Jump to content

unown

Alpha Tester
  • Posts

    368
  • Joined

Posts posted by unown

  1. 6 hours ago, dw_ace_918 said:

    Shields (the si-fi kind) vs force field.

    Uses, cost, power consumption. How much damage do they prevent? Do they degrade in effectiveness against damage over time or do they supply constant levels of protection? Is there a variety of protection and color?

    I think they both should be added in the end

  2. 5 hours ago, CoreVamore said:

    No chance of collision. Go into gate, which will be huge, touch the event horizon and zoom to the exit event horizon.

     

    If two ships hit each other on approach they will bounce of each other... maybe enough so that one misses the gate entrance......

     

    Interesting ;)

     

    Or this ::

  3. On 4/29/2018 at 4:58 AM, Omfgreenhair said:

    Hey folks!

     

    Amongst the discussions we've seen a number of small mentions of this subject. But I don't think we've dived in the full details and possible implementations of this subject (do correct me if I'm wrong, but I doubt I'd have to ask ;D).

     

    As what I've seen from videos, it would be an indication that the core is the power source. Seems rather simple while potentially, energy, could be a legit resource in a game like this. I trust I can leave the imagination of it's benefits as game feature to you, forum reader.

     

    Ultimately minerals and blueprints should not be the only primary source of income if you wish to build a game that revolves around city building and simulating a civilization. You need a diverse market of goods and services. Producing, storing and transferring energy from construct to construct could be the answer to many questions asked in several of these topics about energy shields, automated defenses, refining, etc.

     

    As for implementation and the way it could be applied in construction, wireless transferring energy is already a thing in our current modern science. Imagine that one could construct a power-source and one could create a link from one construct to another. Then one could edit the link to output an x amount per tick. Tick-rate already exists as an element in this game due to fuel-consumption shown in the shipbuilding videos.

    The linkage isn't top tier science either since linking a button and a door also already is an element in the game as shown in one of the tutorial videos.

     

    Being able to provide other static structures of energy also raises the cooperation spirit that this game promotes. It gives incentive to collect fuel to produce said energy, form a monthly tax perhaps to cover it's expenses so clients don't have to build their own power-source.

     

    I could go on, but again, I trust your creativity to imagine it's benefits to this game, it's community and it's world building lore.

    Energy has already been confirmed

  4. 6 hours ago, lysander051 said:

    eve online introduce a good idea... have a clone and use a new one when you die. but if you buy a not good quality one you lose some skills. so you need to invest a lot in a good clone just in case.

    Skill loss I think in general is a bad thing because that is one of the two ways that you can progress (the other is money)

  5. 1 hour ago, Veld said:

    Same as any other ship but bigger. The Devs have made a flying aircraft carrier. To be honest. Naval combat only really exists in the real world because you can only make planes so tough. Thinking about it that way, I don't think it will be added.

    Hmm alright seems a shame but I guess DU makes up for it with space combat and flying aircraft carriers 

  6. On 5/3/2018 at 5:33 AM, NanoDot said:

    No, I'm not going "full-fanboi" here, the title refers to something that JC reportedly said in the recent MassivelyOP interview:

    http://massivelyop.com/2018/05/02/massively-op-interview-dual-universe-demo-shows-off-advances-in-city-building-space-travel/

     

    Here's the full quote:

    That's a fairly bold claim, given what we've seen in various MMO's over the years !

     

    We know very little about what NQ have planned to implement for crafting, other than some very high-level concepts. 

     

    So far on these boards, everyone's been focused on building, not crafting. Are we in for a surprise ?

     

    So better than minecraft I suppose

     

    1 hour ago, lysander051 said:

    I want something like eve online where one guy can't make a ship alone. you need to mine the resource, learn tech competence, learn to craft competence, have a blueprint...

    That might be what the skill tree will be for

  7. On 4/21/2018 at 12:00 PM, TheShadowSage said:

    Hey guys really liking the game and checking out some of the concept art on the galleries and the news section and I was wondering if it would be possible to give players the ability to construct a machine in game that would allow them to create/manufacture their own cosmetics (armor, helmets, rifles, etc.)? I think this way would bring up more possibilities for players to role play or dress up as some of their favorite characters from other scifi inspired movies and tv shows. This in turn I predict may even attract more players to participate. Anyways thanks for the read and I hope to hear from everyone (maybe not everyone but you get the idea XD)! 

    A game by the name of rust I think has a good skin cosmetic adding system and would be cool to use in DU

    On 4/22/2018 at 1:59 AM, CalenLoki said:

    AFAIK no custom clothes, armour, weapons or elements are planed within near future.

    Maybe some day, way way after game release.

    But it also breaks "premium cosmetics", which is a nice way to get additional funds for developers.

     

    PS. If this happens, prepare for dick costumes ;)

    We can hope :

  8. On 4/21/2018 at 12:00 PM, TheShadowSage said:

    Hey guys really liking the game and checking out some of the concept art on the galleries and the news section and I was wondering if it would be possible to give players the ability to construct a machine in game that would allow them to create/manufacture their own cosmetics (armor, helmets, rifles, etc.)? I think this way would bring up more possibilities for players to role play or dress up as some of their favorite characters from other scifi inspired movies and tv shows. This in turn I predict may even attract more players to participate. Anyways thanks for the read and I hope to hear from everyone (maybe not everyone but you get the idea XD)! 

    A game by the name of rust I think has a good skin cosmetic adding system and would be cool to use in DU

  9. On 4/21/2018 at 9:58 PM, 0something0 said:

    On the other hand, space is a vaccum. Heat transfer by radiation is inefficient. So active vessels that emits heat can be seen easily. Espacially when said heat is literal plasma coming out the back of your engines.

    Yep as long as you have a good enough radar.So then you would reqire putting other things on your ship like heat shields to fix that.

  10. On 5/3/2018 at 12:54 PM, 0something0 said:

    So, it is currently known that turrets will be lock-and-fire and have to be controlled manually by a person for each turret. This beings up a problem. In combat, your average turret gunner will be: 

     

    -wait for orders to lock to a target

    -lock to target

    -rinse and repeat

     

    This will likely be tedious and detract from gameplay. It also won't make much of a difference compared to centrally controlled turrets all aimed by a few people except for adding a weak point of potential miscommunication. So, how do we address the issue?

     

    -A Quasi-Aim System: Make the turrets free-aim but still ude hitscan, with where the person is aiming being a factor in the DPS. While this might make combat more engaging, your average space battle will involve velocities too high for  manyal aiming.

     

    -Relegate People to Management Roles: While this may solve the problems of tedium and not being able to hit things, implementing this would reduce the importance of players and something about emergent gameplay and being a social MMO and blah blah blah.....

     

    Of course, no system is perfect.

    Well this 

    Tedious Turreting 

    prevents a 1 man death ship that can destroy fleets by pointing a cursor and clicking

  11. 9 hours ago, Atmosph3rik said:

    NQ has definitely hinted that they are leaning towards something more like "warp gates" then FTL engines too.

     

    I know i would love to be able to fire up the old Friendship Drive and blast off to anywhere in the galaxy. 

     

    But I can understand why a gate to gate method would be a more realistic goal.

     

     

     

     

     

     

    Yea It also limits how people go places as well but would fix Hyper space ramming for the most part Then you just have to ask what if 2 people are using the same gate will they have a chance to collide? or will there be lanes? And then you have to ask how many lanes infinite or a limited number?

  12. On 4/24/2018 at 6:53 PM, Korvid Rin said:

    Uhmmmm,  jetpacks for control of decent/short vertical movement when planet side? An additional spacesuit upgrade package for spacewalking? Just a thought. Future tech and all,  a parachute seems really kind of ancient psuedo-tech for where DU says we are in a technology sense. We are beyond parachutes,  we have anti-gravity thrusters.  But I would like to make orbital base jumping a thing,  seems like an awesome thrill, ( think of the VR possibilities. The wingsuit idea also opens up a lot of cool possibilities .) But I think a jet pack system is probably the easiest/most in line with the tech level of the game world. 

    jetpacks cost precois fuel or at least energy which could be a big problem plus they are limited (as of today's tec you have leeway for the future)

     

    On 4/25/2018 at 7:52 AM, Haunty said:

    Wingsuit would be awesome

    Yes

  13. 19 minutes ago, dw_ace_918 said:

    Good org bad org happy org sad org,

    my org your org their org our org,

    Who has seen it, who has done it?

    Why they succeed why they fail?

    How can they be good for all?

    Who will be there when I fall?

    Surviving Orgs

     

    Survival, a numbers game

    For this game is a game of Resources

    Ruled by time

     

     

  14. Any of these buildings will be hidden and protected by either a safe zone or a very large orgs defences. As for Wonders anything can be a wonder to the right person from a triangular prism quantum fold containment unit to dirt castle.

  15. On 4/6/2018 at 1:34 PM, Snipester said:

    Hi all,

     

    Since there is now a city building event involving many unaffiliated players, I think it’s a perfect time to have this discussion.

     

    Players are going to have all sorts of different structures and ships. At the same time, trade will be a vitally important component of the game, which will, in many ways, depend on infrastructure. Not only does that mean roads for hover vessels, but even landing pads and docking/loading stations for flying vehicles at market units and spaceports.

     

    In order to optimally facilitate trade between players, I think it would be very beneficial for a set of standards to be agreed upon between many of the organizations in DU.

     

    For example, we might say that road lanes should be x meters wide. Small landing pads should be x by y meters, medium landing pads should be x+5 by y+5 meters, etc. This would make it easier for players and orgs to design ships that can be more widely used across the universe. It would also help city planners and builders have a set of values to build around, and help organizations optimize access to their market units.

     

    Obviously this would be impossible to enforce; that being said, I think it would be in the best interest of any organization to establish and follow such standards. It will take time to discuss, but I figured I might as well get the conversation going.

     

    Thoughts?

    May Luck be with you I can guarantee 80% of the pop from DU will not care about such things

     

    On 4/6/2018 at 1:42 PM, Lethys said:

    Won't work, ppl won't follow it. 

     

    It's up to the Administration of a city/Hub/spaceport to regulate and enforce these things.

     

    While i understand why ppl would want this, I'm against such a thing for one simple reason: diversity. Where's the fun in travelling to different cities when every city looks similar - even If it's only the design of roads or landing pads

    Pretty much

     

    On 4/6/2018 at 2:08 PM, Snipester said:

    I don’t necessarily think it won’t work. I think it would be difficult, but I do think it’s possible. If you can get most or all of the larger organizations on board (which would be to their benefit), many others would likely follow suit.

     

    I sort of see your point here, but I don’t see that as much of an issue. I have no doubt people would come up with creative ways to make tunnels, patterns, lighting, sidewalks, dividers, etc. to give their cities a unique feel. 

    How would this benefit them?

×
×
  • Create New...