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  1. At Tranquility we build the Future, we reshape the city as we see fit and we build friendships The city houses residents, diplomats, shopping centrals, broadcasting networks, bars, casino's, crafting and large manufacturing facilities, repair and construct docks and much more. At this moment Tranquility is running a new program to help smaller organizations to grow, build their dreams and stay Fully Independent. All the organizations residing on Tranquility can be in this program, if they want to be in it. We help you grow, get organized, bring contacts, time zone staff, 24-7 security. Tranquility Security is backed by the FMA, several defense contracts and Non-Aggression-Pacs. Last month we saw the first addition of our Lore published by Outpost Zebra, Thank you for making this possible! We would love to share it and it can be found at: Tranquility Lore Published on Outpost Zebra Other news is the Founding of C.A.T.S and the bright future we will build together, becoming a resident does not automatically make you a C.A.T.S. Member. Becoming a C.A.T.S member is voluntary and not mandatory for Tranquility Residents and this way we do not interfere your other Organizations For those of you who are still looking for a nice place to live that does not interfere with your other Organizations Or alliances we still have room in Tranquility. Every individual that is member of the City Tranquility is a resident. All facilities are open for use for all residents, all Tranquility Docks and rooms are open for residents. A Resident will be offered a small room and a place to park a small cored ship. In the restoration period of Tranquility the materials for building this room and park-spot are the residents responsibility. In time Tranquility offers fully build rooms and parking spots for free. The opportunity to build your own room in space is there. For organizations that also want a district like the ones we already gave out feel free to contact us. Having a district or space-base docked to Tranquility does not automatically make you a C.A.T.S member. Tranquility is independent, neutral, unbiased and hoping to work together with you all to become the largest Social shaped Space bound City. For any questions contact Aaron Cain on discord
  2. As a pilot, I would like an XL atmospheric engine that is an analogue to the XL space engine so that I can place fewer engines on a ship to achieve similar thrust and dedicate more design effort (and construct space) towards aesthetics and other meta.
  3. This is my first post on the forums, so forgive me if my formatting is off or I posted in the wrong place. TL;DR Included but please read the post. Hi All, Over the past year, I have mainly been a builder and creator. For the longest time, this has been my only source of income and as so, I have plenty of experience with the DU building system. I had a few ideas on the Quality of Life improvements for building in Dual Universe that would make everyone's life just that little bit easier, and so I want to post them here to be discussed. For every idea, I will outline what it is and why it is needed. Building is the best part of DU and it should not be forgotten about. Please feel free to discuss and reply! Selection Zones - Suggestion 1 We all know that the size of the zone we can select is limited by size. While this is annoying most of the time, I'm fairly sure it is there as a technical limitation of the build mode. However, some improvements are warranted (mainly to voxel selection/placement tools): What: - Do not let us select a larger area than is possible. I have spent many a time trying to find the maximum selection size or over estimated the max selection size when building, making the entire selection area red with the only fix being to re-select the area again. - If possible, increase the size of the selection area. Why: - This saves us time and effort, as, if I wanted to select the largest area possible, I could just click to a corner and the system will automatically select the most volume that it can. I will no longer see a "selection size area is too large" message, saving me time in finding the max selection size. This can also be a toggle if people find it necessary - Convenience and makes building mirrored areas on L/M cores much easier. Mirroring - Suggestion 2 The pain of having to perfectly line up elements on the other side by remembering / writing down element positions or copy/pasting voxels in little bits on an L or M core is all too known. I propose we are given two things: What: - A mirror mode or a mirror tool, that would place the selected element on the other axis facing the same way. Could also group elements together, so that when one moves, the other mirrors this movement along an axis. - A mirror axis (or multiple) that automatically places any voxels onto the other side (if you've ever played Space Engineers you know what I'm talking about). Why: - Speed up the process of placing elements and thereby speed up the process of building by removing the need to memorize locations of elements. - Incredibly increase the speed of building mirrored constructs or large sizes, as the largest time waste is copy-pasting bits of an M or L core around from one side to the other every time one side is updated. Painting - Suggestion 3 Replacing voxels in order to change the look or material type of a ship's armor has always been a pain. For one, it wipes out complex patterns unless it is done perfectly and is, at least in my opinion, the biggest obstacle to the ability of individual creators to release multiple paint schemes of ships larger than an M core at an efficient rate. To remove the pain in re-painting a ship, I propose the following: What: - Allow me to replace certain types of voxel with another type of voxel with a single right-click option. I see this working as follows: Select an Area > Right click > Replace Voxel> Select Voxel X (to be replaced) > Select Voxel Y (to replace with). There most likely are other more efficient ways of doing this but this is the most basic I could see. - Could limit the suggestion above only to the same materials, aka can only replace steel with steel or aluminium with aluminium. Why: - I, and many others, have spent hours replacing complex patterns on our ships just to end up not liking the new colour scheme and starting again. Not only that, when voxels are replaced currently, it creates a multitude of voxel errors and wipes any complex patterns that are then a pain to replicate. This change would allow for much quicker colour scheme changes and make it convenient to change colour. - This change would be kept to keep actual armoring work (say for a pvp ship in a changing meta) as a time-consuming thing that is rewarded with gains in PvP. Destroying/Removing Voxels - Suggestion 4 Just yesterday, I have spent around 30 minutes trying to find 0.14 cubic meters of luminescent glass on my ships which were invisible. I had to select a max size voxel cube and alt-paste it around until I got the last bits of the glass. This is an area that could be improved as nobody should have to spend hours finding one micro voxel in their construct in order to get back the core. I propose the following straight-forward solution: What: - Allow the option to remove the last big of voxels from a construct with a simple right click. For example, if the core has less than say 5m^3 (value could be changed or different with core size) of voxels left, one could right click the core in build mode Right Click > Remove Remaining Voxels. This would only work if the voxel volume is low to keep the work associated with actually disassembling a ship. - Add the ability to change the last little bits of a voxel to another type, say I have a ship made from Voxel X, Y and Z, but Z is only 0.1m^3 and I can't for the life of me find where it is. I should be able to just right click the core and remove/replace it with another voxel. Why: - This saves innumerable hours for everyone in the game, as I can guarantee I'm not the only one who spent hours trying to find tiny voxels on an L core only to give up and abandon something worth half a million quanta. This change should have been available from the start. - This change allows builders to clean up their blueprints and not make someone get 15 types of voxels just because there's 0.1m^3 of each in an L core blueprint. Copy Paste Changes - Suggestion 5 Copy-Pasting was improved so much when the ability to change paste priority was introduced by pressing SHIFT when pasting. The change I'm proposing is minor, but still important when one is working with low quantities of voxels. Currently, if you need to paste , say, 10 cubic meters of a voxel but they are spread over a large area, you will need up to 300 cubic meters of voxel to paste it anywhere, because the system calculated the area of the selection and not the actual amount of voxels in the area. What: - Change the calculation of copy-paste voxel amounts so you need the exact amount of voxels that you are pasting instead of the entire selection area. Why: - Allows builders to work with less amounts of honeycomb and makes life easier. Also helps when working with expensive honeycomb or limited supply, as you can use it to a more efficient degree. Element Blocking - Suggestion 6 I have seen many times my elements were being blocked. Through scrolling through the element list I could see how much they were blocked, but it was time consuming. However, I could only guess as to what exactly was blocking them. Would be nice if you could tell what is doing the blocking. What: - Highlight the elements that are blocking the element in question or highlight the area that the voxels that block said element occupy. - Allow to mouse over the element to tell how much it is being blocked by instead of scrolling through a menu at the top of build mode. Why: - Allows builders to quickly tell why their creations are being blocked instead of guessing and constantly changing voxels to fix a problem they can never know the true cause of. - QOL change that exists for saving time when building. DRM Change- Suggestion 7 What: - Please enable DRM protection on constructs by default. Why is this even turned off in the first place? Why: - Allows new builders and experienced ones not to lose ownership of their constructs and scripts because of a simple oversight. Element Talents - Suggestion 8 I, like many players, have wondered what exact talents are currently affecting my elements. The only workaround as of right now is doing the annoying math to sort-of get the right value. Currently, there is no way to tell what element has what exact talents affecting it as you can in the industry view. What: - Allow the option to either mouse over an element with a tool and see all the talents affecting it and their rank, or, Right Click Element> Show Effective Talents on Element - Ability to remove all talents from an Element via right click or the ability to remove all talents from ALL elements. Why: - Allows ship builders or industry builders to quickly tell if their elements could use boosting with higher level place-down talents or if they are maximized. Also allows to see if all elements have the same talents, although this is not so much of a problem with the apply all talents button that we have now. - Allows shipbuilders to gauge the performance of their ships as someone who does not have any piloting skills and build for those people. Currently, you need an alt or be in VR to do this. CSS View - Suggestion 9 The CCS is a big part of building a PVP ship. Perhaps not in the current Meta that we have know, but in case it gets buffed it will be very important. I propose the following: What: - Ability to see the CCS value of a ship in the build mode when building a ship. Why: - This change will allow ship builders to gauge the performance of their ships without having to rely on Excel or other external tools. Element Preview - Suggestion 10 Elements conduct the vast majority of voxel sizing and other dimensions. Most creators work either around or with elements that are in their builds. It would be great if we could see the size/outline of an element without actually having it. What: - Ability to select any element in game and place it in the construct as a "hologram". This hologram would only show the size of the element, so that a creator can plan ahead and work with elements they may not have (for example, L AGG). Why: - This allows creators to plan ahead and construct their voxels around elements that they may not have at the exact moment, saving time and effort on everyone's part. Blueprint Preview - Suggestion 11 Blueprint deployment is one of the many things my customers encounter and find problematic for many reasons. For once, static blueprints can be placed in the wrong orientation and once placed cannot be moved. Additionally, the same situation can be applied to dynamic blueprints when using them as statues or ornaments. What: - Blueprints should not be displayed as a transparent cube right before deployment but as an approximate hologram of the final structure/ship. Even if the extra calculations on the client-side will take time, this should still be prioritised. Why: - This will allow players to properly foresee the structure and alignment of the blueprint that they are placing and not have to spend 20 minutes of their time dismantling the structure if they place it in the wrong orientation without knowing (and then flying back to buy another, losing precious quanta and time). This feature will make creating cities and bases with precision made from other people's creations a lot easier for everyone. Blueprint Alignment- Suggestion 12 Stacking static blueprints together has always been painful for everyone. Having to fight the curvature of the earth and even the fact that the blueprint outline is not the same size as the outline of the core building area has been a significant barrier to many players' ability to build cities and bases in an orderly fashion. Personally, I wish this feature would be around now so I can continue work on the MTI City Project for my organization. What: - Aligning blueprints together with other deployed cores should be made easier. There should be options to align it in the centre of the core its being placed on and align it either with the orientation of the or the curvature of the planet at the place. - Additional tools to align blueprints and be able to see the build area around the new blueprint before it is placed. - Ability to use a blueprint on an EXISTING empty core to place the elements and voxels around it automatically while retaining the DRM rights of the BP creator. (alternative but easier-to-implement option) Why: - This change will allow the precise building of blueprints onto other cores and their alignment that much easier for every player in the game, not only those building cities. This results in cleaner looks of bases and more orderly placement of cores. Core Alignment- Suggestion 13 Every organization and practically every player has encountered the pain of aligning multiple static or space cores in a fashion that allows for grid structures, be it for bases, airports, cities or space stations. Currently the process involves moving a lot of cores around with CTRL+Arrow and then building voxels to the edges of the cores. Note that such a process doesn't even guarantee similar alignment of cores in terms of their direction (for static cores) What: - Ability to align cores next to each other automatically or only through several clicks. Either by right clicking on a static core and selecting "Attach Static Core" or another method. - Ability to select core alignment and ensure it is in the same direction to allow building of core grids much easier. Why: - This will allow players to properly place static/space core grids and not have to spend 20 minutes of their time re-aligning the core if they place it in the wrong orientation without knowing. This feature will make creating cities and bases easier due to the simplified way of aligning core grids (and save lots of time) And that's it! Please reply to this post if you like the changes and if you think they should or should not be added to the game. Lets hope NQ sees this and implements some of the ideas (please just implement them all and save us all so much pain). I personally think these changes will make the life of many people so much easier and will encourage more people to enjoy the building aspect of this game - the strongest aspect of it as of right now. Stay safe out there, Koriandah. TL;DR: - Bigger / more manageable selection zones - Mirror tools like axis mirroring and element mirroring - Painting tools to easily replace voxels and keep their complex shapes - Tools to easily remove the last pesky micro voxels from construct - Copy paste required voxel quantity optimization - Element blocking info, what is blocking said elements and how much - DRM enabled by default - Show talents on elements, ability to remove all talents - CCS View - Element Preview - Blueprint Preview - Blueprint Alignment - Core Alignment
  4. gpioneer

    BIOSHIPS

    Just wanted to put the idea out there to expand the organic components in the game. All we have for organics at this time is wood ... and wood. Want to do some work with other mats that could be cool to work with (i.e. Bone, Cartilage, Muscle Fiber, and Chitin for voxels and other liquids for biofuels) for bioship design. This could be geared on a planetary scale with "Knowhere"-like plant(s). Would open up a large creative angle and awesome visuals both on the surface and from space. Could also be expanded into "bio-elements" as in different skins for normal elements that require different materials to produce.
  5. This ship building contest was hosted by YouTube creator Shams. It gave me some inspiration for some ship creations of my own!
  6. Hereby I open a petition to NQ With a very simple question, nothing too fancy: "Please make Time invested in DU worthwile by reducing overal costs in creating ships and buildings". Alternatively this will also probably reduce the gold sellers as margins plumeth and will inspire PvP as losses are manageble. Moreover will this help the economy because everyone loves to keep industry rolling so the surplus needs to go somewhere. It all comes down to what was already said, would you risk a 200 euro/dollar ship? probably not. Would you risk a ship thats net worth is a cup of coffee and maybe a donut? I would, wouldn't you? This topic is not to discuss how to make it cheaper, to give NQ all the space there is to be creative. Origins of this petition are the many discussions on PVP and what is holding people back at the moment.
  7. i know i need to use a programming board but cant for the life of me find a tutorial on exactly how to accomplish this, id be super grateful if someone could point me in the right direction. Thanks for reading and good day Novians
  8. After completing several ship builds over the past few months and really digging into the voxel editor, I've found that the biggest limiting factor to my creativity has been the checklist of elements that are required for any ship to function. The Problem: I'll use engines as an example. All basic atmospheric engine L's are the exact same size. They all output the same thrust. Same fuel consumption, etc. There is a distinct number of them that I will need on my ship if I want to lift a Container L. But what if I want my ship designed with only one massively powerful engine instead of twelve relatively smaller engines? With the current system of elements that isn't possible. Elements as they currently exist occupy the role of function while honeycombs occupy the role of aesthetics/armor. For a pure pve ship, using anything but elements is an active detriment to it's functional performance. For a pvp ship, the meta dictates the optimal style/aesthetic (currently a flying cube). This creates a situation where you aren't really designing a ship so much as designing a socket for each necessary component. Effectively a box with a seat in it strapped to some engines. Actual ship design would necessitate many internal components, not just all-in-one elements to be bolted to the hull. Currently ship design (for any type of hauler) requires the entire back end of the vessel to be a wall of engines to maximize thrust. The Solution: I am suggesting a merging of elements and voxels so that you are able to define the size and shape of your elements. Engines would exist in the form of a voxel, and function as such. The same can be done for containers, fuel tanks, doors, windows, ailerons, brakes, etc. How would voxel based elements work? Another game with this build system is Avorion, which fits into the space simulation builder genre (you can look up speed builds on YouTube to get a good idea for how the builder works). You can define an area to function as your engines. With this system you could have the exact same engine footprint. The same weight, thrust, fuel consumption, etc. However, you are now free to style the back end of the ship around one engine instead of many because it's shape and orientation are different. Using my masterful skills of paint I've illustrated a comparison of how things are now versus what I'm suggesting. These two ships would have identical weight, thrust, fuel consumption etc. because they have the same volume of engines, just spread differently. Voxel based elements would be manufactured just like elements are currently, but instead of outputting a singular object, it would output a volume of voxels, much like the honeycomb refinery does. One voxel of engine would have a set amount of thrust. A voxel of container, a set capacity etc. The larger the element, the more capacity/thrust/fuel/weight... What exactly is gained from this? Most of the benefit of this is aesthetic, but there is some importance to that. Have you guys seen the Facebook ads and YouTube trailers for DU? Most of them are featuring interesting looking ships to showcase what can be done in the game. The reality is that the markets are littered with ships that are nothing more than engines strapped to a container with a stack of wings. There is a distinct "sameness" to most of the ships I see and it's because I'm staring at the exact same engines and wings and hovers on every one of them. I believe this damages the atmosphere of the game, especially for new players looking to see all sorts of cool ships, or build them, and then end up having to meet the same "checklist" of parts and being restricted. Additionally though, you would be able to make better use of space within a ship. Containers could be long and thin for a specific type of ship or more square to fit where they need to. Most of an engine could be internal so it is longer instead of wider. Larger drive cores could offer reduced cooldowns. I'd like to hear some of your feedback. Bad idea, good? Waste of time? Let me know!
  9. So im having a terrible issue where the wing is not moving into the correct placement. it is as if there is a 1/8th of a voxel somehow bumping the wing out of position. so i am forced to place the wing in a position 1 click away from where it should be. i know the tricks for placing them on a flat surface and just clicking them over. i can place 100 wings correctly without issue but for some reason i have just 1 spot where i cannot. i tried building a new wing but no dice. the outline of the wing does not match the physical object. any help would be massive
  10. Hey all, Looking for a builder that would be willing to build a shell of a ship for me. No interior just the outside. Any takers ? Pics are below. Willing to pay or trade. -Iceman8706/
  11. can you make a like 1 or 2 hour long video showing every single thing about building starships and thsi kind of stuff?? like everyhting.Exactly what does a core unit do, and what each of its sizes do, every thing that is used on starsips, like flappers, adjusters, fuel tanks, engines, everything and in every of its size( i think there are sizes like s, xs sm, l, xl) .show how to make a starship that goes outside the atmosphere, how to make it go as fast as possible, the best fuel, how to amek a base - starship, you know make a video abotu everything about starships and flying things.Every single thing.
  12. PurplePanda’s Space/Construction Game list This list is being created for anyone who or wants some DU-ish games to play between tests or until DU releases. All of these have been chosen by me through “extensive” research that I did an hour ago, as well as some personal favorite of mine. Hope you enjoy some of these games, I think some of them are definitely worth a look! (Note all reviews will be from there Steam pages) Out Now Avorion - Early Access A procedural co-op space sandbox where players can build their own space ships out of dynamically scalable blocks. Fight epic space battles, explore, mine, trade, wage wars and build your own empire to save your galaxy from being torn apart by an unknown enemy I’ve seen this game around for a little bit and although I’ve never played it myself, I find the aesthetics and mechanics look fantastic. For me it really puts into scope how big the universe is and how there is so much more out there, but less in an existential way, and more in an curious way. All Reviews: Very Positive Recent Reviews: Overwhelmingly Positive. $22.95 AU https://store.steampowered.com/app/445220/Avorion/ Astroneer - Fully Released Explore and reshape distant worlds! Astroneer is set during the 25th century Intergalactic Age of Discovery, where Astroneers explore the frontiers of outer space, risking their lives in harsh environments to unearth rare discoveries and unlock the mysteries of the universe. In this space sandbox adventure, players can work together to build custom bases above or below ground, create vehicles to explore a vast solar system, and use terrain to create anything they can imagine. A player’s creativity and ingenuity are the keys to thriving on exciting planetary adventures! Once again I haven’t actually played the game but I’ve seen it from time to time and the aesthetics are simply whimsical. I also watched a very interesting and entertaining documentary about it and the company’s creation. https://www.youtube.com/watch?v=tfUjl4owxTQ All Reviews: Very Positive Recent Reviews: Very Positive. $29.99 AU https://store.steampowered.com/app/361420/ASTRONEER/ Star Made - Early Access The ultimate space sandbox. Participate in epic fleet battles, form alliances, strive to dominate entire galaxies and harness the universe’s resources for your industrious empire or the destruction of others. Customize your experience, the universe is yours! A voxel-based 3D sandbox set in the never-ending darkness of space. Create your own ships, explore new galaxies, stars, and planets. Discover and salvage space stations, fight against pirates or opposing factions in multiplayer. Equip your ships with completely customizable weapons and conquer the galaxy. Trade and make a fortune, mass produce materials in gigantic factories. Design your very own space station. Create warp gates and network the universe at your front door. Star made is probably the game I have sunk the most hours into (although not that impressive), and I’ll admit I had a lot of fun doing it but the game has kind of stagnated. Personally, I think it is a good game but updates now rarely come out and the community is all but dead. If you enjoy playing by yourself and are able to see past some of its problems, I do believe you could have a genuinely enjoyable experience. At the very least it could be useful for prototyping ship ideas. All Reviews: Mixed Recent Reviews: Mostly Positive. $Free. Download the demo it’s the full game. https://www.star-made.org/ Interstellar Rift - Early Access Interstellar Rift is an open world Starship Simulator with an emphasis on ship construction and multi-player interaction. Players can explore and conquer the galaxy with their own custom designed and constructed a starship. Space is vast, but you won't have to face it alone, other players will be able to join your crew, and help out, or build their own rival fleet and fight you across the galaxy. I don’t own this game and have only recently learned about it but from what I’ve seen (and read) it incentivizes ship creation and allows for immense amounts of creative freedom. All Reviews: Mostly Positive Recent Reviews: Mixed. $26.95 AU https://store.steampowered.com/app/363360/Interstellar_Rift/ FTL: Faster Than Light - Fully Released In FTL you experience the atmosphere of running a spaceship trying to save the galaxy. It's a dangerous mission, with every encounter presenting a unique challenge with multiple solutions. What will you do if a heavy missile barrage shuts down your shields? Reroute all power to the engines in an attempt to escape, power up additional weapons to blow your enemy out of the sky, or take the fight to them with a boarding party? This "spaceship simulation roguelike-like" allows you to take your ship and crew on an adventure through a randomly generated galaxy filled with glory and bitter defeat. I don’t know much about this game and I have never played it, but I know it’s a classic and that it’s a classic for a reason. Definitely worth a try if you haven't yet. All Reviews: Overwhelmingly Positive Recent Reviews: Overwhelmingly Positive. $14.50 AU https://store.steampowered.com/app/212680/FTL_Faster_Than_Light/ Cosmoteer - Early Access Cosmoteer is a starship design, simulation, and battle game. Design a fleet of ships by placing individual modules including weapons, shields, engines, and hallways. Battle A.I. starships to earn bounties or test your design skills against other players. A dynamic crew and combat simulation make every design decision important and interesting. This game is one of my recent favorite, hands down. I find the way how the shipbuilding and 2D elements blend to be thoroughly enjoyable. There is a large amount of flexibility when it comes to the construction of your ships and I find it deeply satisfying when I pit two of my creation against each other, using there A.I to efficiently decimate the other party. I highly recommend this game, whether you're into pitting your creations against other peoples ships or your own (or the bounty hunter campaign). Plus there's nothing to lose, it’s free!!! (There's also a relatively large modding community). No Official Reviews. $Free (at least for now). https://cosmoteer.net/ Space Engineers - Fully Released Space Engineers is a sandbox game about engineering, construction, exploration, and survival in space and on planets. Players build space ships, space stations, planetary outposts of various sizes and use's, pilot ships and travel through space to explore planets and gather resources to survive. I don’t have much to say on this title as I have played it only on occasion, it’s a very well know game with a good single player mode. The multiplayer has been notorious for its issues but it does work to some extent (from what I’ve seen) and it was known for its insanely long alpha period, but in total it’s apparently a really good game. All Reviews: Very Positive Recent Reviews: Very. $28.95 AU https://store.steampowered.com/app/244850/Space_Engineers/ No Man’s Sky - Fully Released In No Man's Sky, every star is the light of a distant sun, each orbited by planets filled with life, and you can go to any of them you choose. Fly smoothly from deep space to planetary surfaces, with no loading screens, and no limits. In this infinite procedurally generated universe, you'll discover places and creatures that no other players have seen before - and perhaps never will again. If you know anything about this game, you know about its horrendously rough start and while I wouldn't say all the hate the company was just, after twenty hours of playing I got bored and stopped. But while some of the responses were justified, Hello Games were able to truly turn their disaster around. Although I myself have barely played it since release I intend to soon, that's because in the years No Man’s Sky has been online Hello Game has been constantly updated. If you bought this game and have never looked at it since I highly suggest you give it another chance, you may be pleasantly surprised. All Reviews: Mixed Recent Reviews: Very Positive. $84.95 AU https://store.steampowered.com/app/275850/No_Mans_Sky/ Kerbal Space Program - Fully Released In Kerbal Space Program, take charge of the space program for the alien race known as the Kerbals. You have access to an array of parts to assemble fully-functional spacecraft that flies (or doesn’t) based on realistic aerodynamic and orbital physics. Launch your Kerbal crew into orbit and beyond (while keeping them alive) to explore moons and planets in the Kerbol solar system, constructing bases and space stations to expand the reach of your expedition. K.S.P is another game I would have to list as a favorite game, simply because it is so difficult yet so fun, in all the 40 hours I’ve played I got nowhere, but I got nowhere with style. And I think that's what's so great about it, if you do dedicate time and effort you can go somewhere, you can go to many many where’s. Whether you're a casual player that just wants to play in sandbox mode or colonies the solar system through dedication, this game deserves a look. All Reviews: Very Positive Recent Reviews: Overwhelmingly Positive. $45.99 AU https://store.steampowered.com/app/220200/Kerbal_Space_Program/ PULSAR: Lost Colony - Early Access Team up to operate an advanced starship and explore a randomized galaxy falling into chaos. Each player assumes a role aboard the ship: Captain, Pilot, Scientist, Weapons Specialist and Engineer. Coordination between your crewmembers will be essential in order to survive the perils that await you. I’ve been seeing the game on multiple sites like youtube for the past few years and it always caught my attention. I love the idea of having specialized roles and love how they have been able to recreate that ship on the frontier feel, with only yourself and your crewmates to rely on. If you like playing in friend groups, or just want to feel like you actually are controlling a ship, this game is for you. All Reviews: Very Positive Recent Reviews: Overwhelmingly Positive. $35.95 AU https://store.steampowered.com/app/252870/PULSAR_Lost_Colony/ Planet Nomads - Fully Released Planet Nomads is a single player sci-fi sandbox game of survival on alien planets through block-style building. You are a lone astronaut scientist crash-landing on a strangely captivating planet. Keeping your wit together and securing your basic survival needs that include food, water, and building material is the best start towards figuring out a way out of this messy situation. This game started its development around the same time as the No Man’s Sky hype and sort of faded into the background, and although production continued the product today is quite controversial. Many of the players say that the game failed due to lag, mediocre updates, and eventual boredom while many others really like the game and still support it. If your willing to give this game a chance and aren't adverse to a bit of risk it might be something to check out. All Reviews: Mixed All Reviews Mixed. $28.95 AU https://store.steampowered.com/app/504050/Planet_Nomads/ Elite Dangerous - Fully Released Elite Dangerous is the definitive massively multiplayer space epic, bringing gaming’s original open-world adventure to the modern generation with a connected galaxy, evolving narrative and the entirety of the Milky Way re-created at its full galactic proportions. I don’t actually know much about Elite, I know it’s big, it’s pretty and it’s quite hard to get into it and enjoy it but other than that it’s up to you to investigate and research. All Reviews: Mixed Recent Reviews: Very Positive. $42.95 AU https://store.steampowered.com/app/359320/Elite_Dangerous/ Infinfactory - Fully Released Infinifactory is a sandbox puzzle game by Zachtronics, the creators of SpaceChem and Infiniminer. Build factories that assemble products for your alien overlords, and try not to die in the process. This game is all about industry, so it would be perfect for anyone partaking in Alpha 2 to get some “practice” before or in between (I don’t know how much help it would be). Other than that, anyone who likes to create systems that work flawlessly or like to think logically might like this game. All Reviews: Very Positive Recent Reviews: Overwhelmingly Positive. $35.95 AU https://store.steampowered.com/app/300570/Infinifactory/ Empyrion Galactic Survival - Early Access Empyrion - Galactic Survival is a 3D open-world space sandbox survival adventure. Build powerful ships, mighty space stations and vast planetary settlements to explore, conquer or exploit a variety of different planets and discover the mysteries of Empyrion! As far as I can tell, Empyrion is a game similar to Space engineers with more customization ability for its creations. Of course, there are probably several key differences but I have not played the game and thus do not know. All Reviews: Very Positive Recent Reviews: Mostly Positive. $28.95 AU https://store.steampowered.com/app/383120/Empyrion__Galactic_Survival/ Nimbatus - Early Access Nimbatus - The Space Drone Constructor is an action-packed simulation game. Craft drones out of hundreds of different parts and explores a destructible, procedurally generated galaxy. Build autonomous drones to fight against other players' creations. Do you have what it takes to become a drone engineer? I’ve only played Nimbatus for a little bit, but from what I have played and have seen externally from the game, it is going to highly appeal to those who like using logic parts. While i is an extremely fun game without using them and I suggest you look into the game, either way, the logic parts are definitely one of its strong suites. All Reviews: Very Positive Recent Reviews: Very Positive $28.95 AU https://store.steampowered.com/app/383840/Nimbatus__The_Space_Drone_Constructor/ EVE Online - Fully Released EVE Online is a community-driven spaceship MMO where players can play free, choosing their own path from countless options. Experience space exploration, immense PvP and PvE battles, mining, industry and a thriving player economy in an ever-expanding sandbox. EVE truly is a virtual world, one that houses so many people and factions and wars it’s almost impossible to keep track of. If you're looking for a game with history and lore, legends and tales of war, and distances almost unimaginable to the human mind, then EVE is for you. Although you should note that it is extremely hard to get into and to fully immerse yourself in the culture and history, will take a lot of dedication. All Reviews: Mostly Positive Recent Reviews: Very Positive. $Free (With packs) https://store.steampowered.com/app/8500/EVE_Online/ Bonus I know we already have enough on our plate with DU, but these two are game projects that are definitely worth following in the future. I highly suggest you look into them. Starbase - https://store.steampowered.com/app/454120/Starbase/ Skywanderes - https://skywanderersgame.com/ If you have anymore good games that i missed or noticed any mistakes I've made, please notify me with a comment! ☺️
  13. Dear DUdes and DUdettes, As announced yesterday, the winners of our Winter Holidays Shipbuilding Contest are now known. Of course, you wanted to see more than just the three winners. We knew it as well and that's why today, you'll find below numerous other entries that caught our attention (without any particular order) ? We thank you again for your time and dedication, we were really amazed! Congratulations! There was a lot of talking here at NQ to decide the winners, sure, but also around the many other ships received. About how you understood or twisted the tools we give you to craft beautiful and impossible things ? We keep working hard to give you the means to push the boundaries of voxelmancy. We hope you'll like these ships! Cheers, The Novaquark Team
  14. Like the title, i wonder will there be something that explode when get damage or get damage too much ? And ability to trade off cons and pros between the two thing. My thought is that it would be good to see ship got weakness to one hit when you fly a small ship but your examine skill (either in game skill or your personal skill ) is so high to know that big bad ship weakness. Like fuel type and engine type also the power unit too. This engine/power unit is so strong over all and very effective but the cost for that is easy to blow up when get damage and when blow up nothing fun at all. But on the other hand this engine is overall weak than the previous but the better thing about this is it safer to use , have high damage resistance or wont blow up at all. So the builder have to thinking about it very much to make sure it overall effective is high. If this is true mean the skill of pilot still very need as a small ship can shot at weakness to blow them up. ( like shot at center power core and boom the big expensive ship is now a wreck )
  15. So I was thinking about Agents of Shield (I was listening to the music while working on other stuff) when I had a sudden, kind of wierd but awesome idea: what if someone made the Zephyr from Agents of Shield in DU? I was wondering if seems completely implausible, or if this mobile base idea would actually work out well. ***before someone gets on to me, yes I realize about the NDA, I'm talking just from what's been shown in the Dev Blogs and other official videos*** Also while on the topic, are there any other good mobile bases like the Zephyr that anyone can think of to use?
  16. How will the players travel to another star system? I've heard of star gates, but would ships also have warp drives to travel to other star systems in space?
  17. Hi all, I have no clue if it is possible already but how about customization music for bases and ships, something like links or music would be a nice feature to add to a building or ship to give it more character or function. I can also imagine the added value for any peacekeeping org to have a sirene or something on their crafts or some music in trade offices. Good or bad idea? Greetz aaron
  18. Image - Flight of six Wraith's over Alioth, courtesy of NovaQuark. Get to the front of the line. Place an order now for a custom designed ship Tailored for your specific needs. Contact Hilts Independent Contracting and let us know what type of ship you want built for you. [HIC] Hilts Independent Contracting NOTE: all ships and constructs represented in this post by Hilts Independent Contracting are artistic representations of ships and constructs currently in game. Get yourself in the pre alpha to check it out. Artist rendering of a Dawn Class Multi Role Freighter in GLSU colors. Now flying in DU
  19. @Mod-Mercutio could someone please delete this thread. Thank you.
  20. I think there should be a thread in regards to what ship makers use as a standard for naming particular classes of their ships. (ie what should the smallest ship be labeled as? how large is that class? what about the next size up? etc) I for one like the naming from StarDrive as follows, for me its easily understandable and not overly complicated. Fighter, Corvette, Frigate, Cruiser, Capital/carrier, Titan What do you guys think? Keep it Non-NDA breaking
  21. So, I just watched an hour of Dual Universe gameplay, and I had a few questions about it. 1. Will we have to gather enough resources to build, or will we be given an infinite supply to build to our hearts content? 2. When building off the source block, is there a mirror option, so you can copy every precise detail you've done onto the other side? 3. If someone builds a large cruiser or battleship, will there be a feature when someone can open up hangar doors to let a smaller fighter into a landing bay? 4. How will the gravity work on the larger ships? Will players just be drawn to the nearest planet, or will the direction in which the source block was placed have something to do with it? 5. Are there parts that can rotate? For example, if I was building the Slave 1 from Star Wars, would I be able to put in a rotating cockpit so the pilot is always level? If you haven't noticed by now, I'm not in the pre-alpha, and I don't have enough money lying around to just buy my way right in. Answers would be helpful. Thanks in advance! And also a "thanks, jerk" and a "Why even" in advance. Who knows how this might go.
  22. I heard that the planet distances are going to be a good 2 days apart in real time, so rather than setting your ship on auto pilot and logging on every 48 hours till you find a good planet to settle on could there be an FTL (Faster Than Light) drive or something like that? So rather than getting the first 15 seconds of this video, we get what is in the last 5 seconds?
  23. There are other topics about whether a single crew-member should be able to fly a large ship here and here. This is not about that. This topic is more about what actions a crew could make to benefit a ship over what a single person could do. These are... Things You Could Do On A Large Multi-Crew Ship The design idea is as follows: Players can "do actions" on specific elements to improve the effectiveness of a large ship. A single person would *not* have penalties to flying the large ship, but neither will that single person be able to activate all the different actions at the same time nor with the same effectiveness as a crewman skilled in a specific area. Let us assume that for a small single-seater ship, the option to activate these bonuses do not exist due to their complexity i.e. the extra manned bonus only comes from a bigger guns/engines/power source/scanner etc. Character Roles I will split the different actions by crew-member roles. Any crew-member can fulfill any role, though having certain skills will make that crew-member much more effective at that specific job. In smaller ships, some roles could be combined while in larger ships, multiple crew-members could fulfill the same role. Pilot The helm of a ship is one of the few mandatory parts every ship needs. A pilot already has a very active role simply steering the vessel, which could easily require both in game skill investiture as well as player skill. So what "extra" actions could a pilot make? Specific maneuvers comes to mind (barrel roll anyone?). But rather than dictating specific maneuvers, the turning speed (roll, yaw and pitch etc) could be reduced allowing for the pilots to come up with their own maneuvers (of course the effectiveness also depends on the ships design). Engineer This role has more options to tinker with the inner workings of the ship or repair the ship directly. For example routing more power to shields, guns or thrusters giving them a small boost in effectiveness, recharge time or speed. Perhaps the Engineer could push a reactor past its normal limits to provide an extra boost, but at a chance of shutdown if not managed correctly (like the extra power is not used within a specific timeframe). This topic gives quite a few more suggestions. Gunner This role is no surprise. A turret just works better with a player actively aiming and firing it. What about when the weapon is not being used during combat, such as when the ship is facing the wrong way? How about a preparation load action that allows a second shot to be fired a little sooner than it otherwise would? If the game had large fixed weapons that could only be aimed by the pilot by pointing the ship in the correct direction, then the gunner could man one of these to allow a bit more leeway in its aiming. Navigator Keeper of the star-maps, maker of navigation way-points (how else will the pilot know where to point the ship to). A navigator would not only plot a course but also actively update the course as new information becomes available from scanning. Scientist Scanning and analysis is the scientists role. Detecting something (like a large amount of iron on a nearby asteroid) needs to be analyzed by the player (with skills giving valuable clues) to discover if that iron is just an iron deposit or if it is actually a potential enemy ship made of iron. Actively scanning opponent ships to pinpoint weaknesses as well as jamming opposing scans could be an interesting interplay all on its own. The scientist could decide to do targeted or general scans with the targeted one covering a smaller area but delivering more accurate information. A large ship could even have multiple scientists, one monitoring deep space scans and another running close space scans. Captain The captain of the ship already has a massive job to make all the best decisions based on information given to him by his crew. And who doesn't want a large fancy captains chair? A captain sitting in his chair might be able to boost a single action of another crew-member a little as chosen by the captain. Of course only one such boost could function on a ship at a time, because there can only be one captain. This is a great way to have the captain contribute mechanically (even if only a little bit) and to shore up a role that the ship might otherwise be lacking. What other things do you think would be beneficial to do on a multi-crew ship? Edit: This post inspired by Starfinder which I played over the weekend.
  24. After doing a search I wasn't able to find many discussions on shields other than 'twerks' long thought out post in regards to shield mathematics. Something I wanted to suggest is a mechanic that was used in Star Trek Online. Now I didn't care much for that game I thought it sucked really bad. But one thing I thought they did really well was the way your shields took damage based on which part of the shield was taking damage, allowing you to reduce power from aft to front or rotate your ship. This allowed for some really interesting combat and tactics. Naturally, on larger ships, you are going to need someone dedicated to looking after shields.
  25. So i had some free time in class and came up with this basic ship design for the United Republic LoadGiant -use- For transporting cargo, ships and ship parts. Can be fitted with Stronger/lighter materials if needed -Notes- needs a special docking facility to get all 6 hangers. Can be underground landing facility. needs a special place to build, because of its size. Like i said, its very very basic. I honestly did it on google slides :/ http://imgur.com/gallery/OcVZVBO
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