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  1. "Am Anfang steht immer die Discokugel! :-D" Zitat: MisterFlagg MisterFlagg, der Gründer der Stolper Truppe, beschreibt damit eigentlich nichts anderes, als die anfängliche Begeisterung für das Neue, das Bunte, das Aufregende. So ist es auch in Dual Universe. Eine neue, bunte und aufregende Spielwelt nimmt uns gefangen und fesselt uns mit ihren Möglichkeiten. Doch was ist die Discokugel ohne Musik, ohne Band, ohne Orchester und ohne die Tanzenden? In Dual Universe entsteht das Bedürfnis, sich einer Organisation anzuschließen. Einer Organisation wie die Stolpertruppe mit aktuell 271 Mitgliedern eine der größten deutschen Organisationen. Der Name ist Programm. Jeder kann bei uns weiter durchs Spiel stolpern, allein, gemeinsam... ja, wir stolpern auch gemeinsam. So haben wir gemeinsam eine riiiesige Raumstation gebaut und bauen weiterhin. Als wäre das nicht genug, bauen wir noch eine Stadt in den Wolken, aktuell bestehend aus über 100 L-Kernen. Wir führen große Miningaktionen mit einem riesigen Trägerschiff, welches kleinere Miningschiffe trägt, durch. Stützpunkte auf allen derzeitig verfügbaren Planeten ermöglichen Dir auch eigene kleine Handels- oder Bergbauaktionen durchzuführen. Wir bauen gemeinsame Industrien auf! Möchtest Du aktiv mitgestalten oder einfach nur mit netten, hilfsbereiten und freundlichen Leuten spielen, oder einfach nur dabei sein? Egal, ob Neuling, Veteran oder etwas dazwischen... bei uns bist Du willkommen. Immer hereingestolpert, junger Recke Kein Zwang, kein Muss, nur Spaß am Spiel. Einfach im Spiel F3 drücken, oben links in das Suchfeld "Stolper" eingeben und auf die Lupe klicken.
  2. So as the title states I am a new player. I just started about 2 weeks ago. However I have a few questions that I need some answers on. 1. Is it possible to use the Thurst Master Flight control System with this game? I was thinking that it would make space flight/Combat really fun as well. It would add better control for mining in space as well. 2. What would be the beginners ship for Space Travel/Mining? I would like to build something that I could go to other planets and such on, have a 2 person cap, and be able to mine as well. Any help here would be great. As I have a friend of mine that is plying this game with me as well. Figured 2 is better than one. Thanks in advance.
  3. Hello! Been thinking about this idea for a while now. I'm not saying this would be a quick fix and would require some serious time and energy, but it would add layers upon layers of new gameplay. LMK your thoughts. The core of this idea is to add terraformers- Items that can repopulate ores in a hex. However, the way they would be implemented would be vastly more important than just adding the Item. Terraformers would be made with the essence of a black hole that comes in varying sizes, which would correspond to a terraformer size. The lore behind them would imply that the massive gravity of the black hole from which they are made is able to manipulate time and simulate millions of years of healing on a hex. Teraformers, at their core, would work on a single hex. The sizes would vary from xs to xl. Each teraformer would completely "rewrite" a single hex. All ores would be removed, and any built structures would disappear. Each Teraformer would have a different effect and time to work. For example, an XS would take an hour or so to work and would repopulate T1 ores in small batches around the hex. An XL teraformer would take several days to complete its work and would contain mega nodes or T3s. To prevent teraforming "gardens" from popping up, each hex would have a cooldown after being terraformed that correlates to the size terraformer used on it. An Xs would be a couple days, an XL would be a couple weeks or a month. The really, really important key to all this is that teraformers, or the black hole essence used to make them, CANNOT be obtained by mining. Allowing it to be built like other objects would allow miners and industrials to sit in an infinite money loop (kinda like they are rn) and have no need to rely on other parts of the market. Instead, here are some mission ideas to obtain black hole essences. These missions should reward several items with teraformers just being the top tier reward. Run- You find a ship with a black hole essence inside. After picking it up, your warp drive is disabled and you have to survive with a giant beacon that everyone in a certain distance can see for 10 minutes before your warp drive reboots. The bigger the essence, the bigger the radius. This would be for people who like building fast, nimble ships. A strange request: For traders and explorers. Someone on the far reaches of the galaxy has a mysterious item for sale at a low price. You have to get there and buy it from them (or from a box, who cares.) (Only for lower tier terraformers.) Black hole Dive: For explorers and adrenaline junkies. You jump into a black hole that punches out on the other side of the system in a dangerous area. It may be PvP or PvE, or a particularly hard to navigate asteroid field. Convoys: For the military/mercenaries. The only way to get the best black hole essences. The lower tier convoys should be able to be taken down by a small fighter, while the biggest would require a whole org. This is fair, since only a whole org should need to use xl terraformers. Like I said, I know this would take a LOT of work, but I feel like this type of gameplay mechanic would give miners a reason to invest into the economy, to buy more terraformers. Let me know your thoughts.
  4. Good morning, afternoon and evening. I would like to express my personal opinion on the current ship designs that include the engines, wings, and other necessary components provided to us in the game in order to be able to fly them. I have been a member since Alpha and due to the game being in Alpha left it soon thereafter. I am currently back for Beta and this time I am planning on staying. Unfortunately, I am having issues with the said above parts and the way they work with the ship and each other. One of the main concerns is the engine. A Basic Atmospheric Engine has 2,160,000 N of thrust, yet an average ship with some cargo requires a minimum of 8 to 10 of them. So since JC keeps talking about making the game somewhat realistic I decided to do some research. Currently one of the largest and heaviest cargo planes in the world is Antonov An-225 “Mriya”. The plane is powered by 6 Ivchenko Progress Lotarev D-18T engines which are made up of three shaft turbofan engines. Each engine can produce a maximum thrust of 229.5kN. That is 229,500 N x 6 which is equal to 1,377,000 N. The plane is capable of taking off with 640,000 kg which is 640 Tons. So far everything looks promising because we already know that our in-game engines are far better than the Ivchenko ones. If we do the same conversion but with the in-game engines we get: 2,160,000 x 6 = 12,960,000 N. Then divide the total by the total of the Ivchenko engines and we get 9.4. Multiply that by tons lifted by Antonov An-225 “Mriya” and we get 6,023.52 Tons or 6 kt that we should have as a max weight. My current in-game small core hauler with 2 Large containers can barely lift 256 kl of Hemitite. Please withhold your comments that the current planes do not fly in space because this is not what I am arguing here. Based on the information above the amount of wings, boosters, brakes, and adjusters you would need is ridiculous. That is all I am going to say. I am not sure what the solution to this would be but it needs to be discussed.
  5. Big problems : 1) bots are selling the indy schematics which are very expensive, and drain the players moneys => money are heading out of the economy. 2) players have to sell ores to market bots to make money to buy >1)< leaving them to little to buy components to mantain the economy. If they buy schematics and sell ores to make money for schematics => vast ore quantities are heading out of the game economy 3) Players cannot generate revenue in many ways. Possible solution: I. Make Aphelia an real entity (innaccesible org) ingame, held by devs - which stores both money and ores from markets > money in a wallet and ores in market bins. Both assets remain ingame . II.Corresponding To each market district, at a certain distance not to *clog* to much the area, factory buildings (Held by Aphelia) should be placed by developers. The actual fun starts now. -*APHELIA OWNED FACTORY CONCEPT*- In each factory there is going to be an certain number of production lines, each production line will have one job, which will be available for players. Job can be implemented as a mini-game consisting in players choosing one element to build -lets say M atmo engine from the element list. In order to build the element, players will have to chose sub-elements it is built from and take those in his inventory. After that he will chose a construct tool and brush the frame engine, an animation apear (maybe similar to space engineers? ) on how that element is constructed, thus in an certain time ( usually several seconds maybe half of minute, depending on the element) the finite engine will be constructed. Engine will go to Aphelia inventory and player will be rewarded with an small sum for each unit constructed.That sum of quanta is related to how expensive that element is on market. Each unit constructed by players will end up in market, sold by Aphelia so the number of sold elements will be linked to how many elements were constructed by players. III. The factories will have inventories which require to be fed with ores from the market bins in order to produce elements. In this regards there will be issued missions to carry the bulk ore from the markets to factories in ships. Carried ore cannot be stolen or interacted with, it is simply loaded in one site, and offloaded into a factory. Same mechanic is apply to elements constructed in those factories. If elements either ores or components stays to much into an cargo container they will automatically return back to initial spot. IV. Factories are upgradable depending on how much success each factory have on producing elements. They can become very large, can start from 4 players using them and going to more than 20 players. The reward per element and per day will increase with the factory level giving incentive to players to contribute to its development. An balancing factor may be that an fix sum per day can be rewarder per player. Ofc, some new gamecode have to be written to enable those features, but hail to the development time. This rough ideea *MAY* adress *SOME* issues: -money and ore will return to players in different forms -created elements by players will go to markets. This can address some elements shortages. -diversify the range of activities from which players can make money -creating enganging new activities and trade routs from markets to factories and vice-versa, string of cargo hauling missions -may create better pilots- -allowing novice players to understand what industry will require if they want to build it and familiarize them with the notions of elements recipes. -Aphelia owned tiles in the spawning area will begin to look a bit more realistic, with multiple structures on them, ships going from one district to another. -animations made for the mini-game of element constructing can be added to actual elements placing when a player is constructing a ship, adding a nice construction effect to the game. Fundamentally mining will still be the base of all game loops, but its required for realistically sustain the economy until players settle down huge production batches.
  6. Entstanden aus der Anziehungskraft von Zusammenhalt und Miteinander... dies ist Black Hole Sun. Ausbeutung und Verrat formte und fügte uns zusammen. Wir werden zeigen das es auch einen anderen Weg gibt eine starke Gemeinschaft zu bilden. Lerne uns kennen... lerne was es heisst ein Teil des Ganzen zu sein und erfahre wie gegenseitige Unterstützung und Freiheit in unserer Gemeinschaft gelebt wird. Entfalte dich selbst und werde nicht durch Zwänge geknebelt, nur weil DU die Ziele anderer unterstützen sollst. Hier bist DU im Mittelpunkt und nicht machthungrige, geldgierige möchtegern Anführer. Komme zu Black Hole Sun, der einzig wahre Weg. Veteranen bieten euch Unterstützung für einen guten Start in DU. Resourcen, Schiffe, Knowhow, Cluster... Ausgebildet werden: -Miner -Industriespezialisten -Static Designer -Dynamic Designer -Piloten -Trader -Terraformer ...Black Hole Sun... because gravity suxx https://discord.gg/s58VjfeWq8
  7. Die Mystic Dynasty hat sich folgende Bereiche zur Aufgabe gemacht: 1. Mining und Expansion 2. Schiffsbau und Design 3. Produktion und Forschung 4. Schiffshandel und Marketing Was wir dir bieten können: 1. Industrie auf Alioth 2. Discord für gemütliche Unterhaltungen. 3. Projekte innerhalb der einzelnen Bereiche sowie Corpweite Events. 4. Einführung in Dual Universe für Neulinge 5. Voxelmancy 6. LUA Programmierung 7. Du hast Familie kein Problem Das erwarten wir von dir: 1. Frustresistenz - "Es ist eine Beta, Bugs kommen und gehen... manche nennt man auch Features " 2. Lust am Miteinander in der Corp sowie Corp Beteiligung. 3. Mindestens 18+ 4. Discord beteiligung. Melde dich im Discord https://discord.gg/fqqRbHa bei derSchotte, KABOOM, ChipDE oder AepicA
  8. Dear ladies and gentlemen, this offer is for German speaking players only, please respect that. Hyperion - gegründet mit dem Ziel ein Wirtschafts-Imperium aufzubauen, dessen Name, Produkte und Entwicklungen auch in den entlegenen Winkeln des Dual Universe bekannt sind. Als Teil starker Allianzen bietet Hyperion den Rahmen, um in Sicherheit und mit Rückhalt Neues zu kreieren und wirtschaftlich zu handeln. Die derzeit größte und aktivste deutschsprachige Community sammelt, erforscht und baut bereits heute - gemeinsam - Großes. Werde auch du Teil dieser Gemeinschaft und lerne uns kennen: ÜBER UNS Hyperion bietet euch das größte deutschsprachige Netzwerk in Dual Universe von Handel, Missionen, Kopfgeldjagd bis zu Rettungsmissionen. Mit der Mitgliedschaft bei Hyperion erhältst du Zugang zu allen Einrichtungen von Hyperion, ein eigenes vQuanta Konto, Lehrgänge mit Betreuung und vieles mehr! WAS IST UNSER ZIEL? Mittelfristig möchten wir gemeinsam eine Heimat aufbauen, um weitere, spannende Projekte voranzutreiben. In mehreren Teams aufgeteilt, realisieren wir Raumschiffe, Stadtkonstrukte und diverse, andere Bauprojekte. Die Möglichkeiten für andere Geschäftszweige sind schier grenzenlos und somit liegt es auch an Dir, welchen Weg du beschreiten wirst. WAS BIETEN WIR? Eine freundliche Gemeinschaft deutschsprachiger Spieler und den Zugang zum Hyperion Netzwerk. Erhalte die Möglichkeit an großen und spannenden Projekten teilzunehmen. Hol dir Aufträge vom schwarzen Brett oder nutze unseren eigenen Markt. Bei uns kann sich jeder frei entfalten und seiner Kreativität freien Lauf lassen, solange es dem Wohl der Gemeinschaft nicht schadet und die Gesetze/Richtlinien von Hyperion, sowie auch der Ascendancy eingehalten werden. Des Weiteren bieten wir Sicherheit und Territorium durch die Ascendancy. Dies ist die größte Allianz im Spiel. WAS SUCHEN WIR? Jeder deutschsprachige Spieler von Dual Universe der keine Augenklappe trägt und sich Pirat schimpfen lässt ist bei uns willkommen. Wir fordern lediglich eine geistige Reife und die Einhaltung einiger Regeln. Solltest du bei der Hyperion Corporation mitmachen wollen, dann solltest du vor allem teamfähig sein. Ein gutes Betriebsklima ist uns sehr wichtig. Wir haben uns außerdem für ein Mindestaufnahmealter von 16 Jahren entschieden. WAS MUSS ICH TUN, UM BEIZUTRETEN? Du kannst dich förmlich auf unserer Homepage bei uns bewerben oder besuche uns auf unserem Discord und schreib uns persönlich! Dort kannst du uns weitere Fragen stellen, gerne auch im Voice. Wir freuen uns auf dich!
  9. I think its good idea to bring variations in mining. I vould like to see not just mining by bare hands but more productive ways. I think drilling platform must work with data gathered by teritory scanner. But first territory scanner must provide precise data on ore node position (it may need more time or more then one pass of scan). So when you get data you losd it to drill platform and position it in right place. Drilling time will depend on depth of ore node and ore tier. Also drill operates not virtually sucking ore from underground. It makes noticeable hole in ground and when it reaches ore node it mines it chunk by chunk. I think drilling platform will be more sutable for minning hi-tier ores.
  10. The Problem: Currently almost everybody is a miner to some extend, but the tools and talents do not lead to a substantial growth in ore gain. While more machines lead to more machines, ore is gained at a rather static rate. This of course has a good side, as otherwise the whole planet would look like an advanced factorio world in a month. Still, the boringness and unscalability of mining not only hinders unlimited growth, which is good, it also limits trade and specialization, you may have noticed how ore usually sells for more than whatever you can build with the ore. Solution: Allow people to become dedicated miners, but in such a way that it needs constant dedication and effort to have a well working mining operation. Just like a factory always needs some tweaking, changing and expanding (hopefully even more in the future), a stripmine should not just be set up and generally and constantly generate ores when this is done, but need supervision. The idea: Enviromental changes: Instead of just useless dirt and high value ore, there should be something in between. Soil with a certain amount of minerals, or "low yield ore" if you like that better. Soil with a 1% hematite (iron) content would mean it is too tedious for normal mining, but if you had a more large scale operation it would be worth it. The following elements/items for a stripmine: - A static scanner - Static drills/extractors: These are set certain grid coordinates and just extract all minerals in those coordinates. Imagine seperating your land into cubes the size of a static core L, each drill would try to work a cube of that size. Selecting the drill gives you an interface that lets you choose a depth (in 100m steps) and a 2d grid of squares, pick on and go. You can not queue them up. Assuming you have a scanner, some or all of those grids were already scanned, so you can choose whatever you think is best currently. (sidenote, while I call them drills, they are not actually drills, they are more like your mining tool) - Oil: Oil is like fuel for drills, they always need a little, made in chem industry. Higher tier oils may lead to better yield/speed. - Soil seperator: Like a refinery, but for mineral rich soil. So for example "Hematite rich soil" goes in, "Hematite" comes out. Also, sooner or later (as there is currently no regeneration) you will have to pack it all in again, move it a mile and set it up again. Conclusion: I hope it is evident that I would not want to upset the whole economy and flood the markets with a huge supply of afk farmed raw materials. But I do think there should be a way for dedicated mining operations which on one hand lead to yield, but on the other are not too simple and can just be left alone for a week to come back and find 100 full L containers.
  11. 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
  12. Introducing The Collective - The duality of human to match the Dual Universe.. Individual yet one. At war, yet peaceful. Orchestrated chaos, simultaneously simply complex. We are The Collective. Trade, Mining, Industry, PVP.. fantastic intriguing organisation! I have joined, but has the discord link expired? Any members of The Collective please DM/PM me the link so I can join the discord conversation. New members, we welcome you, join today! Thank you, A·E·TzUK
  13. There probably are Youtube videos but this is the way I have been working it if you prefer a text guide. Hope it helps. 1. Open the scanner, No3 button. 2. Press Tab and click the graph in the middle of the screen. 3. Leave whatever ore you want highlighted at the bottom. 4. Press tab again once your done. 5. Run around until you pick up a signal on the graph(line with a dot), if the dot moves further away on the right of the graph go the other way. 6. Once it stops moving closer or further away open your map, zoom in and set destination on yourself which will put a marker in the world. 7. From the marker you just set, move north then south, east and west. If the distance to the ore(the dot on the graph) get closer, re-mark your map at the closest point. 8. Once your happy you can't get the dot any closer this way you should be more or less directly over the ore, re-mark your position on the map(set destination). 9. Take note of your Elevation - top right, next to the mini map. 10. When you are on your marker subtract your Elevation from the distance to the ore. The result is your target depth, more or less directly below your marker. 11. Move some distance way from the marker, 100-200m ish, it doesn't have to be exact. 12. Press L to turn on your light, this will give you a gauge on the right of the screen that shows at what angle you are pointing down or up. Around 45-60 degrees is comfortable and makes it easy to navigate up and down your tunnels, although 75 degree is managable 13. Dig down until you reach your target depth, you will go underwater a lot, don't worry you are in a suit and can't drown. You are aiming to be at your target depth directly below your marker on the mini-map. If you over shoot before you hit your depth just dig around in a spiral, if you reach your depth before you reach the marker just dig along at 0 degree until you're under the marker. 14. Once your at the right depth below your marker, hit no3 scanner again, you should be a lot closer now. 15. If you are more than 50m away from the ore on the graph use the flatten tool to open up a large space at the end of your tunnel. 16. Run around the large space you just created following the first steps so you are getting closer to the ore again. (Alt+ Click does a manual scan) 17. Once you get below 50 m press tab, at the bottom you can set it to Short range. Just run around on short range until you're getting closer again. Increase the area you are running around in with the flatten tool again to give you more room to scan. 18. Once you are around 25-30m away you can switch to the number 4 directional scanner. This one is a lot more precise so you have to move it slowly around the screen, zig zag back and forward slowly all around you. When you are pointing at the ore with this scanner, you will hear static and see a small vertical line appear at the bottom of the scan window. 19. Once you have the line simply mine a tunnel in that direction. You have a maximum range you can reach with your mine tool from where you are standing, you should only have to dig 1 or 2 times in the direction of the ore to maximum reach. Stop and check you are still heading the right way after a short distance. 20. The ore will appear as a green highlighted material, just use your mining tool on this to extract the ore. The ore chunks underground are pretty big(4-5k of ore on Sanctuary and up to millions of Litres on other planets in Mega nodes), just be careful not to lose sight of your access tunnel or mine down too much so you can't reach it. If you have trouble you can always just mine your way back to the surface. Pending Operation is server lag, just give it a chance to catch up. If you made too many tunnels trying to pinpoint ore you can mine dirt and block passages you don't need to make it easier. Open your inventory, at the top right select keep none precious ore, mine some soil, snow or whatever from anywhere around you. Right click the ore in your inventory and hit equip. Look at the tunnel you wish to block and with the mine tool selected hit alt click to place some of the soil. Just be aware the soil takes up inventory space too, you might want to discard it once you have blocked passages.
  14. Anora Industries is an Equal Opportunity employer! That aside we are currently a very small Organization. Our focus is going to be on Industries to make our wealth and exploring all the new content as it comes out. We currently have a home base on Teoma where our current factory is getting set up. We are a warp capable org. As of right now we are looking for people to play with and are very flexible on jobs that are open. Mainly we need more miners and if your artistic at all and wanna learn voxelmancy i can hook u up with a good teacher. We will have a coder once beta arrives but if you having coding skillz those are very welcome. Please Message Testiclese or Clades if your interested in game. The leaders are all in PST but we welcome people from all over. discord https://discord.gg/uRKA8xR
  15. As with all empires, they start with little more than a spark. And so the spark has been ignited, giving birth to the Gaveen Empire. We aim to be known throughout the cosmos, focusing on all aspects of life ranging from simple mining expeditions to complex territorial wars. We aim to explore, gather, create, build, fight, and conquer. There is no limitation to what we will be able to accomplish. There is no time like the present. Though the empire is in its infancy, it will be in its infancy only once. Not is the time to join and be here from the beginning. Learn with the empire and progress as one. The Gaveen Empire will hold multiple divisions specialized in different areas of expertise and interest ·Mining Division -This ragtag group of individuals spend their lives beneath the ground in the darkness. Nothing beats the feeling of finding that fresh new source of ore for the empire. But before you go thinking they are just a bunch of Neanderthals with a mining tool, just remember the wealthiest of the empire started here. · Manufacturing Division -Working with machines may frighten some, but these individuals have found value in crafting the most exquisite items. They work closely with the mining division to help provide the empire with anything it may need. · Building Division -Do you enjoy building vehicles? Building structures? A rocket? How about a multi-functional battleship to patrol the empires most precious territories? These are the builders, and though we may normally go throughout our days not thinking about it, sometimes we just have to sit back and marvel at what they have been able to build. · Exploration Division -Crafting? Fighting? Why in the world would I care about that when I can explore the universe? The question may seem odd to most, but for this group this is all that matters. -From finding new planets to settle, or finding unique locations in the cosmos, these individuals love, even obsess, over seeing everything the universe has to offer. · Officer Division -These are the empires elite. They have proven their loyalty to our cause and have devoted themselves entirely. -Only those invited can join this elite division. · Spy Division -Classified. · Crew Division (PvP) -There is no more tight-knit division than this. They live together, and they die together. This is the division for PvP, waging war out in the cosmos. They may go on scouting missions, territorial expansion missions, or go to all-out war. -If you want to look the enemy in the eyes while they have you in their crosshairs and decide to live anyways, this is the division for you. Together, there is nothing we can’t conquer. We are accepting all applications. Please find us in the organization tab, or send a friend request to Galactic_Ruin (game name). If you have any questions, please don't hesitate to ask.
  16. Alright, now that I've got your attention, I'll explain in detail what exactly I mean by an asteroid Gas-station. So basically, what I've imagined in my head is a scenario where there's the asteroid belt of a solar system, and this is basically the Wild-West of Dual Universe (At least one of the Wild-Wests). In this scenario in my head, asteroids will be a rather lucrative business venture, where asteroids are full of rare elements to mine (Like real life) and they would also be full of ice (Like real life). In this thread: https://board.dualthegame.com/index.php?/topic/10725-food-dispensers/page-2 I mentioned the idea of getting water in space by mining the Ice, and CaptainTwerk mentioned that that Ice would be full of isotopes, and that they could be useful for fusion. So imagine that you have a mining operation on an asteroid, and there's lots of Ice you have to mine through. There could be an element that basically filters the isotopes, like deuterium and tritium, which could be used for fusion fuel, and the rest of the ice can be used for same consumption. (Assuming people will eventually need water to survive in a future update.) I think this would lead to some interesting business ventures, where your mining operation can basically have a gas-starion (fuel-station) out in a desolate asteroid wasteland. While they're at it they might as well have a pub/motel to go along with it, and then a neat lil asteroid Wild-West themed town is born! I think this would be a creative way of making asteroids more practical for actually settling, and create a fun Wild-West atmosphere to deep space.
  17. The devs have said that automated mining will probably not be an option. As a student of business and economics, here's what I think: ABSTRACT: Limiting script automation for both mining and weapons fire will greatly limit the capacity for economic growth and in-game innovation. The mining industry, for example, will start out with individuals mining for minerals and directly selling them to other players or on an open market. It will eventually evolve into a number of mining corporations that will be able to provide minerals more cheaply through an organized workforce and semi-automated processes. This is inevitable, as it should be. But why limit the mining industry to this level of business innovation? By disallowing further automation, yes, the market for mundane repetitive tasks like mining by hand will be preserved. But what would happen to the broader job market in a simulated economy where automation is unregulated? It would expand exponentially. How would automated mining exponentially expand economic growth and job availability? Well, the whole purpose of automation is to reduce labor costs, to reduce the price of goods (raw minerals, in this case), so that, in a competitive free market economy, businesses can stay... competitive. Inevitably, reducing the price of raw minerals allows other businesses, further up the chain of production, to increase production and lower their prices (competitive market, remember). These reduced prices further up the chain of production lead to increased demand and, therefore, new market opportunities. STORY TIME: John Smith is a miner. He mines steel all day for Mineral Corp, gets a commission based on how much steel he mines, and Mineral Corp sells the steel to spaceship manufacturing facilities. One day Mineral Corp decides to cut costs by using automated mining drones. Nooooo!!!! Curse you Human Ingenuity!! Let's look at what just happened: In order to cut costs, mining corporations are now buying automated mining drones. This new demand for drones is providing jobs for programmers, industrial designers, manufacturers, and even truckers (to transport all the extra minerals that are being more cheaply produced and are increasingly in demand by all these industries)! Back to John Smith: John lost his job to robots. The Luddite fear that soulless computers will replace all the honest employees has come true! *cough cough* But when John's at home, drinking away his sorrows with some Pan Galactic Gargle Blaster, he opens up the classifieds and is shocked to see hundreds of jobs available that weren't there yesterday! Not only jobs related to the production of mining drones, but many seemingly unrelated jobs! Where did these other jobs come from? They came from the steel being cheaper. Businesses that use that steel for product production, like spaceships and buildings, can now sell their products more cheaply. Having cheaper spaceships increases the demand for spaceships because more people can afford them. In order to meet that increased demand, spaceship manufacturers must increase their production by hiring more employees (new jobs! Yay!). So now, even though less people are mining by hand, more people are building spaceships (as well as countless other things)! John Smith may not be mining anymore, but he has a new job now, that pays more, and he can enjoy a cheaper cost of living thanks to those beautiful automated mining drones. BASIC FORMULA: Automation = reduced cost. Reduced cost + competition = reduced price. Reduced price = increased demand. Increased demand = increased production. Increased production = increased job availability. Automation + competition = increased job availability. Can we please have free automation scripting? (I may touch on automated weapons-fire later)
  18. (This post will get updated with personell needs from time to time) Want to be a part of a close knit team that shares your interests and focus in Dual Universe? Bladesin Mercenary Corporation is building more squads! We need a total of [46] new people in Bladesin! | Quality people over Quality players, you want a social group to play with? Hardcore gamers that are online all day every day? Then come over to our discord server. | We are a politically neutral Para Military group. We do mercenary and freelance work for the ones in need of an extra hand. Does it interest you to be a part of a small, tight-knit group? We provide it. Do you want a space free of toxicity? We provide it. Do you want to be challenged as a gamer and a person? We will do that. ---------------------------------------------------------------------------------------------- ---------------------------------------------------------------------------------------------- What will you get? -Adapted training for your in-game role -A team/squad of people to play with within your division -Full support in your endeavours, in game and in life -A space free of discrimination, sexism, elitism, where you can be yourself -As we are still very much a growing organisation and Community, a lot of seats are open, down the line you have a high chance of filling one out. If you are fit for it. -Community Game sessions (some of which are streamed on Twitch) Tons of awesome fun and laughter with amazing people with brilliant minds, a great sense of humor and the biggest hearts ever seen. | What Divisions and regions need you as reinforcements right now? -Crafting and Science (Building and coding) NA: 4 players -Mining and Gathering (Prospecting and mining) EU:3 Players NA:6 players -Logistics (transport and storage management) EU: 1 Players NA: 1 Player -Military ( Ground troops and Pilots) EU: 4 Players NA: 9 Players -Trade (Profit driving Trade and rare resource procurement) EU: 2 Players NA: 2 players -Communications (recruitment, contracting and content creation) EU: 6 Players NA: 12 Players What is expected of you? - You will automatically join the Gaming Community Bladesin Gaming - Follow our Codex - As you join you read the Codex Summary, and after you've been accepted you are expected to learn the whole thing over time and do everything you can to live up to what it means to be a Bladesinner. --------------------------------------------------------------------------------------------- --------------------------------------------------------------------------------------------- [COME TO OUR DISCORD TO JOIN] | Bladesin Trivia What kind of people are we? | A mix and match of gamers that are also entrepeneurs, soldiers, teachers, streamers, dreamers, students and so on. We share a common desire for a hospitable online community that takes care of each other instead of hurting each other. Mutual respect and a clear chain of command drives us forwards. We have extremely high standards of behaviour and if they are not met, there is a chance you will be asked to leave becuase of it, the reason for this is simple: - We provide a certain type of enviroment online for our members, toxicity of any kind is met with a 0 tolerance policy. - We welcome all decent human beings, we dont care what gender identity you have, sexuality, disabilities, alt life styles, none of that matters to us in any other way than we accept you for wh oyou are, as long as it does not hurt others by its nature. Trauma is met with respect here. | Honor - Duty - Dedication | These three words are our mantra, however you live life outside of Bladesin, with us, this is what we do. Honor Not to be confused with pride. Honour is a standard of behaviour that means you don’t humiliate others, you don’t demean them. At the same time, you stay true to your values and your integrity. You don't let others trample you or what you stand for. Duty If you say you will do something, you do it. You follow the chain of command and you do your best to be a useful member of Bladesin. In exchange, Bladesin does its best to be useful to you. That is Duty in Bladesin. Dedication Commit to Bladesins agenda as a member, be active, inside and outside of games. Always do your best, be loyal and in exchange, you will have the same from Bladesin. That is what Dedication is in Bladesin. This means you aspire to inspire. That is Honor in Bladesin | For more in depth explanations, please refer to our Codex which is found in our Discord Yu can also go to our Website to learn more about us.
  19. 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!
  20. Basically its a trail that can be left behind you so you can find your way back. either a light , flare breadcrumb or a coloured trail ,luminous floor. Would help when mining in the same material as often you cannot workout where you are as everything looks the same. Perhaps a device that maps the tunnels for you.
  21. Be great if there was a mining scanner for a ship. Could work at low level and provide feedback as to if there is ore in the area and its direction. A General purpose scanner . or enable scanning from a ship
  22. After looking over the pre alpha gameplay video for scanning and mining I've been thinking about how will this work longer term in game. Some assumptions There will only ever be hand scanning There will only ever be hand mining There will never be ore scanning or ore mining elements on dynamic cores. There are apparently 5 tiers of materials. I derived this from the post about 15 new materials (3 types in 5 tiers). There are 5 tiers of materials then they will be most likely at successive depths. I derived this from the scanning/mining video that says most low level ores can be detected with the default scanning depth of 400m. Exploration: Initial exploration will be done with random surface scanning and then hunting it down through manual triangulation. Deeper exploration will have to be done via exploratory grid tunneling. For tier 2 a 800m hole down to scan might make sense. But longer term layers of grid tunnels make more sense. The ideal layering of tunnels would appear to be a square grid of 800m tunnels. First layer at 400m down, second layer at 800m down offeset by 400m from the first grid. From above the tunnels would appear to be a 400m grid because of the offsets. This makes sure that all material is within 400m of a walkable place and can be scanned. This can be repeated all the way down to maximum dig depth. Tools to help with exploration: Ideally in lua script all scan results would be available - i.e. a scanResult hook that would include scan datetime, scan Type, position coordinate, facing vector, scan result vector of (ore type and distance). This information could be processed to be turned into a map of probable ore locations. The more scans involved in a concentrated area, the more accurate it becomes. It is up to the user and scripts/devices they use how the data is processed and stored. A data card of scan data becomes the survey result item people have asked for. Able to be traded, sold, etc. A centralized warehouse of scan results for an organization can help leadership plan mining operations, etc. Being able to scan while standing on a dynamic construct means you would be able to have say a mining mule that you could have controls that would say go x meters in direction y. This allows for consistent scanning of an area which leads to higher quality survey results. Imagine the mining mule is remote controlled rather than sitting in a pilot seat. Your standing on a platform spot on the mule with clear access to the front/sides/above. Being able to mine from the same dynamic construct means the mining mule works for scanning/mining and probably some cargo space for what you mine. None of this go against the basic idea of no scanning/mining automation IMO. You still have to scan manually. Your just being helped on precise positioning and recording of the data. You still have to mine manually. But you can do it from a machine that can get you into a close position with some storage. In both cases there will be a tug of war between bigger machines holding more vs smaller machines getting into tighter spots. You can't have it all so make your trade offs and build appropriately. It also opens up a category of things for players to develop and sell to improve the scanning/mining experience. They might be sold on the market.. Or they might be tightly held competitive advantages that people will do anything to protect. Definitely looking forward to getting access to the Alpha this month
  23. From dust till dawn. Technology made simple. For dust becomes dust. We are a growing organisation that aims to fabricates ships, modules, AI and everything that will be needed from the market, so you our customers. Aiming for a better universe, we are supporting you with our newest and best products. Need a transport rocket with autopilot? We are your number one choice. Recruiting Miners, Producers, Designers and of course Soldiers. One important role will be to secure our facilities and supplies. For sure Fun will never come at last. And yes of course there will be beer! Is there even beer in our new home? If not we should produce beer We are allways looking for allys with other orgs. Allready allied with: Dark Star Syndicate Our discord channel: http://discord.gg/wDqxnek
  24. https://www.dualthegame.com/en/news/2018/04/06/new-build-preview/ Big features like scanning, mining, markets and money are coming along with some changes for engines (vboosters may have been a tad overwhelming). This tells me NQ have been very busy behind the scenes this year What are your thoughts on the next build?
  25. In most space sandbox games there is always a problem when too much voxel deformation from mining, crashing ships, etc. Does anyone know how this issue will be avoided? Mining will obviously be part of any proper survival sandbox. When a player mines an ore from a planet will that voxel stay the way it is or will the ore regenerate? (I'm only asking this because if this game gets as many players as it deserves, then ores will become very limited very quickly). Another concern with this is if ores are depleted from a planet then won't it make it a bit harder for newer players in the late game? When a ship gets blown up or re enters atmosphere to quickly will parts of said ship blow off and be its own separate grid since it isn't attached to its original grid? If they can exist on their own would there be a cleanup to prevent small bits from flying all over the universe?
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