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  1. gpioneer

    BIOSHIPS

    Just wanted to put the idea out there to expand the organic components in the game. All we have for organics at this time is wood ... and wood. Want to do some work with other mats that could be cool to work with (i.e. Bone, Cartilage, Muscle Fiber, and Chitin for voxels and other liquids for biofuels) for bioship design. This could be geared on a planetary scale with "Knowhere"-like plant(s). Would open up a large creative angle and awesome visuals both on the surface and from space. Could also be expanded into "bio-elements" as in different skins for normal elements that require different materials to produce.
  2. Dear NQ team, as the new docking mechanics are on its way i want to bring attention to an possible new element that brings docking to the next level and probably many players would welcome. A element dedicated for construct docking, similar to an RL airlock. Features of that element could be.. - Two elements would dock face to face - ..result in a defined position of the docked constructs - Allowes passengers to pass through - Acts as material/fuel port - Possibility to control docking, undocking, transfer of materials / fuels via API - Enable docking of cores of equal size (L:L, M:M, ...), but break on movement The mechanics around such an element would greatly benefit the experience and immersion.
  3. The Above image is a snippet from a post on the .23 patch regarding Perma-destruction of elements and Weapon limitation of core size. Below I go over some of the problems with these two aspects of the 0.23 patch and outline potential ways to make it better and more enjoyable. Element Perma-destruction: Problems: Creates excessive risk and inclines less people to travel out into space Inability to trade "used" elements... even though you can buy/sell used cars, games, GFX cards, laptops ect. in real life. Forces people to carry excess weight on their ships by having whole replacement elements. Severely hinders PVP since there is virtually no reward or fully developed, profitable, fun and engaging salvage mechanics Suggested ways to fix it: Due to excessive risk, instead of just the counter to an element make perma-destruction occur in this fashion When an element takes damage, have it's efficiency decrease by the percentage of health removed from the element. Simply put, if an engine, wing, adjuster, air/space break ect. has 90/100 hp then it will function at 90% efficiency. When an element is destroyed and restored it will function at 90% efficiency even if it's at 100% health. Every subsequent destruction/restoration of an element will result in the element operating at an addition 10% loss in efficiency When restoring the efficiency or running maintenance on an element that has been destroyed say 4 times (making it 60% efficient) create a UI that will require the person to use X number of parts that it took to create the element. This X number of required parts is reduced based on the maintainer talents applied when fixing the efficiency (yes that means new talents to train for a maintainer/grease monkey). The maintainer can use a portion of the parts required to restore a portion of the elements efficiency, because not all of the time will you be able to fully restore a weapon or engine and will need to stop at a market to buy more parts to fully repair the engine. The Inability to trade "used" elements that feature a low max efficiency should still be tradable on the markets and not limited to just bartering. This aspect cuts out the PvPers who want to sell salvaged parts on the market and also cuts out a whole market from those who like to buy/sell items new or used. Forcing people to carry whole replacement elements (even a core) is not an optimal stance. Or, I should say that it should not be the ONLY choice a pilot or crew have to repair/restore/maintain the elements on their ship. Allowing people to use parts to restore the efficiency of an element will help virtually everyone since perma destruction will no longer exist and it will remove the risk factor for everyone to be able to jump back on and enjoy the game. In addition, the perma-destruction of an element will only exist if a person/crew is unable to restore the efficiency of an element. Because at the end of the day, if they can't restore the efficiency of an element then when it's max efficiency, after getting destroyed 5 - 9 times, goes down, then the element is nearly useless to begin with. This brings back the reward aspect of the risk of PVP. When two ships go at it, in the game's current state, they both stand to gain nothing and lose more than just ammo and voxel and elements... and time. Giving people the ability to repair and then restore an elements efficiency will encourage PVPers to get back out there more and plunder the booty. Weapon limitation for core-sizes: Problems: Too overzealous of an approach and clearly focused on just the excessive borg cube issue which lead to no one building legitimate ships in PVP Still didn't stop people from building Borg cubes destroyed a lot of builds where some ships could feasibly support a weapon that was 1 size higher than it's core size. Suggested ways to fix it: Allow for cores to use a weapon size 1 size up. By doing this it will make XS and S core ships feasible in combat once again. Medium size ships will be able to contend with Large cores. and Medium core ships will actually be afraid if it is taken on by multiple Small core ships. However, Medium core ships will still be able to hold their own in a fire fight. Balance the numbers better. Right now the initial numbers for the T2 -T5 items seem unjustifiable. Meaning, there's no justified reason to go for T3 or T4 cannons when T2 does the job just fine. The current "why" behind chasing after higher end items does not line up with the reasoning for gathering up all the needed materials to produce them. (Disclaimer: Yes, I understand that MMOs of this kind always have a balancing act going on when it comes to content so you're probably already aware the need for better balancing)... I'll update soon with proof of concept.
  4. After completing several ship builds over the past few months and really digging into the voxel editor, I've found that the biggest limiting factor to my creativity has been the checklist of elements that are required for any ship to function. The Problem: I'll use engines as an example. All basic atmospheric engine L's are the exact same size. They all output the same thrust. Same fuel consumption, etc. There is a distinct number of them that I will need on my ship if I want to lift a Container L. But what if I want my ship designed with only one massively powerful engine instead of twelve relatively smaller engines? With the current system of elements that isn't possible. Elements as they currently exist occupy the role of function while honeycombs occupy the role of aesthetics/armor. For a pure pve ship, using anything but elements is an active detriment to it's functional performance. For a pvp ship, the meta dictates the optimal style/aesthetic (currently a flying cube). This creates a situation where you aren't really designing a ship so much as designing a socket for each necessary component. Effectively a box with a seat in it strapped to some engines. Actual ship design would necessitate many internal components, not just all-in-one elements to be bolted to the hull. Currently ship design (for any type of hauler) requires the entire back end of the vessel to be a wall of engines to maximize thrust. The Solution: I am suggesting a merging of elements and voxels so that you are able to define the size and shape of your elements. Engines would exist in the form of a voxel, and function as such. The same can be done for containers, fuel tanks, doors, windows, ailerons, brakes, etc. How would voxel based elements work? Another game with this build system is Avorion, which fits into the space simulation builder genre (you can look up speed builds on YouTube to get a good idea for how the builder works). You can define an area to function as your engines. With this system you could have the exact same engine footprint. The same weight, thrust, fuel consumption, etc. However, you are now free to style the back end of the ship around one engine instead of many because it's shape and orientation are different. Using my masterful skills of paint I've illustrated a comparison of how things are now versus what I'm suggesting. These two ships would have identical weight, thrust, fuel consumption etc. because they have the same volume of engines, just spread differently. Voxel based elements would be manufactured just like elements are currently, but instead of outputting a singular object, it would output a volume of voxels, much like the honeycomb refinery does. One voxel of engine would have a set amount of thrust. A voxel of container, a set capacity etc. The larger the element, the more capacity/thrust/fuel/weight... What exactly is gained from this? Most of the benefit of this is aesthetic, but there is some importance to that. Have you guys seen the Facebook ads and YouTube trailers for DU? Most of them are featuring interesting looking ships to showcase what can be done in the game. The reality is that the markets are littered with ships that are nothing more than engines strapped to a container with a stack of wings. There is a distinct "sameness" to most of the ships I see and it's because I'm staring at the exact same engines and wings and hovers on every one of them. I believe this damages the atmosphere of the game, especially for new players looking to see all sorts of cool ships, or build them, and then end up having to meet the same "checklist" of parts and being restricted. Additionally though, you would be able to make better use of space within a ship. Containers could be long and thin for a specific type of ship or more square to fit where they need to. Most of an engine could be internal so it is longer instead of wider. Larger drive cores could offer reduced cooldowns. I'd like to hear some of your feedback. Bad idea, good? Waste of time? Let me know!
  5. Very self explanatory. After scraping receive all or some of the raw materials used to create the item.
  6. Swap Spot swaps your Ore for Elements, you don’t need Quanta, nothing to buy, just Swap! Swap Spot is your own personal industry without you needing to know a thing about industry! Don’t waste time digging needlessly, comparing prices and traveling from market to market, get popular Elements at Swap Spot! Swap Spot is much more than a combination of Industry and Market! Swap Spot is hundreds of times faster than nano-pack crafting and substantially faster than traditional industry complexes. Swap Spot delivers a variety of Elements simultaneously and in volume, without you needing to touch an industry machine or know a single recipe! Swap Spot runs at maximum resource efficiency and evaluates ore fairly, unlike traditional markets that often pay a fraction of what its worth. Swap Spot is vertically integrated, cutting out all the middle men! Swap Spot’s efficiency and fairness means that your ore is worth more, which means more Elements and less digging! Swap Spot enables Ore Freedom! Only got coal to swap? No problem! Swap Spot will still make Elements for you! That’s right, you DO NOT need to provide the exact ore needed to make the elements you need! Just provide Swap Spot with the ore it needs. That’s Ore Freedom – that’s Swap Spot! How does Swap Spot work? * Your ore is assigned Resource Points, RP for short. * The higher the RP, the more valuable that ore is to the Swap Spot. * Elements have a set RP value. * Swap Spot swaps the ore RP value for the Element RP value. Step 1) Determine that you have enough ores at the value shown to order the elements you need. Step 2) Simply click the name of the element(s) you want on the screen. Step 3) Using the +1 / +10 / -1 / -10 buttons assign the number of element you want Step 4) you can use the <Page / Page> buttons to move through the several pages of available elements. Step 5) The total order value is shown on the top of the screen, assuming you have enough ores to start the transaction click on the ORDER button at the bottom of the screen. Note: You can order multiple different elements at the same time speeding up the process dramatically. Step 6) Once you order your elements simply deposit the ores you wish to swap in the provided container hubs. The ore gets removed and Resource Points, RP's, are assigned to your order and are tallied at the bottom of the screen. (Please make sure you have enough ore to fully pay for your order.) Step 7) Then simply wait for the Swap Spot to deliver your order - note deliveries can take several minutes, so please be patient. When an element arrives in a container hub the light next to it will flash Note: Swap Spot delivers the higher Resource Point elements first. Step 8 ) Once you have all your items simply leave the Swap Pod. This will auto end the transaction. Swap Spot makes getting Elements easy! Oh, you don't have ores? No problems! Swap Spot is surrounded by six, yes SIX hexes for surface rock gathering! Sure, its not ideal, but, it means you can go from zero to hero in a very short time! (And its also great for parking!) Swap Spot is ideal for newbies, veterans, individuals and corps alike; anyone who wants the best value for their ore! Need Quanta? Sell Swap Spot Elements on the Market! Swap Spot is under construction and has a small, but growing selection of available Elements. We invite you to take advantage of Swap Spot TODAY! Location on Madis (Part of Tortuga) : ::pos{0,1,77.4321,73.2716,790.7706} Come join us on Discord to get daily prices: https://discord.gg/tvbADay Note: Tortuga is Dual Universes premier city state merchant hub, where the best come to play. An appropriate place for Swap Spots first location. *** Ore is swapped in batches off 100, so order everything together *** *** One item of fuel equals 100L *** *** Use multiple ore types at the same time to increase Payment Speed ***
  7. This is the result of running the globals dumping script in-game on constructs that had various elements attached to them. Some exposed functions were called with pcall. The first value indicates whether the call was successful, the second is the actual function return value. All functions that return a vector return it as a table, not as a vec3 structure. Usually such functions will be called like this: local worldGravity = vec3(core.getWorldGravity()). Boolean values are returned as a number 0 or 1, and not as true or false. Element events are not listed here, as they cannot be detected by the dump.lua script. See the codex in-game (press F1) or outside the game (C:\ProgramData\Dual Universe\Game\documentation\web_codex.html) for event and function descriptions and other information. Anti-Gravity Generator r0.21.0 Control unit r0.23.0 Programming board exposes fewer functions compared to cockpit and seat. The control unit has references to linked elements, which are also available as local variables in each event handler. Event handlers defined in the script editor also get placed inside it. Here the control unit is a hovercraft seat that has 2 linked fuel tanks, a radar and a core. Core r0.23.0 Static cores have fewer functions compared to dynamic cores. Databank r0.21.2 Elements with a state r0.21.2 Detection areas, laser detectors and manual buttons expose the same functions. Their state is accessed using getState(). Elements with a toggle-able state r0.21.2 Force fields, ship doors, landing gears and manual switches expose the same functions. The state is accessed using getState() and can be changed by activate(), deactivate() or toggle(). Emitter r0.23.0 Engine r0.21.0 Space engines, atmospheric engines, ailerons, air-brakes, retro-engines and adjustors expose the same functions. Usually engines are controlled through unit.setEngineCommand and do not require linking to the control unit. Fuel container r0.23.0 Gyro r0.21.2 Industry r0.23.0 Item container r0.23.0 Library r0.21.2 Light r0.23.0 PVP radar (atmospheric and space) r0.22.0 Radar not available to craft or buy; for atmosphere and space radars see PVP radar instead Receiver r0.23.0 Screen r0.21.2 System r0.23.0 Telemeter r0.21.2 Warp Drive r0.23.0 Weapon r0.21.0
  8. lietomee

    A gun lift

    I don't know if it was proposed earlier, but the idea of a retractable carriage or a gun lift appeared. The principle itself is implemented in the form of modules of various sizes from XS to XL. At a basic level, this is a small lift that allows you to shift the module fixed on the platform by 10 voxels. at the maximum XL level, it is a full-fledged lift with an armored lock. you can also beat the variation when there is a variation of the lift for each type of weapon. I'll attach a raw image, but I'm not an artist. Also I apologize for my poor English.
  9. (Posted Friday 19th of February 2016 on the DevBlog) In the past few weeks Dual Universe has been on occasion described as being mainly a PvP MMO. However Dual Universe is so much more than this: it has a rich "Builder" gameplay at its core, which is rather new in the MMO genre (at least at this scale). Specifically, this gameplay is not just a kind of single player experience added on top of a MMO, but takes an entirely new dimension because of the fact that you are building within a MMO that takes the word "massive" seriously. This is a crucial aspect, and is central to the emergent gameplay experience. We plan to implement the Builder gameplay in the Alpha version (not all tools might be ready though) before any PvP gameplay. We are doing this for 2 reasons: - We would like to send a message: our game is as much a Builder Game as a PvP Game. - In our game vision, building constructs will be the first brick of the gameplay cycle. Warning: everything said in this blog post is still "work in progress". Development is an iterative process and the gameplay may evolve a lot between now and when the players will get their hands on the game. Goals we have in mind for the Builder role: Building as a meaningful activity: Instead of just remaining an end in itself, we want to give to the Building activity a purpose to all the time invested in it. To build gigantic things and just stare at them once they are finished feels like something is missing. If you have played other Builder games, like some people in our team, you might have felt this way. That's why we plan to place the Builders at the heart of the Economy. We want to make them feel useful or even essential to other players. Builders will be able to sell, or buy their creations together with other players to increase their wealth for other purposes. Building activity will, along with the crafting activity, bootstrap the player-driven Economy. And a strong emergent Economy will be necessary to make PvP possible on a large scale. So even for PvP Players, Builders will matter. Showing your art to an incredibly bigger audience: You are an artist for the sake of Art, and you don't really care about making your creations profitable or being useful to anyone. That's fine and even in that case you could still have a solid reason to build in a single-shard game like Dual Universe. Why? If you want to show what you're capable of to the community, well, in the average Builder game, you will be able to show your work to 20, 50 or possibly a few hundred players if you are on a solid and very populated server, but this is still a small part of the game community. Of course, you have social media to enlarge your audience, but watching a video on YouTube is not comparable to seeing an impressive fortress in game, right? Imagine that in a single shard universe, your creations can become a tourist attraction similar to real life monuments (Statue of Liberty, Eiffel Tower), bringing thousands of in-game visitors just here to see your Art? Well, you get the picture. The protection we plan for the Builders: Building is a very time consuming activity to bear fruits, we are very well aware of this. It is also something many players practice as a relaxing activity. So if a builder wants to build without risking being attacked by a PvP player, he will have the opportunity to do it in non-PvP, secure areas. Right from the beginning, there will be a secure area of several kilometers around the Arkship (the in-game starting point). Beyond the safety of the Arkship, as players explore the universe, we are currently evaluating other possibilities for additional secure areas in the game to protect builders and their creations, as the number of players in game grows and they spread across the universe. We know that each possibility comes with Pros and Cons. Expect the final decision to be announced more or less at the same time we'll communicate in detail about the PvP gameplay. Here is a brief outline to some safe building zone ideas: - Arkification Token: the ability to find tokens (alien relics?) for the players while exploring or mining. They could be used wherever the owner want, and will be destroyed upon use. This would then create an indestructible safe area and anything in it become untouchable by PvP Mechanisms. - Alien Ruins: areas on planets containing lost, deactivated alien technology that could be rebuilt/reactivated by players. Once the area is rebuild/reactivated, the area becomes safe and anything in it becomes untouchable by PvP Mechanisms. - Virtual Simulator: enabling player to enter a virtual world (call it "inception syndrome"!). While in that virtual space, the player would be able to design any construct, in a completely peaceful setting. This would help builders to design their construct and create their blueprints safely, without being interrupted by any PvP action. For ships, it will also be possible to test their flight mode, without risking a crash or wasting resources! What about the constructs built in non-secure areas? These will be destructible. We assume what take the most time in the building activity is to design a construct the first time and tweak all the small details on it. Once you have the Blueprint, or a Construct Snapshot with a Repair Unit, it's only a matter of gathering resources to repair it or reproduce it an infinite number of times. This is the best way to make the PvP destruction acceptable in our opinion, but we remain open to community suggestions! The Tools available for the Builders: We have taken some time to analyze and gather information about what are the strengths and weaknesses of already released builder games. It seems they all fall into two main categories: Those who have predefined blocks which are easy to take in hand gameplay wise, enabling players to build nice designs quickly but where the creativity is limited, due to the number of different preset blocks you can choose from to build with. Those who have voxel tools enabling players to manipulate the world to reach maximum creativity freedom. The drawback is generally that this ability to manipulate voxels is incredibly intimidating and difficult to take in hand for a beginner. While a few experienced players can build wondrous things, the vast majority of players are overwhelmed and discouraged. In order to avoid the pitfall from the two genres, we've come to the conclusion to get the best of both worlds to appeal to both experienced and novice builders. So yes, in the Alpha, you can expect to have "Voxel Tools" as well as what we call "Voxel Elements". So, what exactly are Voxel Tools & Voxel Elements? Voxel Tools: 1) Deploy/Remove Shape Tool: In a nutshell this tool enables the builder to deploy (or remove) a primitive shape, a bit like a 3D brush. Right now it can be a cube, a sphere or a triangular prism. The size of the shape can be resized and rotated. It can be used for deploying/extracting large shapes or for fine tuning those intricate details. However it will grow in versatility as time passes: we plan to include cylinders, cones, tetrahedrons (triangle-based pyramid), square-based pyramids and many more! 2) Line Tool: this enables the builder to create a plain linear connection between two rectangular surfaces that you are free to define. Both the starting rectangular surface and the ending rectangular surface of the volume are defined before deployment: the size of the rectangular base at each extremity is decided by the player with a simple drag&drop movement. 3) Smoothing Tool (work in progress): this enables the builder to smooth sharp edges and corners progressively enabling more organic and streamlined shapes to be made. The smoothing action can be triggered either by a click or by maintaining the mouse button to have a continuous smoothing action. 4) Select Tool (work in progress): this enables the builder to select a precise group of voxels and save it temporarily (like in a clipboard) or permanently in their Voxel Element Library. The selection can then be reproduced (copy/paste) in the world (assuming the builder has the necessary quantity of material to reproduce it). Note that it only stores the voxel content and not other game Elements (eg Engines). 5) Paint Tool (scheduled): this enables the builder to "paint" any surface of a construct. In fact, it's material swapping: one voxel of a specific material is replaced by one voxel of another material. The removed quantity of material is put in the player inventory while the quantity of material used to replace it is taken from the player inventory. We will try to have two painting modes: sharp painting (similar to hard edge painting) and smooth painting (where the material recently deployed is slightly propagating to adjacent voxels, creating a blending effect). Voxel Elements (or Voxel-based Elements): Put simply, a Voxel Element is a complex, predefined voxel-based shape constituted of one (or more) material(s). A spiral staircase is a good example of a Voxel Element. Voxel Elements will be gathered in a library. We plan to include more and more complex shapes in this library. The feedback from the community will be essential to know which complex shapes will be the most useful to builders. In the long term, builders will also have the ability to create Voxel Elements themselves, and to save them to their Voxel Element Library. They will also be able to modify the materials used by the Voxel Elements, so if you want a metal stair with a wooden handrail, or vice versa, you will have to simply update the materials attached to the Voxel Element. Mesh-based Elements (or "Elements"): As well as Voxel Tools and Voxel Elements there are also predefined game Elements like Cockpits, Engines, Boosters, etc... They bring functionalities to your Construct, and can be attached to your voxel-based creations, setting up their anchor point and orientation. Some Elements will be required to build certain things. A basic flying craft will require a Core Unit, a Control Unit, a Gyroscope, and a few propulsors (adjustors to orient, rockets to fly), but the voxel-made chassis, hull and design of the craft is entirely left to the builder. Well, that's all for now. We hope this gives you a better idea about the plans we have for all the Builders in Dual Universe. Don't hesitate to give your feedback on the forum, if you have any suggestion or comments to make: we really want to have your opinion on this! The Novaquark Team.
  10. Provide an option to recycle elements & materials back to their sub components ore's. Each time would reduce the amounts returned as a cost of processing. Perhaps this might require equipment or skills to drive performance levels.
  11. Some ideas for interactive elements. Password terminal: When actived with F, it opens an interface window, where you can type in a password. In building mode you can set a password. If someone types in the set password, it activates signal A for a set amount of time and optionally activates a signal B, when someone types in a wrong password. Interactive displays: Screens, where you can activate and deactivate different signals. Possibly with scripting your own user interface. Also you can add the password feature here. Weapon detector: Like presence detector, but with weapons. Volume detector: A container would be linked to the volume detector. The detector would give a signal, when the content of the container has a certain volume. You would set this volume in building mode, using "<, > or =" and a number value. Conditions for item links: You could make different item links from containers only work for specific kinds of resources or items.
  12. I think it would add a great deal of flexibility if certain elements had adjustable lengths and widths For instances tables that you can make longer or benches you can add or remove seats, windows are another that could benefit from this. It would essentially remove the need to have several different sizes of things.
  13. I haven't seen or heard of any talk about having a variety of a certain elements to choose from. Like you can craft 7 different designs of thrusters that all are equal in performance, because their look is just purely Aesthetic Im asking this because I wanted to build a ship thats a sphere on the outside, but has a hollow cube in the inside for you to sit in it and pilot it. Similar to a Saiyan spacepod
  14. I heard that the planet distances are going to be a good 2 days apart in real time, so rather than setting your ship on auto pilot and logging on every 48 hours till you find a good planet to settle on could there be an FTL (Faster Than Light) drive or something like that? So rather than getting the first 15 seconds of this video, we get what is in the last 5 seconds?
  15. Hi, so I was hoping some pistons, rotors, and connecters of some sort could be added so you can do things like this (first I want to say that I tried to find a better example, but this is the best a found so pretend you are doing this with ships I guess):
  16. Just wondering if there is a listing or compilation somewhere of the different building elements we can expect to see in the game at launch and about how big they are.
  17. As most of you are aware Novaquark is laying down the foundation for Dual Universe. They need to get the game in a strong alpha state before they launch their kickstarter campaign. This means that some of the purely aesthetic aspects of the game will have to come later on, like outfits, player customization etc. This thread is for those who would like to dream of the kinds of elements or "props" as they are called in some other games that they would like to see in dual. There are many different types of elements. • Active elements: Elements that have a function and will most likely be scriptable (rocket boosters, guns, conduits for energy transfer, etc). • Superficial elements: Elements that are made for decoration only. These are to help add atmosphere to a construct (pots/pans, soda cans etc). • Superficial Working elements: Elements like stoves, sinks, toilets. Elements that "work" in game with opening doors, flowing water etc, but have no function outside of immersive aspects. • Emitter elements: Elements that give off an effect such as lightning or electric arcs, waterfalls/flowing water, steam vents etc. These would fall under active elements in most cases. List what kind of active or superficial elements would you like to see ultimately in Dual Universe? I will start off with these: • Active elements: Ramp doors. Doors that extend outward to allow for easier ingress/egress into a ship style construct. Shield windows. Windows that have closable blast shields. • Superficial elements: Desks Chairs Soda cans • Superficial Working elements: Rotating fans. Fans that rotate at various speeds, couple well with steam vents. Spinning gears. Gears of various sizes that rotate to make mechanical looking machines. • Emitter elements: Steam Vents that blow gusts of steam. Electric arcs. Heads up displays with the ability to change the color of the hud. ​
  18. I have a question. I've seen a few images on the Dev Diaries that would suggest some of the elements might be animated or have moving parts. Is this a thing? Landing gear for example look to have two states, deployed and retracted. I've also seen, although cannot find, an image of an engine deconstruct into its various parts. Some of the parts look like they would spin or something, like the turbine blades. Does anyone have any insight into this subject? Much appreciated.
  19. I would like to compliment the artists who are designing the elements. I thought the early placeholders where good, but when I see the recent designs, I am impressed that they have become even better. In a science fiction setting, it seems easy to make things appear either too mundane or too fantastic, but I feel the artists are getting the balance just right and giving the elements a strong sense of believably. These are obviously very talented people who put a large amount of care into their work and I thank them for their contribution to DU.
  20. Good day to all Duel Universe Community members! First off I am very excited for this game, and I cant wait to see where the Community can take it. However that being said I have a few questions in regards to where the Dev's plan to take DU... Water I should start on the note, that I am a huge fan of Stargate, (Atlantis, SG-1, and Universe) and in Stargate Atlantis an entire city sized ship is built. I have no doubt in my mind that building it will be possible in Du, if not a little bit difficult, however Atlantis rested on the surface of the ocean. This is just one example I can think of, but I would someday hope to be able to build a city on, or under the water. But I cannot find any information regarding to what the water will look like in game, how it will behave, and how will the oceans be formed on a planet through procedural generation? Will players and vessels be able to enter water, be able to have floating structures built upon the surface? How deep will water be? Will water be able to limit the impact an energy weapon has on a structure completely submerged (Like in Stargate Atlantis, The Wraith would open fire from space and the shots would partially dissipate in the water as Atlantis was submerged, etc.) If it is possible to build underwater, will you be able to drain areas of water and perhaps build habitats on the ocean floor? (Thinking of Bioshock here...) (My interest in water in this topic is not purely based off of other games, or Sci-fi shows, but more or less as I have designed a real life model of an underwater city and the difficulties in sustaining life in an enclosed environment underwater.) Pledges and Connectivity Moving on to pledges. I am currently at a Gold Level Pledge, not so much for the rewards, but because of my interest and love for what this game could become! It already looks amazing! And the only thing stopping me from backing this game further is the fact that I live in Australia, and I am worried about how well connectivity to a European server will be. So once we have had a chance to try out the Alpha (Gold pledge and upwards I believe?), will we still be able to further upgrade our pledges? I ask because if I find the game to work with minimal connectivity issues and limited server lag etc, I would very much like to be able to pledge more to the development of the game. Furthering on this topic even more, I am currently a test guinea pig for my friends and I. If I find that the connectivity is working well enough, I could easily bring 5 or more people to this game! Which in my opinion would be awesome for me and for the community! Painting Elements So my last topic of interest that I have on my mind is in regards to the painting and how it will tie into the elements system. So as we have all seen in the videos, various voxels are painted and can be changed colour. So how about Elements? If I place down a Control Unit, or an Engine, or even a Decorative element like a wing, will I be able to use the same painting system to change the Elements colour? Quite a simple question I believe. Anyway, Thank you for reading my mess of words and poor punctuation, and I hope to see you all in the Universe! - Sullos of the Sullosian Empire
  21. In the beginning, there were functional elements that make constructs fulfill their various functions. But what about purely decorative elements? I am not talking about player made elements that were previously alluded to (like a pretty staircase etc) I mean naturally occurring elements such as plants, flowers, small trees and shrubberies. Things that occur naturally on planets that could be placed in a construct to make it look... pretty. And while we are on elements that players cannot create, how about a water spray element so that players can create fountains How about electronic displays, flags, and pennants flying your orgs (static) logo? Lets set aside the technical difficulties and whether NQ has the time to implement any of these for now. What other decorative elements would you like to see in the game?
  22. 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.
  23. A little push up for dev team to gather ideas from the community about what type of elements would be appreciated to be seen in control rooms of our spaceships Unlike other topic i would like to structure that one and condensate informations, so that after few posts we dont loose them I will start with an exhaustive liste of active elements, scripted elements, that players will have interaction with And encourage everyone to copy past the liste adding +1 on the counter of the elements they like, and add their own elements at the bottom of the list Eventual comments would be made after the liste has been past
  24. Can the artists doing elements make 6 which function as animal cropods or animal resurrection nodes? Craft-able in three sizes and two types. Land and aquatic. High tech Cat box, dog kennel sized box, charger sized box with hold and rattling. I can do basic models or sketches. These allow a quest like process of deploying fauna and fish to the new world. Org mediated. It need not spawn an animal; it's just a specialised form of nameable cargo to be delivered to a warehouse; zoo, farm, park. An additional re-nameable 'seed' package would do plants. Get it to a location set by the contracting player or Perhaps a trade machine. This allows a semi story element. "Restoring earths flora and fauna" to pad out the early play and as a cash flow tool. This gives a player org something to weave their contracts around that is not resource focused. Logically this would be a stretch goal not the main kickstarter goal list.
  25. What do you guys think that the difference between a static core and a dynamic core are? At first I thought that "dynamic" is for a ship or something that would move like dynamic location (although now I think about it, it sounds like a really strange way of putting it), but then some of the comments made by JC wouldn't make sense for example when he talks about making the station move in the gameplay video he says it would just be a matter of putting engines on (although I could be remembering wrong, probably go watch that again after I post this), and when he talks about constructs not being anything until you build them out in other interviews (XPGamers, I think,again memory :\ ). So I believe that you can toggle between the two states to make a zone editable or not. If you don't know what a core unit is the latest 3D artwork posted on the DU twitter and is was said to be the first block of any construct. And if this is me being dumb, let me know. But then again the tweet reads "different types and sizes of core unit" So I am not sure again, why would you need different sizes, unless that is what controls total build area, but a selling point for this game is unlimited build space.
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