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Alpha 1

Found 11 results

  1. Michael_Arclight

    Arma 3

    Hello, I know I haven't been active as often in this community as I should be, the newsletters keep coming showing ever more promise, but today I wanted to bring another topic instead. I have been playing Arma 3 quite frequently for the past few months within my own Starsim (Star Wars modded Arma 3) community, the 101st Doom Company. I was wondering if anyone else plays Arma 3 or if they have it and are interested in doing some operations.
  2. Blitzer

    Player Models

    Hey, so one reoccurring thing that I see in my organization's discord is that we would love to have our own distinct armor/player model... how much of a stretch would it be to add that to the game... it would help to identify different orgs. Maybe the organizations that want them could make their own 3D model and send it to Novaquark. It's just an idea, but it would be cool to see different factions ideas for armor!
  3. To have a somewhat imersive experience in Dual Universe we definitely need to see cities. But why exactly would people create cities in DU if just use a vast amount of resources without any real benefit except for showing off? Normally city planning depends on a lot of different factors, like the environment, available resources, especially food, the condition of the ground, expected industries etc. Those are mostly things that wont work in DU. On the other hand, building cities in DU has quite a lot of disadvantages, like being target for raiders, warmongers or just griefplayers. So without any real benefit or need to create cities we will at most have very few large organization building and maintaining a city as HQ and maybe one or two trading hubs. Mostly we'll see well hidden factories and bases which are statistically placed across the planets with nearly no clustering. There are two possible ways to facilitate cities. One is giving artificial benefits like production bonus or similar things, i wont advocate that as it is unrealistic and just shows a lack of creativity in the game design. The second way is giving realistic incentives. The only incentives that work on larger scales in a mmorpg are economic or security benefits or needs. Social or educational facilities can be mostly ignored (there could be University-Type elements that increase the speed of accumulating xp for the first 20% or something of the skilltree, with which organizations can cater to new players, but that wont be a real incentive for creating a city). In my mind there are three mechanics which would directly create the need for clustering buildings on a small area: 1. Powergrid The first suggestion is, that all functional elements (Doors, electronics etc.) require electricity. Standard, small sized elements would need a marginal amount of power so, that a small generator that can easily be installed in every ship/building is sufficient to support them. More advanced facilities like factories, Elements with strong supporting effects (something like the University for example, or greenhouses), military elements (planetary turrets, shields, sensor units ...) however should have an exponential increase of the power required. Factory units for example should require enough power, that no stacking of small generators can support them. To support those power hungry elements players can build power plant elements which are extremely large on scale, like 64³m³. They would support buildings within a certain radius with a set amount of power and to increase that radius you could create power-relay stations. What does this do for city building? If players want to run a factory or other facilities they need to create a power plant. If a single power plant generates enough electricity to support several factories, then the economic way of action would be creating enough factories within the vicinity of a power plant to effectively use the generated power. A large cluster of factories in turn needs military protection as it is a nice target for raiders, thus we have some kind of city growth. At the same time owners of those power plants could rent space in the effective radius for players which can afford to create a factory, but not the required power plant. This can be extended to every kind of large scale element which would be nice to have in a city, for example if we want a space port in the city. The simplest way would be to just create some flat areas for ships to land on. But what about quality of life services like refuelling or rearing constructs? Those actions can take ages. If we had large scale elements like a repair Dock, which repairs damaged ships in the vicinity if activated or refuelling stations, those can save a lot of time to players. Elements like that would also require a lot of power, thus the need for a power plant in the vicinity. In short, if every advanced element has a big size and a large power requirement, coupled with the need of power plants, we would by default see clusters of buildings which can be called cities. 2. Resources We can see in some videos how the ground is removed with a tool, its fast, efficient and effortless. if we can mine resources in this way, then DU players will be like a big locust swarm, run across the surface of a planet, scanning and within hours mining all interesting resources. But a big influence on city-building is the need to create a permanent structure in specific places, thus mining resources should definitely not be near-instant. Optimally mining out a big underground ore vein should take years if done by hand or several months when done with elements for mining. If we have long term mining then locations get a certain economic and strategic importance. If an organization finds a large vein of a rare metal it can't just mine it and go away, it has to defend this place against other players. Thus they need to create defensive structures, which again need power plants. If you have defensive structures and power plants on a mining base and some power surplus due to it then its economic to just continue and create the needed refinery elements etc. too, which in turn leads to clusters of buildings again. 3. Dependencies Similar as all functional elements require electricity there can be other dependencies which make it necessary to create several constructs at the same place. In the new content update we learn about market Bots, where resources can be sold for quanta and elements can be bought (probably very limited after crafting is implemented, but maybe some of the most basic elements can still be bought). Those Quanta and elements aren't created from void and the sold resources can't spontaneously vanish. So if someone wants to place market bots in his base, it would make sense to require a trading hub element in the vicinity. There are quite some heavy industries which are dependent on water as coolant, so some refinery elements could actually need water purification plants in the area, the same plants could be used to support greenhouses or other buildings with water. If several buildings depend on each other there is a huge potential to incline people to gather together and create cities. Especially as everyone has a limited amount of cores available. ######## I really think that those three points are absolutely necessary for a good experience in DU and will lead to some pretty interesting results.
  4. DrCat75

    Did you know about that?

    Hey Guys So far I thought that this would be the best game ever made and I told all my friends about it and they where all impressed. But recently I saw something which makes me really really sad. I've also planned to pay the 60Dollar Pac to support this Game but then i saw that you have to pay a monthly abonomment to play! So that only these people can play which have enough mony to spend each month (which I'm not because I'm in study) and just think about that. I personally think that the most potential players won't be older people with much money, instead younger players like me... I would be ready to pay once a big amount like 70Dollars because then it woudn't matter when I can't play one month because of study or vacation. And there was also a staff which said that you can buy this DAC's with ingame money. Don't you think it's sad that only the 24/7 players and the richer people are able to play this Game (yes there is a Free trial but don't count on that, because thats only a month or so) If you want to made money, then make premium stuff, there will be enough people which will spend big amount of money for better things. Also if it would be "pay for win" there would at least be more people which play the game instead that the most don't play the game because of the monthly abonomment. So then you have less people which pay a small amount of money instead more people which pay premium stuff which will ad up to more money. What do you think about that? i personally would be very very sad of that and please all the staffs in the community think about that!!! Kind Regards
  5. patmcdoug

    Greetings

    Greetings and well met! Just signed up for the pre-alpha, and am very intrigued to check out DU and get in on it around the ground floor! I'm an avid gamer who spends far too much time of late playing EVE Online (after a hiatus from that game). I am of an era that played MUDDs, the predecessors to MMORPs. Being a gaming addict, I also have the "distinction" of buying my first upgraded computer to be able to play the original Everquest! Some other memorable MMORPs that I've enjoyed include Dark Age of Camelot and Lord of the Rings Online. I'm also a player of board games and tabletop miniature games, and have been in the same Friday night gaming gang for around two decades! In EVE I'm a proud member of the kind and gentle Signal Cartel, which is pacifistic and aids capsuleers (players) stranded in wormspace-- a place where you're doomed to remain unless you have the ability to find an exit out! See you all around at some point!
  6. Is alpha going to be the same thing as space engineers, but without damage? - _ -
  7. ShadowLordAlpha

    Ship Combat Conditions

    Something I have always found extraordinarily dumb in a lot of the Science Fiction books I have read is the fact that, under combat conditions, the ships stay pressurized with atmosphere. In general for a plain flight this would be fine but in combat it can lead to many problems such as fire, depressurization, secondary explosions, people getting blown out into space, ect. It would make far more sense to simply deal with the problems of some space suit (its a future so I am assuming the suits are no where near as bulky and hard to move around in as current). Maybe some places could stay pressurized but the whole ship doesn't need to. In game this could be as simple as slightly changes damage values like some things don't actually penetrate as much or cause secondary explosions though its very dependent on the mechanics in the game. Those two suggestions were basically to simulate it without actually needing to model a simple atmos type system.
  8. GDIcommando

    World map

    Does anybody have a picture of the world map of the earth like planet ?
  9. Discuss in comments if you wish.
  10. How and when can I get the game, they say that but how can you get that alpha? ´´We aim to have a playable Alpha version open to a limited number of people in the second half of 2016´´ but how can you get that alpha?
  11. MasteredRed

    Political/Economical Management

    Hello whoever may be reading this!(Hopefully developers) I'll get to the point I suppose. When looking at some of the promises that were given, you mentioned that players would be the political and economical structures. Now, if you don't have any plans or would like to take some ideas, I've got some right here. * First off, if we are to reflect off of the real world, political and economical structures have stability depending on the actions, resources or whatever is put into them. Therefor, if for instance you have a bad setup for a government, it might be able to fall. I know it sounds difficult to imagine, but if you were to put that risk of your government falling if you didn't manage it enough, it could add an exciting or dangerous element to the game. Another way to put it is guilds or as such. They are simply groups of people, not bound by a faction or otherwise higher overarching theme. This is an uninteresting way to manage civilizations, where the risks are much smaller. However, in a political environment, if things weren't managed correctly, things might begin to fail. I don't have any idea's behind what would cause the system or trigger it to fail, but it might be something to consider. * Secondly, let's think about political and economics as being tied. If you have a government, you need a stable economy. I'm simply pointing out a co-entanglement of these two very important systems. As well, if you have a stable and prosperous economy, it might be possible to improve your political reign, expand your civilization or as such because of it. *Third off, is the system of banks. Now, I'm pretty sure that banks are going to be needed if you are to expand your government. Now, a large discussion should be how they are used. If banks are used improperly or are not set up well, it may be impossible for a government to survive and a player to prosper, so this should be taken into account or have a default system for banking. If not, there are plenty of other creative options as well. *Finally, there is the discussion of currency. Now, I'm sure you've thought of this well and true but I'd just like to point out some thoughts. A global currency is probably one of the easiest options to make, but if you are to have an economics system, then it might be a good idea to think about this. If each government has it's own economic system, then the global currency is really easy to use and not at all interesting in my opinion. So, I have constructed this idea. If it were possible to create a number of base currencies, and allow governments to "lend" or "barrow" off them. Then, if it becomes possible, allow them to create their own in the future, with a possible way to convert currencies. That's just some idea's I've come up with. Again, I can't say what you are going to do but there are some really good ideas. Maybe I helped you out, maybe I created a new game mechanic. I can't really say but I can't wait to see the final product! For the players who also take a look at this because I know you will, please think about these aspects of the game so that it might have more to it than build, explore and stuff.
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