the chat works right now so its hard to say.
     
    I know such a method would require some things be developed especially for spies. What Im thinking is spies have a skill they can unlock that allows them to display a different account name, if that is even displayed, or other nefarious things to hide their true identity. It could be either or both for their main character, or their alt clones.
     
    The best communities Ive felt that treat the game and other players with the most respect have been ones where you have just one character. The ones that seem washed up and cheap are where someone puts much time into a character, gets bored of it and abandons it. When people abandon characters and don't say anything you lose track of them sometimes they go join a different guild, they take up extra names, and so forth.
  11. Like
    Dreamstar got a reaction from norab7 in Water World   
    "Sir we've landed on the planet"
     
    ...."What?"
     
    "Sir we landed"
     
    "This is an oceanic planet fool!!"
     
    -static-
     
    Giant whale not hungry now.
  12. Like
    Dreamstar reacted to AlexWright in Water World   
    Eh, this could happen on a gas giant too. Giant space whales notwithstanding.
  13. Like
    Dreamstar reacted to PetdCat in Wipe server after Alpha and Beta ?   
    Will grovelling be involved?   LOL
     
    I'm an old married man, so I am already use to it!  <grin>
  14. Like
    Dreamstar got a reaction from Zen001 in DevBlog: Dual Universe Financing   
    @Novaquark and Nyzaltar, have you considered allowing the fanbase to invest directly?
     
    Equity crowdfunding is becoming a thing. I don't mean to intrude into the affairs of the company but I think you all have begun such an initiative already, are you only looking for angel investors with large amounts of money until you do a kickstarter and get donations?
     
    I'm probably not the only one that can see that this game has major potential. Perhaps many of us aren't qualified to join the team in coding, office management, marketing strategies, or lack some other element to join the team.
    Possibly you think it would be a bad idea to intermix investors and players as people might believe they are entitled to special treatment.
     
    Anyway, some of us might be interested in making investments, and also kickstarter donations.
    I haven't invested in anything in the past, simply from being too far down the social and economic scale and a lack of interest. Now I have a project I believe in even if I don't have 3 million, I might have a few thousand.
    I didn't understand the website I happened across with NQ listed, I wont name it directly since you haven't named it. Could us poorer people, not versed in the ways of venture capitalism and equity, that might be able to invest a few thousand, invest you there? However definitely less than 100,000 which more traditional and wealthy investors may be capable of or is it a big boys club / closed / private deal?
     
    Please consider, I think there may be many people out there that would be willing to invest; willing to invest without the fuss of a big presentation.
     
    On behalf of everyone of the forums, we thank you for self funding the project thus far. I hope, and believe the project will be a financial success, for you, and an enjoyable gaming experience, for all.
  15. Like
    Dreamstar reacted to Ripper in What can Dual Universe do?   
    Here are a couple of quotes from the LUA scripting devblog:
     
    "Engines are real (they physically push your ship where they are, with the power they have), gravity is real,"

    "The exact details of how this is done in terms of control and dynamics are beyond the range of this post, but it involves simple Newtonian physics about torques and forces."
     
    That looks VERY promising.  Would you agree they imply inertia?
  16. Like
    Dreamstar reacted to PetdCat in Imperial foundations.   
    <grin>  You realize that by creating an Alliance you will almost automatically generate an outcast/pirate group that lives on the fringes and feeds off of it  
     
    This could be way too much fun.
  17. Like
    Dreamstar reacted to Zen001 in The Black Hole of Enthusiasm   
    Wondering what Dual Universe intends to do about enthusiasm. Having survived the white hot, fanatical in your face fanboyism of Star Ctizen and the sleepy, ho-hums of Battlescape, it appears finding a healthy medium is nearly impossible. The only one that seems to have come close, and I use 'close' hesitantly, is Elite Dangerous, though I stopped playing that game a long time ago so can't really say what state the community is in. 
     
     
    That said, I think DEVs can go a long way in either creating enthusiasm or stifling it. They can either go the Star Citizen route: ban everyone and anything that undermines enthusiasm (ie profits); or they can go the Battlescape route and remain completely open (much to their credit!) but uninvolved in player generated content. Or is there a third way? I really do hope so because I have never been a fan of extremes - it's the middle that attracts me, where enthusiasm is appreciated and encouraged, but not subject to ulterior motives and fanaticism. Anyway, just some thoughts as I am new here and not sure how this community will evolve. But I have to say I like what I am seeing so far. 
     
     
     
  18. Like
    Dreamstar reacted to PetdCat in Merchandise?   
    I'm all in for Converse Hightops with jump jets on the bottom.
  19. Like
    Dreamstar reacted to norab7 in Dual Universe Lore (Part 5)   
    - While there could be some hidden reasons, do you consider the fact to find blueprints by this manner ok? or do you find it a bit "too convenient" (lore-wise)?
     
    No, this gives explorers something to explore for. So far reading what I've been through there isn't anything concrete that the explorers are aiming to find, other than better locations and materials and maybe the potential arksite.
    Maybe, as some people have said change it from a simple 'click to get' interaction to a more meaning full one, maybe a puzzle or labyrinth that you need to traverse in order to get it, could be something like the 'cave of wonders' in aladin.. You can enter into the cave but if you make the wrong mistake you risk losing everything. Some caves could be guarded by traps and the like.. so you would end up being indiana jones.
    Just finding new things on the surface of the planet and clicking to get is very convenient, i want to work for my food..
     
     
    - For the time being, items made in kyrium are meant to be indestructible. Is it fine from your point of view? or do you think this could be an issue?
     
    Not if you do it correctly.. having ships out in space in indestructible parts would give a unfair advantage to the people with them, how do you stop a ship that can't be stopped?... 
     
    Maybe something where you restrict the use of them or their abilities...
     
    They might not be able to be damaged, but you can shut them off with EMP's or some hacking technologies that they would be susceptible too more so than standard destructible parts, so they are still beatable but they are not destroyable. Gives another level of combat i suppose thinking of it that way as you would need to have a battle plan to get around these parts.
     
    The other idea i thought of was to have them on territories only. If you attack a territory you need to capture or destroy the territory unit so stop them, or deactivate them. maybe incorporate the above idea also, where they are vulnerable to only certain type of attack that deactivate them temporarily.. Then you can better defend your territory but are not 100% invincible, where if you can't beat them.. how do you beat them ?
     
    - We want to make rewards earned this way very special and unique (not something that you can mine or buy to a NPC). Do you have some other ideas on the subject?
     
    I think this is awesome, but like someone else mentioned, you should have levels of special, or depending on how frequent these are to find (if you only explore) you could have some of them give you almost nothing too.. 
     
    Finding things should be fun and give you a desire to do it again and again.. other games don't manage to pull this off and people don't really continue to explore (unless the game is about exploring and finding items, thinking of DayZ style poop)..
     
    Incorporating the first idea, you could have the special and uniqueness relate to how difficult the cave/dungeon where the items are located is to complete. The easy caves to find and clear will give you simple items, where others that might require several people to complete (maybe not several, i like being able to explore solo) will give you the best types of items and the more rare unique ones.
     
    other than that, if you didn't change anything from what's already posted about this, i still would not be unhappy about it. I like exploring to find things, and this gives the option to do just that.
     
    nora,
  20. Like
    Dreamstar got a reaction from Seraph in Thoughts on Stargates and FTL   
    I'm hoping they will be open to evolving the system as players preferences put pressure on certain modules to develop.
     
    As Klatu pointed out the Nyza quote.
     
    a whole range of things that would be good that people want. Maybe they will create multiple modules with different styles of warp/FTL jumps and just let the gamers and the market sort out what they like to use for different purposes and have varrying drawbacks for using different types of drives.
     
    I like the stargates for a player made interstate/ fast travel systm between developed places.
     
    Warp drives are good, Im sure theyll balance out how fast they are though.
     Also Ill be interested in how we may link coordinates or conduct fleet warps.
     
    for FTL Ive been waiting for a time to ask if they've considered permanent and semi permanent Warp Buoy's to provide coordinates for those with FTL drives
    A permanent one for say, your outpost/ station
    deploy able beacon / buoys for helping to move your battle fleet around
     
    Or if they intend to be extremely clever and provide the basic functionality but leave it all in a unready state. make us assemble the pieces of a puzzle to get over each stage.
    Make us literally research things through script development, tinkering, exploring, trial and error with fuel types, ect ect to get whatever it is that will work.
  21. Like
    Dreamstar reacted to Obikawa in Quantum Multi-World as Means to Travel Faster than Light   
    The current idea of FTL engines being different from classical thrusters but also different from stargates is causing a number of theoretical issues.
    For example, the Alcubierre engines. How do those interact with space? What would happen during a hostile interception or crash with a space debris?
    There is another kind of problem to consider here. Right know DU is known to simplify a lot of the Universe and break exactly one Law. Classical FTL engine ideas would need to break more of the Laws. When I thought about FTL travel from this perspective I had en epiphany. What if we could apply the quantum multi-world theory on which the ressurection nodes are based to other elements of the game? The answer is "yes! we can".
    It was surprisingly simple for me to devise a quantum engine that has many desirable traits:
    It is not jumping. It simply moves forward faster than light.
    It can be intercepted by hostiles during transit in a convincing and engaging way.
    It has no theoretical limit on top speed.
    It is only limited by the ships energy supplies.
    Finally, this engine can solve the problem of size versus speed tradeoff very elegantly, without involving mass!
    The idea is as follows.
    The main difference from stargates and ressurection nodes would be range. The gates and nodes seem to work over infinite distances and as such are the ultimate destination of the game's research and development. As such they require the ultimate cost and effort which will make them very rare, so FTL engines become a real necessity to a point where it could take less time to travel FTL to close-by systems than wait in a queue to a stargate for the instant warp. The first change to the lore I made here is that stargates actually employ the same principle of overwriting the reality through the multi-world quantum theory.
    And the FTL engine I write about here is actually employing the same theory as well, but with local range instead. It is able to modify a sphere of space around it to enforce movement of objects inside. Through quantum manipulation it constantly makes the ship be "in front of itself". While in microscopic scale the ship effectively jumps in a series of tiny steps, macroscopically it moves fluidly and really fast. It obviously needs lots of energy to keep moving like this.
    The engine actually has two spheres of influence. The inner one - the Sphere of Containment which defines what is moved. The outer one - the Sphere of Displacement which defines how far the Sphere of Containment can be moved in a unit of time or with a unit of energy. Basically you could equate the Sphere of Displacement to range in some contexts.
    The fun part here is that both spheres are strongly related. A better engine can influence more space. It is up to the designer to distribute the energy between containment and displacement. The ratio here is obvious. The total energy output defines a volume of a sphere which in turn is the sum of volumes of the two spheres of influence. In result, big advances in ship's size or speed require big advances in energy density and ultimately the tradeoff for speed becomes a very real and pressing issue.
    My choice of the mathematical formula gives a very simple calculation programming-wise which is very important factor when most of space travel will use the FTL mechanics. It is also elegant as it is compliant with the Laws of the Universe. This basically means that to achieve two times faster speed limit on a space craft you would need less than eight times stronger energy output. The reverse works as well. There is even an interesting side effect of this theory. You always will have to devote significantly more energy for the speed factor of the engine as Sphere of Displacement which is smaller than Sphere of Containment has no practical sense.
  22. Like
    Dreamstar reacted to Slaxx in Pre-created modules and player generated parts   
    so one thing that really nags me about DU is, if there is so much freedom, why do you not make it so that players could create their own modules based on a smaller pre-set of items.
     
    im talking about being able to desing our own weapons & items too
     
    but what i am getting at is instead of pre-creating for players things like pre-made turrets and machinery, you could make it so a player can create his own modules in a designer but WITHIN that designer there would be pre-set utilities.
     
    so basically just moving the self-creation grid a level down.
     
    is there a specific reason?
  23. Like
    Dreamstar reacted to DevisDevine in Moving a planet   
    Thats interesting, so gravity wont interact with the planets own voxels then? Just voxel entities?
     
    As for moving the planet itself, while it should be doable, I dont think it should be implemented. While I would love building a huge planet moving machine there are thousands of territory claims that may be activated on there. I would expect the whole planet to be made different than other voxel constructs. 
     
    However I would expect there to be smaller, voxel asteroids that dont follow these restrictions and act more like the constructs we will be making. I would expect that you could attach thrusters to these or even just push them with your ship and they  move freely in space. 
    Think Starmade, the planets orbit the sun but you cant move them. However the asteroids that are smaller you can. 
     
     
     
     
     
    If they arent putting limits to size, I fully expect someone to make a ring world in a few years from the release. And if thats the case it should be movable, just requires a lot of thrusters and powers. 
     
    And while I dont think full sized planets will be possible I fully expect to be able to launch kinetic weapons at max speed using captures asteroids. Launch them at an enemies base on a planet before attacking with your fleet. 
  24. Like
    Dreamstar reacted to Cavadus in 47th Legion [MilSim, PvP, PvE] [RECRUITING OPEN]   
    The 47th Legion is a military themed, North American based player association. The 47th engages in a wide variety of in-game activities to include PvE, PvP, crafting/trading, exploration, and colonization.

    The 47th prides itself on professionalism and esprit de corps which are our core principles. We hold our Legionaries to a high standard and prohibit any and all types of exploiting and cheating.


    Teamwork and collective effort are mantras the 47th Legion lives by. We explore in a squad, move in a squad, and we all do what we can to contribute to the Legion. Our Legionaries provide materials for the crafters who in turn provide gear back to the Legionaries. If you like to go and do things your own way, then the 47th isn't for you.
     
     
     
     
     
     
     
    Remember, if you are looking for an active, organized, fun, and professional guild, then you've found it in the 47th Legion!




    While the 47th is military themed with great interest in PvP our ultimate goal is the creation of our own castrum (fort) and the creation of a multi-national alliance, if not full society, all with a very heavy emphasis on mechanized combat. Tanks, APCs, mechs, exoskeletons, powered armor, fighters, bombers, capital ships, et cetera. It's the future, baby, let's roll with tech on our side!

    The various play-styles would rank in Legion-wide interest as such:
     
    PvP: ►►►►►►► The 47th will be heavily engaged in PvP and it will be one of our primary activities. PvE: ►►► We can't PvP all of the time so while PvE doesn't take priority it's obviously going to be an important activity. Colonization: ►►►►►► This our primary motivating factor above all else and will be heavily facilitated by our PvP and exploration play. Construction: ►►►►► A combat unit is only as strong as it's supply chain. The 47th Legion features a robust crafting infrastructure on our website centered around a functioning supply section which gives our crafters the ability to quickly advertise items and our Legionaries the ability to easily request them! No other nation offers infrastructure like this! Exploration: ►►►►►►► This will be a cornerstone that will heavily influence city building and PvP. Scouts definitely have a place in our Legion. Socialization: ►►► We like people! Someone has to run those shady bars just off post where our Legionaries will relax in their downtime. We have big plans for building an alliance and a cities so diplomats will be needed.
    We strive to provide our Legionaries with a semi-realistic military simulation environment. This involves some light roleplaying elements but our rank structure, personal awards, training exercises, and camaraderie constitute the bulk of the atmosphere.

    Additionally, the 47th recognizes the contributions our Legionaries make to the unit. Whether it's something as simple as creating some artwork, recruiting friends into the unit, or capturing a ship single-handedly we have a plethora of rewards to publicly honor our Legionaries with.

    Our legionaries proudly display their ribbons in a display case on their profiles. If you'd like to learn more about our awards system you can view them and their descriptions here.



    Professionally built website and forum based on IPS Community Suite; Image galleries, downloads, blogging, and social media support; Unit supply section; Discord VOIP service; Unique rank structure and awards systems; Weekly scheduled operations; Personalized 47th Legion e-mail accounts; Dual Universe newswire service; and Real military leadership and experience.
    Must be at Least 19 years of age (exceptions considered on case by case basis); Willingness to engage in PvP; Willingness to casually roleplay; and All alternate characters must be tagged with the unit.
     
     

    The 47th was originally established in 2007 as an offshoot of a Star Wars Galaxies guild from the Chilastra server.

    By the time of the NGE a lot of interest in SWG had been permanently lost. A deployment or two later I became highly interested in Tabula Rasa and chose to start my own player organization for the game with a few SWG guildmates which came to be known as the 47th A.F.S. Expeditionary Force, or 47th A.F.S.E.F..

    Around the time of TR's closure Earthrise caught the 47th's interest. We waited for Earthrise for over three years and were finally able to step foot on Enterran soil at game launch.

    Unfortunately Earthrise was plagued with launch issues, lacked basic and rudimentary features, had an extremely unoptimized client which ran very poorly, had a small community, and incredibly slow patch releases. In June of 2011 we decided to quit Earthrise.

    Moving on from there we briefly dabbled in Star Wars: The Old Republic though in the end the game was simply the antithesis in design of everything we actually enjoy in an MMO.

    A few months later we started following the development of the Trion Worlds and SyFy collaboration known as Defiance. We greatly enjoyed the game and show and quickly rose to being the most dominant guild on the PC platform. Unfortunately, Trion World's interest in future development of the title quickly waned and the game is all but abandon-ware at this point.

    After exiting Defiance we've focused mainly on multiplayer sandboxes such as Empyrion: Galactic Survival, Space Engineers, Miscreated, DayZ, Ark: Survival Evolved, RUST, and various ArmA 3 mods over MMOs.



    The 47th is an excellent environment for current and past members of the armed forces. Many of our Legionaries are prior service (I personally served in the U.S. Army for seven years as a 19D Cavalry Scout: FIRST TEAM!) and enjoy being around other prior service Soldiers, Sailors, Airmen, and Marines; we welcome and encourage you to join!




    At present we are currently gathering intelligence and planning the best path through the game to achieve our goals as quickly as we can after launch.

    All recruits who enlist prior to the launch of Dual Universe will be entered into our NCO Development program upon completion of their Battle Readiness Checklist. Additionally, all Legionaries who successfully recruit another member into the 47th will be automatically promoted up to and including the rank of Miles Gregarius [E3].




    The 47th currently has Legionaries deployed in many titles as we await the launch of Dual Universe. We are currently officially supporting Empyrion: Galactic Survival, Star Citizen, Rust, and Osiris: New Dawn. We also have dedicated ARK and Space Engineer servers.

    Why wait months to play with an organization when you can join us online right now?
     
     
  25. Like
    Dreamstar reacted to DevisDevine in Moving a planet   
    Nah man you got it wrong. The radiation didnt kill people on Earth when they warped it. They just forgot to calibrate it to warp the people with the planet when they jumped it. So theres a giant orbiting blob of humans where the earth once was. 
     
     
     
    And yes I would assume the planets are stationary. But what about asteroids and smaller rocky bodies?
×
×
  • Create New...