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  1. 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! ☺️
  2. I'm going to dive into several topics here. In addition to organizing this post like a book. Use CTRL + F to find the topic you're interested in reading. Note: Some carebears are going to complain about it but yes, this is going to go down the route of PVP and will touch a little on how this can help the markets in game so deal with it: Energy Management Concept, taking a page from another game (because this game took pages from multiple games already) Armored Core How energy management works on the fly Parts Weapons Energy Consumption The RedZone Cooldowns, Boosters and backups How it can apply to PVP ship combat in DU The Core XS ships Small Ships Medium ships Large Ships XL ships when? XXL ships... probably never at this rate. Batteries Generators Magnetic Nuclear Advanced Magnetic (slightly made up) Fusion Fission Cold Fusion Gravatron (this is made up ... it's a game) Thoramine (Finally a use for it??) Tachyon Zero Point Energy Backup Generators Overdrive Generators/Engines/Components Coolant Elements Auxiliary Coolant Elements Weapon application Instantaneous Usage over time How it can be applied to Buildings in DU The Core The introduction of game built Power plants Coal Hydro Nuclear Fusion Fission Cold Fusion Zero Point Energy Backup Generators Batteries/Power provisions for Base turrets Tiles How it applies to the markets The Starting Value The Starting Price How may change over time The limitations that would make ACTUAL sense Usage over time Instantaneous usage Red Zone awareness Coolant Mechanics Regeneration mechanics Auxiliary mechanics Additional elements to help balance energy management from the start Generators Primary and Auxiliary Generators Backup Generators Coolant pumps & Injectors Water Coolant Rods Emergency kill/cutoff switches (lua) Other ways that basically will hurt/push DU to dwindling Excessive limitation examples Not listening until AFTER the fact Pride Listening to carebears (yes, I hate them because they kill games that have tons of potential) ===================================================================================================================================================================== 1. Energy Management Concept, taking a page from another game (because this game took pages from multiple games already) Out of all the games I've ever played, this one, Armored Core executed Energy Management and power consumption flawlessly on playerstation 1 and into future games on Playerstation 4, Xbox and CPU. Their approach should act as a halmark and in fact, flavors of it are seen in other games such as Halo and Mech Warrior just to name a few. Armored Core Description: The game Armored Core is multi-series multi-console game that started on PlayStation. Set way into the future where corporations control everything. You are called a Raven who will embark on your journey through various sorties (missions) to take down some evil corp or antagonist Raven pilot. It features a mechanised robot you control and manage and fully customize thus sending the player down a route of awareness for how they wish to build their AC (Armored Core). How energy management works on the fly Parts As you've seen in the video the game features numerous parts for the AC which allows for full customization. Each part offers their own list of benefits and natural drawbacks that the player needs to consider in their playstyle. All parts consume some sort of energy when in use or passively. For example Light arms for a quick sniper focused AC would consume a small amount of energy passively and have good accuracy for sniper/singleshot weapons. However, would be horrible when taking a direct hit or attempting to use rapid fire weapons like machine guns that are too heavy for it to manage or carry. Weapons Similar to arms, legs, tank chassis, core/chests ect. Weapons also have the different types of energy consumption. Passive, Instantaneous and none. Passive would be for things like laser swords that are active and out. Or a high range/high sensitivity scanner to search for cloaked targets when active and in use. Instantaneous would be when a handheld laser cannon, or shoulder mounted laser/railgun is charging and/or fired. None would be for when a regular mechanical bolt-action rifle or machine gun (requiring NO energy) is fired. Energy Consumption For Armored Core Energy is typically indicated via your bar shown above. Where the green and red are your available energy but the red is known as your red zone. The RedZone The redzone, as previously mentioned, is your avialable energy remaining however when you exhaust all of it then you need to wait for your core and generators and coolant to all work together to regenerate your energy. While your suit is regenerating energy your suit draws power from the auxillery generators to keep you moving, however you're unable to attack, fly/boost in any direction or do anything outside of walking around to avoid getting hit. Cooldowns, Boosters and backups The game features a number of boosters backups and cooldowns ect. or other ways to assist with your power management to ensure you're able to stay active in the fight for as long as possible. 2. How it can apply to PVP ship combat in DU The Core - It should be known that the Core of a vessel is what provides the main source of power. With that the various sized ships can pull energy and use it to however it was designed. XS ships All ships should be able to produce enough power to allow them to function in a minimal capacity. For extra small ships they should be able to do more than enough work so that new players can still build themselves up on Alioth or even on Sanctuary. For the more experienced players and PVPers we should be able to add in batteries and even an XS generator to power the ship and have enough energy regeneration for the ship to do scouting, or long hauling runs or even dog-fight. However, they should also have a built in issue where sometimes the redzone may be just a bit to much on their meter and may sometimes require assitance in some way. Small Ships This is typically where the novice level solo player ends up. Small core ships should be able to produce a healthy supply of power for w/e the ship is built for. The use of backup generators or batteries should help aid the ship both passively and instantaneously when weapons or boosters are required to get out of hairy situations. For PVPers these are typically known as gunboats, however since small sized ships cannot use medium sized weapons. This ship is practically pointless for PVP. Even with the silhouette mechanics. Medium ships... getting tired A more thorough outline is mentioned in the Part 2 for Energy Management. Just search for the respective section. It's been recently updated. Large Ships ... getting tired A more thorough outline is mentioned in the Part 2 for Energy Management. Just search for the respective section. It's been recently updated. XL ships when?... A more thorough outline is mentioned in the Part 2 for Energy Management. Just search for the respective section. It's been recently updated. XXL ships... probably never at this rate.... I've given up hope... Batteries Batteries would be a way to store power for the ship meant as either for backups when all else fails or for temporary overdrive to fatten your ship's max energy. The additional energy batteries would provide would be temporary and once used the canister can be widthdrawn from it's battery outlet (new element alert) and placed in a separate outlet to be recharged. One time use batteries should NOT be a thing because this is the freakin future... let's make it make sense here. Renewable energy sources SHOULD BE INVOLVED BY NOW. If a Sink needs to be added then you can create T1 through T5 batteries. Each tier featuring a set number of recharges before needing to be recycled for parts used to make the batteries. The higher the Tier goes the higher their max energy storage. In addition the tier would also be able to be buffed by talents to increase their number of recharges and max storage. Generators would be able to recharge batteries only when the ship is not being piloted so that way it creates an ability for the ship to somehow sustain itself. Generators - There are a plethora of different kinds of generators real and fake that can be added to the game from T1 to T5 Magnetic - Generator that takes advantage of the Electromagnetic field to create motion and thus energy for the ship. It's much more advanced than your combustable coal engines used in powerplants but still for more efficient and better for the environment. Nuclear - We already know about this... Extremely high amounts of energy, dangerous if pushed too deep into the redzone and can cause a meltdown destroying half the ship, has a decent energy regen rate. Advanced Magnetic (slightly made up) - A more advanced version of Magnetic Gens. with a higher max energy cap but a slower regen. rate and a larger redzone Fusion - Generator type that features a moderate energy cap., low red zone but slow regen rate. Fission - Cousin Gen. Type that features higher energy cap., slightly higher red zone but much better regen rate of energy. Cold Fusion - The best of the Fusion/Fission style gens that has highest energy cap, lowest red zone, but fast yet fidgety regen. rate. (meaning there's times when it will stop recharging for 2 - 5 seconds) Gravatron (this is made up ... it's a game) This Generator is a T3 and T4 generator that takes advantage of the gravitational field of nearby celestial bodies to boost its regenerative abilities. It features an insanely high energy cap. 15 times the cap of nuclear and a very small red zone. However it's regen. is extremely low. This feature would make the generator useful for really long voyages to new systems or hidden pockets of space. (Think Exploration cruisers) Thoramine (Finally a use for it??) - T-5 level generator Tachyon - T-5 level generator Zero Point Energy - T-5 level generator that has almost infinite energy or the highest energy cap, Lowest red zone but no energy regeneration. The Zero Point Energy Gen would instead have a feature that allows the maintainer to "pull" energy from no-where. The maintainer would be able to do this X number of times per hour. Backup Generators As the name suggests these generators would be brought up online when something catastrophic goes wrong to maintain small amounts of power for the ship while it fixes it. Overdrive Generators/Engines/Components Overdrive generators would act as boosters for engines or to increase max energy cap temporarily. Using them would cause wear/damage to the engines but would result in the ship GTFO of a bad situation. Coolant Elements Coolant Pumps ... to cool the generators and the core Coolant Rods... well you get it Auxiliary Coolant Elements For when you need to be more chilled Weapon application Instantaneous All weapons would use a varying amount of instantaneous energy when in use. The cannons, being mostly mechanical, would use the least amount of energy. Missiles would be the 2nd least instantaneous use. Where as Railguns would use the most per volley. Enough for the usage to be noticable but not so much to where the ship can barely function. When we get harpoons and Interdiction.... This would be where they'd get applied as well Usage over time This is mostly applied to lasers, and tractor beams. The larger the laser or tractor beam the larger the usage over time. For tractor beams, the Longer the hold, the more energy is used. The more massive the tethered target, the more energy consumed. This can be slowed down by overdriving your system with your batteries and backup generators for greater output and better effect. However, doing so will severely hinder your ship for a while when you need to regen your energy stores for both the main and backup generators and batteries. None No energy is used when the ship is not being piloted 3. How it can be applied to Buildings in DU The Core - Produces it's own baseline energy for the entire Construct Requires other elements (generators) to boost it's max power for more elements on the construct The introduction of game built Power plants - These power types can help offset the demand for the core on static and space constructs Coal T - 1 Hydro T - 1 & T-2 Nuclear T-2 & T-3 Fusion T-2 & T-3 Fission T3 & T-4 Cold Fusion T4 -T5 Thoramine T5 only Zero Point Energy T5 only Backup Generators For if you mess up somewhere and the power gets knocked out via your own stupidity or via PVP engagements Batteries/Power provisions for Base turrets Batteries can be used to help offset the base's already existing power consumption during combat/defense. Where the turrets will draw from the batteries or side- generators. When the turret's designated power supply is drained it will begin to drain from the primary core just to protect the construct. Tiles Tiles on a planet or moon or asteroid would affect the three basic characteristics of the static cores placed. Max Energy (This would only be an addition) Larger Increase for barren planets Larger increase for Asteroids or moons Smaller increase for Cold planets Smaller Increase for Hotter Planets Energy Regeneration (This could be a +/- to the energy regeneration) Larger regeneration for Hotter planets (This gives hot planets like Sicarri, Sinnon or Madis an increase in land value) Smaller Regeneration for Colder planets Redzone Larger redzones for hotter planets Smaller redzones for colder planets (this gives ice planets an increase in interest value) 4. How it applies to the markets The Starting Value This will help add value to Coal, Hydrogen and Oxygen and create a solid use for Thoramine well before Warp gates are even on the drawing board. Coal would have a relatively low value but it and Hydro and Oxy would begin to gain better uses as well. Thoramine would be worth fighting over on asteroids and selling on the markets. The Starting Price Set the price for T-1 schematics lower but also allow for bots to buy coal to further stir the economy How may change over time People will see reason to engage the markets more on this front because you've created a sound way of doing so for PVE and PVPers 5. The limitations that would make ACTUAL sense Usage over time Start the balance off Low. Don't go setting it on holy shit mode then walking the numbers back because everyone hates the mechanic and claims it doesn't make sense. Start small and work your numbers up. Setting the consumption and limitations excessively high will only curb your community towards playing Starbase and StarCitizen more. Instantaneous usage Most of this has already been explained. but Again, start small. Then adjust from there. Red Zone awareness Coolant Mechanics allow your construct (static and dynamic) to slow the decent towards the redzone. The name of the game is the keep in the green. It's a simple yet complicated balancing act that the player has to manage. Because of this properly executed challenge the player has fun actually trying to balance stuff out on their own. Being aware of your redzone's level will only help with immersion. Regeneration mechanics This literally adds a brand new job for someone on the ship. Where they'd hang out in the power room for most of the ship's trip to ensure everything stays running at the right levels. Think of Scottie on the Enterprise "I'm given her all she's Got Captain!" Auxiliary mechanics This would be on the "Scottie" of the ship to maintain and implement on the ship to ensure the ship can at least be marginally functional when it takes on catastrophic damage or experiences a catastrophic event from space. (Hint Hint: some random waves from a start that sucks out power from the ship or something ridiculous) 6. Additional elements to help balance energy management from the start Generators Primary and Auxiliary Generators Backup Generators - While Generators can be used as backup, these units would be unique and have a considerable advantage over regular generators but will only work if Regular generators are down. Coolant pumps & Injectors Water Coolant Rods Air Emergency kill/cutoff switches (lua) Used through lua to kill the power to a ship 7. Other ways that basically will hurt/push DU to dwindling Excessive limitation examples 0.23 execution. Yes I'm bringing it up again. Because 0.23 should serve as a valuable lesson of what not do to or how NOT to do something... ever again. Overdoing the power consumption - This will limit creativity and drive people away from the game. Again, start small with easy numbers people can work with so they can get used to the idea of power consumption. Limiting the number of weapons on a ship - You've already limited the size of weapons on a ship by core size to curb cubes... which did and didn't work. Setting hard limits on the number of USABLE weapons on a ship through power management will only piss off your community more than needed. AGAIN, start small and work your way up to something that's balanced. Like for example, I'm going to only allow 5 weapons on a Large core ship or 3 weapons on a small or medium core... sorry but I will change my credit card number in a heartbeat if this game takes that route and say good luck. Then pick up Starbase or spend money needlessly on star citizen and encourage all of BOO and even the AC to jump ship. Just FYI, DSI is already hitting us up about playing other games and saying goodbye to DU. Let's not even talk about Youtube and Twitter ect. Not listening until AFTER the fact ATV are full of very knowledgeable intellects. Their input is based on their perspective and from that of your community. Taking their word with a grain of salt will only hurt you vs. taking them seriously. You built the ATV for a reason. Pay attention to it to ensure your success. Pride - "Pride commeth before the fall" This one is mainly for JC. You are highly intelligent and very knowledgeable in many things and have garnered much respect from people, however being too prideful or too hardstanced (overzealous) in any one belief and unwilling to change WILL cause you to lose people. You have a team that have 2nd thoughts about the direction and a community with even more resentment about what you're building here. The question is, are you trying to build a simulator that will see 10-20k ACTIVE people after 10 years time? or one that will see that number 2 years after launch? Listening to carebears (yes, I hate them because they kill games that have tons of potential) The definition of a carebear varies from one PVPer to another. However, at it's core, a carebear is an individual who sees any one game mechanic that doesn't fit their personal narrative of a game (usually PVP focused) and does or says anything they can to cause devs to ruin it for the many.
  3. So I decided to play Dual Universe for a considerable amount of time after a long break. I was trying to get into space with a construct that I knew was able to get into space before. After a bit of trial and error, I realized I had to add a medium atmospheric engine to my construct into space. I was able to leave Alioth, and after getting to space I decided to go back to base in Sanctuary. Little did I know that I had barely enough space fuel, both in the tank and in my inventory to make it to Sanctuary. After reaching space I turned around to set course for the moon. I realized I was slowing down from my initial course fast enough, but stupid me forgot to brake! I had less than 10 percent in the space tank after that ordeal and about 25 L total in my inventory, but I thought I still had enough. That was until I overshot Sanctuary and had to turn around yet again. I lost even more fuel. Upon turning around a second time, this time I remembered the space brake exists and this helped me with changing direction. At around 10 su from Sanctuary (and 20 km from the edge of the safe zone, too!) and with about less than 3 percent in the tank, I decided to go at 25 percent throttle to about 3000 km/h, then shut it off. This time my ship was headed in the right direction. I let Sanc's gravity speed me up to about 4000 km/h, which happen when I was between 1-2 su from the moon. After making a gradual descent I made to Sanctuary and my base with around 1 percent space fuel left! tl;dr: I almost got stranded in space due to my stupidity and lack of fuel, but a clutch performance helped me get to my destination!
  4. To build a large space city for an org it would require massive amount of space cores to restrict other random ppl of placing a core and building a cube in between their assets. And if there will be some defense mechanics like planned with regular TUs (only the most outer ones can be attacked) this will create an opportunity for big orgs to build a somewhat-safe trade/military/other outposts in the wild space
  5. 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
  6. Hey folks, I’ve been wondering if it’s possible to build a construct (thinking along the lines of a space station) on the ground, get a blueprint for it, and then make it from the blueprint in space to avoid fuel costs from going back and forth to space. Let me know if you guys have tried this or just know why it wouldn’t work
  7. Here you can post your favorite space music.
  8. Now I know that we know VERY little about how weapons and pvp mechanics will work in the finished game, but that doesn't mean we can't make educated guesses about how battles will play out in the abstract. Here's my current idea about how things may work. My main idea revolves around the concept that there will likely be many "stages", or areas where a specific type of combat or ship is needed, in any battle. In a planetary battle, there would be 3 categories and 6 stages, outlined below: Category One: Space Stage One: Open/Deep space - Open space is (arbitrarily, at the moment) defined as being at least 5 times further away from a target planet as that planets diameter. On Earth for example, "Open Space" would be defined as being 40,000 miles (65,000 km) away from the planets surface or further. Open space would likely serve as a staging point for large invasions, as well as the location of the largest space-only battles. The key feature of Open Space is the difficulty or impossibility of ground or orbital defenses to assist in any conflict. Stage Two: High, Mid, and Low orbit - While the specifics about orbital mechanics in the game are still unknown (to me at least), they still have a large influence on how orbital fights would play out. If the system works similar to space engineers, where at a certain distance gravity no longer matters, then Orbit may be where the vast majority of large fights take place, as it would be easy to target an enemy, and fuel wouldn't be as much of a concern. If the system works more like Kerbal Space Program, with simulated orbital mechanics at any distance until you reach the influence of another body, then the largest ships would likely stray away from orbit, or at least they would not play a primary combat role. Due to the existence of antigrav generators, Orbit will likely play a smaller role than expected because you can bring very large ships much closer to the planets surface with antigrav. Category Two: Atmosphere Stage Three: High Atmosphere/ Antigrav generator area - This is the area where Antigrav generators play the largest role, and where ground-based defenses would likely become a serious threat. In addition, this is where fully-atmospheric fighters can be deployed by both sides, for cheap firepower. On the offensive side, High Atmosphere would likely contain large dropships and motherships, which release either smaller dropships, Atmospheric fighters, or Drop-pods. On the defensive side, High Atmosphere would be the most crucial point of defense. If an enemy can make it into High Atmosphere, they can reach the ground, where they can start doing serious damage to cities and infrastructure. Stage Four: Low Atmosphere - This is the area where Antigrav generators are either highly impractical or impossible. Ships in low atmosphere will be mostly smaller-atmosphere only fighters and corvettes that can only get high enough in the air to be picked up by an Antigrav mothership. In addition to those ships, dropships will land soldiers and ground-based vehicles like Hovertanks in areas where they are needed. In an offensive situation, it will be the fighters job to ensure a safe landing spot for the dropships, and on the defensive side it will be to prevent it. Category Three: Ground Stage Five: Open Ground - This is where the larger land-based vehicles will dominate, and air support from High-atmosphere is still feasible. Open Ground will likely serve mostly as a movement stage, where ground-based vehicles are moving from one important place to another. Stage Six: Relative Close Quarters - This is where the larger land-based vehicles will become impractical, like in urban areas and forests. From the perspective of a soldier this is still open-ground combat, but relative to the massive size of spaceships and the larger land vehicles, it is close quarters combat. RCQC (relative close quarters combat) will be the most important part of the occupation of a city. Securing this stage for a long period of time usually means victory, as long as the other stages are incapable of resupplying their fuel or numbers. Let me know if you have any ideas for how large-scale battles will play out on dual universe, or if you have anything to add or criticize about my "stages of battle" concept
  9. Greetings! So, you are propably wondering who we are! Well, we are an organisation that designs and constructs ships and sells them. But we do more that only that! Shis need materials, and so we always search and exploit new ressources. We also provide millitary services (AKA mercenaries) to our clients. And of course we will protect ourselves and our clients when needed. What else do we do? LOTS of things! Just peek into our discord and ask away! WE ARE ALWYAS ACCEPTING NEW MEMBERS; REGARDLESS OF INGAME EXPERIENCE! WE NEED YOU! ALSO VISIT OUR WEBSITE!
  10. All May I present https://community.dualthegame.com/organization/bureau-international-des-poids-et-mesures Yeah - I know - it's not the right place to post this. Ha!! Not really - pretty much the sorts of people who should be in it are here. Basic idea - this is a pre-alpha thematic org, set up expressly to: a) talk DU and standards - what would need to change from the world we know to the world we're going to. to note, discuss, propose and ratify standards as a community (using the forums etc) which can be passed to NQ for consideration. c) Write a bit of pre-history/lore to go along with all this. Because something has to be fun in stuff like this Now, because I've not tested this yet - if you are already a member of another group and the system won't let you apply and join - send me a DM and I'll add your name to a standing membership roll post - either way it's not a big issue as we're such a small community so far anyway that everyone knows everyone. I'll come up with some sort of psuedo-structure people can have fun with later on.
  11. Hello everyone. The Holy Space Empire has just been founded and we are looking for members. We are a peaceful nation and a sanctuary for those who need it. We are a player rights defender who will stand up for the weak against those who wish to harm innocent players who is not even a threat. If you need a safe place you can count on us!
  12. Space telescopes. They could possibly be used in game to survey planets for a base. They could also be used to survey a planets atmospheric composition to determine if it is worth settling that particular planet or not. Space telescopes could be used to generate wonderful pictures of the cosmos and make star maps. They could also be used to gather information on stars, see their possibility for planetary bodies to exist there or not. Space telescopes. A wonderful device for a wonderful game.
  13. 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?
  14. Could you guys implement randomly generated rogue planets and stars, just to make it like real space? And also could you make it so black holes are also generated? It would make space seem more realistic and would give people more things to avoid, along with an element if danger. Could you also make the planets more spaced out in systems, like in our own solar system, to make it so that the planets don't look like they are crossing orbital paths with each other? This would also give more room for people to build space stations and other things like that, and would also create the need for better warp drive systems to help people get to other planets, not just star systems, which could explode into a really big game market. Also (last one), can you make it so that we can fly to the star of the system that we are in? All of these changes and additions will make it a lot more realistic, if you want hints of realism in the game, and present players with features that cannot be found in many other games similar to this. (The idea for planet spacing came from a screenshot Saturday picture and the hope that this game would not become a No Man's Sky) Thanks for reading, -Rhino
  15. We want cargo freighters to be in game right? If the things stay as they are now they won't be a thing as players have huge inventories and they can store materials there, why would they need cargo space? Well, of course i'm not saying that inventory space should be realistic in size but i think the player shouldn't be able to carry more than around 300-400 m3. The excess should be stored in crates that would still compress the material and things. Crates should be only moved one by one or two by two. Yes i know it sounds stupid and boring but i know a few people that like taking things from A to B in games. As i said earlier there wouldn't be any need for starship size if there wouldn't be a need for cargo. It would be a minor annoyance to builders of course but i don't think it would make it unplayably hard.
  16. So far, we have seen the arkship landed on Alioth. I think a better place to put the arkship is in geo/aliothstationary orbit with a space elevator hanging down to the safezone. This would allow the game to be more balanced while requiring more delta-v to do space stuff and would be more realistic in general. And please watch this video to see what I mean. This guy can explain it much better then I can. m.youtube.com/watch?v=6VBCxWcAPXw
  17. How hard going to space at the beginning should be with the lowest tech/skill? Should it be hard like modern-day with each launch costing a fortune? Should you be able to get into a WWII fighter and go to space?
  18. Is alpha going to be the same thing as space engineers, but without damage? - _ -
  19. Something I have always found extraordinarily dumb in a lot of the Science Fiction books I have read is the fact that, under combat conditions, the ships stay pressurized with atmosphere. In general for a plain flight this would be fine but in combat it can lead to many problems such as fire, depressurization, secondary explosions, people getting blown out into space, ect. It would make far more sense to simply deal with the problems of some space suit (its a future so I am assuming the suits are no where near as bulky and hard to move around in as current). Maybe some places could stay pressurized but the whole ship doesn't need to. In game this could be as simple as slightly changes damage values like some things don't actually penetrate as much or cause secondary explosions though its very dependent on the mechanics in the game. Those two suggestions were basically to simulate it without actually needing to model a simple atmos type system.
  20. So this is just a random question and idea, but what about life....in space itself. I took this idea from the Star Wars series to start off with.When people are in space in these movies there are creatures in space itself off of the planets, (http://starwars.wikia.com/wiki/Category:Space-borne_creatures) I really liked this idea because it seems very realistic, because there could actually be creatures in space. This is just a thought though, I would really like to hear your thoughts. Thanks for reading! -Limoriden. http://starwars.wikia.com/wiki/Neebray/Legends http://starwars.wikia.com/wiki/Oswaft
  21. So this is just a random question and idea, but what about life....in space itself. I took this idea from the Star Wars series to start off with.But when people are in space in these movies there are creatures in space itself off of the planets, (http://starwars.wikia.com/wiki/Category:Space-borne_creatures) I really liked this idea because it seems very realistic, because there could actually be creatures in space. This is just a thought though. Thanks for reading! -Limoriden.
  22. Basically it would be cool if the whole team/squad/organisation could travel around with one big mothership, containing multiple smaller ships and hovercrafts etc. Pros: Possible social interactions while flying Easier to defend (against possible threats) More epic gameplay if you encounter a (possible) threat What would be needed: Hangar doors / airlocks Docking stations Recharge stations (If this fits in the energy system) Epic sirenes and alert systems (e.g. red/yellow alert) to alert the team/squad/organisation to go on combat-station -> this will create a more epic atmosphere
  23. Hello all, forgive me if this has been discussed before but i was wondering if ship collision would cause damage? I had an idea for a ship that would have a thick bulwark on the front that would ram enemy ships during battle but i hadn't seen any information of ship collision mechanics. Just wondering, thanks.
  24. Hey so I want to apologize in case someone else has already brought this up or if information about this has already been said as I am rather new to learning about this game and such, however it would be absolutely brilliant in my opinion to have customizable cockpits. In the gameplay I have seen, there has been and insane amount of freedom you have to build your ship and the environment around you, but one thing I noticed is that the cockpits for ships seem to be pre-set, or at least a list of ones you can choose from. Now I could be wrong in saying that, but pretending I'm right, to me it would be amazing if there was more options for our cockpit. Our entire ship, and thus what we spend a great deal of the game in, and what very well might become a part of us, is completely build around our cockpit. We want to make it look appealing and sexy and of course the best space ship in the entire galaxy, but to do that would be impossible with an out of place cockpit. If we could have a great range of designs for them, not limited to the basic one as seen in the trailer. Such as flying saucer dome-like area that allow for 360 degree views just by moving your mouse, to perhaps not even symmetric ones such as the millennium falcon. There could be ones of every shape and size and perhaps even have customizable dimensions and such for the user to decide upon themselves. Even one that's just a glass ball barely held in place could make for an interesting concept. If this has already been thought of, then also one quick thing to add is that the inside of the cockpit is just as, if not more important than the outside. It's where the player will spend all the time piloting the ship (obviously) and it will be alot of what the player sees. To really immerse them I think it would be great to be able to choose where certain items were to go in the cockpit such as the gas and levers and random buttons and such to fly it, as well as gauges and meters and status screens. It would really make the player feel like it was his ship. Perhaps even have sort of like a mechwarrior feel to it where you can look around your cockpit freely as well as seeing yourself use the controls to your ship, even to the extent of getting out of your chair and walking around your ship if thats a possibility. I'm sorry for the such the long post but I feel like this would really add to the game. My apologies.
  25. Does anyone know somthing about the Space in the game (I mean somthing like open Galaxy)
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