Jump to content

Search the Community

Showing results for tags 'building'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Forum Rules & Announcements
    • Forum Rules & Guidelines
    • Announcements
    • Patch Notes
  • New Player Landing Zone
    • New Player Help
    • FAQ & Information Desk
    • Gameplay Tutorials
    • Player Introductions
  • General (EN)
    • General Discussions
    • Lua Forum
    • Builder Forum
    • Industry Forum
    • PvP Forum
    • Public Test Server Feedback
    • The Gameplay Mechanics Assembly
    • Idea Box
    • Off Topic Discussions
  • General (DE)
    • Allgemeine Diskussionen
  • General (FR)
    • Discussions générales
  • Social Corner
    • Org Updates & Announcements
    • Roleplay & Lore
    • Fan Art

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location:


Interests


backer_title


Alpha

  1. H E L L O P E O P L E ! I wondered what if I didn't have enough construction space that CORE UNIT provides. I came up with a way to solve this problem this way. It will be possible to attach a smaller core unit to the main Core unit and this core will give sufficient space. It will look like this:
  2. Say you have a large megastructure planetside or in space it will be useful to have this ability. People could rent and customise rented rooms as they please or build a certain part of your structure with no risk of them griefing your overall project. This way people have more autonomy and it's less risk and work for the megastructure owner if these people just have permission to edit a specific core rather than the main core. Somewhat Similar Post -
  3. Dear DUdes and DUdettes, As announced yesterday, the winners of our Winter Holidays Shipbuilding Contest are now known. Of course, you wanted to see more than just the three winners. We knew it as well and that's why today, you'll find below numerous other entries that caught our attention (without any particular order) ? We thank you again for your time and dedication, we were really amazed! Congratulations! There was a lot of talking here at NQ to decide the winners, sure, but also around the many other ships received. About how you understood or twisted the tools we give you to craft beautiful and impossible things ? We keep working hard to give you the means to push the boundaries of voxelmancy. We hope you'll like these ships! Cheers, The Novaquark Team
  4. 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!
  5. What is Aesthetic Shielding? It is the art of building a ship so beautiful that tears form in the eyes of the aggressor making it difficult for them to go through with firing. Even if they do, they will inevitably re-evaluate thier life choices and become better people. Joining ASL means having a commitment to creating only beautiful constructs. Not for us the brutal cubes and boxes of simple minds. Everything we make, from simple cargo craft to huge manufactories, will be pleasing to the eye and mind. Everything we write and proclaim will adhere to the strictest of values concerning beauty of expression. Do not mistake us for wilting lilies. We will be entirely willing to go to war to protect ourselves or to improve the universe through acts of applied aesthetics. If you wish to proclaim the lifting up of your soul by joining Aesthetic Shielding Limited as an affiliate, then please respond to this message. Website to follow, pending interest.
  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. Anybody thought about the idea of have a bubble shield around a base or settlement? Clearly this could broken if attacked hard enough but something basic to protect whatever is inside. Only authorised people could be allowed in etc. My thought would be to have a semi-safe zone for areas that aren’t aligned to an organisation and are meant for entertainment/social instead of PvP or resource mining.
  8. I was talking to a friend the other day about being able to create blueprints of your creations and then selling them to players. He brought up a really good point. In Second Life they tried something similar, but ran into problems because players would exploit this system. They would buy blueprints, change a single texture or alter it in a tiny way, and then resell the design as their own. I am curious if there are any ideas or strategies that will be implemented to try and avoid this (if it's possible)? The only idea I can think of to avoid this is to have the designer bake in a signature of some sort into the design. A signature that would remain even if the overall product was slightly altered.
  9. The Project That Will Change DU Forever Be apart of the biggest engineering undertaking the game may ever see The Dyson Sphere Initiative was formed on the idea that in such a large MMO such as DU, nearly anything is possible. We have been told this project is in fact impossible, but we are here to challenge that, we believe the creation of a Dyson Sphere is possible and we plan to do this. Make no mistake, this will be an undertaking of a scale so large, full moons and maybe planets will be completely mined. We will mine, store our resources and build. If NQ allows it, we will create drones to help us in this mega structure creation. When the project finishes, the sphere and all it's benefits will be shared among all who aid us. This is not a true org in a sense, only a collection of people who have come together for one goal, the creation of a Dyson Sphere, an achievement which would change DU, forever. -Project Leader, Melkor Morgoth DU Org Page: https://community.dualthegame.com/organization/the-dyson-sphere-initiative Discord: https://discord.gg/Thnr7ca Website(coming soon)
  10. I propose that a cad like software is put into the game so builders can build more advanced structures and ships. I think this should be done from a "cad bench" where the builder can use a cad program in game to make a blue print for a ship/structure. once the blue print is made a building robot (or robots) will then use materials to build the structure in the cad model. in the cad program the units will be in terms of Voxel size. for example if you put down a small core of 1 unit would be the side length of that core. As far as Parts, such as the core, motors... ect.. those could be elements that could be placed in the cad file as another part in an assembly. Adding cad for building would make many much more interesting structures and would be another area for players to specialize in. although cad is relatively complicated, it is not difficult to learn, and players who do not want to learn can still use the voxel system. Cad would be like LUA is, not all players can do it, but if you learn it you can do more. As far as the difficulty and system load of a cad program, I imagine that it would not be that difficult. Onshape is an example of a low load server based cad program. It is simple and can be run off of chrome yet it is extremely powerful. Limits can be put in place for size so a player cannot make a thousand super fine lines. In addition most elements in the game are 3d files so custom 3d files may be easy enough to render. If not a full fleged cad program then possibly tools such as, extrude, filet, champ-fer, loft, and rotate would be nice and would add a lot.
  11. I propose that a cad like software is put into the game so builders can build more advanced structures and ships. I think this should be done from a "cad bench" where the builder can use a cad program in game to make a blue print for a ship/structure. once the blue print is made a building robot (or robots) will then use materials to build the structure in the cad model. in the cad program the units will be in terms of Voxel size. for example if you put down a small core of 1 unit would be the side length of that core. As far as Parts, such as the core, motors... ect.. those could be elements that could be placed in the cad file as another part in an assembly. Adding cad for building would make many much more interesting structures and would be another area for players to specialize in. although cad is relatively complicated, it is not difficult to learn, and players who do not want to learn can still use the voxel system. Cad would be like LUA is, not all players can do it, but if you learn it you can do more. As far as the difficulty and system load of a cad program, I imagine that it would not be that difficult. Onshape is an example of a low load server based cad program. It is simple and can be run off of chrome yet it is extremely powerful. Limits can be put in place for size so a player cannot make a thousand super fine lines. In addition most elements in the game are 3d files so custom 3d files may be easy enough to render. If not a full fleged cad program then possibly tools such as, extrude, filet, champ-fer, loft, and rotate would be nice and would add a lot.
  12. Can I get some curves like these?
  13. I have seen that mechanical assets have been rejected by the devs Trello page this is understandable but disappointing for numerous reasons but I have a way around the need for traditional rails for trains maglev technology. This would allow players to make constructs that are powered only by batteries which would allow for simple transportation that are recharged by renewable energy if the DU devs decided to include that form of power generation but more importantly will be a way to move constructs on a track without having the construct physically touch the building it rests on, which would be much lighter on our computers as there would be no need for collision simulation. The use for Maglev engines would not just be limited to trains but also elevators that can move sideways, space elevators, ship catapults to launch ships like in Battlestar Galactica and large mobile launch platforms like that used by NASA for their spacecraft. In summary, Maglev engines could serve as a compromise between the players need for mechanical assets to make moving parts and the devs concerns for game performance by letting players use a contactless rail system. I hope I made my idea clear let me know what you think. Dark_but_Good
  14. To have a somewhat imersive experience in Dual Universe we definitely need to see cities. But why exactly would people create cities in DU if just use a vast amount of resources without any real benefit except for showing off? Normally city planning depends on a lot of different factors, like the environment, available resources, especially food, the condition of the ground, expected industries etc. Those are mostly things that wont work in DU. On the other hand, building cities in DU has quite a lot of disadvantages, like being target for raiders, warmongers or just griefplayers. So without any real benefit or need to create cities we will at most have very few large organization building and maintaining a city as HQ and maybe one or two trading hubs. Mostly we'll see well hidden factories and bases which are statistically placed across the planets with nearly no clustering. There are two possible ways to facilitate cities. One is giving artificial benefits like production bonus or similar things, i wont advocate that as it is unrealistic and just shows a lack of creativity in the game design. The second way is giving realistic incentives. The only incentives that work on larger scales in a mmorpg are economic or security benefits or needs. Social or educational facilities can be mostly ignored (there could be University-Type elements that increase the speed of accumulating xp for the first 20% or something of the skilltree, with which organizations can cater to new players, but that wont be a real incentive for creating a city). In my mind there are three mechanics which would directly create the need for clustering buildings on a small area: 1. Powergrid The first suggestion is, that all functional elements (Doors, electronics etc.) require electricity. Standard, small sized elements would need a marginal amount of power so, that a small generator that can easily be installed in every ship/building is sufficient to support them. More advanced facilities like factories, Elements with strong supporting effects (something like the University for example, or greenhouses), military elements (planetary turrets, shields, sensor units ...) however should have an exponential increase of the power required. Factory units for example should require enough power, that no stacking of small generators can support them. To support those power hungry elements players can build power plant elements which are extremely large on scale, like 64³m³. They would support buildings within a certain radius with a set amount of power and to increase that radius you could create power-relay stations. What does this do for city building? If players want to run a factory or other facilities they need to create a power plant. If a single power plant generates enough electricity to support several factories, then the economic way of action would be creating enough factories within the vicinity of a power plant to effectively use the generated power. A large cluster of factories in turn needs military protection as it is a nice target for raiders, thus we have some kind of city growth. At the same time owners of those power plants could rent space in the effective radius for players which can afford to create a factory, but not the required power plant. This can be extended to every kind of large scale element which would be nice to have in a city, for example if we want a space port in the city. The simplest way would be to just create some flat areas for ships to land on. But what about quality of life services like refuelling or rearing constructs? Those actions can take ages. If we had large scale elements like a repair Dock, which repairs damaged ships in the vicinity if activated or refuelling stations, those can save a lot of time to players. Elements like that would also require a lot of power, thus the need for a power plant in the vicinity. In short, if every advanced element has a big size and a large power requirement, coupled with the need of power plants, we would by default see clusters of buildings which can be called cities. 2. Resources We can see in some videos how the ground is removed with a tool, its fast, efficient and effortless. if we can mine resources in this way, then DU players will be like a big locust swarm, run across the surface of a planet, scanning and within hours mining all interesting resources. But a big influence on city-building is the need to create a permanent structure in specific places, thus mining resources should definitely not be near-instant. Optimally mining out a big underground ore vein should take years if done by hand or several months when done with elements for mining. If we have long term mining then locations get a certain economic and strategic importance. If an organization finds a large vein of a rare metal it can't just mine it and go away, it has to defend this place against other players. Thus they need to create defensive structures, which again need power plants. If you have defensive structures and power plants on a mining base and some power surplus due to it then its economic to just continue and create the needed refinery elements etc. too, which in turn leads to clusters of buildings again. 3. Dependencies Similar as all functional elements require electricity there can be other dependencies which make it necessary to create several constructs at the same place. In the new content update we learn about market Bots, where resources can be sold for quanta and elements can be bought (probably very limited after crafting is implemented, but maybe some of the most basic elements can still be bought). Those Quanta and elements aren't created from void and the sold resources can't spontaneously vanish. So if someone wants to place market bots in his base, it would make sense to require a trading hub element in the vicinity. There are quite some heavy industries which are dependent on water as coolant, so some refinery elements could actually need water purification plants in the area, the same plants could be used to support greenhouses or other buildings with water. If several buildings depend on each other there is a huge potential to incline people to gather together and create cities. Especially as everyone has a limited amount of cores available. ######## I really think that those three points are absolutely necessary for a good experience in DU and will lead to some pretty interesting results.
  15. Building in Dual Universe could do with a simple basis font that is small so that it can create any letter, and the larger the font is the more different it can become. for the limited options of small sized fonts a simple name for that font would be useful; Which I propose as Ennea Font. (Ennea is greek for 9; the amount of voxels this type of font takes up per letter. There is also a Hexa Font. Alas, some letters are hard to read at this level. W and M require a minimum of 4 voxels wide, and I doesn't need any width. S is actually more legible as 2 voxels wide. I hope having names for these fonts and the font being available to be copied for in game will speed up some design processes. ~Loughlin
  16. The safe areas that are being generated by Novaquark are a great idea, but I feel they may lead to some problematic game elements. Players will likely build in safe areas and only journey outside of them to mine. Players in safe areas will likely be neighbors with bitter enemies. Trolls could interrupt multi-hex building projects by claiming hexes in the path of development. There is less of a reason for people to band together to form protection if it is inherent to the game. I am a huge believer in emergent gameplay, and this game relies almost entirely on it. Emergent gameplay is the idea that rules and systems are established which sort of "Make sense," and then players find ways to extract value, power, and fun from them in ways that the devs may not have initially intended. An example is movement patterns in Starcraft 1, Wormhole pirate guilds in EVE online, and metagame strategies in almost every game. I propose a system which in a simple manner mimics the way real cities were formed. When a new hex territory is claimed grant it "Frontier" status which offers little or no protection. Once it is surrounded by other claimed hex tiles grant the center tile an upgraded protection status and a new name like Rural area. When all the frontier hexes bordering this rural area are surrounded by frontier hexes, they become rural and the center hex becomes suburban. Continue in this pattern for a number of layers, a progression such as: Frontier Rural Suburban Urban Metropolis Adding and removing layers, changing costs of territories, and modifying levels of protection at each status would give devs control over game balance while still feeling fair for pvp. In addition, this gives groups an incentive to build together as a troll or bad neighbor building near the city would only have frontier status and likely be soon destroyed. There may also need to be other controls like a minimum of a couple of days at each status level (so that a level 5 protected zone cant be sprung up instantly) This would be a simple system which mimics the way cities start small and grow. I also don't think this should replace safe zones, but be in addition to safe zones.
  17. We should be able to customize voxel shapes to allow for player creativity more than the shapes already pre formed, making for some really interesting constructs.
  18. Our most recent Devblog laid out NQ's plans for how base protections will work in non-savezone areas, and I've got to say I'm relieved. In summary... -Can use a Force Field Unit (I'd like it to be more of a structural integrity unit myself, as a forcefield implies it prevents entry, which so far the proposed mechanic does not). -Force field absorbs damage. When it gets below a certain threshold, it effectively freezes pvp for 24-48 hours, making everything temporally indestructible. You'll be able to predict when your defenses drop, and there will be a cool-down before turning it back on. -You get an Email notification when your stuff is under attack Yes, I know the EVE tryhards are going to cry and moan about this, but as an ex-eve player who really wants to participate in pvp in DU, I'm extremely relieved that there are solid protective measures like these. That being said, I don't expect these defenses to come cheap, they might require quite a bit of upkeep to maintain, and they might eat a ton of power or resources to turn-back-on after a cooldown. This means that not every rando player will be able to keep their stuff shielded 100% of the time. Pirates will have plenty to do while they wait on my shields to collapse. This also means that abandoned structures left by inactive players can eventually be purged, at the *worst* after about 48 hours. So what should this force-field be called?
  19. Hey, I just wanted to know if there are any plans to add mecanical parts like joints to move parts of the ships like thruster or later on weapons. With Lua scripting you could build ships with can stabilize themself even if they are damaged. Hopefully waiting, Will_i_craft
  20. So I just wanted to ask everyone what are the major projects your org has planned for DU, and what are their purposes.
  21. Hey fellas, I'm going crazy. When I tried to get Gold membership I found out I'm too late. Just when I got my birthday money and extra overtime payment, which I was planning on throwing it at DU. So while I'm nailbiting before I can jump in and get to know the brave new world, I was thinking about designing public usable buildings that actually have merrit. I need some referential material before I get to start designing, though! Mainly the following: - size of cargo containers - size of power generators - the ability of implementing sound files - size of foundries (or furnaces) Been looking through concept art and videos, but man, there's little info to be precise. Any idea? The jist of public building (a.e. hotels, market places, hangers and cargo-lockers) is that they aim at player's needs. There's no need for a kitchen, but there is need to stow your cargo and log out safely or park your vehicle without getting it boxed in and released at ransom. These are the beginnings of city elements and I want to contribute. So help me with some referential materials and thoughts, please!
  22. I have been looking through the forms and i cannot find any mention of the actual size of the building blocks (I.E. 10 CM x 10 CM x 10 CM). Is there a list of the preset/standard building elements?
  23. I was thinking, it would be really cool to have a tier of building that only provides the illusion of voxels free of cost. Some of us are very talented in designing the blueprints for impressive designs but aren't inclined to the grind for materials to actually build said ships. So i was thinking, what if we had a hologram tier of voxels that we could use to design a ship without worrying about the cost of construction? Perhaps when it is done you could chose to upgrade those voxels after the BP is complete? Maybe even sell someone the BP for the cost of building you one. The obvious con to this, would be voxel spamming all over the place (since its free), so double props if you could make it only visible to those with building permissions, or maybe only while in build mode? Thoughts anyone?
  24. I think it'd be cool if we could create a space like a cabin or a store or a city etc. If we have something like a city, we can create constructs in an area and we can control via invitation or membership or something, who is allowed in the area, it can be a safe zone where there's no pvp, a store that can actually sell things for credits (or possibly some other form of revenue, at some point interchangeable to a currency like PayPal or something). We could sell advertising space in our areas. It would just be nice to have a place we can call "our own" in this new universe. I know people that can create and print membership cards or something. Maybe we can all be allotted a small area? Like a house in a neighborhood. Create a place where we all start from and can go places from there. Maybe a row house in a neighborhood would be cool. idk, just brainstorming here.
×
×
  • Create New...