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Alpha

  1. Hey Community! I'm Flow, the Legate/Commander of the Organization "Stargate Command". I'm currently searching for people who like Stargate. As a huge fan I've created this organization because I realised Dual Universe is the perfect game to bring the Stargate Community together and to have fun with Stargate stuff. Our targets are pretty simple. We will build Stargate ships and buildings like the Daedalus, Atlantis, the Cheyenne Mountain Complex and more. Our activities are exploration (through stargates) and keeping peace in the galaxy. If you already have a organization you can join us anyway (being a member of multiple organizations is now possible). It is also possible to hire us (the whole organization) to be a military separation of another Organization. Star Wars will take part as a player driven lore, so why not Stargate? If you want to have fun with us you can visit us here. And dont worry, there will be stargates! We hope to see you! Greetings Flow
  2. Hi, first of all correct me if this thread has already been opened somewhere else. If not, well one thing came to mind. What if there could be some in game activities, such as Chess, Texas Hold'em and 8 Ball Pool in the game world. They could be pre-defined models you could purchase or craft in the game. This would bring more reasons to come to play. I don't know if you guys have heard of a game called Puzzle Pirates. If not well it's pretty much what the name suggests: Being a pirate and sailing while doing various puzzles etc. anyway in that game I think this was implemented brilliantly. If I wanted a break from sailing and pillaging then I could just go to the nearest tavern and play some game like Texas Hold'em among few others and relax, completely away from the sailing stuff. This would also bring meaning to some of the buildings in a city or a colony. For example there could be a community hall, where players could gather between their travels, sit down and play together. Some variety to the game + at least something as a heritage from planet earth. Well this is just one idea among others and could obviously be implemented later as there are 1000 more important things right now, but anyway.
  3. Based on this video that shows players walking on a flying platform, if you look closely you can see that Core Unit is not directly connected to the construct, it is hovering just below it. This indicates that having disconnected parts of a construct does not influence the behavior of the construct. When forces are applied to the construct as a whole, and disconnected parts will still move with the whole. Bearing in mind that this is a pre-alpha build, it seems that this is something that should be changed soon, and I would hope that the dev’s are planning on it. Allowing the different parts of a construct to be completely disconnected from the core unit, and other parts of the ship for that matter, will lead to some strange designs and exploits, not to mention being unrealistic. In a game like space engineers when building the disconnected piece would go floating off, but since severing pieces in DU doesn’t create a new construct this won’t happen. This can be avoided during construction by making it so that when you delete a segment that connects a part of the ship to the core unit, the now disconnected section is also deleted. This also has implications for combat and destruction, where it seems that severing parts of a construct would be a pretty common occurrence. Personally, I’m okay with there being, severed parts moving along with a construct after it has been damaged. Ideally however, this debris would float off / or despawn after being detached from the ship. This would require them to be considered a separate construct, but they would lack a core unit. Hard to know whether that it is feasible though. Thoughts on this topic?
  4. So Dual Universe looks cool - cool enough that I just bought in at silver. One thing is bothering me though... I've seen prefabricated elements come into use in the preview vids. The builders put down some custom voxels, attach the elements and away they go. The simplicity of it makes me wonder if the custom voxels matter at all. Is a sleek and beautiful battle cruiser with hours of work put into it any more capable than a big cube with the right elements attached? I remember this kind of building from Spore and I hated it. A thing shaped like a hippo could outrun a thing shaped like a cheetah because it had higher tier feet. What is custom building with elements going to look like in the final game? Will we be able to affect how the elements perform? Will we be able to customize the elements themselves? If so, to what extent? I have high hopes for DU but the game could go very wrong here.
  5. T h e A l c h e m i s t s -A Profession-Level Org -Not a Government -Does NOT require loyalty or Sovereignty -Not a Mutually-Exclusive Org -Not a bunch of jerks! If you consider yourself mainly a builder, then you belong in the Alchemists. We are a profession-level org, that means memberships indicate to potential employers that you are a specialist. I will be managing contracts with other orgs to craft and design Blueprints for military or civilian tech, and members of the guild will be welcome to collaborate on these contracts or form contracts of their own. In essence this is more like a Crafting Guild. There will be some shared resources, some shared workspaces, and every opportunity to cooperate. There will be a bank of org-owned blueprints and elements that each member of the guild can use and incorporate into their own designs. As the Legate of 4 interconnected orgs, the Alchemists will benefit from the protection of the Free Lancers (Mercenary guild), the resources of the Squires (resources-for-DAC's guild), and will have bases of operation located safely within Terran Union space and Cinderfall. And we will start in Alpha. Yep, blueprints for constructs and elements that a player creates in Alpha and Beta will all transfer over to the actual release. It will be essential for Builder's guilds like the Alchemists to have access to the earlier builds of the game, and I'll have that access. I will make ALL of my Blueprints available to the Alchemists, including the ones I develop during Alpha and Beta, and if curious Alchemists don't have access to those earlier builds of the game, I will be happy to test out and draft constructs based on notes and sketches by request. You have nothing to lose, build with us!
  6. After giving the most recent Kickstarter update video a listen, I got a nice little nugget of info. ~Blueprints will not be wiped between Alpha, Beta, and the Release. This gives a tangible advantage to players at the gold level and higher, as the time they spend building (and helping test for that matter) the voxel system, ship building, and base building will get to carry-over all of their blueprints and potentially have an economic advantage at game launch. While other players are trying to develop ships from scratch or working off of the start ships, Alpha/Beta players will already have designs with a slick uniform look and possibly so will their respective org. Despite not having access to all launch features, this makes ORG play viable at least in Beta to acquire an advantage for main release. Does this provide an unfair advantage to Alpha/Beta players? An advantage sure, however our characters probably won't get to keep the levels we had to gain to make those builds possible. When the wipe hits after beta and before main launch, every other tangible resource will still be an obstacle for players who have a bank of blueprints from the previous versions. I for one will try to flex my Alpha and Beta muscles with the Alchemists to get a head start on builds! Pretty neat eh? I'd HIGHLY recommend upping those pledges to at least gold at this point if you haven't already
  7. Allow multiple construct cores ?! Well this is just a idea, I'm not sure myself so please participate in the poll and voice your opinion.
  8. I have three questions. The first is a general question about the limitation of mining. The second is a question about the persistence of player changes to the environment. And the third is a question about limits on mining around important or permanent constructs such as the Arkship. Question one: is there any indication how far into a planet one can mine? Question two: do changes tot eh environment have a time limit? By this, I mean will the environment return to its initial state over time? Question three (It sort of ties into the above question): what is the nature of the limits on mining (or any changes to the environment) around vital constructs like the Arkship? If you've ever been to a music festival you will know that it's never good when 1000's of people hang out around the same area for a few days. It's not long before the place is trashed. How much worse would it be if they can destroy/ create with a click of a mouse button? I have an image of the area around the Arkship being a mess of potholes, near bottomless fissures, walls, and penises shaped structures that reach far into the sky. None of that is appealing to me least not because it would make movement very difficult to move around on foot. My assumption here is that NQ must have something in mind to keep important areas clean.
  9. Full blown Blueprint Editor OK there will be trade able BPs (BP=Blueprint) we knew that already and we will be able to "print" them. And JC mentioned somewhere there will be a "testing" mode. However I think there is much more potential in a good BP ecosystem. Since it is very very very annoying to build only in first person view for some people. (Like me, an engineer who loves good CAD software) I'd rather a have good editor which allows me easy access to all voxels, elements and tools like a x-ray view or a quick access to the elements for scripting. Don't get me wrong here, the FP building is vital too and also needs love :-) A little example to demonstrate what I'm bitching about, building a big box: First person: Select box tool adjust size, look at your starting point click move physically around until your view and the box size matches what you want to accomplish, click again. (I acknowledge that first person is better for polish and details but that is it) Editor: Click and hold on the grid, move mouse for x/y size, scroll the mouse-wheel for z and stop holding the mouse button, done. DU is a game where we will be able to build fairly complex constructs so we need good tools to make that enjoyable. If you want a bad example how it's not done look at SE, building constructing stuff in the survival mode is painstaking annoying, you can't make fast iterations or changes of your creation to find something that works or/and looks good. (The actual building mechanic is rather enjoyable and hope DU will have something similar) So to make live easy a good editor is a must. But since we have so many aspects already and to avoid a sensory overload of its users only "one" editor won't cut it and several "modes" should be available. What the editor should support: Voxel mode Element mode Painting mode (Prefab and)Planning mode Simulation mode Voxel mode: Well all the tools to shape the voxels to your hearts content. It would be nice if the simple forms had handles for manipulation similar to those found in vector programs. Element mode: Designed for easy clean access to the parts list and friction free placing of the elements. Painting mode: Yes a dedicated mode just to bring out the artistic side in you. No seriously, I personally, I don't care much about the paint job but a lot of people will do. DU is going to be a very social experience it is in my opinion vital to give people the option to develop color schemes for their fleets. (Feature wish: the option to load SVG files as decals, allows to put logos and such on your ships :-) (Prefab and)Planning mode: This mode is for managing and adding the brains to your construct. It allows you to access all scripts/elements, setup limits/properties of the moving parts, define areas/spaces for a use case, setup the access rights, manage and create prefabs/templates for easy use later on and allows you to select a area to move it around(cut, copy and paste). Simulation mode: Well a mode to test all the stuff you just made to confirm that it works before you put all the resources and effort into building it only to discover it is a total failure. A live version of a BP of each individual construct should be contained in the core block so you can easily access it, make modifications or copy it for sale. Once you made changes to the "live version" and hit apply you only need to grab your building tools to disassemble/reassemble your construct without the need to constantly fiddle with your tool bar for the right parts. This mechanic would also allow contractors/friends to build your construct since they won't need access to the BP only to the building site.
  10. Hello, I cant help notice that models have a fixed scale and cannot be voxel modified. It could be an interesting mechanic to have a scale modifier that increases size of then model and the stats, so you can make tiny bots to run around conduits and repair your ship. The models are 3D and the scalar is 1D thus would have to scale to the cube to be realistic, with a linear loss function according to abs(original scale - scale) * balancingTweakingConstantScalar. this would allow for quite interresting things like gigantic reactors, massive guns and tiny bots. I hope you like that idea
  11. In the kickstart promotion video, at 0.50min, JC mentioning that "you can build anything you want, space ships, cities, orbital stations, there is no limit in size" Jc mentioning here the infinity big, from voxels of 25cm What about the infinity small? or at least smaller than 25cm? NQ is missing something in the building part, 25cm voxels will not allow to build a chair, a table, a lamp, a frame, or any decoration objects, to put in (and in fact the only things you can build) empty space ships, empty cities, and empty orbital stations Its like, think big, look at it from far, and forget about details The content of DU is pretty well thought in global, at the scale of civilisations organisations, but what about in details, at the scale of one player? What will one player see ingame? Very detailed textured mesh based elements stuck on very contrasting flat voxel builds? NQ shouldnt forget who will pay and play, who they are targeting when they talk to builders and coders, to lot of people who spend their days on 3d modeling softwares pushing the latest technologies, day by day, making scenes more and more realistic that you cant make anymore the difference. I m talking about gamers who are also architects, interior designers, industrial designers, graphic designers, CG artists, animators, developpers, coders etc... Is DU going to be the game for gamers who grew up with 1m3 blocks in minecraft, who got maturity now to play with 0.25m3 voxels? NO right?! DU isnt based on java and still have a bit more than 2 years of development And i think the community should keep in mind to push further and further the possibilties of the building tool of DU to make it the greatest sandbox of all times
  12. Sorry if it's a repeat thread, couldn't find anything on it though. Building in hostile places could be a fun challenge, you would need specialized equipment/vehicle mods dependant on the hazard; pressure, toxicity, temperature, mobility etc if they end up in the game ofc. More for the crafters to do. It could be a viable way to hide something or defend it, a base or ship. **Thinks** Blackhole movie... Giant ship moored at the edge of the blackhole... ...will blackholes be a thing for that matter?
  13. I was just rewatching the DevDiary about the ship building gameplay and noticed something that could make this part of the game a bit easier, and that this the mirror mode, where you can select to mirror what you are building from 1-3 dimensions. This way, you would only have to build one side of the ship, and not have to worry about the other side being asymmetrical (for all the people that actually care about that) What are peoples thoughts on an implementation like this?
  14. Starting a topic to know how we imagine how to use the ingame modeler. I guess we wont be able to build bigger than the amount of material in our inventory. I was thinking gathered material could have texture properties for the builder menu. Each of them could have their color changed, and might have a little bump map available list specific for each. Some would have reflective effects, such as metals, some glossy, some with transparency, some with natural light emissions and neon effects, why not some with sounds effects. Would be nice to be able to select subobjects in the builder menu by material types, would make easier the objects painting and shaping. How about you?
  15. catalina

    blocks

    Hi I was wondering if the building system will have more types of blocks form the current space voxcle games on the market now? I find that I am always coming across situation that a few more block types are needed
  16. BOO IS ACTIVELY RECRUITING PLAYERS AND ORGANIZATIONS BOO WEBSITE LINK BAND OF OUTLAWS COMMUNITY PORTAL LINK A WORD FROM OUR FANS (LINK) Discord: https://discord.gg/mhAaKmA ________________________________________________________________________ WHO ARE WE? Band of Outlaws is a growing community of gamer's within Dual Universe. Our goal when the game launches is to provide a community environment for all play styles. While our theme and preference leans towards the renegades and outlaws, we are also happy to accept traders, builders, and anything else in between. We want to encourage everyone in Dual Universe who has a heart for a sense of community and gaming to join us, whether as individuals or with your own group. Either way, we have a growing support network that anyone can benefit from. We understand games can be hard to commit to, and acknowledge the fact that people have lives outside of the internet. We won't force you to do anything, the only thing we want you to do is to have fun and play the game your way, hopefully with us among friends. ________________________________________________________________________ THE PLAN: Band of Outlaws wants to create a community for those who wish to play out their inner rebel, whether that be through pirating, smuggling, being a mercenary, a bounty hunter, and everything else in between. That is just a small portion of what our community is going to accomplish, as we have been steadily growing in several other games such as Battlefield 1, Conan Exiles, and several more. We want members to join a family of fellow, like minded internet nerds than just some faction in a singular game. That said, we certainly plan to have Dual Universe as our focus when the game launches, and we have several projects in our development pipeline for our community to participate in when the time comes. I'll list an example of such below. • Project Tortuga: Band of Outlaws plans to accomplish many tasks within Dual Universe with the help of volunteers within our community. We want to create a safe haven for outlaws like you and I, and are planning to construct a free port away from prying organizations who seek to control everything. Dubbed "Project Tortuga", our free port will be available for anyone to use, not just the Band of Outlaws. This project has also been extended to the greater Dual Universe community, and with the help of the Band of Outlaws, we can all have a place to call home. _________________________________________________________ THE OVERVIEW: • Primary language: English primarily. • Time zone: We accept anyone from around the globe. • Goal: To create a support network for players in DU, providing benefits for mercenaries, bounty hunters, you name it. We plan to have several internal services established to let you play out your character in DU. Also, blow things up and make money. _________________________________________________________ WHAT CAN BAND OF OUTLAWS PROVIDE FOR YOU? • Security in numbers: Our safety network will you keep you and your assets safe. • Community: We have a vast network of players with a wide array of goals in the game, we all support each other in and outside of the game world. • Trade: We plan to have a vast trade network, where you can get the best deals by being in Band of Outlaws. • PVP: BOO will need to protect its assets, and we plan to be very aggressive. We will teach you how to fight, and provide you with the ships to do so. • PVE: We're not sure how PVE will be in the game, but we certainly plan to be apart of it as we know many players may not want to do PVP. • Exploring: There is a big galaxy out there, so of course we're going to explore it! _________________________________________________________ WHAT OTHER SERVICES DO BAND OF OUTLAWS PROVIDE? • A discord server that is managed 24/7 with hundreds of members playing various games. • Website/Forums to hang out with other BOO members. (WIP) • An actual gaming community of internet nerds, with the number one focus being fun. This family is open to all. • A chance to help create something unique and inspiring. Come make history with us! _________________________________________________________ HOW DO WE OPERATE? Band of Outlaws is not out to be the next mega corporation with an umbrella controlling every sub-organization within our community. We operate under a general community management system with our Managers and Moderators doing all of the admin work so everyone else can enjoy whatever game we are playing. Within the context of Dual Universe, right now our management for this game is open ended until the game launches and we can see where we need certain positions filled. _________________________________________________________ DBAD CLAUSE - RULE: Band of Outlaws will not drag you down with rule after rule. To sum up how we expect members to behave - don’t be a dick. We’re all here to have fun, and there is no reason to be rude to each other. This includes flaming, hate speech, starting drama etc. Let’s act like grown men and women. This also extends to how members are expected to act towards other organizations/communities. Be respectful, regardless of affiliations. _________________________________________________________ INTERESTED? We are always looking to recruit new players, or organizations within the Band of Outlaws. If living the outlaw life is for you, then this is the best alliance to be apart of. We encourage you to apply immediately, and be apart of the greatest organization made for rebels and outlaws like you. Below will list minor details to help you when you apply to Band of Outlaws. • Applying by yourself as a player? Simply head on over to our community portal and submit an application. Your application will be reviewed, and a voice interview with yourself before we finalize your enrollment. This is simply to make sure we can maintain some sense of security within Band of Outlaws, and that we can both get to know each other and be sure that not only you would be a good fit for us, but that we would be a good fit for you. If you are interested, just apply on our community portal - Band of Outlaws Portal Link • Applying as an organization? We are always looking for other player organizations to join the Band of Outlaws alliance. Being a member of our alliance has benefits that are listed in this post above. Among those, you will benefit mainly from a wide market audience and support network. Band of Outlaws members and organizations are forbidden from openly attacking each other. We are all allies here with the same idea, and we want you to be apart of that. Simply send a private message to Cybrex, and negotiations will be made. If you have any questions regarding Band of Outlaws, please contact Cybrex. BAND OF OUTLAWS COMMUNITY PORTAL LINK
  17. I was just wondering if it was possible for people to make planet sized ships by hollowing out a planet and adding the right components
  18. So how will the inventory system work, in the brief trailer we see someone produce a cockpit and part of a ship hull from what i assume is their personal inventory so I'm guessing it's quite large in fact large enough to hold all the resources to build a fighter, done with the shake of his glowing hand (some sort of nano fabrication or something). How does this translate to ships, am i going to have to pipe/conveyor the minerals mined by the drill at the front of my ship back into a storage container or will the ship be one entity and the container fill by itself as long as it's part of the ship. Considerations for the piping/conveyor system is that it would make ship design complicated but in a good way, interesting to do and something to think about carefully and optimise so you're not weighing your ship down with too much internal piping but also you then fall into having to have connectors on the ship to link to other ships/buildings/star bases that you wish to trade with. If you go with the one entity approach there is less to think about and your ship designing doesn't require you to think about internal mechanics and functionality. With regards to trading you can simple shift resources from one cargo hold to the other without regard for how (probably short range tele) if they are close to each other. Then you have to consider the range that this transfer can occur at, can it be increased perhaps by scaling to ship size or perhaps some sort of power hungry module like molecular transporters and can you build ones so big you can buy and sell remotely to an entire planet or Solar system. You could also go with the one entity approach and require direct contact between the two such as having to touch hulls or sit on a buildings/star bases landing pads. Also what considerations are there for people who want to steal cargo, can you simple rock up and hack into it, perhaps you have to damage it to a certain threshold before you can loot it or even destroy it. Circle back around to the building side, we see him use his glowing hand, are there larger ship sized module versions that i can put on the front of a builder ship to produce large objects or would we have to design a capital ship in person in small pieces (not a good idea honestly lol). Once i finish my ship and have the blueprint how will production proceed, do i need a factory with a big open space for the ship to spawn into as arms piece it together or will it just pop out next to it, I don't think a small space station or building should be able to produce something larger than itself. What are people thoughts and if any of these questions are part of other threads can you link them in please.
  19. For those builders who are looking forward to flying their ships, how do you hope that applying updates to a model will be implemented. I think the devs might restrict building to designated zones personally. But in capital ship having parked it in a stable orbit, or even in a spot in space, I would like to see my self remodeling part of the hull, or adding new researched features to my design with out having to fly, all the back from the edge of know space to do so. In smaller ships it becomes a problem of a space walk not getting the control one needs to have when building. Now I did see the short video were they demonstrated the voxel building tech, and that was a drift in space, but I could see that being done just as a demonstration and the feature being changed in the alpha release. Maybe you think its a no brainier that it will be like it was in that video, reference any dev blogs if you remember them discussing this, I still haven't made it though all of them yet.
  20. I don't have a lot of time right now to get into this but I am looking for all types of workers once the game gets started to mine, build, and assemble a space station. I already have the designs in mind and all the details. I want to hire people (with real and in-game money) so that I can get this thing going as quickly as I can once the game is released. I am making a way point with all types of things for various players. There will be a bank, a marketplace, ship docking, living quarters, everything a person needs in game will be present including drone sentries to keep the populace safe and a jail if someone should get out of hand.
  21. How open will the shipbuilding be? I saw in the trailer when it placed the cockpit in the front and such... but how far with the design can we go? Will we be able to design our own cockpits (that would be fucking amazing) maybe add AI (like that says "Good evening captain, currently our fueltanks are on 80%. The weather is fine and the skies are the limit") or such? Will we be able to design our own engines? or discover schematis for special types of engines or Cockpits? :3
  22. Stealth systems, or some kind of "silent running" mode, are often depicted in sifi as a kind of tactical art form. For example, in Elite Dangerous, dog fighting while in Silent Running to throw off your opponent's targeting requires a carefully control of heat levels. Meanwhile, in Space Engineers you can build a stealth ship simply by painting it to blend in with the skybox or an asteroid. In The Expanse, stealth ships are covered in an advanced, sensor-resistant composite material. Either way, effective stealth requires skilled engineering and piloting to achieve. Why not combine all of these aspects in Dual so that stealth is very difficult to achieve (so it is not OP,) but very powerful as a strategic asset. In my mind there are two kinds of stealth: Active - protects from active detection, I.e. bouncing a sensor beam off of your ship. Passive - protects from passive detection, I.e. emissions by your ship that could be detected. Materials I envision stealth-enhancing hull coatings or plates being lightweight, delicate, and extremely difficult to manufacture. They would also, to fit the balance I am describing, not be very effective. Stealth materials would do two major things: First, they would partially absorb active scans, reducing your sensor signature. Second, they would reduce the amount of heat radiated into space by your hull. Camouflage Simply painting your ship to blend into a given environment. Perhaps some kind of adaptive coating could be possible, that changes to blend in with different surroundings as needed. Also, fewer windows. Reduces chance of visual detection at extreme close range. Hull design Designing a ship's hull to have as small a profile and conceal it's drive plume as much as possible. Placement of thrusters and radiators to minimize unnecessary emissions. Makes the ship a smaller target and thus a smaller blip on sensors. Reduces thermal signature and reduces the angle you must thrust at relative to a target to avoid detection. These are just a few basic concepts to make stealth possible but challenging: an art form for sneaky pilots. Thoughts?
  23. Dual tweeted out a gif of a Mini Rocket Propulsor firing. Can't wait to attach one of these to a construct https://twitter.com/dualthegame/status/689154627120558080
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