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Found 21 results

  1. Haku0814's Ideas O_o Options Individual options for different ambient sounds namely engine and machine volume controls Ideas for PVP people AND the would be Victims. Jump drive - you "Jump" 10-20 SU in the direction your pointing and do not loose acceleration ( if an obstacle is in your path, you are moved into a nearby non-colliding spot ). Burst radar jamming unit, it just buys time while the other ship waits to lock on. Deployable decoys, they are artificial version of you, core size, ship name, etc. They also show the same informat
  2. I have been spinning ideas in my head for a regularly organized event that involves territory warfare across the solar system. The goal would be to reward both piloting skill and tactics in a semi controlled environment. It would both involve outright PvP when in outer space, and careful planning on the planetside. All of these ideas are meant to be possible within the current version (.23) of the game, although when more systems are implemented it's structure can change. Let me know what you think. Here is an overall summary of my ideas so far: Managing the game:
  3. We can debate all day about if pirates flying XS cube ships with L Railguns have any class or not (spoiler: they don't, cubes are lame), but I think we can all agree that the current iteration of PvP has plenty of problems. Current Problems: Lock-on range is only determined by core size Some weapons have ranges that are greater than the minimum Lock-on range Weapons have no/minimal accuracy falloff with increasing range Weapons have no/minimal accuracy loss for high transversal velocities and accelerations My Proposed Solutions: 1: Loc
  4. Terraforming a celestial body is a complex scientific feat. With our far advanced technology we have the ability to tarraform the ground, but terraforming by definition includes the manipulation of much more than just the dirt; the atmosphere! Manipulating the ground has harnessed some interesting results, from building a super tall beanstalk all the way up into space, to large flat landing areas covered in snow to aid visuals. There are lots of kinds of non-precious materials you can pick up and redeploy where ever you want. It's been fun (and pointless) to bring grassy soil to a
  5. Have you ever been casually enjoying global chat when an annoying trash-talker comes online and blows up your message box? Yeah, me too. I propose that a block feature be added to the messaging system to remedy this annoyance. This feature would simply block incoming messages from a selected individual. A non-limited block list could be added as well! It could be activated either by a chat command [ /block ] or by clicking the individuals name. Is this a good idea? What's your opinion? Thanks!
  6. Hello, everybody, I just wanted to throw in some ideas that would be interesting extensions for prefabricated objects. I don't know if these points have already been suggested. If they have already been discussed, please just ignore this thread. 1) Collapsible wings. These wings could work exactly like flaps. Such constructs can be seen in countless sci-fi movies, games or other media. So it would be a pity if we didn't have this possibility of retractable or collapsible wings. 2) A hovercraft seat similar to that of a motorcycle. Hovercraft bik
  7. Please see my suggestions for crafting queue interface and select what you like or suggest your own.
  8. So, I've been absorbing any information I could find about DU, this post will be about some of the ideas that I have, related to all aspects of this game. Let's get to it, shall we? Now, I've tried to refine my ideas and sort of compile them together but they might still be a mess, I promise I will try to give full ideas only, not bare concepts. The first thing on my list is something that for now will have no use but later could be a vital part of warfare in DU. Player Developed Jamming System by Fernix, I'm working on an acronym. Too many times in too many games space warfare g
  9. 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):
  10. Hi, I'm just new to Dual Universe and I already see 12k+ posts about ideas... I'm usually happy to share my improvements ideas, but most of them probably have already been proposed and I would prefer to respond or like these posts more than posting and flooding the forum just to have someone else telling me "We already talked about this a hundreds times!". 12k+ posts, and the game is not even out, so what will it be in 1 year ? Don't tell me to use the research, we all use different words, in this case this is useless. Does someone had the patience to sort the ideas?
  11. So first, this is actually the game I always wished someone would make. Also I did not see any sort of hangers or hanger doors/gates in any of the videos, so I was wondering, is anything like that is going to be added, if not can it be added? Just as a way for gigantic ships to have a storage, large gates open, and swarms of fighters come flying out . Also what does the LUA scripting stand for? And is it like this kind of scripting used in the game 'scrap mechanic', or more along the line of Python, java and big things like that? And also, through out all the videos on the YouTube account, I
  12. This post is really simple. I just came up with it as I was watching the 18th update What would be your guys ideas regarding costumizable options on your character. Like diffrent helmets and diffrent chest pieces ect ect. Of course, the game is only in pre-alpha so they only have one look... but I am curious what you guys would like to add into the visual aspect of this game. (pictures or text or both, don't really matter how you describe your thoughts and ideas) Personally (because I will go after a more scientist, research kind of route when it comes to this game. IF it now comes out) I
  13. Introduction This is more so a topic for the developers, but I hope people will add their ideas for additonal feedback. Dual Universe is looking to be an enormous, awesome game. It's trying to do what no game has done before, but at the same time it's going to share some gameplay aspects with other games. In order to make this deep, rich, and occasionally complex game a reality, lots of mechanics and ideas will need balancing and fine-tuning. A very popular game around these forums is EVE, for obvious reasons. EVE has lots of the features and mechanics that Dual Universe is looking to accompl
  14. I believe this game should have a detailed political systems which can allow players to gain in-game ranks in an organisation, so your occupation would appear above your head but below your name and also i think allowing multiple political systems whether that be a monarchy, democracy or dictatorship etc would be a good idea. Furthermore I also have the idea of some sort of crime and punishment section as that would help enforce political might meaning inferior ranks within an organisation will obey their superior also I think experience, honour and accomplishments should determine if someone
  15. Hey i was wondering if you guys were working on implementing more atmospheric depth to get to land? I feel it would help the players in total immersion, also gravity friction coming in to a planets atmosphere would be great (coming down like a giant fire ball so to speak). I know it would cater to the sim. type but i think it would be great to add to the total immersion. Cheers
  16. So, I've been reading through several threads here and there and have noticed no questioning of space suits, etc. I'm not sure if I've just skimmed over the idea/dev blog (Point me towards them if there is some!), but I would like to see suits and such suiting to planetary conditions being required to explore or live there as well as the possibility of wearing standard uniforms that can be colour customized, etc, so you can run uniform crews if you really feel the need. I just feel that being able to work on a multi crewed ship but having different people in unforms or their own apparel woul
  17. I was having a gander at some posts to do with organizations and I had realized that there wasn't a discussion anywhere specifically to do with grouping up in a group with other players for a temporary time, i.e, fleets. Now, I'd like to put across the idea that a ranked mechanic would work best, but that's just me as I played way too much EvE and got way to used to it. For those of you who don't know the ranking and leadership mechanics of EvE I'll quickly write and example below. Fleet Ranks: -- Fleet Command Wing Command Squad Leader Squad Member ​
  18. Hi! Now for the classic new member idea of dubious worth or point! So here goes: So: Custom Control Panels What do I mean? A standard control panel/screen that you see in so many sci-fi command centers or star ship bridges but customisable. What is displayed and intractable can be moved around, added and removed ect How? a tile based drag and drop system Drag in buttons that activate scripts ect Be able to write parts eg "Weapons Systems" at the top or "Activate turrets" next to a button that activates a script that does just that. Be able to adjust values (like you can
  19. Hello, I think I see a kind of rift in opinion forming, around first and third person, and it might be good to talk out some ideas to heave solutions ready. As the game is intended for a largely first person perspective and most peoples seem to be in favor of such, and against magical third person view, I can envision several possibilities. -Equipment module, launching a small drone that flies behind you giving you a typical third person view. - A support class or skillset, based around controlling drones. Primary use would be to give allies a eye in the sky view that they could
  20. Today, I bring the topic of communication, specifically voice communication in Dual Universe. While it is an already discussed idea among Novaquark, I would like to expand on it: Free Talk: This idea enables players to talk within the vicinity. The closer you are to the source of a voice, the louder it will be. Likewise, the farther away you are the less louder it becomes. If you are not facing the source, you won't hear them as well as when facing them. Now, we won't want to walk into a densely populated area and hear voices from all sides. To minimize white noise in Free Talk (unoffic
  21. Hello, I have a idea proposal for some economic interaction. I suggest a semi automated method for farming and or resource extraction. The method in mind would tie into other commodities increasing player to player economics. The nature of mining ore gathering, or mass producing items is usually fairly tedious and not much fun after you've harvested your 10,000th row of corn or zapped your 1,000,000th chunk of iron. So as a side career path to you being the biggest baddest space pirate you also want to grow asparagus, but you dont actually want to get dirt on your hands what you actua
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