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Alpha

  1. There probably are Youtube videos but this is the way I have been working it if you prefer a text guide. Hope it helps. 1. Open the scanner, No3 button. 2. Press Tab and click the graph in the middle of the screen. 3. Leave whatever ore you want highlighted at the bottom. 4. Press tab again once your done. 5. Run around until you pick up a signal on the graph(line with a dot), if the dot moves further away on the right of the graph go the other way. 6. Once it stops moving closer or further away open your map, zoom in and set destination on yourself which will put a marker in the world. 7. From the marker you just set, move north then south, east and west. If the distance to the ore(the dot on the graph) get closer, re-mark your map at the closest point. 8. Once your happy you can't get the dot any closer this way you should be more or less directly over the ore, re-mark your position on the map(set destination). 9. Take note of your Elevation - top right, next to the mini map. 10. When you are on your marker subtract your Elevation from the distance to the ore. The result is your target depth, more or less directly below your marker. 11. Move some distance way from the marker, 100-200m ish, it doesn't have to be exact. 12. Press L to turn on your light, this will give you a gauge on the right of the screen that shows at what angle you are pointing down or up. Around 45-60 degrees is comfortable and makes it easy to navigate up and down your tunnels, although 75 degree is managable 13. Dig down until you reach your target depth, you will go underwater a lot, don't worry you are in a suit and can't drown. You are aiming to be at your target depth directly below your marker on the mini-map. If you over shoot before you hit your depth just dig around in a spiral, if you reach your depth before you reach the marker just dig along at 0 degree until you're under the marker. 14. Once your at the right depth below your marker, hit no3 scanner again, you should be a lot closer now. 15. If you are more than 50m away from the ore on the graph use the flatten tool to open up a large space at the end of your tunnel. 16. Run around the large space you just created following the first steps so you are getting closer to the ore again. (Alt+ Click does a manual scan) 17. Once you get below 50 m press tab, at the bottom you can set it to Short range. Just run around on short range until you're getting closer again. Increase the area you are running around in with the flatten tool again to give you more room to scan. 18. Once you are around 25-30m away you can switch to the number 4 directional scanner. This one is a lot more precise so you have to move it slowly around the screen, zig zag back and forward slowly all around you. When you are pointing at the ore with this scanner, you will hear static and see a small vertical line appear at the bottom of the scan window. 19. Once you have the line simply mine a tunnel in that direction. You have a maximum range you can reach with your mine tool from where you are standing, you should only have to dig 1 or 2 times in the direction of the ore to maximum reach. Stop and check you are still heading the right way after a short distance. 20. The ore will appear as a green highlighted material, just use your mining tool on this to extract the ore. The ore chunks underground are pretty big(4-5k of ore on Sanctuary and up to millions of Litres on other planets in Mega nodes), just be careful not to lose sight of your access tunnel or mine down too much so you can't reach it. If you have trouble you can always just mine your way back to the surface. Pending Operation is server lag, just give it a chance to catch up. If you made too many tunnels trying to pinpoint ore you can mine dirt and block passages you don't need to make it easier. Open your inventory, at the top right select keep none precious ore, mine some soil, snow or whatever from anywhere around you. Right click the ore in your inventory and hit equip. Look at the tunnel you wish to block and with the mine tool selected hit alt click to place some of the soil. Just be aware the soil takes up inventory space too, you might want to discard it once you have blocked passages.
  2. Anora Industries is an Equal Opportunity employer! That aside we are currently a very small Organization. Our focus is going to be on Industries to make our wealth and exploring all the new content as it comes out. We currently have a home base on Teoma where our current factory is getting set up. We are a warp capable org. As of right now we are looking for people to play with and are very flexible on jobs that are open. Mainly we need more miners and if your artistic at all and wanna learn voxelmancy i can hook u up with a good teacher. We will have a coder once beta arrives but if you having coding skillz those are very welcome. Please Message Testiclese or Clades if your interested in game. The leaders are all in PST but we welcome people from all over. discord https://discord.gg/uRKA8xR
  3. As with all empires, they start with little more than a spark. And so the spark has been ignited, giving birth to the Gaveen Empire. We aim to be known throughout the cosmos, focusing on all aspects of life ranging from simple mining expeditions to complex territorial wars. We aim to explore, gather, create, build, fight, and conquer. There is no limitation to what we will be able to accomplish. There is no time like the present. Though the empire is in its infancy, it will be in its infancy only once. Not is the time to join and be here from the beginning. Learn with the empire and progress as one. The Gaveen Empire will hold multiple divisions specialized in different areas of expertise and interest ·Mining Division -This ragtag group of individuals spend their lives beneath the ground in the darkness. Nothing beats the feeling of finding that fresh new source of ore for the empire. But before you go thinking they are just a bunch of Neanderthals with a mining tool, just remember the wealthiest of the empire started here. · Manufacturing Division -Working with machines may frighten some, but these individuals have found value in crafting the most exquisite items. They work closely with the mining division to help provide the empire with anything it may need. · Building Division -Do you enjoy building vehicles? Building structures? A rocket? How about a multi-functional battleship to patrol the empires most precious territories? These are the builders, and though we may normally go throughout our days not thinking about it, sometimes we just have to sit back and marvel at what they have been able to build. · Exploration Division -Crafting? Fighting? Why in the world would I care about that when I can explore the universe? The question may seem odd to most, but for this group this is all that matters. -From finding new planets to settle, or finding unique locations in the cosmos, these individuals love, even obsess, over seeing everything the universe has to offer. · Officer Division -These are the empires elite. They have proven their loyalty to our cause and have devoted themselves entirely. -Only those invited can join this elite division. · Spy Division -Classified. · Crew Division (PvP) -There is no more tight-knit division than this. They live together, and they die together. This is the division for PvP, waging war out in the cosmos. They may go on scouting missions, territorial expansion missions, or go to all-out war. -If you want to look the enemy in the eyes while they have you in their crosshairs and decide to live anyways, this is the division for you. Together, there is nothing we can’t conquer. We are accepting all applications. Please find us in the organization tab, or send a friend request to Galactic_Ruin (game name). If you have any questions, please don't hesitate to ask.
  4. Alright, now that I've got your attention, I'll explain in detail what exactly I mean by an asteroid Gas-station. So basically, what I've imagined in my head is a scenario where there's the asteroid belt of a solar system, and this is basically the Wild-West of Dual Universe (At least one of the Wild-Wests). In this scenario in my head, asteroids will be a rather lucrative business venture, where asteroids are full of rare elements to mine (Like real life) and they would also be full of ice (Like real life). In this thread: https://board.dualthegame.com/index.php?/topic/10725-food-dispensers/page-2 I mentioned the idea of getting water in space by mining the Ice, and CaptainTwerk mentioned that that Ice would be full of isotopes, and that they could be useful for fusion. So imagine that you have a mining operation on an asteroid, and there's lots of Ice you have to mine through. There could be an element that basically filters the isotopes, like deuterium and tritium, which could be used for fusion fuel, and the rest of the ice can be used for same consumption. (Assuming people will eventually need water to survive in a future update.) I think this would lead to some interesting business ventures, where your mining operation can basically have a gas-starion (fuel-station) out in a desolate asteroid wasteland. While they're at it they might as well have a pub/motel to go along with it, and then a neat lil asteroid Wild-West themed town is born! I think this would be a creative way of making asteroids more practical for actually settling, and create a fun Wild-West atmosphere to deep space.
  5. The devs have said that automated mining will probably not be an option. As a student of business and economics, here's what I think: ABSTRACT: Limiting script automation for both mining and weapons fire will greatly limit the capacity for economic growth and in-game innovation. The mining industry, for example, will start out with individuals mining for minerals and directly selling them to other players or on an open market. It will eventually evolve into a number of mining corporations that will be able to provide minerals more cheaply through an organized workforce and semi-automated processes. This is inevitable, as it should be. But why limit the mining industry to this level of business innovation? By disallowing further automation, yes, the market for mundane repetitive tasks like mining by hand will be preserved. But what would happen to the broader job market in a simulated economy where automation is unregulated? It would expand exponentially. How would automated mining exponentially expand economic growth and job availability? Well, the whole purpose of automation is to reduce labor costs, to reduce the price of goods (raw minerals, in this case), so that, in a competitive free market economy, businesses can stay... competitive. Inevitably, reducing the price of raw minerals allows other businesses, further up the chain of production, to increase production and lower their prices (competitive market, remember). These reduced prices further up the chain of production lead to increased demand and, therefore, new market opportunities. STORY TIME: John Smith is a miner. He mines steel all day for Mineral Corp, gets a commission based on how much steel he mines, and Mineral Corp sells the steel to spaceship manufacturing facilities. One day Mineral Corp decides to cut costs by using automated mining drones. Nooooo!!!! Curse you Human Ingenuity!! Let's look at what just happened: In order to cut costs, mining corporations are now buying automated mining drones. This new demand for drones is providing jobs for programmers, industrial designers, manufacturers, and even truckers (to transport all the extra minerals that are being more cheaply produced and are increasingly in demand by all these industries)! Back to John Smith: John lost his job to robots. The Luddite fear that soulless computers will replace all the honest employees has come true! *cough cough* But when John's at home, drinking away his sorrows with some Pan Galactic Gargle Blaster, he opens up the classifieds and is shocked to see hundreds of jobs available that weren't there yesterday! Not only jobs related to the production of mining drones, but many seemingly unrelated jobs! Where did these other jobs come from? They came from the steel being cheaper. Businesses that use that steel for product production, like spaceships and buildings, can now sell their products more cheaply. Having cheaper spaceships increases the demand for spaceships because more people can afford them. In order to meet that increased demand, spaceship manufacturers must increase their production by hiring more employees (new jobs! Yay!). So now, even though less people are mining by hand, more people are building spaceships (as well as countless other things)! John Smith may not be mining anymore, but he has a new job now, that pays more, and he can enjoy a cheaper cost of living thanks to those beautiful automated mining drones. BASIC FORMULA: Automation = reduced cost. Reduced cost + competition = reduced price. Reduced price = increased demand. Increased demand = increased production. Increased production = increased job availability. Automation + competition = increased job availability. Can we please have free automation scripting? (I may touch on automated weapons-fire later)
  6. (This post will get updated with personell needs from time to time) Want to be a part of a close knit team that shares your interests and focus in Dual Universe? Bladesin Mercenary Corporation is building more squads! We need a total of [46] new people in Bladesin! | Quality people over Quality players, you want a social group to play with? Hardcore gamers that are online all day every day? Then come over to our discord server. | We are a politically neutral Para Military group. We do mercenary and freelance work for the ones in need of an extra hand. Does it interest you to be a part of a small, tight-knit group? We provide it. Do you want a space free of toxicity? We provide it. Do you want to be challenged as a gamer and a person? We will do that. ---------------------------------------------------------------------------------------------- ---------------------------------------------------------------------------------------------- What will you get? -Adapted training for your in-game role -A team/squad of people to play with within your division -Full support in your endeavours, in game and in life -A space free of discrimination, sexism, elitism, where you can be yourself -As we are still very much a growing organisation and Community, a lot of seats are open, down the line you have a high chance of filling one out. If you are fit for it. -Community Game sessions (some of which are streamed on Twitch) Tons of awesome fun and laughter with amazing people with brilliant minds, a great sense of humor and the biggest hearts ever seen. | What Divisions and regions need you as reinforcements right now? -Crafting and Science (Building and coding) NA: 4 players -Mining and Gathering (Prospecting and mining) EU:3 Players NA:6 players -Logistics (transport and storage management) EU: 1 Players NA: 1 Player -Military ( Ground troops and Pilots) EU: 4 Players NA: 9 Players -Trade (Profit driving Trade and rare resource procurement) EU: 2 Players NA: 2 players -Communications (recruitment, contracting and content creation) EU: 6 Players NA: 12 Players What is expected of you? - You will automatically join the Gaming Community Bladesin Gaming - Follow our Codex - As you join you read the Codex Summary, and after you've been accepted you are expected to learn the whole thing over time and do everything you can to live up to what it means to be a Bladesinner. --------------------------------------------------------------------------------------------- --------------------------------------------------------------------------------------------- [COME TO OUR DISCORD TO JOIN] | Bladesin Trivia What kind of people are we? | A mix and match of gamers that are also entrepeneurs, soldiers, teachers, streamers, dreamers, students and so on. We share a common desire for a hospitable online community that takes care of each other instead of hurting each other. Mutual respect and a clear chain of command drives us forwards. We have extremely high standards of behaviour and if they are not met, there is a chance you will be asked to leave becuase of it, the reason for this is simple: - We provide a certain type of enviroment online for our members, toxicity of any kind is met with a 0 tolerance policy. - We welcome all decent human beings, we dont care what gender identity you have, sexuality, disabilities, alt life styles, none of that matters to us in any other way than we accept you for wh oyou are, as long as it does not hurt others by its nature. Trauma is met with respect here. | Honor - Duty - Dedication | These three words are our mantra, however you live life outside of Bladesin, with us, this is what we do. Honor Not to be confused with pride. Honour is a standard of behaviour that means you don’t humiliate others, you don’t demean them. At the same time, you stay true to your values and your integrity. You don't let others trample you or what you stand for. Duty If you say you will do something, you do it. You follow the chain of command and you do your best to be a useful member of Bladesin. In exchange, Bladesin does its best to be useful to you. That is Duty in Bladesin. Dedication Commit to Bladesins agenda as a member, be active, inside and outside of games. Always do your best, be loyal and in exchange, you will have the same from Bladesin. That is what Dedication is in Bladesin. This means you aspire to inspire. That is Honor in Bladesin | For more in depth explanations, please refer to our Codex which is found in our Discord Yu can also go to our Website to learn more about us.
  7. Greetings! So, you are propably wondering who we are! Well, we are an organisation that designs and constructs ships and sells them. But we do more that only that! Shis need materials, and so we always search and exploit new ressources. We also provide millitary services (AKA mercenaries) to our clients. And of course we will protect ourselves and our clients when needed. What else do we do? LOTS of things! Just peek into our discord and ask away! WE ARE ALWYAS ACCEPTING NEW MEMBERS; REGARDLESS OF INGAME EXPERIENCE! WE NEED YOU! ALSO VISIT OUR WEBSITE!
  8. Basically its a trail that can be left behind you so you can find your way back. either a light , flare breadcrumb or a coloured trail ,luminous floor. Would help when mining in the same material as often you cannot workout where you are as everything looks the same. Perhaps a device that maps the tunnels for you.
  9. Be great if there was a mining scanner for a ship. Could work at low level and provide feedback as to if there is ore in the area and its direction. A General purpose scanner . or enable scanning from a ship
  10. After looking over the pre alpha gameplay video for scanning and mining I've been thinking about how will this work longer term in game. Some assumptions There will only ever be hand scanning There will only ever be hand mining There will never be ore scanning or ore mining elements on dynamic cores. There are apparently 5 tiers of materials. I derived this from the post about 15 new materials (3 types in 5 tiers). There are 5 tiers of materials then they will be most likely at successive depths. I derived this from the scanning/mining video that says most low level ores can be detected with the default scanning depth of 400m. Exploration: Initial exploration will be done with random surface scanning and then hunting it down through manual triangulation. Deeper exploration will have to be done via exploratory grid tunneling. For tier 2 a 800m hole down to scan might make sense. But longer term layers of grid tunnels make more sense. The ideal layering of tunnels would appear to be a square grid of 800m tunnels. First layer at 400m down, second layer at 800m down offeset by 400m from the first grid. From above the tunnels would appear to be a 400m grid because of the offsets. This makes sure that all material is within 400m of a walkable place and can be scanned. This can be repeated all the way down to maximum dig depth. Tools to help with exploration: Ideally in lua script all scan results would be available - i.e. a scanResult hook that would include scan datetime, scan Type, position coordinate, facing vector, scan result vector of (ore type and distance). This information could be processed to be turned into a map of probable ore locations. The more scans involved in a concentrated area, the more accurate it becomes. It is up to the user and scripts/devices they use how the data is processed and stored. A data card of scan data becomes the survey result item people have asked for. Able to be traded, sold, etc. A centralized warehouse of scan results for an organization can help leadership plan mining operations, etc. Being able to scan while standing on a dynamic construct means you would be able to have say a mining mule that you could have controls that would say go x meters in direction y. This allows for consistent scanning of an area which leads to higher quality survey results. Imagine the mining mule is remote controlled rather than sitting in a pilot seat. Your standing on a platform spot on the mule with clear access to the front/sides/above. Being able to mine from the same dynamic construct means the mining mule works for scanning/mining and probably some cargo space for what you mine. None of this go against the basic idea of no scanning/mining automation IMO. You still have to scan manually. Your just being helped on precise positioning and recording of the data. You still have to mine manually. But you can do it from a machine that can get you into a close position with some storage. In both cases there will be a tug of war between bigger machines holding more vs smaller machines getting into tighter spots. You can't have it all so make your trade offs and build appropriately. It also opens up a category of things for players to develop and sell to improve the scanning/mining experience. They might be sold on the market.. Or they might be tightly held competitive advantages that people will do anything to protect. Definitely looking forward to getting access to the Alpha this month
  11. From dust till dawn. Technology made simple. For dust becomes dust. We are a growing organisation that aims to fabricates ships, modules, AI and everything that will be needed from the market, so you our customers. Aiming for a better universe, we are supporting you with our newest and best products. Need a transport rocket with autopilot? We are your number one choice. Recruiting Miners, Producers, Designers and of course Soldiers. One important role will be to secure our facilities and supplies. For sure Fun will never come at last. And yes of course there will be beer! Is there even beer in our new home? If not we should produce beer We are allways looking for allys with other orgs. Allready allied with: Dark Star Syndicate Our discord channel: http://discord.gg/wDqxnek
  12. https://www.dualthegame.com/en/news/2018/04/06/new-build-preview/ Big features like scanning, mining, markets and money are coming along with some changes for engines (vboosters may have been a tad overwhelming). This tells me NQ have been very busy behind the scenes this year What are your thoughts on the next build?
  13. In most space sandbox games there is always a problem when too much voxel deformation from mining, crashing ships, etc. Does anyone know how this issue will be avoided? Mining will obviously be part of any proper survival sandbox. When a player mines an ore from a planet will that voxel stay the way it is or will the ore regenerate? (I'm only asking this because if this game gets as many players as it deserves, then ores will become very limited very quickly). Another concern with this is if ores are depleted from a planet then won't it make it a bit harder for newer players in the late game? When a ship gets blown up or re enters atmosphere to quickly will parts of said ship blow off and be its own separate grid since it isn't attached to its original grid? If they can exist on their own would there be a cleanup to prevent small bits from flying all over the universe?
  14. I wonder if there will be a market for bulk orders dirt,stone, etc. for say, filling in a mountain.
  15. 'We are considering the possibility of Mining Units inside your constructs, but this will be in an expansion after release and it will require some careful balancing to make sure standard mining is still an option, in particular for beginners.' ~Dev Blog So after reading this I got to thinking, how can this be balanced out? What problems does the idea represent, how does it disrupt the mining gameplay loop, and how can we solve this? So first, let's lay out the problem. The primary issue is one of progression. Mining by hand is a given task. Construct tools for the task increase the efficiency of this task immensely. Otherwise why would the player choose to use them? One might imagine a huge nanoforming device dissolving and scooping up huge swaths of land and ore in a fraction the time it would take a player. Obviously, this takes a lot of utility away from players without such devices. How can they compete? Why even try? But with a little thought, we can turn this right on its head. Make this a vehicle for emergent player choice and 'real' progression(1) rather than linear A->B improvement. The first step is to change up how ore voxels work. Instead of generating a Vein of X copper ore, as an example. Now we generate that vein, but we also pick a grade for the ore. This could be a variable percentage, or simply a low/medium//high variety. So a vein of 10,000 ore might be a small vein of pure ore, or a huge swath of mostly chaff minerals a half kilometer across. So now, we have room to make different approaches to different situations by tweaking how the tools themselves interact with these ores. On the one hand, we have low grade ores. Strip miner elements excel here. If you tried to mine this by hand you'd get nowhere at all. Pockets like this might go untapped for much of the early game because trying to mine them is so horribly uneconomical. But once you've got strip miners, suddenly they become a new potential source of material. On the far end, we have high-grade ore. Dense, slow to mine, and where hand mining excels. The huge, imprecise, and jam-prone methods of the strip miner fail here. Such a machine will ruin the ore, giving you only a pittance of the yield otherwise, and the process of melting down this dense chunk is just not what the machine is for at all, and will take just as long or longer as mining it by hand. So now we have, in the environment, a number of varying situations that call for different approaches. Some require artisanal mining by hand, some require the application of enormous strip mining equipment, and most importantly, both are valid, equally important choices at different levels of accessibility. It's also worth noting that mining elements don't have to necessarily be more powerful. You could have a simple, construct-attached version of the hand nanoformer for the benefit of greater storage via an attached hopper. You can have the strip-miner described above, or you can have something inbetween. Ultimately, the point I'm making here is that the key to balance for player resources and experience is, imho, to make different approaches valid in different situations, instead of viewing them as a clear progression. Hope my thoughts on the subject are useful! Edit: (1): I felt I should clarify what I mean by "real progression" since it's not really clear. What I mean by this is making the player able to interact with, utilize, or achieve something they were previously unable to before. As opposed to linear "illusory" progression where the activities in or state of the game world don't change, but the player simply becomes more efficient at them. (Or apparently more efficient in some cases.)
  16. Welcome to Perdere! Who are we? We are a small organization built for mining and control over the economy. What is your plan. Perdere is planned to be one of the largest trading and mining empires in Dual Universe. Although we need YOUR help to get there. We have a discord where we will be planning more in-depth ideas and would love feedback from our members. Everyone is included! Although we don't have a detailed plan yet we will focus on harvesting, mining and scavaging to get our base resources in the game. Weekly raids are also an idea that has been thrown around. If we find a weak and vulnerable enemy, we will attack as we are not a complete PvE organization. What sets you apart? We are fully dedicated to our project. We have our own discord server which will be the hub for all trading that takes place in the game. We are currently working on a discord bot that will have its own currency that users can earn by being active in Discord. This functions as a way we can reward our active members with in-game goodies when the game comes out and also determine the hierarchy of management. AKA The more active you are, the more likely you are to be placed at a higher level of management and earn more. Exchange? How does that work? Well, we will be setting up a way for users to contact each other. It will be a fully P2P system, a user will post a request to buy or sell currency when two users match on a price the bot will automatically send both users a PM saying that a match has been found for their request to trade. Setting up a way for users to trade to a more, out of game 'currency' while not having to directly trade in game (sending the bots currency to one another as a form of value). Like any currency the value of it will go up and down, so choose wisely to invest or divest! Sounds great, how do I join? You can join our organization by making a request here https://community.dualthegame.com/organization/perdere-mining or by joining our discord here https://discord.me/perdere (Note you will still have to join the organization here as well) If you have any questions or comments feel free to leave them below!
  17. Join the Bladesin Mercenary Corporation! Are you looking for an Organization that allows any play style? Then look no further! We are here! We want more members in our community, and if you are looking for a place that has zero tolerance for toxicity of any kind, BMC is the one! Currently we have open positions in these Divisions: - Crafting and Science - Mining and Gathering - Trading - Communications - Logistics - Military We are aiming to make a huge gaming community, with Dual Universe in the forefront! If you are interested go to our Community Page Or our Discord and send us a message!
  18. CHROMION INDUSTRIAL Credit to Aetherios/Infinity for the artwork above During the late pre-Arkship era, an organization rose up to challenge the UN's selection process for the Arkship Program. This organization is known as the Cinderfall Syndicate. Within the Syndicate, there were a few members who branched off into another direction: Industry. With a new goal, these men and women founded Chromion Industrial in hopes of advancing human technology. A SUMMARY Chromion Industrial is a Corporation with an emphasis on Mining and Engineering. We recognize the importance of freedom and creativity, and are looking for creative minds who think outside the box. It should be noted that we are members of Cinderfall Syndicate, and we will respect their authority on political matters. The only requirement to join is that you must be polite. STRUCTURE This corporation has one leader, the Head Director, and below that person, it is structured into three Divisions: MINING DIVISION The Mining Division is in charge of acquiring, refining, and distributing raw materials. This will be led by a Mining Director and two Assistant Mining Directors. The lower command structure of this Division will be determined in the near future. Mining Director- This person is responsible for handling all mining, refining, and distribution of raw materials Assistant Mining Directors- These persons are responsible for the individual aspects of the Mining Division (Mining, Refining, and Distributing) RESEARCH AND DEVELOPMENT DIVISION The R&D Division is in charge of manufacturing and producing parts and ships, as well as researching new technologies. This Division will be led by three area directors; The Director of Production, The Director of Research, and The Director of Special Projects; the lower command structure of the individual branches will be completed in the near future. Director of Production- This person's job is to handle the mass production of Chromion Industrial's ships, vehicles, and parts. Director of Research- This person's job is to handle the research of new technologies within Chromion Industrial Director or Special Projects- This person's job is to handle any special orders from specific Organizations, and the research regarding them, should it not already be complete. CHROMION INDUSTRIAL NAVY (CIN) Chromion Industrial offers a place for those who would like to spend their time fighting as well. The Chromion Industrial Navy will be tasked with protecting the members of Chromion Industrial and hunting down any who would attack us. This Division will be led by a Commander and a Lieutenant Commander. The lower command structure of this Division will be left up to these two positions. Commander- Leader of all Chromion Industrial Navy (CIN) forces Lieutenant Commander- assists the Commander in his or her duties SHIPBUILDING Chromion Industrial sponsors it's members ship building efforts. What does that mean? Any ship that a Chromion Industrial member designed will be featured in Chromion Industrial markets, if that member wants them to be featured. In exchange for being featured, Chromion will enact a 60/40 profit ratio: Chromion keeping 40% of the profit, the designer keeping 60% There will be a line/brand of ships that are Chromion Industrial make, meaning they are designs created and produced specifically as Chromion Industrial ships, and not designed by a second party, i.e. Individual Members of Chromion Industrial. Every month or so, the R&D department as a collective will be given the task of designing such ships. Occasionally, CI might petition one of it's members to add one of their ship designs to this line, basically buying the design from said member. FUNDS There is no base salary as of yet, however every member of Chromion Industrial will receive a weekly salary. The Directors of each Division will be paid by the Head Director. Each Division will receive a budgeted amount of credits every week, and it is the responsibility of the Directors to distribute some of these funds to each member of their Division at the beginning of each week as their salary. In addition to your base salary, certain accomplishments within the organization will grant you pay bonuses. If a player remains with Chromion Industrial for a particular amount of time, they will be eligible for a raise to their base salary. They will also be eligible for discounts on ships and items produced by Chromion Industrial. Note: If you are offline/not doing your job for an entire week, you will not receive salary for that week, rather than being let go by the organization. DISPUTES Internal Disputes between members will be handled by their respective Division Directors. The Division Directors' say is final on any matters. If any Directors have a dispute with one another, the Head Director will handle it. The Head Director's say is final on any matters. DIRECTOR POSITIONS The current list of Director Positions: Head Director~ Halo381 Mining Director~ Assistant Mining Director~ Assistant Mining Director~ Director of Production~ Director of Research~ Director of Special Projects~ Commander of Security Forces~ Commander Trailblazer Lieutenant Commander of Security Forces~ CINDERFALL SYNDICATE Chromion Industrial is a member of the Cinderfall Syndicate. As a member of the Cinderfall Syndicate, we are apart of a coalition of nations and corporations. As such, we have allies we can count on to help us in times of need; be it to complete a difficult research project or to defend our institutions. As members, we offer the same camaraderie to our allies, and we will not tolerate undue hostilities between our members and theirs. JSDF Within the Cinderfall Syndicate is the JSDF; a group of fighters who would come to the aid of any Syndicate asset in need of protection. Any Syndicate member (that means us) can join this defense force; it's a purely voluntary organization. QUESTIONS How will war be handled? Chromion Industrial will allow it's members to participate in wars of other organizations they are apart of. If Chromion Industrial itself goes to war, we will muster up a fleet composed of members from every Division, with the Security Division as our lead. War on other Cinderfall Syndicate members and organizations is prohibited. ________________________________________________________________________________________________________________________________________________ I can be a member of a different organization too? Yes! This is not the only organization you are allowed to join. We will not prohibit you from joining or creating another organization, so long as it is not an enemy of either Chromion Industrial or Cinderfall Syndicate, and so long as you fulfill your duties within Chromion Industrial. ________________________________________________________________________________________________________________________________________________ The link to our page on the community website~ https://community.dualthegame.com/organization/chromion-industrial You can also find us on Discord, at this link here: https://discord.gg/uckarBz Any further questions can be sent via PM to Halo381 That's all the information you'll need to know. Thank you kindly for taking the time to read this topic! Before you leave, I'd like for you to take these words of inspiration with you: Aspire for greatness. Rise high, and cast your shadow upon the world. Stay frosty, yall
  19. How fast Mining will works will be the Key factor in the game to how easy and fast Player can Build constructs and fight in PvP Fights. Its impotent that Resources are not completely worthless but at the same time not way to expensiv, that is an very impotent factor on how the game will play. I think the mining it self should go pretty fast so that the main cost of Resources will be the transportation and the Risk of transporting the Minerals and not the Minerals it self. So The main cost of Resources should be decided by the flowing factors: Risk for Mining, Risk of Transport, Defense of Transport, Finding Minerals, Claiming/Finding the Areas for Mining And not the time you need to Mine the Minerals, that would be boring farming that no one or most people do not want to do. What would be a Healthy for the Gameplay experience from my point of view. 1. Not every Resource should be found in masses on all planets, every planet should have a Resources the have way to much and such they have way to less. 2. Mining times should not be a problem, this gets annoying very fast. The problem on mining should be Finding the Resources not The process of Mining them. 3. Resources should be Cheap as possible not to cheap but so cheap that people don't risk a Lot of time/Money by Fighting in PVP.
  20. Division Portal: https://community.dualthegame.com/organization/perdere-mining Discord: https://discord.me/perdere Welcome to Perdere! We are a mining division of ToasTec. We are welcoming all forms of life. If you enjoy mining, building, and trading then you found the place for you. We, the self-proclaimed space dwarves of Dual Universe, would like to personally welcome you to Perdere as we continue to build our numbers and rank. Feel free to pop by the discord and say Hi! New faces are always welcomed. If you would like to join Perdere then contact a manager. ALL UPDATES WILL BE POSTED BELOW More info can be found on our Division Portal. Thank you for helping us help you help us all ~ Partum
  21. The Spacing Guild We have a saying which we found very suitable: Growth + Profit = GROFIT The GROFIT must flow....Do you enjoy GROFIT? Calling all the shiny object, resource hoarding, merchants who like prospecting to carve out a wealthy pieces of real estate out of DU for yourself. Come be apart of the Spacing Guild. We as an Organization specialize in the Mining, trading and exploration are the main focus, where making money is just a given. Must have some interest in one or more of the following roles: Mining, Trading, Resource surveying, Exploration, or Construction. Protection is assisted with by other organizations we have agreements with, however, nothing prevents us from blowing shit up as well...gotta protect the assets and members. Whilst there is are no hard fast rules that say "you must do this" and "you must do that" within the guild, those that wish to do more get more. Come on over and see a bit more about our Organization. https://community.dualthegame.com/organization/the-spacing-guild#tab-description PS: those that wish to shoot shit are also very welcome.....as we expect that you will have a lot to shoot the more the game ramps up :-)
  22. The Planet Cracking Force is looking for orgs and players that want to collaborate alongside other mining companies and industries to create a Dead Space style community that generally uses ships and buildings together. The reason for this is to reduce building costs and transport needs for the aligned community. Ships and buildings will be designed by a group of players who can build as close to deadspace as the game allows. Please leave feedback to help grow this endeavour.
  23. I am sure that we have all thought of this to a certain extent, but I am curious to hear it discussed openly between organizations. Because of the fact that everyone is going to be spawning without resources at the arkship at least once (many of us uncountable times as we fail and die somewhere), there is obviously going to be very swiss-cheese-ish terrain around the arkship. Even if there is some kind of boundary on how close you can mine, it will just push the terrain destruction outward. Another thing that will exasperate this is if there are free trial accounts; these users are going to be much more likely to just mine out a section before a percentage get bored and leave. Are there ways that we could combat this? Or maybe, is this even an "issue" that needs to be counteracted? Should we just leave the arkship terrain to be mined into oblivion or take steps to prevent random destruction of the nearby ecosystem? Lots of organizations are going to want to have a presence as close as possible to the arkship; are these shops going to be left on pillars of earth as the rest is mined away?
  24. OK, so I understand that some materials are rarer than others, but are there materials that are stronger than one another? I was thinking of this while I was creating another post: AirTraffcking For example, If I were to make two swords, both out of different materials, will one be stronger than the other and break it? Is there such thing as material durability; Example: If I were making more two ships, both out of different materials, will one last longer than the other and In a sense be more durable so long as no other variables besides space exploration are included? Also, Can one material pierce another material; Say If my ship got shot by another ship, would there be a bullet hole in my ship? Last, but not least; Are materials organized in tiers denoting how valuable they are, or is that decided by players? -------------------------------------------------------------------------------------------------------------------------------------------------------------------- Also, Check out my YouTube Channel: MaxedMASKED (Watch, Like, Subscribe, Share, and Grin)
  25. The P.C.F. is looking to head major Mining operations and keep pace with the high demands of the markets to come. Our goal is to mine everything from dirt to rare minerals hence planet cracking. Why mine dirt? Because dirt is as essential as rare minerals. Cities need it to fill holes or military facilities can use it to make quick cover and terrain obstructions that costs next to nothing by the truck load. Our basic mining procedure is accomplished in three tiers of planet crackers The first tier is the surveying crews who scout out rich deposits mark them then move on to new deposits. The second tier is deposit miners or vein drainers. These miners will mine out only the designated veins and deposits that are marked by tier 1. When the deposits are gone they move to the next. Third but not less important is the clean up team. These miners are what clean out a territory of all dirt, and secrets that the tier 1 team missed. T3 is where most of the commotion and teamwork is found plus the experience from massive mining. All employees will get incentives and good standard pay for their work. Housing and transportation will be provided if requested. You don't have to only mine. The P.C.F. has many non mining slots that need to be filled from transportation to security to actual management to engineering for facilities and vehicles of all sizes. Don't be shy, say hi and see if the Planet Cracking Force is the job or home for you.
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