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Alpha

Found 4 results

  1. Hey everyone, My suggestion is that we give the option to change out of our space suits and into regular clothing. This could be military uniforms (NQ could add various types of military uniforms and we could customize colors to make unique military uniforms for our organizations), regular civilian clothes, and that sort of thing. I think this could add to the role-play style and maybe could even be a commodity that is traded on the markets?(Military uniforms, civilian clothing etc). Obviously this would only be possible inside of closed spaces that have oxygen support, otherwise we'd need our space suits. Might even be cool if NQ could develop some sort of system that lets organizations port in their organizations emblem or sigil and have it printed somewhere on the uniforms or even painted on the side of vehicles, spaceships and constructs. Just adds to the aesthetics and role-play element and will make organizations more unique.
  2. This is kind of a big idea... but it's something I've wanted to see inside of a game for a long long time. Just this idea being implemented would bring me and many players like me to Dual Universe and keep me playing forever. It's important to note that when I say crafting system, I mean the system used to manufacture things such as armor, weapons, clothing, furniture, house decor, maybe even computers and technology. This would also include ship-based technologies such as engines, turrets, weapons, hallways, possibly even rockets and missiles and different types of ammo. Players love customization. Personally, I love to be able to create a completely unique look that is totally my own. The crafting system in other games is pretty boring. You level up your crafting skill until you get to a point where you can craft the next level of gear etc etc. All of the gear is pre-defined models that were loaded in to the game by the devs. It's completely repetitive and extremely boring. What I would like to see instead is this: 1) Do away with crafting levels. That shit sucks. Make it so that any player can create anything they want to at any time. 2) Do away with pre-defined models. I'm tired of seeing every single person using the exact same armor as every other person. That's not immersive. That's boring. Instead, implement modular models with several different options to create a unique look with a maximum level of customization. 3) Put the customization in the hands of the players. Make the models that players create into something that anyone can use. The Crafting Process Phase 1: The process would start with a blueprint. This is where the players design the object in question. It could be pulled up in a separate window with several options for the player to select whatever it is that they would like to create. Step 1: Select the category of item. Some items may have sub-categories. For example, weapons may have sub-categories of rifles, snipers, heavy weapons, or sidearms. Clothes might have sub categories of Shirt, Pants, Shoes, Jacket, Hat, underclothes, etc. A very basic model of the item would appear. With it would come sliders to adjust proportions, material types, colors, etc. A modular design would allow for added attachments. Step 2: Select and customize attachments On a weapon, this could include different barrels, various clip sizes, length of stock and grip, caliber, different action chambers to allow for semi-auto or automatic modes, etc. Each of these attachments could affect how the weapon performs. Armor attachments could create a specific unique look. Larger sets of armor could be designed with more protection in mind but detract from maneuverability. Smaller lighter armor sets would offer the opposite. The more attachments that are added, the heavier the armor may become. They could come with optics, helmets, various measures of technology, oxygen systems for non-atmospheric operations, magnetic boots for low gravity situations, pneumatic strength assistance, etc. Clothing attachments might include sleeves, buttons, zippers, designs (such as stripes, circles whatever), etc. Step 3: Publish Blueprint. A published blueprint will be ready to build. It will have a bill of materials required to build the object that the player has designed. Different attachments might add different materials required and bring up the cost of the item. A higher cost would effectively promote lower levels of sophistication in mass-production. Phase 2: Now that you have your published blueprint, you must take it to a manufacturing facility. Large organizations could use the blueprint, and install it into a factory to have the item mass-manufactured. They would gather the resources required to manufacture the item and then produce them. Individual players and independent designers could pay organizations which own factories to build their designs and blueprints. Alternatively, large organizations can pay designers to create a nice blueprint for them. Designers could become famous and well sought-after to design things for large companies. Phase 3: Sell your items on the market. Watch them spread into the world. Watch them be stolen or destroyed and end up in the hands of people they were never intended to reach. Watch your designs become the most desirable items in all corners of the galaxy. Watch as entire organizations commission designs for armor, weapons, uniforms, drills, engines, turrets, computers, furniture, and so much more so that their people could be well equipped and fashionable. This is the kind of game that I would play.
  3. So, I've been reading through several threads here and there and have noticed no questioning of space suits, etc. I'm not sure if I've just skimmed over the idea/dev blog (Point me towards them if there is some!), but I would like to see suits and such suiting to planetary conditions being required to explore or live there as well as the possibility of wearing standard uniforms that can be colour customized, etc, so you can run uniform crews if you really feel the need. I just feel that being able to work on a multi crewed ship but having different people in unforms or their own apparel would be handy, or at least somewhat immersive for those who wish to RP. Instead of just a stock standard suit. The environmental need for a specific suit I understand may be hard to implement if there isn't any need for this type of thing, but I was just throwing the idea out there if there was plans for acidic atmosphered planets, etc.
  4. While reading the devblog regarding LUA scripting I noticed that kevlar was mentioned as a building material. This got me thinking a bit since the inclusion of a textile is pretty specific. Will we be able to craft clothing? Body armor? Exoskeletons? Powered armor? Maybe even mechs? This is something which we really haven't seen in any of these voxel games yet would be immensely satisfying for those of wishing to get our Tony Stark or Brotherhood of Steel on.
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