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Found 45 results

  1. It would be nice to have flight be like in the 2016 (or maybe 2017) E3 trailer where the guy went to another planet and landed perfectly on a cliff next to a city.
  2. Goose

    Structural Tree

    First, I must apologize if this topic has come up. But how about a structural tree, like a blowout, of a design when looking through the crafting menu? Maybe have a button that will pop it up into something similar to an exploded view. It would show all components needed for each sub-component, and all of their sub-components too. Maybe then give a summary for all like-components on the side in a list with total QTY needed all added up.
  3. Let players decide... Dual Universe is about having mechanics that gives players the say on how they want to have the universe to work (at least their small part of it). This player agency is what makes is sandbox game so appealing. The idea If a single organization (including subsidiaries) can claim percentage of a planet or moon (say 75+% as example) that organization is marked as owning the planet on the planetary map AND that organization gets special rights to create some game changing laws for the planets surrounding space (an example could be switching direct PvP on or off for others or everyone) Taking it one step further, if a majority of the planets in a system are claimed by the same organization (or subsidiaries), the same can be done for the system as a whole: the system is marked as belonging to that organization and the organization can set system-wide rules. Which rules can can be created are left to NQ to decide, though switching on/off PvP in controlled space could be a big one. Summary Allow players to choose what “settings” they want on a planet/system they have a majority claim on. It gives a concrete mechanical goal that players could work towards to really make the game their own and territory warfare is meaningful.
  4. Dont know if it has been suggested but i havent seen it brought up so..... An in game clock would be a wonderful thing - Easy to loose track of time in a game like this - building, mining, etc. nothing fancy just like in a lot of other games/mmos - a UI Element - that can usually be set to local or server time - etc.
  5. Not quite sure if it's implemented or planning to be implemented. After a very lengthy conversation with 1 or 2 discord moderators on "duscussion", I was suggested to come here and make my case. I hope the developers read and see this naturally, as it is intended for them. I understand you have a big game to make, a lot of issues and players to address but please hear me out. From what I hear and see, I'm already beginning to love the idea of your game. All the little things matter, and can make all the difference in the world, especially when it comes to a game. Now, judging by the title you probably already know what I'd like. Stealth. More of a focus on hiding assets on planets, territory units or hex claims whatever they may be from detection other then visually seeing them with the naked eye from a short distance. My intent is to use the games freedom (hopefully) to build underground, while using the cover of a subterranean base and operation to remain hidden from detection or being sighted by potential hostiles. Please make this possible. There should be an option to decide whether you want to broadcast your position or not to other players, I myself, someone who isn't too keen on joining a large faction would like to be able to remain invisible in such a large universe. For example, I don't want a player to be pinged the exact location of that 1 hex I have claimed on a giant planet the second they enter orbit. Please support the players that want to lone-wolf it. Please, this is one of the key steps in doing so. I want other players to have to work for it, make an extremely lengthy and detailed survey of the planet like real life in which would take months to years to find me and my base if they really wanted to. You have to take that into consideration, it's not overpowered and it's not unfair. It's just reality. There's going to be thousands of other players. Why does one or a small group of them hiding matter? Why limit that for them or anyone?? Knowing where everything is at anyone time is a silly thing to have be the case. This is a unique request I'm sure, I just don't want to see the enemy from a million miles away, nor them me. I feel that takes the fun of surprise attacks, stealth or hiding away. The concept of stealth I'm proposing can ALSO be used for space stations, secret asteroid bases in asteroid fields (if you intend on having asteroid fields) as well as naturally underground bases like I originally suggested. If players want to be found, then there let that be their choice. There should be "beacon" objects that ping a title and a symbol of what belongs to what that is fully customization to the players specifications, or perhaps a radio signal with a pre recorded audio voice. Who knows. Thank you, and please reply.
  6. Border security will likely be a large part of DU. With lua compatible blocks functioning similar to a real life metal detector it would make for some very unique creations. Some ideas include: Border checkpoint with flashing lights if a weapon is passed through. Storage facility checking for stolen parts or ores. Locking doors if it is found. Certain skills could even help you bypass them somehow. Please give me your thoughts.
  7. Hi everyone! One thing I noticed in a lot of NQ's videos is that the physics applied to a dynamic construct are by far not as realistic as they claim. You can put all of your engines on one side and still not experience any turn unless you add adjusters. This is because the position of the engines relative to the rest of the construct is not included in the calculations, which are literally just a sum of all forces acting upon an object to equal one force, which equal one force vector, which in turn determines the total directional vvelocity.however, I can still understand that Novaquark don't want all of their players to have to do their own math to make constructs. However, I find it highly likely that most ships will end up being either shapeless gray cubes or jumbles of necessary elements pieced together with as little voxel as possible, since at the moment it has no functionality apart from protection, which is only applicable to some ships. So, I would like to suggest some functionalities which could be given to voxel mass: 1. Aerodynamics. This would also enormously improve the way efficient designs look, and make math pay off for those who are willing and able to apply it (by means of calculating if it's worth it to add more voxel (and weight) to increase aerodynamic efficiency) while not making it necessary. I know that there is a feature for air resistance already included in the game, but I assume they only have the program "look at the ship from the front" and calculate the area which will be causing air friction. 2. As a Heat Shield. Again, a feature which could a) improve the look of efficient designs and b) get players to think while building ships. Different materials could be more or less vulnerable to heat caused by friction upon reentry, again causing a trade off in between weight and protection from heat. To be fair, this feature may already, unbeknownst to me, already exist in game. 3. Lift. To start this off, I do not expect this feature ever to be added to this game, but would it not be cool if different voxel shapes actually displaced air and the object experienced the "equal, opposite reaction", thereby in some cases generating lift. This is just taking it one step further from aerodynamics, but it is a large step, and aerodynamics alone would already require serious work. I'm sure you all can come up with other great ideas about how else voxel mass could be useful, and about how else physics might be improved to make the user experience in DU be as realistic and amazing as possible. Also, a lot of you will start to defend the game, which is fine, but please know that this is not intended as a complaint that the features I mentioned do not exist, but as a suggestion how to improve the game even beyond what is being aimed for at the time being. Also, I am aware that some things I mentioned would be difficult to achieve without causing server lag. Please do not write a paragraph purely about how server lag would make if all impossible. Thank you! I look forward to reading your comments!
  8. 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
  9. There was a discussion recently in my org about how Quanta would be given value, and the ore buying bot was brought up. This seemed like a great way to kick-start the economy, and maybe even revive it if need be. However this got me thinking: if the DU economy is built to resemble real life as much as possible, what happens when money begins to stop moving as freely, and players begin to hoard? The other user in the conversation suggested that prices would all drop due to no one being able to afford anything with little money being circulated. In my mind, this equated to mass poverty throughout the population of Alioth and beyond. Recently I have been reading that one of the ways poverty is being dealt with worldwide is using a type of loans called "micro-credit loans", which are not loans to governments or organizations to help people indirectly, but instead are given directly to people in hopes of the impoverished starting their own sustainable business. While much of the situation surrounding these loans is not applicable, one key part is: where the loans go to, the people. If loans are given to the people by some bot, with low interest rates in times of economic turn-downs, then players could kick-start their organizations again, and possibly revive the economy. These loans would be repaid in small payments weekly or bi-weekly (as in real life they are usually repaid monthly or bi-monthly). Whether this idea is fulfilled by some banking organization, an in-game mechanic, or both, remains to be seen, but this idea is one I believe should not be ignored, so a safety net can be created for the economy of Dual Universe.
  10. Be great if there was some sort of bumper sticker you could get if you visit a planet with a vehicle, even if its a locations visited log or a bumper sticker of sorts
  11. Imagine you want to build a road on your nice piece of owned land but you do not like to add all these small cores to it. Imagine that monument you want to place, but you dont want that core as an art element on it Imagine that grand bridge you want to build but its to large for a single core, and by the way, where would you place it without destroying the classic bridge you are planning to build So why not build it with only voxels and no core in your own private territory? For some structures with no elements the added value of adding a core is 0%, can't lua a voxel, rights are not needed as you own the territory, so why add the core to the voxel structure as it brings a much more emergent gameplay if you could build voxel structures without it. And indeed if you want to add elements to it, you just need a core anyway.
  12. Ever_green

    Repair tool

    My Idea is a repair tool. Like a wrench or a blowtorch used too repair a vehicle/structure. or maybe even use it as ship bound block much similar to the grinders in space engineers. sorry if this has suggested done before or is already a planned feature. I'm fairly new to this community.
  13. SUGGESTION - if all UNIVERS can have access to the market whenever you put a market stand it's gonna limit all players in not being interested in going to other player made Cities ... if you ever need something you just put one Market Stand and you got it... like this you eliminate all the interactive fun imagine if you will need to go to the "City of Macarena" where you can find the cheapest gold and the rarest materials -----or"City of Coco-Jambo" where you can find the fastest ships on planet X, Y , or in Galaxy. ------or "The Lost City of Ciupa-Chups" where you can find Great Misteries . this will change the whole game. it will make it more engaging. more interesting, everything will have porpuse. at the moment what porpuse has a City? only good looks? only something to visit one time and leave it behind forever? i was imagining going to Cities and finding all kinds of MARKETS! HOWEVER, you should be able to limit your market to whatever you want, AND if you have some kind of resources, to create a UNIVERSAL MARKET, which allows you to go "LOCO" on what is from all parts of Univers. As it is now.
  14. Skeletmaster


    that i can connect ships so i can create rocketbuster to mount on a small ship or somethink like hyperdrive docking ring from star wars
  15. I am a video editor in hart and soul. I love to invest my time in making cinematics but on most of my favorite games this is sadly not possible or only with certain mods. On my wishlist for this game, a cinematic mode will make me very happy so when we are allowed to share footage of the game I can create some good stuff with my community. If this is not possible or wanted then please make an option that you can dissable your UI and Gun/Tools so you can take shots from a First Person perspective. Thanks for reading and let me know what you think in the comments below
  16. 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.
  17. After just coming out of the shower, I have had an epiphany: Seismic and volcanic activity on planets. This feature would not be applied to all planets, as it may cause too much server stress. This engine would work similar to how tectonic plates work on earth, or the plates could be immobile and the only evidence that they exist is mountains and valleys. All of the plates on Earth are driven by one thing: magma. This magma could present on planets, with unique subcrustal temperatures varying greatly. This magma does not have to be fluid, but textured to look fluid. This would ensure that server stress levels remain stable to handle this amount of liquid present without crashing. In order to compensate for this lack of fluidity, lava tubes could be implemented to present evidence of previous plate activities that could be used as a base hideout of some kind. This magma could be used as an energy source, with many pumps being used to extract it. These tubes would have to be able to handle the high temperatures of the magma in order for successful magma extraction to happen. If it is unsuccessful, the pipes could just melt or something. This would explode the market with different types of tubes with varying effectiveness. I will continue this post as a different idea titled "Ice Moons and Cryovolcanism" so you can respond to it separately.
  18. it would help so much interior designs
  19. I know this idea might seem pointless since players will do everything anyways and people have propably already asked thus, but I want to still talk about it. Now I know think you can program scripts into ships and stations but I still wanna dream a day where I can command my own droid army that can control ships, stations and veichels. Now how would this work? Well why not add mini blocks so the doid can be in corridors or ships, a droid core where u can program ur droid to maybe attack when sees enemy or run to other droids if there are too manny enemies and also joints so it can move around and other parts. Now these options and more would allow player to make droids in diffrent shapes, sizes and roles like defending, building or servecing. Now what could droids do that players cant, well what if there was only u and a small team and there is not enough teamates to control weapons, security systems, veichels, ships and more. Automated or complex droids can help you and your teamates fill the empty gaps some droids might have many eyes that can whatch multiple screens and locatins, some can gaurd or assist in escaping an attack or invasion and some can build, the possebilities are endless. Im not asking to add this devs im just asking to take notes of these ideas or get inspired by the idea to create your own and possibly create your own droid army like in star wars. So thx for making this type of game a reality for many people who has dreamt of something like this. "May the force be with you" Tell me what you think of my idea and give suggestions I will responde hopefully.
  20. I had an idea for a system that could possibly be implemented for large scale builds. If you were to say build a giant structure, it would probably be quite hard to complete with a small amount of people, or by yourself. My idea is robotic builders that you can tell to build something. It work work something like this: You would have a free-camera system where you could build something in it, kind of like a game building software or something like that with the free floating camera. In it you would have the ability to freely place materials or whatever you can. You could create something, upload it to a robot you have build or bought, give the robot materials, and then it would start to build. This could make it so that players could more easily take on larger scale builds.
  21. I was thinking, it would be really cool to have a tier of building that only provides the illusion of voxels free of cost. Some of us are very talented in designing the blueprints for impressive designs but aren't inclined to the grind for materials to actually build said ships. So i was thinking, what if we had a hologram tier of voxels that we could use to design a ship without worrying about the cost of construction? Perhaps when it is done you could chose to upgrade those voxels after the BP is complete? Maybe even sell someone the BP for the cost of building you one. The obvious con to this, would be voxel spamming all over the place (since its free), so double props if you could make it only visible to those with building permissions, or maybe only while in build mode? Thoughts anyone?
  22. So, recently, I thought that there are a lot of organizations who aren't really what we would call "future countries". There are plenty of them, such as companies, political parties, institutions... that are focused on certain game aspects rather than being an actual community of players with a common purpose. It is pretty obvious, that most of those orgs, in their search of protection, profit or greater good, will tend to align with bigger orgs, being part of them, but at the same time, being somewhat "independent". It is curious that there is no actual game mechanic to handle this. Say, if a company wants to be registered within a certain country, there is no official way to prove they are part of them, so here is where the Sub-Organizations make their appearance. Basically, it would be a very simple system, which would allow little orgs to be integrated into bigger ones, with the approval of both of them. They would appear as a sub-org in the main organization entry, and their players would automatically be added into the main org. This would allow a better management of all the companies, satellites, parties and institutions within a certain nation, giving each of them specific permissions or privileges depending on their status. A very simple example would be this: Imagine that Silverlight Industries (which is a company), wanted to be part of Terran Union (which is a nation), but also wanted to mantain their status, their page... everything. They would just make an agreement with them, they would become a sub-org, their page would appear inside TU's page and TU would have 200 more members. I obviously understand that this mechanic may be very complex to implement, and that I am missing a lot of little details, but anyways, what do you think? Would it be useful? Give me your opinions. Thank you very much.
  23. A list which lets us define who can not interact with an element. With only a permission list no combination of sensors can distinguish between: Only an authorized person is in range Both an authorized and any other person are in range For example, you can not have a door which automatically opens only when you're alone. It would also help attempts at starting civilizations, since it would allow having public spaces by default and banning particular people from interacting or building in them.
  24. 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.
  25. A forum is typically a place to discuss single topics, pose questions or make suggestions. This happens in a highly organized manner, which is perfect for keeping discussions in order, being able to archive them and giving a large portion of people the possibility to participate. However, there are downsides to it when it comes to user friendliness in various forms. Getting an answer usually takes time, topics that may interest you already exist but are no longer active or already archived and discussion can head in a directions you don’t feel like taking part in. For these reasons, the user Loondoe has created the Dual Universe Guide (DUG) Discord server. What exactly is that? Primarily, the DUG server aims to provide a 24/7 live-support platform for all players interested in any aspect of Dual Universe. This support is offered by many volunteering, friendly and well respected community members from all branches. Furthermore, the server intends to act as a compressed collection of informational sources and material. We publish community generated guidelines, articles, monthly handouts, records and history information, walkthroughs and more. Is this the right thing for me? Basically, the server is for everyone and everything distantly and closely related to Dual Universe. This is definitely what you are looking for if: you want to have questions about the game or features, the community portal, pledges or the forums and its community answered fast and easily you want to find or be provided with information and sources for the game’s features and plans quickly you want to find or found an organization and need advice you are looking for players or organizations to partner up or make business with you want to feature a website, server or project you created and open it to the public you need help or a solution for a problem you encountered you want to get informed about past or current events and business in the community you need help with anything else and need someone to talk to And how does it work? First, you’ll need to join the Discord server itself by clicking the link below: https://discord.gg/J4AVBy7 Once you’ve joined, you can just state your issue in one of the support channels to receive help from supporters. Alternatively, you can take a look at the other channels to look for information yourself. And that’s it. That’s how easy it is to receive help. For any further suggestion and question on the project itself, these will of course also be answered on the forums itself.
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