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Found 3 results

  1. So, it is currently known that turrets will be lock-and-fire and have to be controlled manually by a person for each turret. This beings up a problem. In combat, your average turret gunner will be: -wait for orders to lock to a target -lock to target -rinse and repeat This will likely be tedious and detract from gameplay. It also won't make much of a difference compared to centrally controlled turrets all aimed by a few people except for adding a weak point of potential miscommunication. So, how do we address the issue? -A Quasi-Aim System: Make t
  2. So what i'm hoping for is the possibility to control things like doors and turrets using scripts. It would be awesome to be able to set certain access rights to specific members for doors, for example. This would help create personal chambers for characters as well as allow only authorized personnel into specific research labs and such. They could be controlled from a placeable terminal inside the room/facility that allows the creator to modify the users that the door will open for. I would suggest the same for turrets, so that if someone unauthorized enters the area, even if it is someone fro
  3. Have yet to see a generalized topic on this subject, so I figured I would compose something and then place it up for debate to see what you all think on the subject matter. There are several different ways weapons as I see can go in Dual Universe, and when your basing it off RND otherwise known as Research and Development, it may go something like this as you progress throughout the game. {Anything here is subject to change, and or new ideas} Base Game Starting Weapons: Auto Cannons - High rate of fire, low damage, decent against fighter defense or other assorted light or unarmored s
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