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  1. Now you all might just think that this is an easy question. "Just do it like how it is done in EvE!" but unfortunately it isn't that easy. EvE balances out the power of large ships with the maneuverability of smaller ones, making large ships hard to shoot small ships that are orbiting them. In Dual, a few problems arrive if you tried to do this. firstly; unlike in EvE where people mostly maneuver by commands instructed by the player, in DU everything is controlled completely by keyboard input, meaning that large ships can just turn to face towards their target and have no tracking issues. (ye
  2. Usually when there's territorial warfare, the act of capturing a base may start from the air or very far away. As time goes on the Area of interest may become contested by various means. However, at the end of the day, capturing anything terrestrial usually ends with ground forces... This being tanks to weaken a base and the internal dirty work being done by foot soldiers who will get into CQC situations to capture the buildings of the base. The fact that NQ brought up territorial war fare when there's been little to no conversation of AvA worries the absolute crap out of me.
  3. Warp: -make it so you have to warp from 5-10 SU outside of the safe zone (excluding the 3 inner planets) and leave warp at a similar distance. this adds risk to warp unlike the current system where you can just reap rewards from. -make it so your warp bring you out to a random position. this adds variation to warping and still gives players a chance of not dying instantly after leaving warp. -add the ability to warp as a group. This will solve a problem if you have all of the same size core or don't want to bring a bigger ship to be able to warp multiple ships out. Core siz
  4. Hello! Been thinking about this idea for a while now. I'm not saying this would be a quick fix and would require some serious time and energy, but it would add layers upon layers of new gameplay. LMK your thoughts. The core of this idea is to add terraformers- Items that can repopulate ores in a hex. However, the way they would be implemented would be vastly more important than just adding the Item. Terraformers would be made with the essence of a black hole that comes in varying sizes, which would correspond to a terraformer size. The lore behind them would imply that the massive gravit
  5. Hello there. I've just noticed that Naunet has rebooted the forums, so I feel that posting feedback and suggestions would be worth it, since I couldn't go into deeper detail on the round table. The theme of this topic will be Constructs being too difficult to destroy. As it stands now, the main thing that governs how long a ship can survive being shot at is voxel mass and surface area. The current cube meta plays off of this. Consider this, everyone is currently using L weapons, weapons that are supposed to be fitting for battleships, yet people still struggle to destroy a cube, e
  6. Hello, This post is being put up and polled to get NovaQuark's attention regarding certain mechanics of the game that may or may not be intentional. After a fair number of PvP engagements in DU I've noticed that people are beginning to dive deeper into the cube meta of DU. As in construct XS/Small Core ships that are just a big brick of ridiculousness and large weapons. By maximizing the entire build space of a construct people will fill it with voxel and other essential elements to just power punch an enemy off the field. An effective strategy I must say. While it is not the only strateg
  7. Veteran owned and operated, politically incorrect and pro free speech, memelords extraordinaire, The Dark Star Imperium is a meritocratic empire. Meritocratic means is that if you put in the effort, you WILL advance in the ranks as we are a community built on teamwork. Strength that is defined by each member’s ability to work for the common goal as a group whilst also maintaining independence, autonomy, resourcefulness and honing their individual skill. Those who would take the time and effort to help others no matter the cause, that is what it is to be a part of a community / a family and not
  8. Ive thought about how players can identify ships in a vast dark space and i was browsing some forums and saw this idea engines will release trails of smoke(could be some chemical cloud) in space or non-atmo planet/moons this would make cargo trucking more safer as you can see if there are trails of smoke/chemical-gas around the area ps. if you want you can even make it cosmetic as in players buy different colors for their trails of smoke and their could be a stealth part which you can make/buy to add to your engine so it releases no trails
  9. What is the combat going to be like ( if any) when one is not in a ship? Will we have rifles/pistols to use? or even swords/spears? I can imagine a huge war of to factions fights on the ground and in the sky to space. Thanks
  10. Let's start this one by reiterating the first part of the title. This is all wild speculation on my part. Though some of it is, I feel, extrapolation and inference. A combination of what's been said about the combat in DU, (very little.) with my sense of game design and the probable best ways to make this work. Let's start with what we know and why. It's been well established that DU will have "Lock on combat." So what does this mean? There's no saying with any precision. But what it most certainly isn't is combat with active player involvement in aiming, physically modeled project
  11. There's something that I feel alot of space-survival/construction games miss out on, weapon customization. Being able to design/tweak weapons and ammunition adds a layer of depth to combat. Instead of everyone using the same turrets people could design their weapons to work well in certain situations. Plus it creates an occupation for more engineering-minded players. Look at From The Depths as an example of weapon customization done right. A similar (But simpler) system would definitely add variety to combat between ships. Having in-depth weapon customization would create more opportunities fo
  12. AvA (avatar vs avatar) combat is a basic feature of DU. CvC (construct vs construct) was added when the KS stretch goal was reached. But once ships became "shooty", it automatically opened up the possibility of AvC (avatar vs construct) combat, which is inherently imbalanced. A handheld weapon cannot match the power of a ship-mounted weapon. Infantry will need man-portable anti-construct weapons to defend themselves, otherwise they will be "farmed" by construct pilots. In PS2 that's covered by shoulder-launched missiles and by mounting AAA guns on mech suits,
  13. DU has more varied possible combat scenario's than any other MMO I'm aware of. In DU we have the possibility of combat involving: Avatar vs Avatar Avatar vs Construct Construct vs Construct All of these battles can potentially take place: on the planet surface (on land) on the planet surface (in or under water) *not planned for launch* in the planetary atmosphere in space NQ is not a large dev team, and I expect that the combat mechanics for launch will be fairly basic, with things being expanded and refined "after re
  14. I've seen a lot of discussion around clothing and character customization, but nothing really about armor. The only thing what i've seen was like: Community: "will there be armor?" NQ: "yes it will, but not now" I was disappointed, because we have her a lot of great discussions about different things reaching from core-mechanics to only cosmetic propertys of stuff and with the planned mechanics of boarding ships and even possibilities of ground combat is bodyarmor a essential gamplay feature that deserves our attention. So then will i share my ideas about this topic with you. I would lik
  15. Any chance you can make a video on how combat actualy works and looks like? I mean sure you vaguly described it BUT Id like to see some actualy fight action of fighter vs fighter and at least small cruiser vs a cruiser are there hitpoints on the ship? or is it like space engeneers where bits and pieces fall apart? How does it go with loot after ship explodes.... repairs? Do you repair your ship manualy or is there a shipyard.
  16. Here are all the things I'd like to see on the battlefields of Dual Universe, whether in space or at your base. -Weapons- Cannons Lasers Missiles Mines Flak Electromagnetic Pulses (including ion cannons) Railguns Plasma Rockets Corrosive Cryo Bombs Tesla -Defenses- Solid Armor Reactive Armor Magnetic Shielding Energized Armor Deflector Shields Absorbing Shields Stealth Self Mending Armor -Mechanics- Cannons require ammo and are versatile yet slightly less powerful than more specialized weapons, coming in all shapes and sizes from automatic rifle caliber guns to large mortars Lasers re
  17. Papa

    VR Capabilities

    Dual Universe seems to be coming to an Alpha release just as the Oculus, HTC Vive and similar Virtual Reality headsets are becoming more and more popular, so I'd like to discuss what that capability could mean for organizations and the individual in DU as far as exploration, building, combat, etc. and how one might gain advantages or come to a disadvantage over the course of the Alpha, Beta and obviously through the final release. For example, I think building, using the two handheld units that go along with the HTC Vive (given you're able to afford the 700$ price tag) could mean incredible th
  18. Few questions about combat system: - will avatars take same amount of dammages on every points of the body? - will there be one shot kills? (head shots) - what are missing chances on moving targets? - will there be some dodge moves for avatar controls? - what does lock means on moving targets? first person cursor will keep following moving target? or lock just means locking at a fix position and moving target could easily move out? - what are chances in AvA to escape from an unknow hidden positionned fire assault? - in CvC what are chances to dodge while beeing cha
  19. So NQ has stated that Construct vs Construct combat will be released in a future expansion, and that means in the meantime ship vs ship combat will be limited to boarding parties. I'm perfectly fine with this, and understand why they need to wait to release CvC combat due to development costs. However, this concept seems incomplete. How exactly does one catch an enemy ship in order to board it, without even basic CvC combat? Space is a big place, with a lot of place to run/hide, which is great, but a problem if you are trying to board a ship. It's not like someone is just going to pull ove
  20. Forgive me if I don't really explain this concept properly, I'm usually a quiet lurker (especially this one where a lot of people seem to be very experienced with these types games and I'm more of a starry eyed dreamer, haha). Anyways, I'm not sure if this has been mentioned yet, but what are people thinking about for ship-to-ship space combat, specifically how damage to ships will be visualized when made out of voxels. So, I was wondering how different weapons would affect a ship's hull especially exteriors constructed of voxels. So, for example, would plasma weapons "melt" voxels away
  21. Hey all! I'm curious as to the functionality of larger ships and the ships systems. I've seen in the videos put out by the devs so far that large stations will have control rooms and each display will show certain ship systems readouts on them. My question is this... will large "Capital" ships be able to be controlled by one person, or will the larger ships and stations need to be manned and controlled by multiple players. For example, can a single player control piloting the ship, shields, weapons, engines, etc. or do you need a gunner, helmsman, engineering, etc.? tldr: will ships have A
  22. Bit of a trivial topic, but seeing as projectile weapons are a thing, there are a couple ways one could go about supplying ammo for such a weapon. You could use: A) a Mass Effect style system, where your ammo comes from a wedge of steel inside the weapon; the top layer is shaved off and used as a projectile. This means you'll only have to replace the item once in a blue moon, though you're still limited by thermal energy produced within the weapon. B ) a normal ballistic weapon system, with the ammo being stored within clips and magazines, and loaded into the weapon separately. This me
  23. Hi guys and gals, Pardon me, if I made mistake, but is anywhere on forum some topic/recap on combat based on avatar? I mean infantry stuff, not piloting; I read few topics about fights mechanic and all of them describe ship vs. ship situation. If topic is in wrong place, pleas feel free to remove it
  24. I'm posting this in this subforum because it felt like a more appropriate place than the Mechanics subforum, if only because Hyperspace isn't something I've seen mentioned by the devs. We know from NQ that (borrowing an old quote Saffi's thread here https://board.dualthegame.com/index.php?/topic/304-scrub-stargate-and-transportation-questions/): - FTL Travel will be the hard and slow way to explore other solar systems. It will be difficult because complex logistics will be needed to make the travel worth it. In fact, we expect FTL Travel to be most likely used to go to an adjacent u
  25. I just wanted to touch on the combat mechanics of larger ships. I've played ALL of the space sim/building games available and I dislike how they all work. I have been playing a game called Dreadnought recently and this is the ship combat style I'd like to see in games like this. Unfortunately it's not an open world voxel building game. Currently in other ship building games you can really only place turrets that automatically track (and suck at it; empyrion). Yes you can also man the turret, but then you can't fly the ship. I'd rather have a free looking reticle and where you aim
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