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Alpha

Found 10 results

  1. Round 3!..... FIGHT! Hello... After having laid out a fairly thorough and indepth posts about Energy Management much of the feedback was related to how much information overload and extensive walls of texts there were. To that, I understand completely. It was exhausting for me to even write it all out but as you saw, I had a lot to say about the feature that I believe NQ are probably working on. With this forum post I will do 2 things: Summarize Energy Management forum posts Parts 1 and 2 Dive into organizing the final part, which is how to attack this beast from a project management standpoint (this is where it gets heavy) Keep in mind I'm of the assumption that NQ may read this but some managers may or may not look at this and think "This guy has no idea what he's talking about or how we work". Quite frankly, I don't have a single clue about how they operate, the systems they use, the languages they write in, nor the task manager software employed at NQ to organize each featured release. If I did have an understanding then yes I'd have a write-up ready and tailored specifically to how NQ could employ energy management from start to finish just to make their jobs easier. ======================================================================================================================================= Summary of Energy Management: Key Aspects The Rule of Three Almost every aspect of energy management will have 3 key aspects or components to make it all work At the heart of the whole system rests 3 key characteristics Energy Generation (Max Energy) Energy Regeneration The Redzone The above characteristics apply to 3 key sources of energy Cores Generators Batteries The above sources of energy are interconnected by 3 key components Inlets Outlets Purifiers The above interconnecting components allow for 3 key actions introducing batteries recharging batteries cooling various types of generators with cooling rods Quick descriptions and outlines Energy Generation - The combined baseline storage of available energy for the construct provided by the Core and Generators (static and dynamic) Energy Regeneration - The combined rate at which energy is regenerated by the Core and the Generators The Redzone - The combined condensed section of the available energy (typically shown in red at the end of the energy bar) that, when reached, results in a number of negative effects occuring to the lights, engines, adjusters, brakes, weapons, doors, and even radar. The deeper you are in the red, the worse the effects become. Cores - Central primary producer of energy for the construct. Only allowed to have Generators connect to the core Number of available slots vary depending on size of core Generators - 2ndary source of energy for the core Acts as an augmenter to Core's Energy Generation, Regeneration and Redzone. Allows for the connection of Inlets and outlets and containers Number of available in/outlet slots varies based on tier, type (or tech) and size of the generator Can be buffed with talent points Batteries - tertiary source of energy for the construct Only able to interact with generators via in/outlets Provides temporary source of energy No energy regen No redzone Can act as the first source of energy pulled, backup energy or reserve energy when your construct's eng. level is about to hit the redzone. Allows your generators to go into overdrive mode and provides temporary boosters for the engines damages batteries/capacitors/crystals ect. forcing them to be recycled. Has a set number of recharges that varies in type and tier of the battery can be increased with talent points Inlets - Act as connectors to generators for batteries and cooling rods The connection is 1 to 1 (one battery or cooling rod per inlet) Allows for the battery to inject it's energy into the construct's energy store Allows for a cooling rod to be "injected" into Nuclear type generators Outlets - Act as output connectors from generators to batteries Allows you to recharge or energize batteries, crystals and cooling rods. The connection is 1 to 1 The Project... coming soon (Dun dun Duuuuuuun) Place holder because I just started my next batch of physics classes. So this will get updated in pieces daily.
  2. hi had a small probably neat idea wanted to pass along for repair times and the complaints. Instead of repair times do teirs of difficulty example 10 times damaged normal repair costs from scrap after 10 times damaged go to teir 2 where it costs 1.25 times the scrap then teir 3 as 1.5 then 1.75 then 2 x and so on making it more expensive but still usable you could do an overhaul mechanic as well for when it reaches teir 3 have a cost to overhaul the element to teir one what do you think? [12:47 PM] it makes them more realistic in the sense of basic mechanics just like your car replace basic parts until you really need to do an overhaul to bring it back into new condition [12:48 PM] also it would be cool and the players would probably like this as well add in a talent set for overhaul and such possibly introducing a whole new possible service people could offer as well [12:50 PM] also would had an idea for inertia box aid for the ship building matrix but ill hold until you want it I sent this to several of your devs wanted to garner some attention to it if i could also possibly the bottom idea would greatly aid just basic ship building so instead of numbers for drift there would be a 4 part screen rep. a 3d matrix in four panels so players could see exactly what the drift is would lower a lot of complaints i see in this game. i really really really like this game and im not whining i think you guys are doing a great job but sometimes people focus on the wrong solution and forget that there are other methods and you can balance them ie example a space territory unit or attatch a build territory large to a warp beacon or make small meadium and large warp drives that can only be placed on those sizes or possibly down size the large fuel tank for the rockets just a pinch. lots of defferent things but let me know if the first idea up there would be of interest as is now awesome game but becoming not playable even for the rich and i dont want that i like this game.
  3. While i am all in for all kind of agressive gameplay, features, slow progress, i dont think we are in a position that New Players will afford to pay for mistakes where ship is trying to land in Alioth and explodes and teleports 20km above you and for dynamic cores bp when are deployed fly in space few SU above you, so on and so forth. There is something wrong about this feature considering your core can easily be destroyed by non player maneuvers. You can postpone it for few days until patch is confirmed to work.
  4. 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
  5. 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.
  6. Hi All I want to discuss an idea to maybe counter a problem that will prohibit us from building massive projects. Monorails, bridges, infrastructure, roads, anything not needing complex elements but only the basics and voxels. The problem is we are now limited to build in a box that is limited by core size. If we want to build civilization including roads, bridges and everything we will need to place a massive amount of cores. What i want to propose is a system where you can build outside a core with basic materials. The startpoint of the build must be in a core but the build itself may be outside it. rights management stops outside the core and anything build outside the core is regulated on territory level. So if you have a TU or STU in place, the structure is relative safe, If you do not have these, anyone can delete or destroy your structure. this is a necessity with the system, cores are regulated by rights and so are territories so anything build Outside a core is under territory rules, anything build with no TU or STU is free for all. However, this way we are able to build large structures like roads and bridges and monorails that would normally need a lot of cores. Limitation would be that these builds can only be build out of basic materials and voxels and anything would have no user rights on it although protected by TU or STU This system would make it possible to make roads to and from different cities or market places and between cores, creativity could be used to build bridges across water masses for creativity and RP, This way we could also build structures like space elevators or monorails or later Dyson spheres, all for creativity and the greater good of the community. This is also why i think it is needed, the greater good of the community. With this we will need to work together if we want things to be build, if org a and b want a monorail or bridge connection between their cities they will need to build together and secure it together, whether by force or by combined TU coverage. Also for federations, massive organizations, alliances and anyone who wants to connect this is probably the only way to build mass infrastructure without the need of thousands of cores polluting the lands and all the lagg induced by the right management on those cores. Please add your ideas and remarks on why yes or why no. technically this should be possible reasons behind that are NDA, sorry. Greetzz Aaron
  7. Imagine you want to build a road on your nice piece of owned land but you do not like to add all these small cores to it. Imagine that monument you want to place, but you dont want that core as an art element on it Imagine that grand bridge you want to build but its to large for a single core, and by the way, where would you place it without destroying the classic bridge you are planning to build So why not build it with only voxels and no core in your own private territory? For some structures with no elements the added value of adding a core is 0%, can't lua a voxel, rights are not needed as you own the territory, so why add the core to the voxel structure as it brings a much more emergent gameplay if you could build voxel structures without it. And indeed if you want to add elements to it, you just need a core anyway.
  8. So I was watching videos from the Dual Universe channel: Dual Universe - YouTube And I saw how big the cores for building were. After seeing the sizes of them, I wondered if they could ever be resized to smaller versions but with the same functionality, preferably for smaller ships, such as: pods. --------------------------------------------------------- Check Out My YouTube Channel: MaxedMASKED
  9. I would like to know if it will be possible to board the ship and remove the core and place your own and capture the ship. if yes will be enemy capable to make blueprint out of it? if those things will be possible there should be on option to selfdestruct your ship. Of course there should be a time limit for example 2 minutes to give enemy a chance to capture it.
  10. 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.
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