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Alpha

Found 17 results

  1. Is there a reason my blueprints didn't survive to release? I had MANY in our org boxes and they should have ended up on me or my partner's accounts and we have none.
  2. English (Translator used) Hello NQ, Many players have created very interesting constructs that consist of several cores. However, since with the RELEASE only the individual cores are taken over as a blueprint, it is very difficult to put them together again. Therefore I propose to create a new kind of blueprint (new item). This blueprint consists of a list of blueprint names (current blueprints) and their core positions (incl. alignment) in the overall construct. It is a condition that all cores of the blueprints (current blueprints) are of the same type and that the core position of the subsequent entry is not further away than 600m (to cover only real constructs). Furthermore, when setting a blueprint, it must not land in a construction area where this core is not allowed to be. After setting the new Blueprint, the individual target positions of the cores are displayed virtually with names, as with a projector. Then you can set the current Blueprints one after the other without re-aligning them. The projector can be switched on and off depending on the construction progress. The automatic generation of the new blueprints should still be possible in BETA. Die Waldfee
  3. Since day 1, NQ has talked about cities as a feature of DU: - during the Kickstarter in JC's '10 Minutes of Dual Universe Gameplay', - in the 2018 pre-alpha 'Dual Universe Community-Made Outposts', and - just a year ago, at the 25 second mark in the 'Building Fundamentals Trailer'... So why are there only a handful of 'cities' in DU? As detailed in my YouTube video (link below) it is virtually impossible to align static core blueprints reliably, even when working hard to comply with the baked-in ray cast used to position blueprints. The lack of a snap to grid (as with placement of new cores) is just the beginning of the many problems. Static blueprint placement issues also include: 1) 'Nudge' moves the BP by 2 voxels instead if 1, 2) There is no visualisation of the structure being placed. Combined with placement inverting the direction of the structure by default, it is extremely difficult to predict which direction the blueprint is facing when placed, even moreso when rotation is called for, and 3) The inability to 'undo' a bad placement is especially burdensome on large structures as they have to be torn down in dozens of separate cut selections and the blueprint is effectively lost. For all these reasons, it is completely impractical to try to perform a number of tasks essential to large scale architecture, including: - Relocating an existing multicore structure, - Replicating a multicore structure, - Developing multicore structures for sale, - Selling any static blueprint with DRM (since bad placement consumes the blueprint). Because it is impossible to transact blueprints in a way that allows customers to reliably place their purchase, there is no profit to be made in multicore architecture. And because there is no profit in multicore architecture, there are no multicore architects. In essence, current gameplay mechanics actively inhibit the construction of cities. There are three levels of fix for this essential gameplay element: BASIC: Add snap-to-grid for static core blueprint placement, identical to new core placement. (Even with this basic fix, determined players can workaround the remaining problems.) INTERMEDIATE: Add a direction arrow on the blueprint being placed so players can see which direction the BP is being placed. (Blueprint sellers can then provide instructions to customers on which face of the construct the arrow represents.) ADVANCED: Full function - add a silhouette of the projected blueprint, and add an undo function or teardown with the blueprint recovered. To be fair, there are other problems as well - like the inability to use elevators to travel between cores, or more than half the width of a large core. But with the ability to design and build multicore structures, the largest hurdle would be resolved and the absence of any significant emergent architecture, aside from a small number of very determined players. It is my wish that rather than wait for the available development cycle to properly fix static blueprint placement, the 'basic' option above be implemented ASAP. *
  4. I did several tutorials and learned how to upgrade my speeder, etc. But, after having my speeder automatically compacted and placed back in my nanopack, I seem unable to re-deploy it. It says "not enough single use blue prints" and "not enough components" even though isn't isn't supposed to require any? Or does it? When trying to deploy, the box is blue, and everything looks good. Strange. Help please!
  5. 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
  6. English (deepl used) Meanwhile I have designed a large number of different constructions. This has created the problem that I can no longer reliably distinguish design variants, especially if they are older. In order to be able to identify the respective Blueprint reliably (without building it first), a description of the Blueprint which one can freely provide would be very practical as embedding in the Blueprint. This description should be a HTML format in which you can also add pictures and videos. So you could display this HTML on every screen in the game or send it to the net. For the sale of a Blueprint such a description is also very helpful. What do you think? Die Waldfee
  7. I was talking to a friend the other day about being able to create blueprints of your creations and then selling them to players. He brought up a really good point. In Second Life they tried something similar, but ran into problems because players would exploit this system. They would buy blueprints, change a single texture or alter it in a tiny way, and then resell the design as their own. I am curious if there are any ideas or strategies that will be implemented to try and avoid this (if it's possible)? The only idea I can think of to avoid this is to have the designer bake in a signature of some sort into the design. A signature that would remain even if the overall product was slightly altered.
  8. What kind of vehicles will you build? I want to see if anyone has began sketching out blueprints for the ships they plan on creating. I know we've only been given a little bit of info on ship building but I've already began sketching out some initial ship blueprints myself (I'll post those soon ) What kind of ships do you plan on making given the info we have? Post pics if you have any!
  9. NoBark

    Blueprint fun

    Do you think there should be a system in place to determine if blueprints are similar and impose an action on the reseller? What would prevent a player buying a blueprint off the market, building it, saving it as a blueprint and then selling it on the market as his own possibly underbidding the original seller? Should a construct obtained from a blueprint be flagged as unable to be blueprinted itself regardless of modifications? Should there be an option to add modified versions of a blueprint and selling them as variants? Would the original creator be able to select which variants would be allowed to be marketed? Possibly allowing the creator of the original blueprint to tax the modified versions? Also do you think blueprints should be single use/limited use or unlimited uses?
  10. So here's one from the discord. Idea courtesy of TheGreatPigeon who assures me he's too lazy to post it. I like it enough I'll put it up and give my thoughts on it. The basic gist is to allow a construct made from a blueprint to be edited, and for those changes to, themselves, be saved as a blueprint. Unlike a normal blueprint, this new type (We'll call it a 'schematic' for now,) can't be used in a factory by itself or to make new constructs. In order to be used, it requires either a construct the original blueprint was for, or a copy of that blueprint alongside it. A usage case: X designs a fightercraft that's fairly popular. Z finds that it's undergunned and a little slow for his tastes. He adds some more weapons, changes the materials to lighten it up, and adds a sick spoiler just for fun. When he saves this, it becomes a schematic. If he has a copy of X's fighter, he can apply that schematic, in a factory or some other industrial unit, or possibly directly to the construct using guides and his nanoformer. If he has a BP, he can put both into a factory and produce a copy of the fighter with his schematic already applied. If he has neither the fighter or the blueprint, his schematic doesn't do anything at all. So this achieves a few things: 1: It allows iterative creativity while still protecting the IP of the original creator. 2: It can drive market sales for all parties. If Z's schematic is really popular, People are going to want to buy a lot more of X's fighter to get to use it! 3: It can allow players/orgs to customize their own variants of a construct without needing the original designer to do the work themselves, but still get paid for their original work. Now obviously, as a toggle, a BP could still have an "Allow/Disallow schematics" sort of option, to give the original IP holder more control. But I think a system like this could allow for some very interesting interactions to take place, without any enormous degree of additional complexity.
  11. To accomplish this some changes would be needed. The goal of these changes is to allow the automation of selling vehicles. To accomplish this permission should be able to be changed with Lua scripting. In order to automate selling a ship, the Lua scripting would change permissions once the buyer has completed the correct input (paying for the ship). On top of these changes there needs to be a permissions added that allows someone to fly and build on a structure but not be able to blueprint the structure. Otherwise you could spend hours designing a ship, sell one, and then watch everyone blue print hundreds of them without getting an in game dime. This could be accomplished 2 different ways. Method one don't allow blue printed ships to be blue printed. Only the original ship can be blueprinted. Method two add a second permissions type for blueprinting. Selling ships would be difficult and probably pointless without these features.
  12. An in game Construct Creator would give designers the capacity to efficiently build, test, and iterate designs. This could be done in a way that utilizes current technology slated for development in the game. One method would be to use reformat-able zones. Players would spawn into these zones with a tool set similar to what is being implemented in pre-alpha. After the play session the zone is formatted.
  13. After giving the most recent Kickstarter update video a listen, I got a nice little nugget of info. ~Blueprints will not be wiped between Alpha, Beta, and the Release. This gives a tangible advantage to players at the gold level and higher, as the time they spend building (and helping test for that matter) the voxel system, ship building, and base building will get to carry-over all of their blueprints and potentially have an economic advantage at game launch. While other players are trying to develop ships from scratch or working off of the start ships, Alpha/Beta players will already have designs with a slick uniform look and possibly so will their respective org. Despite not having access to all launch features, this makes ORG play viable at least in Beta to acquire an advantage for main release. Does this provide an unfair advantage to Alpha/Beta players? An advantage sure, however our characters probably won't get to keep the levels we had to gain to make those builds possible. When the wipe hits after beta and before main launch, every other tangible resource will still be an obstacle for players who have a bank of blueprints from the previous versions. I for one will try to flex my Alpha and Beta muscles with the Alchemists to get a head start on builds! Pretty neat eh? I'd HIGHLY recommend upping those pledges to at least gold at this point if you haven't already
  14. I thought this might be the best place to post, since it has to do with blueprints, although it is also somewhat of an art question. Does anyone know whether blueprints will be actually viewable in the game, like a schematic, or whether they are just supposed to be electronic files that only make sense to a factory unit? The reason I ask, is because I think it would be neat to be able to make a desktop background / screensaver slide out of your favorite ship blueprints. (Hence the "art" aspect.") I realize that it could pose problems from a blueprint security standpoint, since it might be easier to reverse-engineer a viewable blueprint, but then again, the blueprint wouldn't be divided into voxels, so.... Maybe this could be limited to Master Blueprints, or specific blueprints that have had this option enabled by the original designer? Let me know if you are aware of whether this will work. If not, tell me what you think about the idea!
  15. I thought this might be the best place to post, since it has to do with blueprints, although it is also somewhat of an art question. Does anyone know whether blueprints will be actually viewable in the game, like a schematic, or whether they are just supposed to be electronic files that only make sense to a factory unit? The reason I ask, is because I think it would be neat to be able to make a desktop background / screensaver slide out of your favorite ship blueprints. (Hence the "art" aspect.") I realize that it could pose problems from a blueprint security standpoint, since it might be easier to reverse-engineer a viewable blueprint, but then again, the blueprint wouldn't be divided into voxels, so.... Maybe this could be limited to Master Blueprints, or specific blueprints that have had this option enabled by the original designer? Let me know if you are aware of whether this will work. If not, tell me what you think about the idea!
  16. Lets say I make an awesome ship and I sell it on the market for a certain amount. What's to stop some guy from buying it, saving it as his own blueprint, then selling it and making tons more currency because he is able to get more attention drawn towards it? Also, whats to stop someone from just saving a ship or construct I'm working on as a blueprint? I was thinking along the lines of constructs being owner specific, even if created from blueprints; so the first person to place a block for a construct permanently owns it and all copies of it. The only problem with that is, what if I take a piece of crap ship and make it 100 times better? Then I can't make a blueprint from it. I was also thinking there could be an "ownership block", where whoever places it on a construct owns that construct permanently. But then that could simply be broken and replaced by someone else to call the ship theirs.
  17. Simple discussion really. Should blueprints act as a unit unlock in RTS games? E.G. : Player A sells a blueprint for a ship to Player B. Player B has the materials, but to build the ship, he has to pay royalties set on the contracted blueprint to the owner of the ship. This example takes into assumption the possibility of a universal currency (sadly), and my point of worrying is this. Inflation. If Player A sets the price on X amount at the point of the blueprints creation and after a year, the currency has inflated isnaely , the price set on that blueprint and that date, is now actually less that when it was set on. Which would require a sort of "termination of contract" via an NPC in the Arkship, that would allow a player to terminate their contractual blueprint with a set of "number of terminations remaining" and a recharge timer of months, or possibly, a real-money paid service, if the guy you sold your ships to ends up stealing your waifu or something . Which opens the flood gates also to the need for fixed circulation of cash in the game, or, the ability for factions to build their own currency. I know many EVE players are having a "rocket in their pockets" for such things. Mmmmmm, spreadsheets.
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