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Join the Bladesin Mercenary Corporation! Are you looking for an Organization that allows any play style? Then look no further! We are here! We want more members in our community, and if you are looking for a place that has zero tolerance for toxicity of any kind, BMC is the one! Currently we have open positions in these Divisions: - Crafting and Science - Mining and Gathering - Trading - Communications - Logistics - Military We are aiming to make a huge gaming community, with Dual Universe in the forefront! If you are interested go to our Community Page Or our Discord and send us a message!
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So I'm aware that in one topic laser protection has already been discussed (by the form of heat resistant armor) but I wanted to take it a step further... also the content I'm about to propose is definitly for advanced gameplay that definitly won't be in the game at release ( well if NQ want to do it they can, but I don't think it should be a goal for release..) Also I won't be using really scientific terms here and i'm omitting some properties of light because they aren't that intersting in gameplay purposes ( at least i dont find them interesting)... So if you didn't know laser emit only in a specific wavelength, different wavelengths have different properties when hitting materials, ( common example is uv don't always go through glass but visible light does) and ( for simplification purpose) light can either be reflected/ absorbed/ ignored by the material it hits... ( visible light is reflected by a mirror but gamma rays pass through (not sure about that, i'm not a scientist, but you get my point)) so the idea is different wavelength of light are produced in different ways, needing different materials... and laser protection is made by stacking layers of reflecting materials in specific ways, maybe as a paint job with many layers of paint, keeping in mind that if you want to reflect Xrays you want to have the reflecting layer behing layers that ignores x rays and don't absorb them... this way if the whole thing is properly balenced you could make it in a way that you can't get the best OP armor, you'll always have downsides... however since there will be different laser types, you could make one that needs to buildup before releasing the light, and thus needing a more complex crew to maintain, restraining the use to advanced military fleets... this way a hauler don't need the protection against this weapon if he follows the "law", since pirates won't probably have the same tactics ( more run and gun like) and thus would be using a different type of laser... so balancing would be a mess I admit it, BUT once it's up and running, it adds a huge amount of gameplay / building mechanics... tell me your thoughts on that
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Welcome to the Cinderfall Syndicate Department of Defense! The Defense Department is looking for the best and brightest to join its ranks in serving and defending the largest alliance in Dual Universe. The Department is simple and efficient, with only two agencies: Joint Syndicate Defense Force (JSDF): The largest and most heavy-duty agency in the Defense Department. The JSDF has a strict chain of command dedicated to the safety of the Cinderfall Syndicate’s Member Organizations, where only the best will rise to the top. Special Task Force (STF): This elite group of operatives executes special missions and operations requiring surgical precision and finesse. Cinderfall-only membership required. Membership with the Cinderfall Syndicate or a Cinderfall Member Organization is required to enlist, along with dedication, skill, and activity. 1. Please complete a short application form to enlist → https://goo.gl/forms/oNQqzdpelNK6u4Rz1 2. Be sure to join Cinderfall's Discord server and community portal. 3. Contact Halo381 (Chief of Defense) with any questions or concerns! Let your dreams take flight.
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Welcome to the Cinderfall Syndicate Department of Defense! The Defense Department is looking for the best and brightest to join its ranks in serving and defending the largest alliance in Dual Universe. The Department is simple and efficient, with only two agencies: Joint Syndicate Defense Force (JSDF): The largest and most heavy-duty agency in the Defense Department. The JSDF has a strict chain of command dedicated to the safety of the Cinderfall Syndicate’s Member Organizations, where only the best will rise to the top. Special Task Force (STF): This elite group of operatives executes special missions and operations requiring surgical precision and finesse. Cinderfall-only membership required. Membership with the Cinderfall Syndicate or a Cinderfall Member Organization is required to enlist, along with dedication, skill, and activity. 1. Please complete a short application form to enlist → https://goo.gl/forms/oNQqzdpelNK6u4Rz1 2. Be sure to join Cinderfall's Discord server and community portal. 3. Contact Halo381 (Chief of Defense) with any questions or concerns! Let your dreams take flight.
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Besides shielding, what type of defense systems will the game's infrastructure allow? When you may have to go up against something like the proverbial death star, what defensive counters will be at our disposal?
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Here are all the things I'd like to see on the battlefields of Dual Universe, whether in space or at your base. -Weapons- Cannons Lasers Missiles Mines Flak Electromagnetic Pulses (including ion cannons) Railguns Plasma Rockets Corrosive Cryo Bombs Tesla -Defenses- Solid Armor Reactive Armor Magnetic Shielding Energized Armor Deflector Shields Absorbing Shields Stealth Self Mending Armor -Mechanics- Cannons require ammo and are versatile yet slightly less powerful than more specialized weapons, coming in all shapes and sizes from automatic rifle caliber guns to large mortars Lasers require a constant input of energy and deal scaled damage over time with energy consumption, distance from the target lessens the effectiveness of the laser and absorbing shields will almost completely nullify it, however any light craft will be devastated by lasers Missiles require more materials to produce and can be intercepted, however they are able to home in on enemies, deal a lot of damage, and be filled with different lethal ingredients Mines are multipurpose bombs left in space or on a surface that can be used for ambush of an enemy, defense against projectiles, drones, fighters, or even restricting the movement of an enemy, the only downside to mines being that they sacrifice other factors for utility such as cost or movement Flak are a subclass of cannon that is more costly for the ability to explode and still deal damage to nearby targets EMP's effectively take the form of any weapon that is capable of disabling a ship's systems if they are unprotected, however, they take a lot of power to fire when emitted directly from the ship (in the form of an ion cannon), the advantage there being that they cannot be intercepted Railguns take a lot of energy and a solid slug to punch through multiple layers of armor and do critical damage in a thin straight line Plasma cannons accelerate a magnetically contained packet of super heated gas that bursts on contact, melting everything it touches, but coming at the cost of a significant amount of energy Rockets are unguided missiles that are cheaper and capable of packing a larger punch than missiles Corrosive elements can be added to any container of explosives for a less powerful explosion but a constant stream of damage over time Cryo weapons work by filling a container with an extremely cold gas and dispersing it into small fissures in hard metals, causing them to become brittle and freeze up mechanical systems, allowing a followup shot of sufficient force to shatter the material, the trade off being that cryo weapons on their own do next to no damage Bombs are powerful explosives that are cheap to produce and only work with the presence of gravity Solid armor is extremely effective against smaller caliber weapons and lasers while not being that effective against piercing, explosive, corrosive, cryo, or melting weapons, with stronger armor materials allowing for higher defense against larger projectiles Reactive armor is extremely effective against explosive and kinetic weapons but is partially used up in the process, allowing a few hits to be absorbed fully before becoming ineffective, meaning that lasers and high fire rate weapons can quickly use it up Magnetic shielding protects against EMP's so long as it completely surrounds the system it is protecting, meaning that any large enough gaps will make that shielding ineffective Energized armor is armor that is strengthened by a stored electrical charge, meaning that it will sustain all damage thrown at it by drawing on the charge of energized armor connected to it (the more damaging the projectile, the larger the area drawn from), weakening itself and the armor from which the charge was drawn from until becoming a very weak solid armor Deflector shields are dome shaped shields that block all types of incoming damage at the cost of a lot of energy for every impact, meaning that large kinetic weapons do additional damage, whereas smaller weapons deal less Absorbing shields nullify energy based damage (lasers and plasma) and conform to the shape of the object they are protecting, effectively reducing the overall damage of energy based weapons at the cost of a constant stream of energy scaled with the percentage of damage nullified Self mending armor draws on a ship's power to mend itself (up to a fixed rate of health regained per second) and is otherwise a slightly less powerful solid armor Tesla weapons fire arks of electricity that, while not so useful against enclosed ships, will devastate unprotected electronics and personnel Feel free to point out any flaws with this and share your own ideas on what features space combat should have.
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Hello there! I am Halo381, and I am the Admiral governing the Joint Syndicate Defense Force, or JSDF for short. Many people wonder as to what exactly the JSDF is. Let me explain: the JSDF is a mutual defensive coalition between the Member Organizations of the Cinderfall Syndicate. Our job is to protect the assets of the Cinderfall Syndicate Member Organizations when they are unable to. If all of your defenders are offline, you need but call and we’ll send a force to assist you in defending the facility until your defenders return from their real lives. Every Member Organization is offered this protection. All we ask is that you give us some of your time in return. The JSDF needs members, from both within the CSYN Member Organizations, and from individuals unaffiliated with any other org. Our gates are open; all you need do is enter. If you are already a member of the Cinderfall Syndicate, then I will be pinning a form to the Discord channel. If you are not a member of the Cinderfall Syndicate, then I’d like for you to join. Our Discord channel is open to all, and if you have any questions about the Syndicate, they can be answered there. NOTE: If you initiate a conflict, it’s up to you to finish it. The JSDF is not here to fight your wars for you, it’s here to give you peace of mind while you’re away from your computer.
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So say, you and a group become large enough to colonize a planet. You're also going to be big enough to notice, especially if your planet or territory falls strategically. I would enjoy seeing the ability to construct limited range shield 'domes' on planets, that protect you from external/orbital bombardment for a limited damage or duration. These generators would be fueled by 'x item'. If they run out of fuel, they go down. This does a couple of things over all. It allows people to have a comfort blanket above them for installations on a planetary surface and forces, possible ground assaults instead of flying assaults or orbital ones. It means fights would be more centralized. Now, the downside, I guess would have to be a restriction of how many within a specific area are allowed, so you have to protect your more important areas, spaceports, mining areas, living areas, whatever you deem important. Another downside would be possibly defense systems would have to be outside of the dome, thus making them 'vulnerable'. I'm not sure how the system with organisations is going to work, but hopefully there will some form of 'standings' systems between people so you can judge who has access to the shielded areas. I'll assume bunkers will be possible with the simple installation of a building underground, as it's all voxel based. -- However, on the ticket of standings, etc, seeing shield doors for docking bays on stations and capital ships that allow only selected people in and stop projectiles from straight penetrating into a docking bay would be a lovely addition. -- As for anti-orbit weapons, I would like to see various systems that can be used to track hostiles in orbit or that you are allowed to possibly control, but that are quite large and require defense on the planet surface. -- On the line of defensive weaponry, how possible would point defense/anti-missile systems be? i.e, a system that tracks and has a chance to kill incoming missiles or smaller ships? I understand there is LUA, but I guess the speculation would be that maybe missiles and other projectiles would be almost impossible to kill on the fly. However, we are yet to see weapons, etc. -- Keep in mind, this is all speculative, as there isn't much about the way standings and relations between organisations will be dealt with, whether there will be a war system like EvE or whether it will just be groups brawling it out and letting their intentions be known via projectiles.