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  1. Pirates Lack cargo scanners, scanners should be able to scan cargo and display a text only break down of items on screen somewhere. Why? Why the heck would you damage a ship that has limited lives on its items, but what about the cargo? Players can toss cargo... Cargo "Trashed" from any container/person, should spawn a container specific to the size of the cargo. ( This SHOULD have been done already, or should be in 0.25 patch ) Now players can "Avoid" a destroyed ship by jettisoning cargo
  2. Posted to the correct forum this time Clearly, with NQ at least talking of energy management it's something that is coming but we have no idea how this will work and it appears nether has NQ yet really as they have pretty much said it's still in the "thinking about it" phase. Here's how I could see power and energy work in DU: Territory unit: Has a built in power generator which is extremely efficient and can run a long time on a relative limited fuel supply. Once fuel runs out, it will be able to stay active for some time before it starts to decay. O
  3. My idea is landing pads that would be detected by the ship and you would land automatically after pressing a key when you are near of it and there would be different landing pad size for each dynamic core size it would work like in No man's Sky that would prevent landing bugs at market when a ship appears out of the blue and hit your ship because the game doesn't load fast enough even if you have the latest specs rtx 3000 series etc. it would be useful for space station also and would give the opportunity for no landing zone feature to works for example you have to pay a fee to land or example
  4. Hello, So I have ran into the problem that my current static core isn't big enough anymore, and found out that you can't upgrade the core without destroying the whole building. Why not make it possible to upgrade the static core in some way, so you can have the bigger building radius that comes with it? The ways to get this to work (feel free to add them): -A option in the right click to upgrade the core, this would replace the core with the bigger core -Making so you can link more then 1 core into 1 building area, this wold work so you can expand th
  5. When salvaging first arrived I was expecting something completely different. I envisioned a world scattered with small wrecks. Wrecks you have to find by eye without any UI assistance or directional cues. Something that is balanced with mining but a little less rewarding so it's not the only thing people do. The small reward of the discovery of a wreck would offset the small difference in reward compared to mining. The wrecks The wrecks should be xs cores with a few voxels and elements on them. Not even a complete ship. Depending on how many elements a wreck has and how well
  6. I added this to the Upvote site, but I will also post it here for discussion: Players logging off on other people's constructs is a problem, for numerous reasons. Players that log off on someone else's construct should be "kicked off" the construct. When a character logs out of the game on a construct that they do not have permissions for (defined either by a construct-wide RDMS right similar to Board Construct, or by applying Use rights on a "Security System" element), their character should be moved outside the build area of the construct and their physics should be de-parented.
  7. - PvP based on organization war, rather than free-for-all PvP - Implement war exhaustion mechanics to prevent one Org from going zerg
  8. We need to have links which work across constructs. Purpose would be transfer of cargo, refueling and potentially in the future data transfer. Provided (and that is a _big_ if, I know) NQ has done their homework and has designed constructs with an object oriented internal relational structure this really should not be that hard to achieve. Base construct named "MainBase" has two containers named "Fuel" and "Offload" "Fuel" has three types of fuel stored, "Kergon-X1, Kergon-X3, Nitron" and RDMS set to offer fuel at a set price when requested "Offload" has
  9. I would like to see a way of constraining the effects of terrain manipulation tools like the flatten and mine tools to the buildable area of a static core. This would help in making underground structures that don't have a walkway around them without having to spend hours just placing and mining out the terrain to not stick through the walls.
  10. GPS tags. Radio tags. Signboards. - Yes, in the game you can set coordinates for a hex, but this is not always enough. Imagine a player has found a mine (mine). He needs to mark it on the map and on the HUD helmet in order to quickly return to it. “But this will greatly simplify the mining of the ore. In order not to upset the balance - the player must connect to his own or corporate satellites in orbit. Without satellites, there is no more detailed signal (only a general one, provided by civilization, if terraformation has begun on the planet). - You can "sell" a signal from your own or
  11. Idea: Rank system for items. - Ranks can be from 1 to 10 levels. - The higher the rank of the item, the more its effectiveness. - Higher rank item can be obtained by combining items of rank of the same level, or 1 item with a high rank level and 1 item with a lower rank. But the difference shouldn't be higher than 2-3 levels (between items). - Ranks 5 and higher mean that an item or building has a "special skill". For example, a metalworking plant may be very good at making base pipes, but it will make other items a little worse. Or, for example, an engine for a
  12. Idea "Laboratory". - Laboratory. 1) It explores various technologies for the player. 2) Initially, all buildings are inaccessible for construction, they need to be studied in the laboratory. The extraction of all types of resources is also initially unavailable, but as research progresses, they will open. 3) Vertical research tree is used, but everything is broken into sections. 4) To carry out the research, resources are needed (materials, items, currency). 5) The laboratory is initially in the player's inventory, but only portable (small). 6) Over time, the player will
  13. Let players decide... Dual Universe is about having mechanics that gives players the say on how they want to have the universe to work (at least their small part of it). This player agency is what makes is sandbox game so appealing. The idea If a single organization (including subsidiaries) can claim percentage of a planet or moon (say 75+% as example) that organization is marked as owning the planet on the planetary map AND that organization gets special rights to create some game changing laws for the planets surrounding space (an example could be switching direct PvP o
  14. Idea. Body equipment system. - Idea spied from World of Warcraft. - An additional window with a character model appears in the inventory window. This model can be rotated. - There are slots on the character model: for boots, for a torso, for a belt, for a back, for a head, for shoulders, for wrists, for a palm. - The helmet can be removed, but then the character's face editor is needed (by the way, it is very lacking in the game, because all characters are of the same type, differ - maximum in colors). - 2 types of HUD display interface: through the faceplate of the helmet, through
  15. Sometimes I'm looking at my inventory or crafting something and I see I am running low on certain things or think I could use a stockpile of X item. It would be nice if there was an option in the right click menu of items to open up the nanocrafter build window for that item or a keybind shortcut even.
  16. The containers we have at the moment are basically giant Voxels. How about different shaped containers, like cylinders, pyramids, spheres etc. to allow some different build designs on static constructs and ships?
  17. It would be nice to have flight be like in the 2016 (or maybe 2017) E3 trailer where the guy went to another planet and landed perfectly on a cliff next to a city.
  18. Goose

    Structural Tree

    First, I must apologize if this topic has come up. But how about a structural tree, like a blowout, of a design when looking through the crafting menu? Maybe have a button that will pop it up into something similar to an exploded view. It would show all components needed for each sub-component, and all of their sub-components too. Maybe then give a summary for all like-components on the side in a list with total QTY needed all added up.
  19. Dont know if it has been suggested but i havent seen it brought up so..... An in game clock would be a wonderful thing - Easy to loose track of time in a game like this - building, mining, etc. nothing fancy just like in a lot of other games/mmos - a UI Element - that can usually be set to local or server time - etc.
  20. Not quite sure if it's implemented or planning to be implemented. After a very lengthy conversation with 1 or 2 discord moderators on "duscussion", I was suggested to come here and make my case. I hope the developers read and see this naturally, as it is intended for them. I understand you have a big game to make, a lot of issues and players to address but please hear me out. From what I hear and see, I'm already beginning to love the idea of your game. All the little things matter, and can make all the difference in the world, especially when it comes to a game. Now, judging
  21. Border security will likely be a large part of DU. With lua compatible blocks functioning similar to a real life metal detector it would make for some very unique creations. Some ideas include: Border checkpoint with flashing lights if a weapon is passed through. Storage facility checking for stolen parts or ores. Locking doors if it is found. Certain skills could even help you bypass them somehow. Please give me your thoughts.
  22. Hi everyone! One thing I noticed in a lot of NQ's videos is that the physics applied to a dynamic construct are by far not as realistic as they claim. You can put all of your engines on one side and still not experience any turn unless you add adjusters. This is because the position of the engines relative to the rest of the construct is not included in the calculations, which are literally just a sum of all forces acting upon an object to equal one force, which equal one force vector, which in turn determines the total directional vvelocity.however, I can still understand that Novaquark
  23. 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 c
  24. There was a discussion recently in my org about how Quanta would be given value, and the ore buying bot was brought up. This seemed like a great way to kick-start the economy, and maybe even revive it if need be. However this got me thinking: if the DU economy is built to resemble real life as much as possible, what happens when money begins to stop moving as freely, and players begin to hoard? The other user in the conversation suggested that prices would all drop due to no one being able to afford anything with little money being circulated. In my mind, this equated to mass poverty throughou
  25. Be great if there was some sort of bumper sticker you could get if you visit a planet with a vehicle, even if its a locations visited log or a bumper sticker of sorts
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