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Found 20 results

  1. Hi All I want to discuss an idea to maybe counter a problem that will prohibit us from building massive projects. Monorails, bridges, infrastructure, roads, anything not needing complex elements but only the basics and voxels. The problem is we are now limited to build in a box that is limited by core size. If we want to build civilization including roads, bridges and everything we will need to place a massive amount of cores. What i want to propose is a system where you can build outside a core with basic materials. The startpoint of the build must be in a core but the build itself may be outside it. rights management stops outside the core and anything build outside the core is regulated on territory level. So if you have a TU or STU in place, the structure is relative safe, If you do not have these, anyone can delete or destroy your structure. this is a necessity with the system, cores are regulated by rights and so are territories so anything build Outside a core is under territory rules, anything build with no TU or STU is free for all. However, this way we are able to build large structures like roads and bridges and monorails that would normally need a lot of cores. Limitation would be that these builds can only be build out of basic materials and voxels and anything would have no user rights on it although protected by TU or STU This system would make it possible to make roads to and from different cities or market places and between cores, creativity could be used to build bridges across water masses for creativity and RP, This way we could also build structures like space elevators or monorails or later Dyson spheres, all for creativity and the greater good of the community. This is also why i think it is needed, the greater good of the community. With this we will need to work together if we want things to be build, if org a and b want a monorail or bridge connection between their cities they will need to build together and secure it together, whether by force or by combined TU coverage. Also for federations, massive organizations, alliances and anyone who wants to connect this is probably the only way to build mass infrastructure without the need of thousands of cores polluting the lands and all the lagg induced by the right management on those cores. Please add your ideas and remarks on why yes or why no. technically this should be possible reasons behind that are NDA, sorry. Greetzz Aaron
  2. 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?
  3. Hello, I would like to propose an idea of upgrade (or another type) of the actuals fuel tanks. It should will allow us to create much more complex and better vehicles, especially the spaceships in wich optimization is very important. I propose : Differents "tanks controllers" like "small/medium/large/mega tank controller" where small could be like a cube of 0.50 m. These different tanks controllers provide the lua control slot and the fuel out slot. After placing this tank controller, it allow us to place the "body" of the fuel tank, in the form of voxels we will can craft, and that we must place adjacent to the controller to connect it or connected through other voxels which is adjacent. Then, the capacity of the fuel tank is calculated by adding the volume of voxels we placed. But, we can't place voxels as we want, and if we place more than 8 m3 (for example) connected to a small tank controller the volume in excess will not calculated and a warning message could be displayed. Eventually, could be a "mega tank controller" wich is pretty big but have a non limited volume of fuel tank body. This system of fuel tanks will allow us to create fuel tanks with the form of our choice, for best vehicles and optimized space. Shatonly.
  4. Curves and complex shapes are hard to do in a voxel based building system. Although they make building much more simple for most, for many it will limit the creativity possible. Would it be possible to import cad files? if the cad file was in an Stl form it would be easy enough to transform via slicer a complex object into voxels. This would allow for increased market value for ships and structures that can be dynamically built with more complex shapes. Everyone has axes to cad. personally I use Onshape, a free cad that can be run on any computer with chrome. I think this could be very useful to builders.
  5. Hello NQ staff, As a former Landmark player I see the need for a feature very similar to what was used in that game. To more easily view constructs of other people. Over time and especially when the NDA is lifted I can see the need/desire for players to show off their build and for other players to browse and view all the cool things that people made. I can already see this now as players are flying by and getting out of their ship to take a closer look at a house or ship someone made. Over time more and more builds will be far away and the location of many of those will be unknown to you. Even on Alioth builds are wide spread and without their location you will just need to be lucky to find some really cool player build construct. Though in DU we will always be confined to the location of our character for gameplay purposes. So there needs to be a way for players to view constructs of other people without breaking the gameplay. I came up with the idea of a spectator mode. First players who have a construct they like to show off, needs to be marked or tagged in some way by the owner to opt it in for display in a gallery. Other players can then open the gallery and either travel to the location of that construct as a spectator or open a "construct viewer" where they can then view the construct without element interaction rights. That right should need to be activated by the creator. You may already have some sort of "consturct viewer" planned for the time when players will be able to sell their construct and buyers would like to view the product, just as a reminder that there may be overlap there. Your physical body should remain in the same place while you are viewing the construct so there is no exploit in escaping combat in some way. It might even be interesting to charge a small fee of ingame currency for viewing a construct. That might give players more incentive to build better and good looking things. Another thing to consider is that when players view a construct at the build site it should probably not be possible to view it's location/coordinates unless the creator gave those permissions. Anything that's near the build site that the spectator can see, like constructs of other people, might interfere with the intended gameplay and I don't know enough about that to give my opinion on that. In short I hope there will be a feature that allows players to more easily view the constructs of others and maybe even rate them.
  6. So I was wondering if the following would be something people would be interested in: What: A competency certification for the various building disciplines. Why: DU is giving a LOT of space for player creativity. This will mean that the 80/20 rule will be in strong evidence. Every one CAN build, but not every one can build WELL. If you cant build and you are looking for some one to build for you, it would be nice to have some prior knowledge of what they can do. Auditions are not practical, especially if it involves expensive materials. How: You take a competency test with a guild representative. The test will give a set of parameters to build to. The construct is judged according to a determined schedule. The result is a pass or fail. A pass is recorded in the guild for that person. A fail is only recorded with a date to allow some time to pass before a new attempt is made. Difficulty levels have to be completed in order. For instance, you have to complete basic hovercraft building, before you can attempt racer building. If the person you wish to engage for a construction is registered with the guild, you know that they have completed a project to the stated specification satisfactorily at least once.
  7. Who am I? Currently a student in a software engineering major. Why are you here? Well to make fast ships and big guns. What do you plan to do? Build ships for deep space exploration and hopefully write some good code while I am at it. What role do you plan to play? Deep space exploration and ship design/programming. Are you a lone wolf or "team" player? A little of both. If an organisation wants my skills and thinks I could be of good use, plus can compensate me accordingly, I would be more than happy to join up. As long as I feel that I am being put to good use. Other than that I will probably be by myself out in the great unknown building star gates and finding cool stuff. What do you hope to accomplish in the game? Just building cool things really. I love designing, building, and exploring. This feels like the perfect game for someone like me. Anything else you can think of? Not really, I mostly did this so if someone is interested in who I am then they could find this. If you have any questions feel free to ask and I will update this with questions as they are asked(that is if anyone out there really cares to know)
  8. I wonder if you can build a space elevator in the game I can think of a few ways, how would you build one?
  9. Looking for some information about what we will need to build or craft our things I found this info from a year old post: But I have some questions: - Those units, like the one to refine, the 3D printer or the assembly unit; are they items at our inventary or we need to have them like a workbench in order to use them? -Are they mobile or they are building using something like a Static Core Unit? - And the last, they suffer from use? they need to be repaired or have maintenance? I don't know if they already answer this, but i can't find answers to that. Thanks!
  10. I would love to see some early Ideas people have for Starship designs. Ive been dreaming of Starship designs all week. Been looking up references too! Post Starship photos here and lets drool over the idea of creating Awesome Starships. Pinterest is a great way to gather reference images and save them for further use. I'm going to create a Pinterest Gallery for Spaceship designs. SaveSave SaveSave
  11. Could we get an open-topped cockpit for planetary travel? Yeah, I'm talking hover-bike style cockpit, not unlike a speeder or motorcycle. Here are the potential benefits: -It would look totally sick! -Less resources and lighter weight means easier to build and easier to propel ~faster -The exposed nature would allow players to shoot you dead, despite being in a construct. Since Construct vs Construct combat won't be there at launch, this would allow lower-level play to include some sort-of vehicular combat. -Can't go into space with it -This would allow players to have a low-tier transportation system for traveling across a planet surface that is easy to steal/lose but easy to replace -Organize SWEET hover-races Plus who doesn't love speeders?
  12. Hello all, I have been watching Dev videos and have seen so mention of underwater base building (Would you kindly...) and I have one question so far. Would we be able to make man-made rivers, waterfalls, and lakes by directing water flow?
  13. Welcome to the Link to the organization community page : here Introduction It is my pleasure to present you our brand new organization : the Stellar Trade, Affairs and Recreational Society (acronym STARS). We are a neutral, non-interfering society thriving to offer the best available services to the community for an affordable price in secured oases of peace throughout the universe. We wish to offer in each of our bases: - A banking system for you to store your items in a secure and convenient location. - A free open market for everyone to visit or sell - A transport service for renting, shipping or driving you - A entertainment center for fun, gambling and broadcasting live streams such as races, fighting contests and maybe in the future war battles. - A research team to sell our carefully designed and manufactured constructs tested by our own members in their day to day activities. - A beautiful building reflecting our investment in the artistic community where all the previous services will be hosted. - A security team to secure our infrastructures and our clients assets. Diplomacy As a neutral non-interfering organization, we pledge to not wage war to anyone, not take side in any conflicts nor create any embargo. We are open to alliances and treaties with all organization sharing our vision of a free safe, peaceful and prosperous community. We are also open to business contracts for you to get VIP access to our various services. However we do retains the right to put you or your organization in our blacklist effectively banning you from our services if you commit any offense against us, our clients, our constructs or our infrastructures. Would the offense cost us a loss of any kind, we do retains the rights to prosecute you by hiring public or private law enforcement and/or juridical systems to make you pay for our loss. Membership The STAR Society is organized by a vertical hierarchy guarded by the founders with the role to oversee all activities and protect the organization from internal and external coup trying to divert us from our true mission (see our Role Play). The Council is a group of 10 members (of whom 2 are the founders) sitting at the top of STARS’ hierarchy. All members of the council, apart from the leaders, are elected by their peers for a mandate of 3 months. The Council takes all the decisions and set the objectives of each Division for the mandate toward our global objectives. Divisions represent the interest of STARS for particular activities. There are 7 Divisions : The Banking Division in charge of setting and maintaining resource banks for our customers. First objective is to build a Bank in the headquarter. The Trading Division in charge of setting and maintaining open markets for our customers. First objective is to build a market place in the headquarter. The Transport Division offering transport (of people or goods) for customers and for the Divisions, racing on STARS behalf and testing the ships of the Research Division. First objective is to develop a customer base and to train as soon as the first ships are ready. The Entertainment Division in charge of setting up the casino and gambling system, running races, showcasing live streams and all entertainment-related activities. First objective is to design and market the casino and the racing bet system. The Research Division, focusing on designing blueprints for all other Divisions and for defense. First objective is to start building the design of the headquarter, designing the first transport ship and the first defense mechanism. The Construction Division in charge of building the headquarter and any building necessary to the other Divisions. First objective is to secure and start building in the safe-zone a low quality version of the headquarter to host the bank, market place, research center, transport halls, casino and conference hall. The Security Division whose job is to protect the other Divisions during their activities. First objective is to make STARS famous by exploring outside the safe-zone, cooperating with the community, talking about us, train in fighting skills and address the griefs of the other Division. All members must choose up to three Divisions, they are free to work in any of these and must choose one to be primary for each month : the one they will spend the most time in. The Council will adapt monthly objectives according to the pool of members in each Division and the one they set as primary for the month. STARS strongly recommend to choose 3 Divisions and rotate between them because the skill system of Dual is set so that you won’t be able to be good at everything so favoring a few and becoming an expert in them seems better to us than favoring none and be average in everything. Favored trios for now The Fighter : Defense, Transport and Research Division The Merchant : Banking, Trading, Research Division The Builder : Construction, Defense, Research Division The Dealer : Entertainment, Transport, Research Division Yes we do value researchers, because all the blueprint we develop will be saved from alpha to beta to official release. However we don't force nor coerce anyone so you are free to do choose any other trios. NB: There may be basic skills needed for particular activities that we may favor in Alpha.
  14. T h e A l c h e m i s t s -A Profession-Level Org -Not a Government -Does NOT require loyalty or Sovereignty -Not a Mutually-Exclusive Org -Not a bunch of jerks! If you consider yourself mainly a builder, then you belong in the Alchemists. We are a profession-level org, that means memberships indicate to potential employers that you are a specialist. I will be managing contracts with other orgs to craft and design Blueprints for military or civilian tech, and members of the guild will be welcome to collaborate on these contracts or form contracts of their own. In essence this is more like a Crafting Guild. There will be some shared resources, some shared workspaces, and every opportunity to cooperate. There will be a bank of org-owned blueprints and elements that each member of the guild can use and incorporate into their own designs. As the Legate of 4 interconnected orgs, the Alchemists will benefit from the protection of the Free Lancers (Mercenary guild), the resources of the Squires (resources-for-DAC's guild), and will have bases of operation located safely within Terran Union space and Cinderfall. And we will start in Alpha. Yep, blueprints for constructs and elements that a player creates in Alpha and Beta will all transfer over to the actual release. It will be essential for Builder's guilds like the Alchemists to have access to the earlier builds of the game, and I'll have that access. I will make ALL of my Blueprints available to the Alchemists, including the ones I develop during Alpha and Beta, and if curious Alchemists don't have access to those earlier builds of the game, I will be happy to test out and draft constructs based on notes and sketches by request. You have nothing to lose, build with us!
  15. A little survey to open several issues about builders user experience
  16. Building will be a major factor in dual universe and you will have to build something at some point, so what do you plan on building if anything?
  17. Ability to build on physical moving space ship kinda tinckles me We know the creation mod at first create non physical voxels until you activate its physics Will the created voxel stand still on xyz position untill one wall of the ship bumps into it, and stops the whole spaceship? Will created voxel automatically and instantly be linked to the physical properties of the ship, so that will create a physical voxel that will start bumping on the floor? Will created voxel automatically and instantly be linked to the ship but with non physical properties, considering the air in between the ship voxels and the created voxels is solid? What if my first created voxel is created in the air within the ship and not touching the ship? What when i ll want to save my creation, if i save the whole ship blueprint with it? I really consider this question tricky in terms of links and properties What if it is technicaly impossible, and what will we do in spaceships during a month travel exept socialising?
  18. I would like to introduce an idea about using the paint tool to create some bump maps textures for our builds: The concept is using the paint tool and having the possibility to switch to texture or bump mod. Normal maps would be too complex to paint by ourselves, so preferably using bump maps system, painting in shades of greys over our texture painted model. An Invisible painted information layer to anyone's eyes on a finished build but renderable by client side lights information calculation. This might greatly improve the appearance of any constructions And why not doing the same for a reflection map painting mod
  19. How about adding physic to constructions, by adding some gravity, weigh and strength to material, so for larger scale building constructions on planets, players will be forced to recreate a stable structure to build on. Making impoosible to build bridges without pillars, suspended houses with a triangulated structure, or even a floor without a certain thickness, neither a dirt tower.... As i understood Voxel builds is composed by millions of tiny tiny pixels cubes, so it might not be difficult to make calculation to make cunstruction horizontally collapse based on distance of last cube from attached solid point. Here is what we know about Voxel: Here is what i m talking about:
  20. I wonder if you can build a space elevator in the game I can think of a few ways, how would you build one?
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