Jump to content

Search the Community

Showing results for tags 'mining'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Forum Rules & Announcements
    • Forum Rules & Guidelines
    • Announcements
    • Patch Notes
  • New Player Landing Zone
    • New Player Help
    • FAQ & Information Desk
    • Gameplay Tutorials
    • Player Introductions
  • General (EN)
    • General Discussions
    • Lua Forum
    • Builder Forum
    • Industry Forum
    • PvP Forum
    • Public Test Server Feedback
    • The Gameplay Mechanics Assembly
    • Idea Box
    • Off Topic Discussions
  • General (DE)
    • Allgemeine Diskussionen
  • General (FR)
    • Discussions générales
  • Social Corner
    • Org Updates & Announcements
    • Roleplay & Lore
    • Fan Art

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location:


Interests


backer_title


Alpha

  1. [Founding Member of the Lodestar Alliance] ƊƛƦƘ SƬƛƦ ƖMƤЄƦƖƲM Forging the Warrior Spirit ƠƲƦ ƇƠMMƲƝƖƬƳ - A Community formed and managed by current and prior military, we are an open and blunt community that promotes free speech. The Dark Star Imperium is an meritocratic empire, What that means is that if you put in the effort, you WILL advance in the ranks. We are a brotherhood with a passion for not just PvP, but creative Design and originality. Our Members are our greatest asset and as such those that earn their place within our ranks can take solace that we care of our own. - We specialize in faction PvP, engineering, and tech with all sections having many experienced veterans from other games. No matter your playstyle, we have a place for You! Our philosophy on all aspects is going beyond the competition by overwhelming levels. When it comes to establishing supremacy on the virtual battlefield we strive to excel in all aspects of warfare as the premiere professional armada! ƠƲƦ ƇƲԼƬƲƦЄ - An open forum where anyone can speak their mind and affect change. Maturity and Thick skin is required to handle our sense of humor as most military vets and those like us see the world differently and as such this community has a vary obvious warrior culture vibe to it, as is what we intended. Rich Lore and a unique art style have also been created in parallel with DSI's evolution. Do you want to KNOW MORE? ƜHƛƬ ƜЄ ƛƦЄ ԼƠƠƘƖƝƓ ƑƠƦ - We're looking for PvPers, Industrialists, ship designers and programmers of any skill level with a genuine interest in being a part of something greater! Apply on our Discord: https://discord.gg/SyDKAk9Xs5
  2. The day the planets ran dry Memoir of a miner <Recording started, datalog 2021112315311321…> Ahem. This thing on? Good. I’ve been mining since… Bah. Delete the recording before this. Damn technology, anticipating needs I don’t have. Just do as I say and not... <Recording ended.> <Recording started, datalog 2021112315313512…> I've been mining since the day I stepped off the Arkship. It was boring but I never got bored. That’s an old mining joke. Along with the one where we are all old enough to drink at bars. With the bad jokes out of the way I can get down and dirty. Back on Earth we were lucky to have a jackhammer or a sonic destabilizer, but right off the Arkship we were giving nanoformers. Amazing bits of technology, able to detect nearby concentration of ores, vaporize the ground to get to the ore and pack the ores neatly into a container. The abuse of nano-fields and Calabi-Yau space at its finest. Then came the territory scanners. Able to scan a square kilometer and give a read out of the ores in the ground. They were prospecting made easy. The big business scanner-heads went out in their tri-scanner ships and deployed arrays of tri-scanners to be able to prospect on upwards of twenty-four square kilometers at the same time. But before all that it was just me and my trusty ship with a territory scanner bolted to its side. That's all a miner really needed. Then Aphelia, the Arkships AI, made the Arkship fire its big beam deep into the planet. That can’t be good for the planet. The Novark spat small ore rocks all over the planet's surface. Must have done it to all the planets and moons of the Helios system, because the rocks were everywhere. But no self respecting miner would waste time picking those up. The yields were simply too small, compared to the expansive nodes in the ground. And then there were the motherloads: the mega-nodes. Where one ore node held thousands of liters of ore, the mega-nodes held millions. I personally found and cleared out more mega-nodes than you can shake a stick of carbon at. Those were good times. But just because a territory scanner said there was ore in the ground, it didn’t say where it was. It was still an art to find those elusive ore nodes, even the megas. My preferred method was walking the compass. Find your level, walk north or south whichever makes the blip get closer. Then east west. Once the blip gets no closer, you know the ore is right above or below you. But never dig straight up or down. How are they gonna get back up? What if there is a giant desert scorpion or worse… ecologists. But some did dig straight down. The well-diggers or shafters as I called them, wanted to get down to where the ore was quickly. And they didn’t waste time digging back to the surface either. Instead they would just kill themselves, trusting their resurrection nodes on the surface wouldn’t malfunction. But sometimes they did. That’s why the shafters were either desperate or psychopaths. The proper way of mining was always just the miner and their trusty tool. No floating mining chairs, auto-mappers or follow-me container bots. Just you and the dark. And occasionally a miner would be treated to the midnight sun: the hallucinations of sunlight seemingly streaming through the surrounding rocks to illuminate the tunnels or caverns they were traversing. A beautiful sight but also a warning you might have been mining for too long. Maybe all miners were a little touched in the head. <Evacuation order received. Ignored.> If you have been paying attention, you will have noticed I kept saying “was”. Aphelia predicted it would take decades to empty the planets of a fraction of their precious ores, but it’s been a single year and they are all gone. We dug them all out. The purer ores anyway. But humanity always needs more resources. So Aphelia made mining units available, each capable of extracting the diffuse ores from the ground. She gave molecular quantum tunneling or some such nonsense as the reason. But I think it's something else: Nanites. A high energy beam is used to inject nanites deep into the ground. They suffuse the surrounding rock and gravel through Brownian motion. Each nanite is specially calibrated to search for a specific group of molecules and, once found, they construct nanotubes to pipe their payload towards where they are densest, eventually up the beam. The demonstrations that show diminishing yields within 48 hours seems to collaborate this theory. Either way, the side effect of preparing the ground is the liquification of the rocks that then fill in most of the caves and tunnels already dug. Some might think it’s like turning the rock to magma but there is no heat involved. Just a dark grey sludge that quickly settles back into natural rock again. The mining shafts will be the first to go. Followed by the engulfing of any underground structures. You would think that a solid box of iron would prevent the rock from flowing in. No. This ‘quantum’ rock that flows right through everything contained only by the gravity of the planets. And moons. The moons will be receiving the same treatment. <Evacuation order received. Ignored.> Us Noveans that have served for years as extraction experts have been relegated to asteroid harvesting duty. But Bert, they say to me, Bert, Mining is mining, right? No, I say. Besides micro-gravity leaching of muscle and bone, Asteroids are the turds of the Helios system, attracting pirates like the flies they are. Asteroids just don’t have the same, heh, gravitas of planets. What if this is how the dinosaur fossils were made: Subterranean creatures caught in a planetwide rock liquefaction event. Heh. That’s a thought. <Warning. Warning. Approaching anomaly.> Ah. Here comes the grey ooze... <Recording ended.> - Contents of databank found 6km below the surface of an icy planet. Want more? www.spaceshipdrama.com
  3. "Am Anfang steht immer die Discokugel! :-D" Zitat: MisterFlagg MisterFlagg, der Gründer der Stolper Truppe, beschreibt damit eigentlich nichts anderes, als die anfängliche Begeisterung für das Neue, das Bunte, das Aufregende. So ist es auch in Dual Universe. Eine neue, bunte und aufregende Spielwelt nimmt uns gefangen und fesselt uns mit ihren Möglichkeiten. Doch was ist die Discokugel ohne Musik, ohne Band, ohne Orchester und ohne die Tanzenden? In Dual Universe entsteht das Bedürfnis, sich einer Organisation anzuschließen. Einer Organisation wie die Stolpertruppe mit aktuell 271 Mitgliedern eine der größten deutschen Organisationen. Der Name ist Programm. Jeder kann bei uns weiter durchs Spiel stolpern, allein, gemeinsam... ja, wir stolpern auch gemeinsam. So haben wir gemeinsam eine riiiesige Raumstation gebaut und bauen weiterhin. Als wäre das nicht genug, bauen wir noch eine Stadt in den Wolken, aktuell bestehend aus über 100 L-Kernen. Wir führen große Miningaktionen mit einem riesigen Trägerschiff, welches kleinere Miningschiffe trägt, durch. Stützpunkte auf allen derzeitig verfügbaren Planeten ermöglichen Dir auch eigene kleine Handels- oder Bergbauaktionen durchzuführen. Wir bauen gemeinsame Industrien auf! Möchtest Du aktiv mitgestalten oder einfach nur mit netten, hilfsbereiten und freundlichen Leuten spielen, oder einfach nur dabei sein? Egal, ob Neuling, Veteran oder etwas dazwischen... bei uns bist Du willkommen. Immer hereingestolpert, junger Recke Kein Zwang, kein Muss, nur Spaß am Spiel. Einfach im Spiel F3 drücken, oben links in das Suchfeld "Stolper" eingeben und auf die Lupe klicken.
  4. A while ago there was a discussion in the discord about limiting access to certain resources to the PvP space as well as the importance of PvE-players for PvP-players and vice versa. My conclusion to improve this interaction, is to improve the PvE aspect, because only if PvE-players hold a value to PvP players (besides target practice), a meaningful interaction can exist. Currently PvP-orgs require barely any purely PvE-players, because everything from resource acquisition to crafting can be more or less automated. The solution is a more active and specialized PvE gameplay. 1. Mining Pre-MU planetary mining was in a pretty good state if you ignore its lack of excitement (which could be introduced with rare minerals/gems as random encounters). It required active play and every successful org had at least some dedicated miners to supply them with ore. With MUs now that completely changed. Ore can be acquired passively, and especially the yield for higher tier ores (T3+), which you mostly need in smaller quantities, can easily support a large org. No active input besides the calibration by an alt once every 5 days is required. For miners to be valuable again, mining has to consume active playtime. For that i suggest a few changes: significantly reduce the MU output, especially for higher tier ores. Without indepth calculations, i'd suggest to reduce the yields to 50%/40%/20%/10%/5% for T1/T2/T3/T4/T5, respectively. randomize the spawn time and increase the spawn rate of the current asteroids in the safe zone, make the ore node size more variable (no meganodes necessary, but the occasional supernode would be a nice find) place a few copies of Thades moonlets (or moonlets generated similarly) at a region outside the safe-zone and have a significantly increased spawn rate for asteroids in that region to create a more or less dense asteroid belt for mining and PvP base building randomly (time and location) spawn large amounts of surface rocks of a single ore (5000%+ of MU-mini-game generated ones) on the surface of planets (T1-T2 in safe-zone, T1-T4 in PvP space), with a rarity of the spawn relative to the tier of the ore. This enables repeated scouting of planet surfaces for surface rock deposits, gives new players the ability to start mining without neglect able initial costs and adds to the importance of surface rock picking talents. These changes require nearly no new mechanic that isn't already in game, but would improve the value of active mining and thus the value of dedicated miners for orgs immensely. 2. Industry Industry is a bit harder to tackle, because its automated by definition. The schematics update is a step into the correct direction, even tho i would prefer to have a proper CPU/Power system which would have similar and more effects. One way to increase the importance of active game time in industry (as well as other aspects of PvE) could be the introduction of a job system that is based on a players ingame activity and provides boni to cores or elements. Each job has an activity bar, which fills whenever a player does certain ingame activities. The amount of actions to fill the bar should be relatively low (fill-able with 2-4h standard game time) and reduces over time (exponentially dependent on the fill status, very slow when its full, faster when nearly empty, from full to 50% without any actions it should take a week). The maximum job bonus should be kept as long as the bar is over 50%. In addition you can only have a single job active at any given time, and changing jobs will reset the job-bar to 0. Let me give four examples: Job: Miner Actions to fill job bar : calibrate MUs, mine/harvest any ore Effects : Increased mining efficiency with hand tool and calibrated MUs (0-30% depending on job-bar) Job: Industry Manager Actions to fill job bar : interact with any industry unit (limited to once per day and unit) Effects : decreased ore, pures and product consumption (0-10%) and craft time (0-20%) (applied to a core, not to individual elements, limited to a low number of cores) Job: Pilot Actions to fill job bar: fly any mobile core Effects: improved handling of flight elements (0-20%) Job: Soldier Actions to fill job bar: shoot&hit other mobile constructs Effects: improved hit chance, improved radar range (not a PvP guy, so no values suggested) With this system we could encourage specialized and especially active game play. As a bonus the impact of alts on industry would be reduced as well. Due to the core-limitations for the Industry Manager boost, every org with several factories would require several players that focus on doing industry related activities ingame to have an efficient production that can compete with market prices. If we get a CPU&Power system that would limit the maximum amount of industry units per core, so you can't place 5 or 6 large production lines on the same L-Core, in the future the effects of the job system would be even better. With the following increase of importance for PvE-centric gameplay, DU could then start to put up higher incentives or stakes for PvP-space, like adding exclusive resources that you can't get in the safe-zone. Bcause the new incentive for trade between the safe-zone inhabitants and the PvP-space occupants, a good and enjoyable interaction between those two pillars of gameplay should be possible.
  5. Haku0814's Ideas O_o Options Individual options for different ambient sounds namely engine and machine volume controls Ideas for PVP people AND the would be Victims. For the miners and industrialist in flight! Jump drive - you "Jump" 5-10 SU in the direction your pointing and do not loose acceleration ( if an obstacle is in your path, you are moved into a nearby non-colliding spot ). This helps with "Off-pipe" driving for more seasoned players, would also help with the last leg of a trip to ensure deliver/arrival. Burst radar jamming unit, it just buys time while the other ship waits to lock on/see you. Deployable decoys, they are artificial version of you, core size, ship name, etc. They also show the same information/visual when locked onto. Initial deployment scrambles current lock-on by other ship. Cloak - Replaces your ships look with a glass globe effect and reduces chance to hit and range to lock. No warp possible while in use. PVP side of things Inertial inhibitor, prevents jumping and reduces target ships speed Hardened Sensor array - reduces jam time of Burst radar jamming Rapid EMP unit - Disengages decoys, slow rate of fire. Wolfpacks - ships with a specialized cockpit that can sport ONLY 2 weapons, contingent on size of core. Why? With only 1 crew member, it is more likely for packs to form to "Hunt" other players Makes engaging in PVP a little more simplistic, you can fly solo and still shoot! Limited ability, the ships will NEVER be as good as a group, though you might starting hanging out with your future crew this way :3 For EVERYONE! Voxels/Parts outside of pieces that DO something formulate a ships HP, Handling HP and Shield HP should be composite of XY components on ship with ABC components that have to be repaired separately. Damaged is shown via FX and various crippled ship systems. Why? Simplifies ship damage and server stress Why? So we can change and add shield mitigation as well XD to replace the previous lol Now we can begin adding shield/damage flavors and maybe even a system to slowly transition shield mitigation via polarization This means we have a reason for scanners etc. Another thing to add, would be an "Mode" that L cores can switch to that temporarily anchors them and allows activation of a warp beacon on the ship. Sacrificing Mobility to try and call for reinforcements. Preparing for a remote engagement. My other favorite form of warfare Drones/Drone bays T1 Drone miner ( watch the little robo critters eat surface rock, player must remain logged in ) *Critters are visual only, gotta save the server ticks X_X* Nuff said here ( Utility, mining, sentries , etc. ) Avatar V Avatar ( precursor/prep ) Along with the ideas posted here, would like to see at least a rough draft/placeholder style implementation of an equipment screen. Devs could switch the default "Weapon" we start with to an equip-able with a RClick menu, that would create a basis for interaction, etc. Going further, equipables do not have to show on players, they could buff things outside of skills. Like a REAL jetpack that consumes compressed hydrogen cells, or something. Enhanced NANO pack gear. Make us run faster. Does not have to have any effect on characters yet, just create an opportunity for the dev team to start poking around at it Pre-AVA, so that work later can be smoothed out some. Tablets/Controllers that can be linked to a remote unit on a ship or multilinked. Helping poor devs not starve We players understand you have limited art staff/staff in general, maybe open a contest for ideas to be sent in, rewarding the winner/ 1st 2nd and 3rd place with a 3mo free sub or skill points <- we players will kill each-other for these btw, seriously. Outside of Art, the solar system really does need a more fleshed out story to it other than, we left earth -> we arrived! -> we build. Feels kinda FLAT really. You could pair this up with the aformentioned "Art" contest. Things like this can help drive community engagement, it would also help showcase to the public, that the community is trying to make an effort, and that people still like the game. NPC missions like some people said, could be from, our first contact in DU, Aphelia. With daily work logs/request from her. Please get rid of free quanta, MAKE us engage in the game. Market Stuff o_O Consumables Food stuffs / drinks Could have different effects, both statistical and visual Enhancers Give larger buffs, tracking, accuracy, etc. Make it easier to see the value of something Tooltip would show a breakdown of what RAW ore resources would cost for an element I only mention this as seeing some things on market are cheaper than the ore used to make them. I'm guessing this is due to lack of knowledge on players part. Remove bots and use Aphelia missions for cash instead - these should be limited per player, not just orders, thereby creating a set Market will self correct itself eventually, though being able to see the price of ore compared to final products would be a huge help with this. Using market prices and their current PURCHASE trend with X/Y threshold to keep ppl from mass posting 0.01 materials and then buying them back right away. < < < ( This was sort of added? PTS ) Limited Run Schematics Increase market entry oppurtinities Reduce Schematic cost now that they are limited run Increase h sink across multiple groups Good reason to add "Original" Schematics and "Researched/Improved" Schematics Inbetween tiers that can be found via researching? Research "mini-game" for crafters requiring resources? Research Why not, being able to throw resources into a research Element to try and create XY result is a great way to boost market flow for parts. Research could replace schematics and players who purchased said schematics would receive X to Quanta of skill points. More movement on the parts end of things, increasing the need for something, etc. Diversified market based on values of items such as thrust fuel consumption etc. Aphelia missions!? ( added on PTS!? May not be same as below. ) NQ could use this as a way to disperse fund for active players. Mining events that are long-term to provide materials for NPC ships, haulers etc. Fulfilling these in turn increases NPC hauler activity between worlds. Creates a combat opportunity for hunting players and pirates, outside of fight other players. Creates cannon fodder for miners/haulers to hide among while doing they're part. NPC ship would be from user submitted BPs. Again, creating another even for builders every so often to submit more ships for filling in "Gaps" from players to keep activity levels between systems moving. NPC structures for drop off on ea world for missions / non-player missions. Farming We've done it! From the Ark ships archives we have recovered animal DNA to clone and create small scale farms! This is just to feed into the "Market Stuff o_O" ideas, because, who needs to mine when you can farm! Would required some major Salvage addition? Short range salvage scanner Would help ppl to move around the planet more / give a crutch to the less lucky players to locate salvage on planet surface, though it would require some time to locate any salvage. Back end, salvage system that spawns salvage, both in space and on planets. Would scan for cores in any spawn area and spawn 30-40km away, should be far enough to not be visually seen unless your looking for it. Only becomes active if system salvage has less than X number of wrecks left. Voxels do not count towards wreckage mass in this fashion. ORGanization Stuff Assett tracking I'm thinking of something more than just tracking VIA the map, an ORG with an entire fleet of supply, warfare, personal vehicles, that list will get cluttered very quickly. Flight Space radar to continue working until 1% Atmo, due to stations being within safezone and not appearing to pilots, PLEASE?! Ability to Toggle space/atmo radar, much needed to avoid collisions. Braking state saved directly to dynamic constructs, braking behavior default to toggle instead of holding to activate. ( optional ) Alignment Computer - An element that allows a users ship to automatically align with a given bookmark. UPGRADE the map to 3D with bookmarkable points and zoom pls T_T ( Why do we not have this already!!!!??? ) Inventory / Industry Hub Interface - Allows Avatar Only access to hubs. No In/Out from IND/Transfer units. However would allow access to multiple HUBS via interface. When attaching containers to hub, we should be clicking on the hub and then target containers without the need to retarget the hub. Same for other connections, industry would be a little less painful for some, and a breath of fresh air for others. Control Relay - A small 1x1 voxel item that lets you link it to a controllable object to open up its UI. Able to be swapped to OTHER objects if LUA is used. Option to turn off error sounds on machines and use ones own LUA based system instead. Lights/Audio of choice/etc. Honeycomb Compressor - It just takes Honeycomb and compresses/reverse engineers it back into it's Pure/Product form. Disassembler - Disassemble an element into it's components, loss of 35% with skills that gain back 5% per skill. Makes salvaging a ship in PVP more worthwhile because no you can repurpose the components into something you find useful. Further Scanner Improvements? Scans themselves I feel are a bit messy, some ideas below may conflict, fyi Scanner names - Scanners name should be switched to using the planets numeric number and the tile the scan is for instead of a general "Scanner Result" name. The other idea is to remove scanner results altogether and make a scanner DB element, or event set it to use and advanced item that can keep an expanding DB that can be right click and exported to, the inverse the same as well. The first idea in this section could be used to make single scan exports that can be sold/traded with other players Any rescan of the same tile will automatically located it's original scan and UPDATE it, rather than duplicate it. Culture Would like to see, though it may be a bit far fetched, an art contenst sent out to the public in each major region around the world for their idea of space armor. ( some people are asking where this came from? I was listening to different pieces of music and the change of mind made me think of how culture could effect DU. ) It would add a very literal, difference not just in ships, but also personal cultural taste. At the moment we are all stuck on the idea that we are "Noveans" we just a bunch of people who made it out here. Now that we have established ourselves some, should we not honor those cultures we left behind. Armor can be looks only, aesthetics per say Different armors for different looks Underlying "Equips" could be statistical only More variance in color choices than default armor Maybe even add armor only found on derelicts when they spawn?! It would just be awesome as hell to see designs from say, Russia, China, Japan, Europe, America, The Middle East, even in what their take would be for armor for the future using the base novean armor as a guide. Just Communication ( Gundam W Pun... ) Mail boxes, message only, no items Dialer/Phone? Voice?! A way to either communicate via voice either to an avatar or to a ship Great for P2P communication being kept within game Ship to Ship for when Optional, able to be toggled off Territory Problems? Territory upkeep Why money, make it a resource/power system that must be used instead to add another commodity in constant need. T1-3 variants with different output, power is tile based and can flow outward to owned tiles. Industry taking power now creates a reason to keep it fed, increasing upkeep and need for more interaction from orgs for multiple players. Increased transport traffic, we hate it, they love it, now we have to get power OUT to certain locations/stations in order to be used. Different reactors T1-Tx would need different fuels made from T1-5 materials ( creating market variation and demand for more base/refined materials ) No power causes a players TCU to go un powered resulting in no longer being owned after it's "Backup Power/Timer" has kicked in and notified the player of issue. Notification comes up via text and shows a blinking hex when unpowered, would also show for orgs as diff configurable color ( in the case of multiple orgs )
  6. I am at a loss on the ore collecting systems in this game. With the intro to Asteroids, I did not really care for the effort put in vs ore collected before the asteroid is contested. It is very hard to do this without a medium to larger group to go with. Issue I have is the availability of asteroids. It does seem that asteroids are fairly quickly snagged up each week and only the ones that are very far away are left for anyone else. I also agree that the original mining option of underground mining had to be changed and perhaps gotten rid of. So I am fully okay with this being gone, however I felt the reward vs time put in was worth it. Mining units were one of the worst additions to the game to date in my opinion. It creates an uncontested infinite amounts of ore, as long as your taxes are paid. I would suggest a revamp to asteroid mining. The suggestion I would have is to make asteroid fields that are decently close together. Idea is to have zoned asteroid fields, non PvP for lower tier ores, medium tier zone and high tier/ gemstone asteroids. This would give the "Infinite ore that the devs were looking for but add the aspect of having to work for it. Would create PVP opportunities for asteroid cluster patrolling Asteroids can be regenerated on a daily / weekly or time based system. Asteroid regeneration could be as simple as asteroids spawn, if someone comes the asteroid and alters it by mining either the asteroid surface or the ores within it will then start a timer to despawn this asteroid and once despawned, spawn a new asteroid in at a random coordinate within the asteroid field. Example if I mine an asteroid it could despawn after 72 hours or something like that and then spawn a new asteroid in. Asteroids could be a lot smaller than the current asteroids in the game. Maybe 1 or 2 ores per asteroid with some more ore dense than others. I think this would create better opportunities to mine and create good pvp opportunities as well. I would say these asteroids fields should be fairly large so that there is a chance to actually go into a higher tier asteroid field and not have a 100% chance to be spotted.
  7. Level the playing field whether you are a solo player or part of a large corporation. The current problem with mining, even with the small player base we have now, is that mining areas with higher tier nodes are quickly overrun leaving most others out of being able to set up mining units worth anything of consequence. Though I still enjoy setting up mining units, I miss the old days of digging holes and searching for the nodes. I do understand why they had to get rid of it however. Asteroids! Well, that's cool for the people who are here early after reset but diminishes quickly, especially in safe zones. I propose keeping territory scanners for general area ground content like they are doing right now for the purpose of placing mining units, but add a secondary scanner with a shorter scan duration that is designed to try and find concentrated pockets of minerals. The ability to find mining nodes of tier 1 would be common place, but the higher your scanner skills increases the chances of finding larger nodes. Then for every tier, the chances of finding nodes at all gets harder and harder but the ability to find them and the size of the node would once again be based on your scanning skills. When nodes are discovered, you can get the option to open an instance, you and your cargo ship enters the instance, and you can mine away. The instance would only be open for a set duration (24 hours?) and once the timer is up, or you leave the instance, it is gone forever. This way there are no permanent holes in the world, the players that invest heavy in scanning skills will have the highest chance of finding valuable ores (as it should be), and mining goes back to being an exploration again. A system would have to be put in place where the possibilities of finding something vary at each territory (just because one person doesn't find the good stuff, doesn't mean someone else with RNG something great at that location) and once and instance is entered and left, that territory will spawn another random chance of regular to valuable ores.
  8. Many players have a dozen or more cores deployed just to operate mining units. This is because they have the skills to support a large number of MU, but can't effectively use more than a few of them on any single tile because the tile does not have sufficient ore available, and because a single core can't be placed at a tile-edge and used to operate mining units on multiple tiles. As such, in order to reduce the number of cores individual players use I propose that the both the ore available on all hexes and the taxes on those hexes be doubled, as this would allow players to concentrate their mining units on to a smaller number of cores, reducing the number of hexes and cores they'd need while still maintaining the current balance of taxes to ore.
  9. Hey All, I found the 10 Mining charges to be a waist. If NQ would change this to 100 and if they would be assignable to the Auto Miner you could adjust your mining points to the amount of ore available for that tile. Say you have Baux 53 L and Coal 166 L, you could assign for example 50 Baux to a small miner, and 100 to a large miner + another 66 to a large miner. Like this no Ore on the tile geos to waist. This gets better for higher tier Ores Make Small Miner have max 50 points and large Miner have 100 points to be allocated ( Talents can increase this) No waist. EternalAlpha
  10. Neue Orga sucht frisches Blut zwecks Aufbau einer lustigen Truppe. Hauptfokus liegt im Bau von Schiffen und Gebäuden, sowie der Aufbau einer möglichst gut funktionierenden Produktionskette. Jeder Spieler behält natürlich seinen eigenen Besitz. Zusammenarbeit an gemeinsamen Projekten wäre natürlich wünschenswert. Verpflichtungen gibt es allerdings derzeit keine, es soll alles ganz zwanglos laufen. Nichts MUSS, aber alles KANN. Teamspeak ist auch vorhanden Man sieht sich im bestimmt mal im Spiel. Bis dann.
  11. Dear ladies and gentlemen, this offer is for German speaking players only, please respect that. Hyperion - gegründet mit dem Ziel ein Wirtschafts-Imperium aufzubauen, dessen Name, Produkte und Entwicklungen auch in den entlegenen Winkeln des Dual Universe bekannt sind. Als Teil starker Allianzen bietet Hyperion den Rahmen, um in Sicherheit und mit Rückhalt Neues zu kreieren und wirtschaftlich zu handeln. Die derzeit größte und aktivste deutschsprachige Community sammelt, erforscht und baut bereits heute - gemeinsam - Großes. Werde auch du Teil dieser Gemeinschaft und lerne uns kennen: ÜBER UNS Hyperion bietet euch das größte deutschsprachige Netzwerk in Dual Universe von Handel, Missionen, Kopfgeldjagd bis zu Rettungsmissionen. Mit der Mitgliedschaft bei Hyperion erhältst du Zugang zu allen Einrichtungen von Hyperion, ein eigenes vQuanta Konto, Lehrgänge mit Betreuung und vieles mehr! WAS IST UNSER ZIEL? Mittelfristig möchten wir gemeinsam eine Heimat aufbauen, um weitere, spannende Projekte voranzutreiben. In mehreren Teams aufgeteilt, realisieren wir Raumschiffe, Stadtkonstrukte und diverse, andere Bauprojekte. Die Möglichkeiten für andere Geschäftszweige sind schier grenzenlos und somit liegt es auch an Dir, welchen Weg du beschreiten wirst. WAS BIETEN WIR? Eine freundliche Gemeinschaft deutschsprachiger Spieler und den Zugang zum Hyperion Netzwerk. Erhalte die Möglichkeit an großen und spannenden Projekten teilzunehmen. Hol dir Aufträge vom schwarzen Brett oder nutze unseren eigenen Markt. Bei uns kann sich jeder frei entfalten und seiner Kreativität freien Lauf lassen, solange es dem Wohl der Gemeinschaft nicht schadet und die Gesetze/Richtlinien von Hyperion, sowie auch der Ascendancy eingehalten werden. Des Weiteren bieten wir Sicherheit und Territorium durch die Ascendancy. Dies ist die größte Allianz im Spiel. WAS SUCHEN WIR? Jeder deutschsprachige Spieler von Dual Universe der keine Augenklappe trägt und sich Pirat schimpfen lässt ist bei uns willkommen. Wir fordern lediglich eine geistige Reife und die Einhaltung einiger Regeln. Solltest du bei der Hyperion Corporation mitmachen wollen, dann solltest du vor allem teamfähig sein. Ein gutes Betriebsklima ist uns sehr wichtig. Wir haben uns außerdem für ein Mindestaufnahmealter von 16 Jahren entschieden. WAS MUSS ICH TUN, UM BEIZUTRETEN? Du kannst dich förmlich auf unserer Homepage bei uns bewerben oder besuche uns auf unserem Discord und schreib uns persönlich! Dort kannst du uns weitere Fragen stellen, gerne auch im Voice. Wir freuen uns auf dich!
  12. When you first start, you go surface gathering to get you started. once you learn about underground mining and get a little practice you don’t go back. Why? Because the amount of time vs rewards is completely different. the only time you go back to surface gathering is when you crash, and you have no scrap, or your scrap is in a disabled container. Then you hope you can find a nearby hex you can do some quick gathering to make enough low tier scrap to get you going. Its a shame as it is a system which NQ must have put good development resources into. It’s also relaxing and fun zipping around the surface. It’s just not worth hardly anything. I propose that all of the ore levels on a planet (or moon) be available for surface gathering. Rather than have people going down holes look g formT5 ores, let there be a fair and reasonable amount on the surface. While it won’t ever compete with mega mining, at least let the high tier ores compete with regular mining down deep. Maybe even add some talents for it. Bring back surface mining, not just for newbies.
  13. A classic case of vision getting in the way of good game design (also known as fun). This is a post about what civilization is / can be in Dual Universe, and perhaps what went wrong. Before diving in, here are some of my assumptions: - JC is a scientist, not a game designer - JC is a micromanager - JC does not want to listen to his devs (some of which worked for Ubisoft and know a thing or two about good game design and mechanics) - Because of the assumption above, I also assume there's a degree of conflict between devs and JC - I assume a lot might change up to release since this is a beta, but something tells me... not really, given the track record so far of very good ideas being thrown away or not listened to (classic examples include bot market orders screwup in beta, this was talked about extensively by Blazemonger and a slew of other people in the community, was completely ignored, and the results are clear) Lets get the whole "but it's a beta" shtick out of the way... if you can't, just pretend that you can. To the point: The game suffers from very bad game design choices. My stance is, if this game was really about civilization building, the mechanics of the game would be very different than they are now. What is civilization? organization of individuals into social bodies due to selective pressures characteristics of civilization include: social structure and hierarchy, efficiency, work organization, supply of needs, development of more efficient technologies selective pressures that create civilization include, but are not limited to: resource shortage, non-uniform resource distribution, geography, weather, proximity to neighboring civilizations, war, dangerous environment, dangerous neighbors I'm sure a lot of you have seen (or were part of groups that tried to build) cities in DU. Some have actually done so. The problem is, they are completely useless and empty. They look nice, there was tremendous effort in making them, but they are completely nonfunctional because no one needs to be in a city. And that is due to the fact that there really are no selective pressures for civilization at all. There is no reason to be in a group because there is no danger. There is no scarcity of distribution of regular ore. We have safezones on all planets, and a big giant safezone around three planets. Why would anyone live in a city? There are no "white-collar" and "service" game mechanics that characterize cities. DU has no danger element at all (even in pvp zone, if you don't fly in the pipe, you're pretty much golden) DU has no progressive tech tree DU has no progression, it has quanta gates for elements that anyone can acquire and use given they have the quanta for it I can go on, but for an analysis of "civilization" just read this discord post: https://discord.com/channels/184691218184273920/304455542162587649/80629454165311491 I know this is wishful thinking at this point, but DU would be much better off with actual game design: Better Talent System: scrap the Eve talents system (some things should really not be copied), instead have a tech progression tree where you unlock technologies you can use. And have the skill grow based on your activity in the game, not a set amount of points per hour. It's gamey , it's simple, it's fun, it's very intuitive. And you can always add more tech to the tree indefinitely as the game grows. This will allow whole orgs to gravitate towards a direction in the tech tree so we actually get diversity in org playing styles. For example, one org can develop their pvp armadas with ballistics (machine guns, gattling guns, big bertha weapons), another org might focus their armada pvp tech research into laser or electonic warfare. The same can go with unlocking building technologies. The same can go for politics and leadership styles within an org. Have it all be a research tree. There are countless ways of adding diversity and different paths to a game using this mechanic instead of the Eve Talent Points system. Safe Zones: seriously.. is Sanc Moon not enough? The game lacks any danger and people just stop playing because of tedium and burn out. You won't believe how hard it is to convince people to gather into PVP events in this game because they're just too bored of it, it has zero consequence. Sanc moon is a sanctuary moon. That is its purpose. Better Consequences: This game has the wrong consequences. What seems to be happening is a bunch of nerfing to create more consequences in the game, such as talk about nerfing linked container distance, brakes, mining, this whole permadamage to elements, etc. How about actual danger, not the tedium of fixing and replacing parts? How about lowering the cost of building guns and ammo? Halfing most of the voxel HP? How about designing the game so that more people can get into pvp easier, and if they lose, the cost isn't too great that they are discouraged from ever trying it again? JC should actually listen to his devs and game designer (if he has one): lets face it, economists, mathmeticians, scientists, or whoever NQ may or may not consult about their game.. they are not playing the game. WE ARE. What we are witnessing is the result of the disconnect between how gamers play and how JC thinks a game should run. And it is our wallets that are paying. This means JC should listen to his devs. This means JC should really hire a game designer, they are a rare species and it's difficult to find a good one, but if you do, please listen to that person. JC may know stuff about robotics, but as I see it, he has no clue about human psychology, especially gamer psychology. My rant is over. Catch me outside how bout dat.
  14. We know that the Mining Efficiency +5% ore extracted talent isn't working properly. Other threads have reported this, and NQ have said via twitter that they changed the talent. However they didn't say what they changed the talent to, even after persistent asking. Could it be +1% or +0.5% per talent level? It still says +5% in game, which is quite unfair to players who choose to train this, and who are unaware that it doesn't work. In another thread in these forums, there were many wild ideas about what the talent did. So after rolling my eyes at this, @Billy_Boolaand I decided to do the obvious: Scan a hex and record the ore value. Call this S (in kilo-litres). Mine a known amount of ore. Call this m. Re-scan the hex and see how much ore remains. Call this s. Repeat until bored. The data we recorded is here: https://docs.google.com/spreadsheets/d/1kIquhrbSAllViRFlCqtxtfS0SJCq76FWpgiyt1u6jr8/edit#gid=0 Yes we got bored fairly quickly. (Mining boring?!) The talent as written says that (S-s)(1+xT) = m where T is the talent level (0-5), and x is the (for the purposes of this experiment) unknown +x% level of ore added per talent level. 0.01=1%. If the above is correct then we can estimate x via: x=(m/(S-s)-1)/T for any talent level >0. The data in the above spreadsheet does this for n=30 datapoints. The results are: Sample mean = -0.0011 (4 d.p.) Sample standard deviation = 0.0060 95% confidence interval for the true value of x = (-0.0033, 0.0012) Conclusion: The Mining Efficiency talent most likely adds ZERO ore per talent level. Notes: There is some noise (rounding) in the data as scans report ore in KL to 2 d.p. and only more when the ore amount is low. I'm too lazy to attempt to account for this. We have no idea if the territory scan amount accurately represents the amount in the hex I didn't attempt to see if there were any variations via planet, ore tier, player(!) or a different +x% amount per tier level.
  15. So as the title states I am a new player. I just started about 2 weeks ago. However I have a few questions that I need some answers on. 1. Is it possible to use the Thurst Master Flight control System with this game? I was thinking that it would make space flight/Combat really fun as well. It would add better control for mining in space as well. 2. What would be the beginners ship for Space Travel/Mining? I would like to build something that I could go to other planets and such on, have a 2 person cap, and be able to mine as well. Any help here would be great. As I have a friend of mine that is plying this game with me as well. Figured 2 is better than one. Thanks in advance.
  16. Hello! Been thinking about this idea for a while now. I'm not saying this would be a quick fix and would require some serious time and energy, but it would add layers upon layers of new gameplay. LMK your thoughts. The core of this idea is to add terraformers- Items that can repopulate ores in a hex. However, the way they would be implemented would be vastly more important than just adding the Item. Terraformers would be made with the essence of a black hole that comes in varying sizes, which would correspond to a terraformer size. The lore behind them would imply that the massive gravity of the black hole from which they are made is able to manipulate time and simulate millions of years of healing on a hex. Teraformers, at their core, would work on a single hex. The sizes would vary from xs to xl. Each teraformer would completely "rewrite" a single hex. All ores would be removed, and any built structures would disappear. Each Teraformer would have a different effect and time to work. For example, an XS would take an hour or so to work and would repopulate T1 ores in small batches around the hex. An XL teraformer would take several days to complete its work and would contain mega nodes or T3s. To prevent teraforming "gardens" from popping up, each hex would have a cooldown after being terraformed that correlates to the size terraformer used on it. An Xs would be a couple days, an XL would be a couple weeks or a month. The really, really important key to all this is that teraformers, or the black hole essence used to make them, CANNOT be obtained by mining. Allowing it to be built like other objects would allow miners and industrials to sit in an infinite money loop (kinda like they are rn) and have no need to rely on other parts of the market. Instead, here are some mission ideas to obtain black hole essences. These missions should reward several items with teraformers just being the top tier reward. Run- You find a ship with a black hole essence inside. After picking it up, your warp drive is disabled and you have to survive with a giant beacon that everyone in a certain distance can see for 10 minutes before your warp drive reboots. The bigger the essence, the bigger the radius. This would be for people who like building fast, nimble ships. A strange request: For traders and explorers. Someone on the far reaches of the galaxy has a mysterious item for sale at a low price. You have to get there and buy it from them (or from a box, who cares.) (Only for lower tier terraformers.) Black hole Dive: For explorers and adrenaline junkies. You jump into a black hole that punches out on the other side of the system in a dangerous area. It may be PvP or PvE, or a particularly hard to navigate asteroid field. Convoys: For the military/mercenaries. The only way to get the best black hole essences. The lower tier convoys should be able to be taken down by a small fighter, while the biggest would require a whole org. This is fair, since only a whole org should need to use xl terraformers. Like I said, I know this would take a LOT of work, but I feel like this type of gameplay mechanic would give miners a reason to invest into the economy, to buy more terraformers. Let me know your thoughts.
  17. Good morning, afternoon and evening. I would like to express my personal opinion on the current ship designs that include the engines, wings, and other necessary components provided to us in the game in order to be able to fly them. I have been a member since Alpha and due to the game being in Alpha left it soon thereafter. I am currently back for Beta and this time I am planning on staying. Unfortunately, I am having issues with the said above parts and the way they work with the ship and each other. One of the main concerns is the engine. A Basic Atmospheric Engine has 2,160,000 N of thrust, yet an average ship with some cargo requires a minimum of 8 to 10 of them. So since JC keeps talking about making the game somewhat realistic I decided to do some research. Currently one of the largest and heaviest cargo planes in the world is Antonov An-225 “Mriya”. The plane is powered by 6 Ivchenko Progress Lotarev D-18T engines which are made up of three shaft turbofan engines. Each engine can produce a maximum thrust of 229.5kN. That is 229,500 N x 6 which is equal to 1,377,000 N. The plane is capable of taking off with 640,000 kg which is 640 Tons. So far everything looks promising because we already know that our in-game engines are far better than the Ivchenko ones. If we do the same conversion but with the in-game engines we get: 2,160,000 x 6 = 12,960,000 N. Then divide the total by the total of the Ivchenko engines and we get 9.4. Multiply that by tons lifted by Antonov An-225 “Mriya” and we get 6,023.52 Tons or 6 kt that we should have as a max weight. My current in-game small core hauler with 2 Large containers can barely lift 256 kl of Hemitite. Please withhold your comments that the current planes do not fly in space because this is not what I am arguing here. Based on the information above the amount of wings, boosters, brakes, and adjusters you would need is ridiculous. That is all I am going to say. I am not sure what the solution to this would be but it needs to be discussed.
  18. Big problems : 1) bots are selling the indy schematics which are very expensive, and drain the players moneys => money are heading out of the economy. 2) players have to sell ores to market bots to make money to buy >1)< leaving them to little to buy components to mantain the economy. If they buy schematics and sell ores to make money for schematics => vast ore quantities are heading out of the game economy 3) Players cannot generate revenue in many ways. Possible solution: I. Make Aphelia an real entity (innaccesible org) ingame, held by devs - which stores both money and ores from markets > money in a wallet and ores in market bins. Both assets remain ingame . II.Corresponding To each market district, at a certain distance not to *clog* to much the area, factory buildings (Held by Aphelia) should be placed by developers. The actual fun starts now. -*APHELIA OWNED FACTORY CONCEPT*- In each factory there is going to be an certain number of production lines, each production line will have one job, which will be available for players. Job can be implemented as a mini-game consisting in players choosing one element to build -lets say M atmo engine from the element list. In order to build the element, players will have to chose sub-elements it is built from and take those in his inventory. After that he will chose a construct tool and brush the frame engine, an animation apear (maybe similar to space engineers? ) on how that element is constructed, thus in an certain time ( usually several seconds maybe half of minute, depending on the element) the finite engine will be constructed. Engine will go to Aphelia inventory and player will be rewarded with an small sum for each unit constructed.That sum of quanta is related to how expensive that element is on market. Each unit constructed by players will end up in market, sold by Aphelia so the number of sold elements will be linked to how many elements were constructed by players. III. The factories will have inventories which require to be fed with ores from the market bins in order to produce elements. In this regards there will be issued missions to carry the bulk ore from the markets to factories in ships. Carried ore cannot be stolen or interacted with, it is simply loaded in one site, and offloaded into a factory. Same mechanic is apply to elements constructed in those factories. If elements either ores or components stays to much into an cargo container they will automatically return back to initial spot. IV. Factories are upgradable depending on how much success each factory have on producing elements. They can become very large, can start from 4 players using them and going to more than 20 players. The reward per element and per day will increase with the factory level giving incentive to players to contribute to its development. An balancing factor may be that an fix sum per day can be rewarder per player. Ofc, some new gamecode have to be written to enable those features, but hail to the development time. This rough ideea *MAY* adress *SOME* issues: -money and ore will return to players in different forms -created elements by players will go to markets. This can address some elements shortages. -diversify the range of activities from which players can make money -creating enganging new activities and trade routs from markets to factories and vice-versa, string of cargo hauling missions -may create better pilots- -allowing novice players to understand what industry will require if they want to build it and familiarize them with the notions of elements recipes. -Aphelia owned tiles in the spawning area will begin to look a bit more realistic, with multiple structures on them, ships going from one district to another. -animations made for the mini-game of element constructing can be added to actual elements placing when a player is constructing a ship, adding a nice construction effect to the game. Fundamentally mining will still be the base of all game loops, but its required for realistically sustain the economy until players settle down huge production batches.
  19. Entstanden aus der Anziehungskraft von Zusammenhalt und Miteinander... dies ist Black Hole Sun. Ausbeutung und Verrat formte und fügte uns zusammen. Wir werden zeigen das es auch einen anderen Weg gibt eine starke Gemeinschaft zu bilden. Lerne uns kennen... lerne was es heisst ein Teil des Ganzen zu sein und erfahre wie gegenseitige Unterstützung und Freiheit in unserer Gemeinschaft gelebt wird. Entfalte dich selbst und werde nicht durch Zwänge geknebelt, nur weil DU die Ziele anderer unterstützen sollst. Hier bist DU im Mittelpunkt und nicht machthungrige, geldgierige möchtegern Anführer. Komme zu Black Hole Sun, der einzig wahre Weg. Veteranen bieten euch Unterstützung für einen guten Start in DU. Resourcen, Schiffe, Knowhow, Cluster... Ausgebildet werden: -Miner -Industriespezialisten -Static Designer -Dynamic Designer -Piloten -Trader -Terraformer ...Black Hole Sun... because gravity suxx https://discord.gg/s58VjfeWq8
  20. Die Mystic Dynasty hat sich folgende Bereiche zur Aufgabe gemacht: 1. Mining und Expansion 2. Schiffsbau und Design 3. Produktion und Forschung 4. Schiffshandel und Marketing Was wir dir bieten können: 1. Industrie auf Alioth 2. Discord für gemütliche Unterhaltungen. 3. Projekte innerhalb der einzelnen Bereiche sowie Corpweite Events. 4. Einführung in Dual Universe für Neulinge 5. Voxelmancy 6. LUA Programmierung 7. Du hast Familie kein Problem Das erwarten wir von dir: 1. Frustresistenz - "Es ist eine Beta, Bugs kommen und gehen... manche nennt man auch Features " 2. Lust am Miteinander in der Corp sowie Corp Beteiligung. 3. Mindestens 18+ 4. Discord beteiligung. Melde dich im Discord https://discord.gg/fqqRbHa bei derSchotte, KABOOM, ChipDE oder AepicA
  21. Sorry in advance for the text-wall., but I wanted to think this out as much as I could I know that the devs have said they never want to automate the mining process, which is respectable, based on their intentions of making sure new players have a steady income source. However, the idea that large organizations in a futuristic scifi game can only mine by hand is a little silly. The idea of fleets of battleships being built by sending out dozens of people to scour the planet with a dinky scanner and a pickaxe is pretty un-futuristic. So, in lieu of automated factories or mining ships, I think that we should have a more advanced version of mining in space. In my idea, this would take the form of asteroids. Instead of the standard "mine asteroids, fill cargo, go home" formula, I think DU should actually require us to break down entire asteroids in an industrial fashion. My idea, in concept, would be to have asteroids full of materials. In my head it would be only one material per asteroid, and they would be much less common than standard worthless asteroids, that way you would still need to search for whatever you need the slow way. You would then need to tow the asteroid to a static construct with the appropriate elements for breaking it down, and over time it will be broken down and provide the materials it is made of. I think this could be a decent compromise. Over-automation and making it overpowered could be prevented or mitigated with certain restrictions and penalties. Some possible examples; the towing device can only be activated on a ship of a certain size, the towing device cannot be on the same construct as any weapons, the towing device requires a certain number of crew members to operate, using the towing device limits the ships speed, etc. Things like this would prevent over automation, force teamwork by requiring separate defense escorts, and providing considerable risk to the towing ship in that it can be attacked en route to the base if it doesnt have an escort. Overpowering would also be mitigated by restricting the element that breaks down the asteroid to a static construct only, and possibly preventing it from being reclaimed or providing a steep penalty to move it. There could also be a limit on the number of refineries per organization. That way organizations would be forced to venture further and further out to find resources, preventing them from turtling in a corner of space forever and hoarding resources (*cough* goonswarm). This would provide a faster method of gathering resources, but would require an organized group of people to do, and over gathering would quickly strip an area of space since resources dont respawn, so resource production would slow down over time because of the longer travel times needed. However, it would effectively be an infinite resource, since space is big, so theres little chance of any group having a monopoly. Let me know what you think, and be gentle. I know the technical requirements would be a challenge, but this is an idea thread, not an official drawing board
  22. The Problem: Currently almost everybody is a miner to some extend, but the tools and talents do not lead to a substantial growth in ore gain. While more machines lead to more machines, ore is gained at a rather static rate. This of course has a good side, as otherwise the whole planet would look like an advanced factorio world in a month. Still, the boringness and unscalability of mining not only hinders unlimited growth, which is good, it also limits trade and specialization, you may have noticed how ore usually sells for more than whatever you can build with the ore. Solution: Allow people to become dedicated miners, but in such a way that it needs constant dedication and effort to have a well working mining operation. Just like a factory always needs some tweaking, changing and expanding (hopefully even more in the future), a stripmine should not just be set up and generally and constantly generate ores when this is done, but need supervision. The idea: Enviromental changes: Instead of just useless dirt and high value ore, there should be something in between. Soil with a certain amount of minerals, or "low yield ore" if you like that better. Soil with a 1% hematite (iron) content would mean it is too tedious for normal mining, but if you had a more large scale operation it would be worth it. The following elements/items for a stripmine: - A static scanner - Static drills/extractors: These are set certain grid coordinates and just extract all minerals in those coordinates. Imagine seperating your land into cubes the size of a static core L, each drill would try to work a cube of that size. Selecting the drill gives you an interface that lets you choose a depth (in 100m steps) and a 2d grid of squares, pick on and go. You can not queue them up. Assuming you have a scanner, some or all of those grids were already scanned, so you can choose whatever you think is best currently. (sidenote, while I call them drills, they are not actually drills, they are more like your mining tool) - Oil: Oil is like fuel for drills, they always need a little, made in chem industry. Higher tier oils may lead to better yield/speed. - Soil seperator: Like a refinery, but for mineral rich soil. So for example "Hematite rich soil" goes in, "Hematite" comes out. Also, sooner or later (as there is currently no regeneration) you will have to pack it all in again, move it a mile and set it up again. Conclusion: I hope it is evident that I would not want to upset the whole economy and flood the markets with a huge supply of afk farmed raw materials. But I do think there should be a way for dedicated mining operations which on one hand lead to yield, but on the other are not too simple and can just be left alone for a week to come back and find 100 full L containers.
  23. I think its good idea to bring variations in mining. I vould like to see not just mining by bare hands but more productive ways. I think drilling platform must work with data gathered by teritory scanner. But first territory scanner must provide precise data on ore node position (it may need more time or more then one pass of scan). So when you get data you losd it to drill platform and position it in right place. Drilling time will depend on depth of ore node and ore tier. Also drill operates not virtually sucking ore from underground. It makes noticeable hole in ground and when it reaches ore node it mines it chunk by chunk. I think drilling platform will be more sutable for minning hi-tier ores.
  24. Introducing The Collective - The duality of human to match the Dual Universe.. Individual yet one. At war, yet peaceful. Orchestrated chaos, simultaneously simply complex. We are The Collective. Trade, Mining, Industry, PVP.. fantastic intriguing organisation! I have joined, but has the discord link expired? Any members of The Collective please DM/PM me the link so I can join the discord conversation. New members, we welcome you, join today! Thank you, A·E·TzUK
×
×
  • Create New...