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Alpha

Found 17 results

  1. Player jetpacks vs. hover vessels The sense of scale in this game has always been weird to me. When I started out back before having any talents, the world felt very big, and very mysterious. In this, a sense of immersion was there, not knowing what was over the hill in front of me, while also taking a long time to get there. This, of course, is no longer there in much manner. Currently, the idea of a hover vessel is entirely overshadowed by a player's two feet (and a jetpack sprint), for literally any purpose other than short-distance lugging of some resources early game. Especially with a maxed out jetpack-sprint talent, you move at 81km/h, which is literally faster than a hovercraft that's trying to stay safe. Additionally, players can jump extremely high with the use of a jetpack, with an oversimplified "refresh" method. Side note, but a better method is how Empyrion Galactic Survival does jetpacks. Google it Due to these very simple, but highly underbalanced features, the sense of scale, immersion, and a need for hovercrafts is broken (as mentioned before). Therefore, buildings and ships feel much smaller, planets feel much smaller, to the point where even a kilometer feels much smaller (a KM in the real world takes a while, even in a car!). To fix this issue, of player movement being comparable to a hover craft, I suggest 2 major changes. First, remove the double tap sprint* (in this, of course reimburse the players that have it upgraded). It's quite confusing to have 2 different sprints, and on top, one that is objectively better than the other for literally all purposes but immersion. Removing this alone makes need for a ship of some form a lot more valuable (including slowing progression in a sense). My second suggestion regarding player jetpacks is to simply make the jetpacks very similar to Empyrion. *Double tap sprint would just enable the normal sprint instead. Mobility Part 2: Electric Boogaloo Let's talk engineering and aerodynamics! The second part of this post I wanted to direct attention to the engineering side of the game. There's 2 major problems within the game's progression and ship construction, of which stem from 1 major issue: calculations for proper center of lift, lift itself, are not very advanced. The first of the two reasons for needing this is that hovercrafts, the most simple form of ship design, as well as normal omni-directional thrust space ships are almost extinct, due to literally being able to slap some wings on them and call it good. While of course the major downsides of a change such as this would be scrapping a lot of designs that rely on wings to function, I see a lot more major upsides for at least me personally (and I'm sure others will agree with me). First, ships that want to use aerodynamics (and wings) will have to prioritize proper shape, to optimize the amount of lift (and where the lift is located), will need to go through more rigorous engineering, and give more meaning to each ship crafted. Due to this, planes will be a specific market, of which space ships (without wings), and hover crafts will once again have a purpose due to being more simple to engineer. Additionally, anti-gravity will be even more valuable to larger vessels, due to air-space maneuvers being much more difficult, and requiring more skilled piloting to do normally. Continuing on, a better marketing image for the game, as well as an interest from the space ship engineering side of the community, would most likely arise from this. Due to the changes in how well crafted ships have to be, each ship will have a higher chance of looking more believable, and help with both marketing of the game (in luring people interested in aerospace engineering), and of course immersion. Lastly, major changes to ship progression within the game. This is because it would make each ship's thought toward the engineering side more pronounced, will make the progress slower, and for a lot of people more interesting and fun. Making your first proper plane will be an accomplishment, and if done right very rewarding (achievement tree for this stuff maybe?). On a side note, similar problems that this change would highlight would be the flight model, which doesn't work very well for omni-directional thrusters, due to not having automatic dampening against gravity (see most other space piloting games, one of the best examples would be the flight model of Elite Dangerous for this matter imo). What I would like to see specifically change to how wings and aerodynamics works is very similar to how Kerbal Space Program (and actual aero physics work). Firstly, surface area for not only drag purposes, but also rotational purposes would be appreciated. The way this would work, is that you have pre-baked model wings to work with (of which are literally just props), but additionally have "ailerons", or a more simple name "control surfaces", of which are controlled using yaw/pitch/roll depending on how they are set, and help control your vessel. While of course on their own, these mechanics don't really make sense in the current model, as aerodynamics don't exist (past drag), adding proper use for the cross sections of ships, as well as the aforementioned player-built wings, and pre-baked control surfaces, of which depending on how they are animated (extended, retracted, inverted extended) will apply to the cross section differently, would have 1 major effect. Due to the sudden change in the "air current" on one side compared to the other in terms of center of mass, and the surfaces seen (such as a control surface extended), would rotate the craft accordingly. Going "too fast", and turning suddenly would create a sudden increase in lots of drag, of which of course would in turn rotate the ship, as well as not only (potentially) damage elements (due to drag and high G forces), but also decelerate the ship, causing it to fall, and also cause the player to lose control of the vessel, if they are not skilled enough. High stakes KSP, OUCH! The final change that this would make is changes to air brakes, to become directional. First, I must preface this as "only if omni-directional thrust flight model is fixed". If it is not, this feature will make the game too difficult to actually brake properly not in a plane. Since by themselves, air brakes only increase the amount of surface area of the plane, proper placement would be necessary to make them functional. The proper mechanic here would be more that they extend and retract, and the drag mechanic does the rest. Of course, their "goodness" is still given in a different quantity (surface area when extended) as a stat. When piloting a plane, a player will have to use a combination of both braking properly to not decelerate too much to drop out of the sky, while also using drag of the wings to "skip in the air" (pull up, dive, repeat), to both glide with efficiency, as well as land. Good piloting will of course be required with this feature. Did I mention that already? The final change I'd make is indirect with the topic of aerodynamics, but more simply to do with space brakes. Since air brakes require more knowledge to use, a similar amount of thought should be put forward to make space brakes omni-directional, and apply thrust only where they are facing, of course the angled ones would also provide braking force to those directions as well. Conclusion While of course this post is 2 pronged, the first being the player jetpacks, the second being construct engineering, I felt that the topics combined in a way that they merited being in the same post. I hope that you enjoyed reading the post, as much as you hopefully want these feature changes in the game.
  2. Hi all ! I would have a suggest (probably others already talk about it). when I create a construct (dynamic, Static or spatial one) and I wish to extend my construction (to make a large base for example). It would be really great to be able to link cores together to make accessible all the elements in all the linked cores. It would allow to link voxels correctly on the different parts of the big construc, but also link interactive elements like PB connected with elements in the others cores. For the moment we are forced to put an independent core next to it that can't "communicate" with. In practice, this would mean putting a second core next to the first, giving it the possibility to be part of a set of cores. Thanks
  3. Best developers. Im new to this game as well as for this type of game. However, i thought about it and i think it will be nice to add following future. Put extra PC/terminal (like for a trade) which the player can use. It will take him to creation room. It can look like a GIANT room or just space. And in this area player can create ANY constract he want, static or dynamic. Player also will have access to unlimited and all kinds of parts for his creation. And after player finished his idea, he can create a list, where every peace he used for his project will be listed. Or maybe even a blueprint(although I think this is overreach). The list must look different in inventory then the blueprint. Some testing future, like flying around should be added too. This will help new people to create what they want and give them the idea of what they need to do. Now since it will be just a list, after player gets all he needs, he can start building the project. If this was already mentioned, my apology.
  4. As the name implies, it would allow you to manipulate the build box. For example, say a large core is 128x128x128 and you just wanted something a bit longer but just a fraction of that width. Allows to subtract from unused axis to add to desired one. Keeping the same total build volume and game balance of various sizes cores. I don't know about y'all, but most ships I want to build are alot longer than they are wide or tall. This is something I brought up in game, but thought it appropriate to bring to the forums.
  5. Hello NQ staff, As a former Landmark player I see the need for a feature very similar to what was used in that game. To more easily view constructs of other people. Over time and especially when the NDA is lifted I can see the need/desire for players to show off their build and for other players to browse and view all the cool things that people made. I can already see this now as players are flying by and getting out of their ship to take a closer look at a house or ship someone made. Over time more and more builds will be far away and the location of many of those will be unknown to you. Even on Alioth builds are wide spread and without their location you will just need to be lucky to find some really cool player build construct. Though in DU we will always be confined to the location of our character for gameplay purposes. So there needs to be a way for players to view constructs of other people without breaking the gameplay. I came up with the idea of a spectator mode. First players who have a construct they like to show off, needs to be marked or tagged in some way by the owner to opt it in for display in a gallery. Other players can then open the gallery and either travel to the location of that construct as a spectator or open a "construct viewer" where they can then view the construct without element interaction rights. That right should need to be activated by the creator. You may already have some sort of "consturct viewer" planned for the time when players will be able to sell their construct and buyers would like to view the product, just as a reminder that there may be overlap there. Your physical body should remain in the same place while you are viewing the construct so there is no exploit in escaping combat in some way. It might even be interesting to charge a small fee of ingame currency for viewing a construct. That might give players more incentive to build better and good looking things. Another thing to consider is that when players view a construct at the build site it should probably not be possible to view it's location/coordinates unless the creator gave those permissions. Anything that's near the build site that the spectator can see, like constructs of other people, might interfere with the intended gameplay and I don't know enough about that to give my opinion on that. In short I hope there will be a feature that allows players to more easily view the constructs of others and maybe even rate them.
  6. 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.
  7. It sounds like the developers are getting close to the final versions of some elements. When they are done, I hope they tell us the length, width and height of each one. That information would be helpful when designing constructs that use them.
  8. Hello Nova Quark & People of the Forum. Will i be able to make a hanger and make a shield generator so random people just can't destroy it. And what will happen if my contructs get destroyed? I also want to know if i can hire people to watch out for my vehicles in my hanger and can i make a public hanger for people who want to store their ships? Kind Regards, Victor AKA slayervictor
  9. Welcome to the Nexus What is the Nexus? The Nexus is a group of neutral organisations for those who share an interest in a specific area of Dual Universe. Members are free to join and leave these neutral organisations at any time. Membership in any of these organizations will not interfere with membership in other organisations inside or outside the Nexus. What do the Nexus organizations do? They serve as meeting places for anyone and everyone interested in that organizations specialty e.g. exploration The are a place to obtain guides on how to get better at doing that organizations specialty. They have job boards which have actual work for the organisations specialty which goes beyond normal market trading. Think player generated quests. The organisations have no physical holdings or assets so they cannot be attacked nor go to war or have anything to do with politics. In short, they are neutral places to relax after doing jobs, a place to find those jobs and a place to find out how to get better at doing those jobs. Drillers Bar Here at Drillers we specialize in removing things from other things. Mostly ores from the mines but we also remove turnips from the fields, scrap from abandoned stations and sticks from rears. Drillers are the frontline in any economy, and we are experts at prospecting too. Come join us at the Drillers Bar, where you can relax, complain, share techniques and frak the hell out of...everything. Join here: https://community.dualthegame.com/organization/drillers-bar DU Space Truckers Do you like to trade? Do you like to put your legs up and watch the stars go by as you cruise through the galaxy, moving cargo from A to B? Do you like profit? If you said yes to any one of these, then join us at were we talk about the best trade runs and how best to avoid pirates. But mostly this group is about hanging out between runs. Join here: https://community.dualthegame.com/organization/du-space-truckers Bullet Chain I could not write anything for this crazy group, because I couldn't take a look inside for fear of losing, if not my life, at very least a limb or two. I was told they do "sanctioned wealth redistribution programs" and "space trash removal expeditions". But most just say they "blow stuff up" and for some reason they always add "at a price" and laugh. It's dangerous in there. Join at your own peril. Join here: https://community.dualthegame.com/organization/bullet-chain Fullmetal Aegis There are warriors that are honorable and skilled. There are warriors that wish to protect the innocent and the weak. There are warriors that make the pirates pay for attempting to take goods, ships and lives. We are those warriors. Join like-minded individuals and trade stories of your brave battles against incredible odds. Join the honorable warriors. Join here: https://community.dualthegame.com/organization/fullmetal-aegis Dual Universe Constructors Guild We build. Everything from the smallest hovercraft to the largest space station. From the deepest mine shafts to the tallest skyscrapers. We build housing for the poor and monuments for the rich. But most of all, we build not just because we are paid, nor because we can, but because we must. Come construct with us. Join here: https://community.dualthegame.com/organization/du-constructors-guild Dual Universe Wayfarers We fill in the blank spaces. The blank spaces on the star map and the blank spaces in the mind. We have two missions: To map the universe and to map our skill tree. Come explore the Dual Universe with us. Join here: https://community.dualthegame.com/organization/dual-universe-wayfarers p.s. While the Nexus is hosted by Cinderfall Syndicate, membership and administrator positions in these organisations may be held by anyone. Cinderfall Syndicate does intend to provide job boards and markets for these organisations within the Cinderfall Syndicate trade hubs to further aid their growth and sense of community. p.p.s If you made it this far, I applaud you. Come visit Cinderfall Syndicate discord and collect your free cookies. This has been a public service announcement.
  10. 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?
  11. They have said at the very bottom of the kick starter and in the newsletter that CvC is a stretch goal to be done after hitting 500K, but they have never specified how much the stretch goal is. I want to know. And now they've hit 500k, its the next big thing to ask. Anyone have any solid numbers?
  12. The assumptions that the following is based on is: 1) Ships stay in world, even when all players near it and/or own it have logged out. 2) Ships cannot be added to or destructed but can be destroyed. See here[\url] for official confirmation. So now the question becomes, what do I do with my ship when I want to log off? This has been covered in other threads and answers include 1) player run parking lots 2) hide it 3) park it in a safe zone. My issue is the safe zone. In a safe zone a ship is effectively indestructible. So when a troll parks a suggestively shaped ship in an otherwise beautifully crafted city, what can be done to remove it? Some ideas that have been put forward elsewhere include: 1) when its power runs out, it can be destroyed as normal even if it's in a safe zone. 2) if it is derelict for too long it becomes publicly owned so that anyone can fly it away. 3) nothing can be done. It is now part of the scenery. Thoughts?
  13. We just got an official heads-up that built ships cannot be taken back apart, and that purchased ships cannot be modified (but can be repaired). Before people simply assume that the prospect of Salvaging ships is dead, lets consider for a moment the following proposed mechanic. Destroyed Constructs drop some of the materials and items used to build them, plus "scrap" which must be re-refined. For one, this gives players something to do with that cheap jump-ship they used to reach the next planet after it has become totally obsolete. You won't be able to pull apart the jump ship, and unless you built it, you won't be able to upgrade it. Being able to destroy it for some portion of what it took to build (maybe 1/4th of its materials? perhaps a skill could increase your efficiency here) would prevent players from abandoning old ships or cluttering the market with them. Pirates will love this, since killed players drop some of their items, why wouldn't a destroyed ship drop some of its cargo? Why wouldn't a destroyed ship be worth SOMETHING?
  14. Will there be elements that provide lateral movement (up and down movement) inside a construct? I know many people on the forums and discord channels are dreaming up their massive ships and buildings. But how will we move around inside these ships and buildings, specifically up and down? Are we relegated to ramps and jet-packs or can we do better? Some examples include: Ladder elements Elevator elements Teleporter elements Can you think of more?
  15. Could we get an open-topped cockpit for planetary travel? Yeah, I'm talking hover-bike style cockpit, not unlike a speeder or motorcycle. Here are the potential benefits: -It would look totally sick! -Less resources and lighter weight means easier to build and easier to propel ~faster -The exposed nature would allow players to shoot you dead, despite being in a construct. Since Construct vs Construct combat won't be there at launch, this would allow lower-level play to include some sort-of vehicular combat. -Can't go into space with it -This would allow players to have a low-tier transportation system for traveling across a planet surface that is easy to steal/lose but easy to replace -Organize SWEET hover-races Plus who doesn't love speeders?
  16. 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.
  17. A D A S T R A E N T E R P R I S E - Quality. Innovation. Together. - Executive Summary (aka tl;dr) : Ad Astra (Latin: To the stars) is a construct/spaceship brand that brings designers and retailers together, to allow you to zoom around with a quality set of (rocket) engines. Anybody should be able design or sell Ad Astra Constructs, and you can still be a member of any other organization: Just apply Here. Feel free to flick me a PM as well. Also Feedback is appreciated. Thanks : ) The Idea: Let's say your a spaceship designer, and you have just build an amazing ship. You will probably want to sell it (well, the blueprint), in order to make cash and build even more amazing and bigger things. Also, wouldn't it be great if hundreds of people flew in your creation... So you set up a shop. You sell a couple ships. Time passes by. You start thinking: What if there was a better way? What if I could make a lot more money? What if a lot more people could enjoy my amazing ship? This is where Ad Astra comes in: After a quality check we buy your blueprint and distribute it to our retailers across the galaxy. Whenever a ship is sold, you get a percentage of the price. This way you can sell your ship to a lot more people then you could have done before, and make more money. Let's say your a salesman, a miner. You have the machinery, you have the resources. All you need to do, is make the max profit out of them. It did not take you long to figure out that constructs are a lot more valuable than raw resources, and so you set up a shop. You sell a couple ships. Time passes by. You start thinking: What if there was a better way? What if I could make a lot more money? How do my customers know that they can rely on my ships? This is where Ad Astra comes in: Just become a member (you are still free to be part of any other organization) and you are granted the license to sell Ad Astra brand ships. Now your customers know that they can rely on the quality of your builds, and you are able to sell ships that you could not have build yourself, under a known brand. Do you hear that? That's the sound of profit. Let's say your an Explorer, Fighter, or just having fun (You should. Otherwise you would be wasting your time). Personally, you have a certain interest in staying alive. Also in quality ships. Good looking ships. So guess what: You go to your local Ad Astra salesperson. You buy an amazing design. You take off and blow stuff up. Now you can say to your friends: “I'm flying a double A.” Or “I'm flying an Astra.” Or whatever you want to say. What to do? Join Us. So what the fu... fudge is Ad Astra? We are a brand. That means that any member can sell our approved ship models. I expect there to be more brands, and I expect every brand to have a unique look and selling point. But Astralator, I hear you saying : That's not quite how a brand works in real life. Well my fellow Forum member: it actually kind of is. Also this is Dual Universe, and I have just decided that this is a brand in Dual Universe. The detailed Stuff: So how is this entire thing going to work in detail? Well the game is sort of kind of not quite ready yet, and when I know more I might decide to give specific policies. I do already have several solutions for issues like: Intellectual property, paying everybody and ensuring that no money gets “lost”, quality control, distribution. If you think that there is an issue I have not thought about, feel free to comment, I am happy to discuss. I also created a YouTube channel where I will release promotional videos once Ad Astra has created and sells their first ship models. Ad Astra Dual Universe YouTube (not much to see yet) Become a member All feedback and suggestions appreciated : )
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