Jump to content

Search the Community

Showing results for tags 'mining'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Starting Zone
    • Rules & Announcements
    • The Arkship Pub
    • Novark's Organization Registry
    • General Discussions
    • Off Topic Discussions
  • Ideas & Gameplay discussions
    • Idea Box
    • The Builder's Corner
    • The Gameplay Mechanics Assembly
    • DevBlog Feedback
  • Fan Art, Fan Fictions & Roleplay
    • Novark Agora
    • Novark Archives
    • Novark Art Gallery

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

Found 43 results

  1. (Posted Friday 4th of November 2016 on the DevBlog) Some progress on the mining game mechanics In this Devblog, we aim to shed some light on a very important part of the future gameplay of Dual Universe: scanning & mining. What follows is our current thinking on these features, as we are currently implementing them. This may still evolve in the future, in particular thanks to your feedback! So, let’s have a look. Scanning is the activity of prospecting to find new resources in the ground on planets. Resources are physically geographically located, they have a span and a size, and they are generated via our procedural algorithms together with the planet as voxel blobs. They will be spread on the planets based on rarity and how important they actually are in crafting recipes. Some rare resources will not be found on Alioth, the starting planet, so you will have to journey out into the universe to locate them.. Each biome will have a set of typical resources associated with it, so prospecting starts by “knowing your biomes” The table below presents a simple rough description of how we plan to stage the levels of difficulty for materials: Our current plans for prospecting are focused on two scanning techniques: radial scanning and directional scanning. Radial scanning will allow you to probe for a given class of material in a given radius: the scanner will be able to show you what percentage of the area you’re scanning is made up of the class of material you are seeking. It’s only partial information. You won’t know where it is exactly, just that 1.6% of the volume of your scanning sphere is filled with metal, for example. A scan “operation” will take some time. Longer scans will yield more precise measurements. There will be a level of imprecision in the exact size of the radius, which you will be able to improve via skills. How does it work? Well, most of the time, the thing you are looking for will not be in the sphere you are probing. So, you’ll see a 0% signal reading. You will then move and suddenly, a signal will show up. You know that your sphere has just “hit” a vein of what you are searching for. At this moment, you will be able to deploy a sphere marker, that will basically help you to visualize the volume where your target material is likely located.. The marker will stay there while you move to another location and start again. By intersecting markers you will start to be able to pinpoint more precisely where your precious material is located. This is the general idea. Now, the exact technique you will use will also depend on the type of veins that correspond to the material you are looking for and what kind scanner you have. Consider these two schema that illustrate different strategies depending on the relative size of the average vein compared to the radius of the scanner (the double circling of the spheres illustrate the imprecision on the radius): These strategies will be important to master, because mining randomly will just exhaust your time and resources and will usually return only very common and not very worthwhile materials. Mining gear will have fixed scanning ranges that correspond to their levels. You won’t be able to adjust these ranges or change the scanning radius. They’re fixed. So, no choice: you need to move! Now, once you start to have a better idea where you material is, you might start to use the directional scanner. This is much more straightforward. The directional scanner will give you the amount of the 4 or 5 most significant materials within a cone of a few degrees in the direction you’ve pointed your scanner.. The max distance will be a level dependent parameter, but will remain relatively small so you need to use radial scanning first to narrow your search area. The signal received for a given piece of material will decrease with distance, which should give you precious “gradient” information to follow. This is roughly how this could look: In some future expansion we will probably add some more advanced tools for prospectors as well as planetary scale global information to help you judge the potential of newly discovered planets. Our vision for this gameplay (as well as most of the gameplay of Dual) is to make it deep. We want players to be able to develop their own very real expertise on best practice, specializations, etc. We want the activity of prospectors to remain challenging even when you master it, so that a good prospector will have a very high value as part of a team. Now, for easy and abundant materials, it will be possible to find resources much more easily (we are considering a simple local highlight of what is there, so you just “see” it). But for the more rare and uncommon materials, we want it to be rewarding and feel like a real achievement. We provide the tools, but players will have to come up with the best strategies to get to the most precious material. The way you dig for gold as a beginner, and the way you will approach it after 100 hours of being a prospector are totally different. Sure there is a skill tree, but the actual trial and error experience also makes a difference. For a MMO game that is supposed to be played for hundreds of hours, anything not challenging quickly becomes a chore. We want to prevent that. Now, about mining: it will be done via your Nanoformer. The harder the material and the larger the volume collected, the longer it will take. We have chosen an energy-based model where each material is capable of absorbing a certain level of energy before being “mined”. So, you will be able to upgrade your Nanoformer energy throughput to improve your mining as well as various mining skills. For more advanced mining, and possibly some rare materials, dedicated tools will enter the scene, but this might not be available at release, but rather in a future expansion. We are considering the possibility of Mining Units inside your constructs, but this will be in an expansion after release and it will require some careful balancing to make sure standard mining is still an option, in particular for beginners. Interestingly, we imagine that the “profession” of prospector/scanner and the “profession” of miner could very well be separate. Some people will specialize in finding large veins of important materials (and possibly sell the intel about the location), while some others will specialize in mining it, focusing on a mining site for several weeks or months. When you exploit a deep vein, you will need to install things like lifts, vehicles, containers, and clean wide shafts to ease material and dirt evacuation. Maybe even factories close to the vein to transform the ore into pure material. This differs from most other games where scanning and mining are usually very similar and the activity of mining and scanning alternate frequently as you jump from one asteroid to another, or one mining spot to the other. We hope you enjoyed this short intro and, as usual, we are very excited to hear your feedback and ideas! We are developing this at the moment, so it’s a good time for the community to share your thoughts and influence what is going on! JC Baillie, Project Lead.
  2. Scanning and mining devblog was added recently. And this got me thinking: One of the base ideas of all the mechanics in DU is to make it easy to use but hard to master. There is mastery in the form of both character skills and player experience. Can mining be made more interesting than point and click and the better the tool the more efficient the mining will be? I am not talking about the logistic of moving the material after it has been mined which could be an issue all on its own but rather this is about the mining itself. It has been mentioned elsewhere that the deeper you mine there is potential for heat dangers (Such as minecrafts lava pools). Other natural hazards such as gas pockets could also be an issue. I feel these should be done very carefully as they could easily become an annoyance and not actually make the game play any different. How about an increased or decreased efficiency in mining at a certain angle or from a certain direction, like with or against the "grain" or strata of a certain resource. Why this is interesting is that hand mining will more easily follow the changes of the resources strata while a digging machine will lose some of that efficiency. Can you think of other ways to spice up the mining?
  3. borzol

    Ore density

    I have a suggestion how to make mining little more interesting. I dont know if its possible to implement or if its planed.Here is the idea. When you will be scaning for ore beside usual things it will show you average density of ore your scanner found. More dense ore is faster your mining is. It would motivate to search actively during mining and not just grab what you can.
  4. Novacore Creating Paths for Mankind What do we hope to achieve? We hope to be the first to explore the unexplored. We achieve this by combining the skills of skilled engineers and talented designers to craft a highly technological spacecraft to survey and study the undiscovered pockets of space. When we manage to discover these new pockets of space we immediately setup beacons and allow our Far-Worlds division to start construction of our Stargates to open up that sector of space to every civilian. What does the organization focus on? - Opening new trade routes - - Spaceship development - - Industry trade - - Contracting services - - Technology advancement - Diplomacy We don't want to have any strict laws that bide you from having fun whilst a member of Novacore but we will have some rules(list coming soon) to create a safe and respectful environment for all its members. We are also open to alliances with other organisations, please contact DarkNovation if you are interested in what we have to offer. What roles do we offer? To achieve our goal we have several different decisions that make up Novacore: Research and Exploration - As a member of this division you will embark on the maiden voyage in our Hi-Tech research cruisers (Plans coming soon) equipped with FTL drives to begin our explorations. This role involves surveying each system entered, from planets, moons, sun size, any life sustaining planets, identifying warp points around celestial bodies and placing Stargate beacons to await the arrival of our Far-Worlds construction division to construct the Stargate. Far-Worlds Construction - The purpose of this crew is to use large industrial jump carriers to bring supplies and workers to distant worlds were no civilisation has been established. The main purpose of this fleet is to create the Stargates so more vessels are able to enter the newly discovered sector. We also use these vessels to assist in the creation space stations and planetary colonies. Novacore Spaceport - Exploring uncharted space doesn't come cheap. To solve this issue we use our technology and design department to develop ships not only to further our goals but also develop ships for civilians and private contractors. The ships we can produce are of the highest quality and are all equipped with our latest technologies. Miningcore - The Miningcore was setup to allow for the income of ore and other materials to supply our Spaceport and Factories. Members of this division use our mining ships and large transport freighters to collect material from asteroid belts and gas clouds. We also have a division that works on the surface of celestial bodies extracting materials located on various worlds. Processing and Development - This division is were the construction of our factories are commenced. We use these to turn the minerals obtained through mining and refine them into usable materials. We also use the factories to develop parts and technologies from the technology division in our Spaceport. These are then shipped to storage houses and our trading outposts with help of our logistics carriers. Defence Division - This division hosts all of our security crew and ships. Whenever an exploration expedition is planned to commence we will send a defence squad with them to make sure no entities attack the vessel. We also have mercenaries for hire open to assist other organisations in their endeavours.(Note - We only allow our services for protection and don't wish to be involved in bounty objectives) Marketing and Trade - This division is were our logistics takes place. This is were we use our industrial haulers and carries to distribute our ships from our spaceport and goods and tech from our research labs. We also setup trading outposts after we construct our Stargates in each system allowing for easier trading between allied and neutral corporations. Application Department Currently the only way you can enter the organization is by private invite or request acceptance via a PM to DarkNovation. In your PM please state what division you are interested in and what skills can you bring to the organisation. APPLY HERE https://community.dualthegame.com/organization/novacore *website and discord will be available soon*
  5. Intergalactic Union of Industries - IUI is an umbrella organization for industrial companies, industies and professionals through out the Dual Universe. The union provides advice, competence and knowledge to its members and acts as a platform for trade, exchanges, business agreements and collaborations as well as a base for recruitment of human resources. Join now! IUI helps you and your company to reach your goals and ambitions. We want you and your organization in! https://community.dualthegame.com/organization/intergalactic-united-industries Best regards, /IUI
  6. What I've enjoyed the most and I think made the game so much fun is the ability to have criteria on every resource type. Depending on them you can craft average/good/great items, which makes mining a very important task, so territory control. The crafted items (gun, turret for instance) would have many criteria which value will be computed from the resource's ones (and maybe also the crafting skills). Doing so makes the game so much fun/competitive on the crafting side and the efficiency of a given organization depends not only on its size and cheer production level, but also on the quality of the miner/crafters. A "minecraft" only approach is good enough... for minecraft, but for a MMO with PvP I think it would be too limited. people going for crafting skills would want such complexity, otherwise crafting is only about grinding and repeating process, no research to produce the best crafted item. I was a big fan of Star Wars Galaxies for this reason, it was very (too much certain would say, I think) rich on this matter and made the whole game not only about "looting" items in dungeon (which is something Dual won't have too). I really hope it's something that could be possible. I realize it's "big" feature with a lot of implications: you have to consider if the resources are spawning in a permanent way or for a fixed or slight flexible period of time (every week or so). Miners have to use a resource detector to spot the available resource and see their criteria. If you enable Extractors, then players have to move them frequently (also an interesting gaming situation, with interesting gameplay outcomes).
  7. Resources gathered from mining will deplete. Eventually, after enough people have scoured a planet, it will be devoid of its mineral bounty. One way to mitigate this is to have has some resources be renewable. The simplest example is trees. Having plantations of trees ensures that there will always be a supply of wood. When people think of farming, they think of crops and livestock. When people think of renewable power they think, solar and wind. Can we do better? What about mineral crystal farms? These might require the soil of a specific biome and through a process that requires quite a bit of time and power (with lazors!), constructs a mineral crystal which can be harvested. This mineral could be quite scarce if not rare to mine normally. Another renewable resource could come from collecting the atmosphere of a particular planet. This gas might be difficult to find otherwise. Creating the elements to collect the gas might be quite expensive to create and require power of their own to run. Renewable power could be thermal energy power collected by a specific element from heat deep inside a planet. Planets that do not have a hot core, will not be able to sustain these type of machines. Maybe a coolant would be required or the thermal power element overheats and shuts down. If these renewable resources/power are spread over different planet types, it encourages trade from those high density points to places where there is less. Can you think of more?
  8. From recreational vehicles and mining vessels to carriers and capital ships, Craft Corp is here to deliver! Cheap, reliable, and durable ships accessible to everyone to explore the verse! Plenty of jobs for the average Joe! Mining, transport, manufacturing, design, you name it! Craft Corp has a place for you! We have a dream to create a perfect universe, build cities in the skies and trade only the finest products. If you're looking for and honest job that'll pay you a few big bucks, look no further and join Crafting Corporation! https://community.dualthegame.com/organization/crafting-corporation
  9. Having thought about how resource collection will play out over time, and the usual demand out-stripping supply, i propose methods of collecting resources on a far greater scale, these methods deal with mined materials. Thinking far larger then mining as a small group, rather entire organizations or very large resource divisions, preforming literal planetary mining. With varying degrees of required technology and feasibility, i envisage techniques such as: Orbital bombardment, rendering portions of a planets surface into rubble/debris, ready to be collected and processed. Orbital Melting, as the name Implies, from orbit areas of a planet are melted resulting in all potential resources and the surrounding rock/surface material liquefying and or burning away. continued heating over time should result in the formation of separate layers of semi-refined material which can be cooled and collected. Tectonic 'plate mining' (planet cracking under a different name) whereby sections of a planet or moon are carved out and pulled into space for immediate processing, this method could also be used on asteroids (whole or otherwise). These are just a few examples and are my thoughts of what could be, mega-scale/high-end mining. Please share thoughts below.
  10. Will it be possible to craft some ressource extractors item (maybe different types for differents resource types) of different size (depending on crafting skills and resource used to craft them) which would affect the extraction speed and storage size to extract resouce automatically? With the delegation system it could be owned/used by a player, many or organization.
  11. We just got an official heads-up that built ships cannot be taken back apart, and that purchased ships cannot be modified (but can be repaired). Before people simply assume that the prospect of Salvaging ships is dead, lets consider for a moment the following proposed mechanic. Destroyed Constructs drop some of the materials and items used to build them, plus "scrap" which must be re-refined. For one, this gives players something to do with that cheap jump-ship they used to reach the next planet after it has become totally obsolete. You won't be able to pull apart the jump ship, and unless you built it, you won't be able to upgrade it. Being able to destroy it for some portion of what it took to build (maybe 1/4th of its materials? perhaps a skill could increase your efficiency here) would prevent players from abandoning old ships or cluttering the market with them. Pirates will love this, since killed players drop some of their items, why wouldn't a destroyed ship drop some of its cargo? Why wouldn't a destroyed ship be worth SOMETHING?
  12. In the footage that has been released so far we have a pretty good picture of how mining will go on a small scale, however, we have yet to see what is in store for the large scale mining tools. There are several ways this could go, from drills ala Space engineers, to scaled up versions of whatever we have on our arms, to mining lasers that can harvest a roid from kilometers away. This also means that the method of harvesting will have a direct impact on how we design mining ships and also how we use them. Drills, for example, will limit the size of any practical mining vessel. Of course there will always be some mad genius building a huge and impressive, but heinously expensive rig that makes holes clean through the planet, but those will be rare. If we have a large version of whatever the thing on our arms is then we can expect larger vessels that have multiple mining stations, and are crewed by a group of players. I like this version the best, because I could see some truly astonishing mining barges being built for planetary mining. The other option, mining lasers, would be less effective because of the voxel system, but still a good option. They would probably end up being more like the weapons, that lock onto an asteroid and mine it away like that. They would also be a bit more cumbersome on planets and require less player involvement overall. I, for one, am casting my vote (do I get a vote?) for the nanoformer based mining rig that is a turret-like device that mounts on the ships hull and is controlled by a player to carve away layers of material. It would have to be piped up to a very large storage system. I don't think it should be a thing that can be coded to be run by a script. Of course there could be a fixed type that mounts on the front of a ship and just sucks in whatever is in front of it for your little mining drones, but the player controlled turret things should be more effective.
  13. I have three questions. The first is a general question about the limitation of mining. The second is a question about the persistence of player changes to the environment. And the third is a question about limits on mining around important or permanent constructs such as the Arkship. Question one: is there any indication how far into a planet one can mine? Question two: do changes tot eh environment have a time limit? By this, I mean will the environment return to its initial state over time? Question three (It sort of ties into the above question): what is the nature of the limits on mining (or any changes to the environment) around vital constructs like the Arkship? If you've ever been to a music festival you will know that it's never good when 1000's of people hang out around the same area for a few days. It's not long before the place is trashed. How much worse would it be if they can destroy/ create with a click of a mouse button? I have an image of the area around the Arkship being a mess of potholes, near bottomless fissures, walls, and penises shaped structures that reach far into the sky. None of that is appealing to me least not because it would make movement very difficult to move around on foot. My assumption here is that NQ must have something in mind to keep important areas clean.
  14. Plutarch Mining Corporation - PMC About the Company The PMC is a new Organisation, which is focused on mining of materials and researching new technologies. Our goal is to provide the resources and technologies needed for the reconstruction of our civilization. History The PMC was founded in 2018 by Henry Plutarch. It was one of the first companies which farmed asteroids. Until the year 2340, the PMC was able to extend its monopoly position and helped the mankind to new prosperity. However, the PMC has also invested a lot of money into research, which had finally makes the long journey to our new home only. Future plans The PMC is still far away from its original size. We want the PMC bring back to the top of the economy and support the new world government in the reconstruction of our civilization. What we offer We offer a job in a new interesting environment, which will in the mining industry or in research. We also offer a performance matched fair salary. We also offer free vehicles and personal quarters for you and your family. We are part of the Terran Union and help to rebuild our civilisation. Join us: https://community.dualthegame.com/organization/plutarch-mining-corporation-pmc
  15. Starting a topic to know how we imagine how to use the ingame modeler. I guess we wont be able to build bigger than the amount of material in our inventory. I was thinking gathered material could have texture properties for the builder menu. Each of them could have their color changed, and might have a little bump map available list specific for each. Some would have reflective effects, such as metals, some glossy, some with transparency, some with natural light emissions and neon effects, why not some with sounds effects. Would be nice to be able to select subobjects in the builder menu by material types, would make easier the objects painting and shaping. How about you?
  16. The biggest question i have is. Will we be able to mine Oort clouds and in fact will there be Oort clouds at all within a game?
  17. The Stratum Corporation The Stratum Corporation is Dual Universe's first corporation with the sole purpose of mining and extraction of valuable minerals. Our corporations mission is simple: To meet the needs of raw materials required by contractors and get paid to do it. If you are looking for a straight forward and bare bones operation then you've found it. As far as roleplay goes we will feature certain light elements such as corporate hierarchy, promotions, and corporate bureaucracy. That said, there are many different positions available for players of most playstyles. Our company doesn't just need miners it also needs administrative staff, researchers, engineers, marketing, prospectors, armed escorts, and many more positions! Feel free to inquire about any position you might be interested in. Since we are a corporation we will strive to be neutral to all established governments and go out of our way to avoid conflicts. The Stratum Corporation is entirely PvE based and will only PvP to defend mining operations from pirates and thieves. What We Can Offer You We can offer you a safe avenue of accumulating wealth and growing economically in dual universe. You will also be eligible to work your way up the corporate ladder snatching jobs that pay better and better. We will also help all of our new employees get started by supplying them with basic supplies, tools, and a means to work. Corporate Structure Our corporation's structure consists of three tiers. Tier 1: Administrative Tier This is where the most experienced members of the corporation sit. Among the members of this tier are the Chairman, CEO, COO, CFO, Chief Administrative Officer, Chief Information Officer, Chief Engineering Officer, Chief Marketing Officer, and Chief Protection Officer. These members are in charge of managing the entire corporation. Tier 2: Managerial Tier This is where intermediate members of the organization are. Among the members of this tier are the divisional managers of mining operations, engineering, information, politics, protection, and marketing. These members are in charge of making sure all operations run smoothly. Tier 3: Worker Tier This is where new hires go and comprises most of the labor force. Among the members of this tier are the miners, engineers, researchers, prospectors, protectors, and any job the corporation needs. These members are in charge of conducting operations. Positions Available All positions are subject to promotion! Chief Operations Officer - Responsible for handling and managing the daily operations of the corporation. Chief Financial Officer - Manages finances for the organization. Chief Administrative Officer - The manager of managers. Chief Information Officer - Responsible for gathering and overseeing data from prospectors and scouts. Chief Engineering Officer - Responsible for overseeing the R&D branch of the corporation. Chief Marketing Officer - Responsible for finding and securing new contracts. Chief Protection Officer - Responsible for Protecting all of the companies assets and organizing armed escorts for dangerous operations. Miners - They mine things. Engineers - They design much needed blueprints for the corporation such as new ships and mining equipment. Scientists - They research the best methods of conducting an operation. Prospectors - The prospector is responsible for finding valuable minerals and aiding in the mining process. Protectors - Protectors are responsible for ensuring the safety of all workers during the operation. Now Hiring! If you feel like you are interested in joining all you need to do is submit the following application to this thread. Application for Employment Name: Age: Native Language: Preferred Playstyle: Requested Position: Why do you want this position: Why are you qualified for this position: A Message to Governments of the Stars If you are in a position of power in a certain government and would like to request our services in the future please let us know in the comments below. I will add you to a list of corporate friendly governments. Additional Information Preferred Language: English Timezones: Any Voice Client: Discord Feel free to give me any input on the corporation!
  18. Hylios

    Joints

    I'd like to see joints in the game that allow us to build things like AT-AT from Star Wars, mobile suits from Gundam, and mining rigs from Lost Planet to assist in all areas of the game, combat, mining, building, and anything else that people could find an application for.
×
×
  • Create New...