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  1. The Above image is a snippet from a post on the .23 patch regarding Perma-destruction of elements and Weapon limitation of core size. Below I go over some of the problems with these two aspects of the 0.23 patch and outline potential ways to make it better and more enjoyable. Element Perma-destruction: Problems: Creates excessive risk and inclines less people to travel out into space Inability to trade "used" elements... even though you can buy/sell used cars, games, GFX cards, laptops ect. in real life. Forces people to carry excess weigh
  2. After completing several ship builds over the past few months and really digging into the voxel editor, I've found that the biggest limiting factor to my creativity has been the checklist of elements that are required for any ship to function. The Problem: I'll use engines as an example. All basic atmospheric engine L's are the exact same size. They all output the same thrust. Same fuel consumption, etc. There is a distinct number of them that I will need on my ship if I want to lift a Container L. But what if I want my ship designed with only one massively powerful engine instead of twel
  3. Very self explanatory. After scraping receive all or some of the raw materials used to create the item.
  4. Swap Spot swaps your Ore for Elements, you don’t need Quanta, nothing to buy, just Swap! Swap Spot is your own personal industry without you needing to know a thing about industry! Don’t waste time digging needlessly, comparing prices and traveling from market to market, get popular Elements at Swap Spot! Swap Spot is much more than a combination of Industry and Market! Swap Spot is hundreds of times faster than nano-pack crafting and substantially faster than traditional industry complexes. Swap Spot delivers a va
  5. This is the result of running the globals dumping script in-game on constructs that had various elements attached to them. Some exposed functions were called with pcall. The first value indicates whether the call was successful, the second is the actual function return value. All functions that return a vector return it as a table, not as a vec3 structure. Usually such functions will be called like this: local worldGravity = vec3(core.getWorldGravity()). Boolean values are returned as a number 0 or 1, and not as true or false. Element events are not listed here, as they
  6. lietomee

    A gun lift

    I don't know if it was proposed earlier, but the idea of a retractable carriage or a gun lift appeared. The principle itself is implemented in the form of modules of various sizes from XS to XL. At a basic level, this is a small lift that allows you to shift the module fixed on the platform by 10 voxels. at the maximum XL level, it is a full-fledged lift with an armored lock. you can also beat the variation when there is a variation of the lift for each type of weapon. I'll attach a raw image, but I'm not an artist. Also I apologize for my poor En
  7. (Posted Friday 19th of February 2016 on the DevBlog) In the past few weeks Dual Universe has been on occasion described as being mainly a PvP MMO. However Dual Universe is so much more than this: it has a rich "Builder" gameplay at its core, which is rather new in the MMO genre (at least at this scale). Specifically, this gameplay is not just a kind of single player experience added on top of a MMO, but takes an entirely new dimension because of the fact that you are building within a MMO that takes the word "massive" seriously. This is a crucial aspect, and
  8. Provide an option to recycle elements & materials back to their sub components ore's. Each time would reduce the amounts returned as a cost of processing. Perhaps this might require equipment or skills to drive performance levels.
  9. Some ideas for interactive elements. Password terminal: When actived with F, it opens an interface window, where you can type in a password. In building mode you can set a password. If someone types in the set password, it activates signal A for a set amount of time and optionally activates a signal B, when someone types in a wrong password. Interactive displays: Screens, where you can activate and deactivate different signals. Possibly with scripting your own user interface. Also you can add the password feature here. Weapon detector: Like presen
  10. I think it would add a great deal of flexibility if certain elements had adjustable lengths and widths For instances tables that you can make longer or benches you can add or remove seats, windows are another that could benefit from this. It would essentially remove the need to have several different sizes of things.
  11. I haven't seen or heard of any talk about having a variety of a certain elements to choose from. Like you can craft 7 different designs of thrusters that all are equal in performance, because their look is just purely Aesthetic Im asking this because I wanted to build a ship thats a sphere on the outside, but has a hollow cube in the inside for you to sit in it and pilot it. Similar to a Saiyan spacepod
  12. I heard that the planet distances are going to be a good 2 days apart in real time, so rather than setting your ship on auto pilot and logging on every 48 hours till you find a good planet to settle on could there be an FTL (Faster Than Light) drive or something like that? So rather than getting the first 15 seconds of this video, we get what is in the last 5 seconds?
  13. Hi, so I was hoping some pistons, rotors, and connecters of some sort could be added so you can do things like this (first I want to say that I tried to find a better example, but this is the best a found so pretend you are doing this with ships I guess):
  14. Just wondering if there is a listing or compilation somewhere of the different building elements we can expect to see in the game at launch and about how big they are.
  15. As most of you are aware Novaquark is laying down the foundation for Dual Universe. They need to get the game in a strong alpha state before they launch their kickstarter campaign. This means that some of the purely aesthetic aspects of the game will have to come later on, like outfits, player customization etc. This thread is for those who would like to dream of the kinds of elements or "props" as they are called in some other games that they would like to see in dual. There are many different types of elements. • Active elements: Elements that have a function and will most likel
  16. I have a question. I've seen a few images on the Dev Diaries that would suggest some of the elements might be animated or have moving parts. Is this a thing? Landing gear for example look to have two states, deployed and retracted. I've also seen, although cannot find, an image of an engine deconstruct into its various parts. Some of the parts look like they would spin or something, like the turbine blades. Does anyone have any insight into this subject? Much appreciated.
  17. I would like to compliment the artists who are designing the elements. I thought the early placeholders where good, but when I see the recent designs, I am impressed that they have become even better. In a science fiction setting, it seems easy to make things appear either too mundane or too fantastic, but I feel the artists are getting the balance just right and giving the elements a strong sense of believably. These are obviously very talented people who put a large amount of care into their work and I thank them for their contribution to DU.
  18. Good day to all Duel Universe Community members! First off I am very excited for this game, and I cant wait to see where the Community can take it. However that being said I have a few questions in regards to where the Dev's plan to take DU... Water I should start on the note, that I am a huge fan of Stargate, (Atlantis, SG-1, and Universe) and in Stargate Atlantis an entire city sized ship is built. I have no doubt in my mind that building it will be possible in Du, if not a little bit difficult, however Atlantis rested on the surface of the ocean. This is just one example I can t
  19. In the beginning, there were functional elements that make constructs fulfill their various functions. But what about purely decorative elements? I am not talking about player made elements that were previously alluded to (like a pretty staircase etc) I mean naturally occurring elements such as plants, flowers, small trees and shrubberies. Things that occur naturally on planets that could be placed in a construct to make it look... pretty. And while we are on elements that players cannot create, how about a water spray element so that players can create fountains How about elec
  20. So Dual Universe looks cool - cool enough that I just bought in at silver. One thing is bothering me though... I've seen prefabricated elements come into use in the preview vids. The builders put down some custom voxels, attach the elements and away they go. The simplicity of it makes me wonder if the custom voxels matter at all. Is a sleek and beautiful battle cruiser with hours of work put into it any more capable than a big cube with the right elements attached? I remember this kind of building from Spore and I hated it. A thing shaped like a hippo could outrun a thing shaped l
  21. A little push up for dev team to gather ideas from the community about what type of elements would be appreciated to be seen in control rooms of our spaceships Unlike other topic i would like to structure that one and condensate informations, so that after few posts we dont loose them I will start with an exhaustive liste of active elements, scripted elements, that players will have interaction with And encourage everyone to copy past the liste adding +1 on the counter of the elements they like, and add their own elements at the bottom of the list Eventual comments would be made afte
  22. Can the artists doing elements make 6 which function as animal cropods or animal resurrection nodes? Craft-able in three sizes and two types. Land and aquatic. High tech Cat box, dog kennel sized box, charger sized box with hold and rattling. I can do basic models or sketches. These allow a quest like process of deploying fauna and fish to the new world. Org mediated. It need not spawn an animal; it's just a specialised form of nameable cargo to be delivered to a warehouse; zoo, farm, park. An additional re-nameable 'seed' package would do plants. Get it to a location set by the c
  23. What do you guys think that the difference between a static core and a dynamic core are? At first I thought that "dynamic" is for a ship or something that would move like dynamic location (although now I think about it, it sounds like a really strange way of putting it), but then some of the comments made by JC wouldn't make sense for example when he talks about making the station move in the gameplay video he says it would just be a matter of putting engines on (although I could be remembering wrong, probably go watch that again after I post this), and when he talks about constructs not being
  24. I like the foundry and 3D printer but can we have a second incarnation of both and storage. These would be attached to a voxel build creating a bigger version with slightly faster operation. This would allow the building of foundries, factories and storage bays and silos that look impressively industrial and make great places for a fire fight. Most would be purely decorative. I noticed that the forge and other machines in landmark often got hidden in such bigger builds but were never really optimised for that function. It may need a forge input, the end of that mesh cropped off and made a l
  25. I like the foundry and 3D printer but can we have a second incarnation of both and storage. These would be attached to a voxel build creating a bigger version with slightly faster operation. This would allow the building of foundries, factories and storage bays and silos that look impressively industrial and make great places for a fire fight. Most would be purely decorative. I noticed that the forge and other machines in landmark often got hidden in such bigger builds but were never really optimised for that function. It may need a forge input, the end of that mesh cropped off and made a l
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