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Alpha 1

Found 15 results

  1. Heimera Trade Xchange Brand us as a brotherhood; proponents of the military industrial complex; noble mercenaries; a mystery; or an incorporation – the choice is yours. We call ourselves the Heimera Trade Xchange. Our allegiance belongs to none but us, our choices are made for our benefit, and our charity for the perceived greater good. The Xchange is not a concept of the past – it is proof of the future; a future where we fear no one but cause hearts to tremble; where we are beyond suspicion, but below egotism; where we are unbothered by the idea of death, watchful of the lives of others; and where we are above defeat, but wary of arrogance. This is reality. We are a collective of individuals focused on the provision of services, in different forms and in different ways. Whether it is the provision of static and mobile asset security; the fostering of trade; niche manufacturing; or strategic industrial activities, the Xchange concentrates on getting things done with clean, swift and deadly precision. We are an organisation of cultured professionals disposed to equal measures of benevolence and cruelty. Many Paths, Many Destinations, One Goal “We have made our choice; we have set our faces. Pressing onwards, let us look forward and never back. Our eyes on the goal, our minds set on that which is above, we shall not turn to the right hand or the left, though the roads be many and paths a-crossing. That we henceforth be no more children, tossed to and fro with every wind of doctrine, by the sleight of men and the cunning craftiness whereby they lie in wait to deceive.” --Thoughts of the Exalted 17:1-4 It is an axiom famous in the military that specialisation is the key to dominance. We seek to prove this as false. Within the Xchange, there is no lack of interests or want of projects to be completed. Whether logistics, resurrection nodes, territorial units, implants, cybernetics, probes or combat-related services; supply, production, combat, strategy or design – our hands are ever occupied and you might be inclined to ask: “For what purpose?” That our brothers and sisters live without want or worry; and that we provide the Universes’ necessities for living, breathing, productivity, trade, war and survival…taking your mind off the trivial matters and letting you focus on doing the things you love. Ours are your wants, needs and fears to handle. Yours are the ease, courage and confidence to enjoy. In the end, neither group will know lack in its dealings with the other. Screams and Laughter, Myrrh and Blood. “How wonderful and how pleasant it is when brothers live together in harmony! Let the saints be joyful in glory: let them sing aloud upon their beds. Let the high praises of Yhwh be in their mouth and a two edged sword in their hand; to execute vengeance upon the heathen, and punishments upon the people; to bind their kings with chains, and their nobles with fetters of iron. Though a thousand fall at your side, though ten thousand are dying around you, these evils will not touch you.” --Thoughts of the Exalted 19:13-16 There are four things we know how to do in the Xchange: talk soft, move fast, dig gold and break bones. Many a person will erroneously expect us to shrink from a battle on account of numbers, or fear to draw first blood at the threat of ‘sanctions’. Knives are for stabbing, fire for burning and tears for spilling. We are not many – for the sake of which a slight to one is an injury to all. The Xchange is not a nursery, it is a path through blistering deserts and freezing depths, angels, demons - a tasking journey for an easy life. Here, we fight like there is no tomorrow, we kill for our fathers’ ashes, and we would gladly die over and over again for our temples. We do not promise you success at every corner, nor victory in every battle. What we promise you are fellow members who will pat you on the back after every battle, be there as you step out of every Resurrection node and keep firing while you get ready for the next round; the strategy that wins you impossible victories or tactics that go awry because of new members. War is full of amusing coincidences and anxious waits, frustrating losses and inspiring events: allies that never show up, ambushes that never fail to surprise, blinding explosions and deafening cheers. Perhaps, the grit and gore of wars are too much for you to handle? Then immerse yourself in the aesthetics and musings of the best designs amongst fellow minds, or coordinate complex logistics and optimal transportation processes with likeminded hauliers. You are free to spend hours mining with skilled personnel, all the while talking about subjects you would be killed for discussing in the real world; learning a new language; sharing opinions and keeping one eye on the radar for hostile units at the same time. If your calling is to trade, do so with all your might – tense and in a haste to deliver a package solo, or taking it slow – viewing what beauty the Dual Universe has to offer while you travel in heavily protected convoys. Spend hours producing the materials, elements and objects the Universe seeks so desperately, selling at the best price to enrich your purse; or sniff out clandestine plots and live among the shadows, causing chaos where least expected, and dictating the tides of wars. Here, and among fellow members, you are encouraged to engage in what makes you feel alive. Silver Tongues and Poisoned Words “She advised them: ‘They have sharpened their tongues like a serpent; adder’s poison is under their lips. But, my lips will speak no evil, and my tongue will speak no lies.’” --Waves of Kings 67:2 We do not take our integrity lightly. The problems of shifting alliances and the ever-changing dynamics of power influence our choice to value our word above the obvious advantages. We are neutral – ‘less’ or ‘more’ are both qualifiers to the term. Without a doubt, Heimera has allies, but her allies have no say over her associations or generosity. Neutrality comes with more disadvantages than benefits – especially for those who desire to be true to their word – and that is something many people fail to realise. Our nature and our interests demand that more often than not, we may aid, defend, or assault certain interests of one or more parties in a conflict, especially when considering greater matters. The Xchange promises only this: Our ‘yes’ is a ‘yes', and our ‘no’ is a ‘no’. We do not deem ‘alliances’ as non-aggression pacts – of which we have next to none. Non-aggression pacts are treated as the highest level of trust we can express or receive; for which reason, we are cautious in giving or receiving such treaties. Doubtlessly, this Universe will be filled with tales of sly capitulations and noble sacrifices, which we are prepared to experience and come across; but much more than this, we are determined to find our way among lies and betrayals. Be careful though, a slight to the Xchange is rarely forgotten and will be repaid when least convenient for the offending party. The wonder of silver tongues is a marvel we will use many times, and many offenders will taste the venom of poisoned letters. We take our words seriously and we expect our trust to be well repaid. Efficient Simplicity and Elegant Complexity “Each to his own, everyone to her field. In every situation, think on what works best; for every task consider which is superior: wings to glide, propulsion to fly; the fish to the water, the cheetah to the ground; trees for fruits, factories for clothes; a dog for a companion and systems for protection. Every need of efficiency has an answer, be it simple or intricate; every form of beauty has its uniqueness: in plainness or in rarity.” --The Whispers of Aetr 9:1-4 There is a much-lauded rule in the technical world: ‘if it isn’t broken, don’t fix it.’ Many works that possess simple beauty are often destroyed by their creators in an innocent will to make them look better. At other times, ground-breaking innovations are ruined as their inventors try to make them work faster. To be clear, we desire something above the normal; we strive for something that breaks from the crowd, every masterpiece has something extraordinary about it, unlike works of art that are simply creations from the artist. Is it a lot to ask that what we make is iconic? Is it too much to demand that every creator leaves a piece of himself in what he makes? Perhaps it is too much of a burden that we require you to aim for the stars in simplicity or complexity? We think not. Those that lead art are those that stand out, not those that follow. As concerns Heimera: let your brainchild be optimized to do what it is meant to do, first – everything else is cream on the cake. It is not sufficient that products be original and pure, they need to stand among the best in what they do. Never spoil a developing masterpiece, in an effort to make it similar to another. Go big, go true, or go home. Warmth of Speech and the Coldness of Words “Ah, your words! They sting and they bite! How I wish you spoke a different tongue, that these ears of mine may be spared of your venom. Why, why are not your words the soothing salve that heals and uplifts? Men with good conversation strengthened both the weak and encouraged the strong, discovered deep things and built the Tower of Babel. But, yours are cold, poisonous, deadly things: the very confusion and chaos that caused the end of that Tower. Pray, if you do not know how to speak well, or even to speak the language of the Separated, hold your tongue!” --Oncis’ Tumults 21:5-9 The Heimera Trade Xchange is an interesting potpourri of backgrounds. Be that as it may, our preferred language for communication is English. As a means of fostering inclusiveness and opening the Xchange to other players, we have a ‘sister-organisation’ relationship with the First Mining Company, a Russian group of players. Thus, Russian is allowed via the FMC. Other than those two languages, we speak none other within Heimera – for now. As disciplined as we are, we fully understand that there are moments in time when pressure needs a means of escape. Cussing is allowed within the Xchange – but only to a reasonable degree. We are mostly mature players over the age of 18, and we would rather avoid the responsibility of monitoring the channels for the sake of the meek, young and innocent ones among us. Within the Xchange, there is more than enough free space for both lively and sarcastic talk, but we closely monitor anything that crosses the line on a case by case basis. Words within our dominion are to be used to entertain and edify, protect and pacify, not to subvert and kill. Behemoths and Harpy Eagles, Leviathans and Dragons “’And what is this secret?’ He asked, almost stumbling into the flames. ‘It is not so much a secret as common sense.’ She said, swinging her weapon. ‘And?’ He pressed, dodging the hot muzzle. ‘It is very simple, good sir. You can only fight with the resources you have. I make sure they are the ones I want.’ He thought over this for scarce a second and hastily asked: ‘Where do I fit in that?’ Without sparing him a look, she answered with perfect impassiveness: ‘I made sure you did not fight in any of the battles so far. What does that tell you?’ She walked on, leaving him standing where he was.” --The Waves of Kings 68:9-15 One might be tempted to draw the comparison between the Barbarians of old and the Roman Empire, in defence of horde tactics. There is no doubt about it: hopelessly outnumbered and on near equal terms in equipment, nothing but a miracle can save a small number of highly specialized soldiers. However, resources are not infinite, and there is a good reason successful companies do not hire hordes of unemployed to toil away in their factories. An operating principle of the Xchange is efficiency: doing more with less. While this doesn’t mean we will be conceited, turning away new applications and choosing the pick of the litter; we won’t be in a hurry to accept new members all the same. We have never been and we can assure you, never will be in a hurry to gain members. We are not here – and frankly, cannot afford – to offer counselling services for every awe struck wanderer in Dual Universe that has no goal or sense of direction in a new world. We are, however, more than ready to help people who have a clear-cut objective in mind. Rather, we are willing to hold them by the hand and guide them through the Universe. Whatever we have mentioned here are our public interests. Should anyone feel he has something to offer and gain, the Xchange is willing to sit down and talk. The process is simple: send a crystal clear request through the Community Portal, and follow that up with a concise message about yourself and your objectives in Dual Universe. Within 12-72 hours, your application will be accepted with sufficient instructions for the next step; or rejected, justifying your exclusion. We do not consider our fellow brothers and sisters to be ‘resources’. However, like any organisation, we reserve the right to accept those who we believe can make themselves great with our help. © Copyright Published by TextBomb™ A subsidiary of the HTX. All Rights Blown Up.
  2. 'We are considering the possibility of Mining Units inside your constructs, but this will be in an expansion after release and it will require some careful balancing to make sure standard mining is still an option, in particular for beginners.' ~Dev Blog So after reading this I got to thinking, how can this be balanced out? What problems does the idea represent, how does it disrupt the mining gameplay loop, and how can we solve this? So first, let's lay out the problem. The primary issue is one of progression. Mining by hand is a given task. Construct tools for the task increase the efficiency of this task immensely. Otherwise why would the player choose to use them? One might imagine a huge nanoforming device dissolving and scooping up huge swaths of land and ore in a fraction the time it would take a player. Obviously, this takes a lot of utility away from players without such devices. How can they compete? Why even try? But with a little thought, we can turn this right on its head. Make this a vehicle for emergent player choice and 'real' progression(1) rather than linear A->B improvement. The first step is to change up how ore voxels work. Instead of generating a Vein of X copper ore, as an example. Now we generate that vein, but we also pick a grade for the ore. This could be a variable percentage, or simply a low/medium//high variety. So a vein of 10,000 ore might be a small vein of pure ore, or a huge swath of mostly chaff minerals a half kilometer across. So now, we have room to make different approaches to different situations by tweaking how the tools themselves interact with these ores. On the one hand, we have low grade ores. Strip miner elements excel here. If you tried to mine this by hand you'd get nowhere at all. Pockets like this might go untapped for much of the early game because trying to mine them is so horribly uneconomical. But once you've got strip miners, suddenly they become a new potential source of material. On the far end, we have high-grade ore. Dense, slow to mine, and where hand mining excels. The huge, imprecise, and jam-prone methods of the strip miner fail here. Such a machine will ruin the ore, giving you only a pittance of the yield otherwise, and the process of melting down this dense chunk is just not what the machine is for at all, and will take just as long or longer as mining it by hand. So now we have, in the environment, a number of varying situations that call for different approaches. Some require artisanal mining by hand, some require the application of enormous strip mining equipment, and most importantly, both are valid, equally important choices at different levels of accessibility. It's also worth noting that mining elements don't have to necessarily be more powerful. You could have a simple, construct-attached version of the hand nanoformer for the benefit of greater storage via an attached hopper. You can have the strip-miner described above, or you can have something inbetween. Ultimately, the point I'm making here is that the key to balance for player resources and experience is, imho, to make different approaches valid in different situations, instead of viewing them as a clear progression. Hope my thoughts on the subject are useful! Edit: (1): I felt I should clarify what I mean by "real progression" since it's not really clear. What I mean by this is making the player able to interact with, utilize, or achieve something they were previously unable to before. As opposed to linear "illusory" progression where the activities in or state of the game world don't change, but the player simply becomes more efficient at them. (Or apparently more efficient in some cases.)
  3. English All 78 Objective Driveyards is a corporate-state established in the evolving world of Dual Universe. We aim to design ships that combine elegance and efficiency with a readiness for the cold-blooded nature of interstellar warfare. We will bring an array of premier spacecraft to the marketplace: battle-tested by our navy and refined by an organized team of engineers and designers. The Corporation relies on teamwork and structure to succeed, and thus operates as a meritocracy. The corporation is led by the CEO and a Council of three directors. Corporate assets are divided into three main branches; each responsible for a major aspect of Corporate operations and manned by specialists with appropriate skills. Each branch is independent to a degree but ultimately answer to the Council. CEO - Code24 Objective Dynamics Leader: Head Technocrat, Croomar The scientific branch of the Corporation, lead by a head Technocrat. This branch develops tech, designs blueprints, programs systems, conducts exploration, and tech mining. Blueprints can be designed on contract to be sold to other factions, or strictly for corporate use. Researcher - Develops new designs and blueprints to be tested and refined. Explorer - Lone wolf pilots looking to explore under a Corporate Charter. Programmer - Specialist skilled in scripting advanced systems with LUA Objective Industries Leader: Director of Industry, BliitzTheFox The circulatory and digestive system of the Corporation, controlled by a Director who is part of the Corporate Council. This branch is responsible for mining and refining raw materials, manufacturing components and equipment, and ultimately constructing ships. While the Navy controls most of the Corporate fleet, Indi Ops controls most of the Corporate shipyards. Ships and equipment produced by this branch are first researched and designed by the R&D branch. Indi Ops can also manufacture hulls and equipment to be sold on contract to other factions. Miner - Raw resource extraction. Technician - Refining and manufacturing. Engineer - Industrial construction/development. Shipwright - Shipyard operation, starship construction. Marketer - Promotes and sells products, conducts market research Objective Navy Leader: Stategos, Sgt.Toothpaste As the military branch, the Navy is responsible for protecting Corporate interests from external threats. The Navy is lead by the Strategos, one of the members of the Corporate Council and the highest ranking officer within the fleet. The Navy controls the majority of the Corporate Fleet and draws from Corporate personnel with skills particular to any and all aspects of combat. These roles can include: Pilot - Pilot specializing in either strike craft or larger warships. Commander - Officer in command of a large, crewed warship. Crew - Entry level warship crew, manning the critical stations on larger vessels. Security - Infantry unit skilled in ground combat. Combat Engineer - Field engineer skilled in building/repairing constructs in combat situations. Recon - *Redacted* Objective Driveyards is seeking the top talent in Dual Universe to make our team stronger. Play DU in small, focused teams that are agile, efficient and focused on excellence. Cement your role in the future of ODY, and submit an application on our website today. If you are interested in one or more of the roles described above, but still have questions, contact one of the Corporate Council members. Required: Means of Voice Communication Application on both website and community portal Complete a short interview with a recruiter Age: 16 + Follow us: Learn More
  4. CHROMION INDUSTRIAL Credit to Aetherios/Infinity for the artwork above During the late pre-Arkship era, an organization rose up to challenge the UN's selection process for the Arkship Program. This organization is known as the Cinderfall Syndicate. Within the Syndicate, there were a few members who branched off into another direction: Industry. With a new goal, these men and women founded Chromion Industrial in hopes of advancing human technology. A SUMMARY Chromion Industrial is a Corporation with an emphasis on Mining and Engineering. We recognize the importance of freedom and creativity, and are looking for creative minds who think outside the box. It should be noted that we are members of Cinderfall Syndicate, and we will respect their authority on political matters. The only requirement to join is that you must be polite. STRUCTURE This corporation has one leader, the Head Director, and below that person, it is structured into three Divisions: MINING DIVISION The Mining Division is in charge of acquiring, refining, and distributing raw materials. This will be led by a Mining Director and two Assistant Mining Directors. The lower command structure of this Division will be determined in the near future. Mining Director- This person is responsible for handling all mining, refining, and distribution of raw materials Assistant Mining Directors- These persons are responsible for the individual aspects of the Mining Division (Mining, Refining, and Distributing) RESEARCH AND DEVELOPMENT DIVISION The R&D Division is in charge of manufacturing and producing parts and ships, as well as researching new technologies. This Division will be led by three area directors; The Director of Production, The Director of Research, and The Director of Special Projects; the lower command structure of the individual branches will be completed in the near future. Director of Production- This person's job is to handle the mass production of Chromion Industrial's ships, vehicles, and parts. Director of Research- This person's job is to handle the research of new technologies within Chromion Industrial Director or Special Projects- This person's job is to handle any special orders from specific Organizations, and the research regarding them, should it not already be complete. CHROMION INDUSTRIAL NAVY (CIN) Chromion Industrial offers a place for those who would like to spend their time fighting as well. The Chromion Industrial Navy will be tasked with protecting the members of Chromion Industrial and hunting down any who would attack us. This Division will be led by a Commander and a Lieutenant Commander. The lower command structure of this Division will be left up to these two positions. Commander- Leader of all Chromion Industrial Navy (CIN) forces Lieutenant Commander- assists the Commander in his or her duties SHIPBUILDING Chromion Industrial sponsors it's members ship building efforts. What does that mean? Any ship that a Chromion Industrial member designed will be featured in Chromion Industrial markets, if that member wants them to be featured. In exchange for being featured, Chromion will enact a 60/40 profit ratio: Chromion keeping 40% of the profit, the designer keeping 60% There will be a line/brand of ships that are Chromion Industrial make, meaning they are designs created and produced specifically as Chromion Industrial ships, and not designed by a second party, i.e. Individual Members of Chromion Industrial. Every month or so, the R&D department as a collective will be given the task of designing such ships. Occasionally, CI might petition one of it's members to add one of their ship designs to this line, basically buying the design from said member. FUNDS There is no base salary as of yet, however every member of Chromion Industrial will receive a weekly salary. The Directors of each Division will be paid by the Head Director. Each Division will receive a budgeted amount of credits every week, and it is the responsibility of the Directors to distribute some of these funds to each member of their Division at the beginning of each week as their salary. In addition to your base salary, certain accomplishments within the organization will grant you pay bonuses. If a player remains with Chromion Industrial for a particular amount of time, they will be eligible for a raise to their base salary. They will also be eligible for discounts on ships and items produced by Chromion Industrial. Note: If you are offline/not doing your job for an entire week, you will not receive salary for that week, rather than being let go by the organization. DISPUTES Internal Disputes between members will be handled by their respective Division Directors. The Division Directors' say is final on any matters. If any Directors have a dispute with one another, the Head Director will handle it. The Head Director's say is final on any matters. DIRECTOR POSITIONS The current list of Director Positions: Head Director~ Halo381 Mining Director~ Assistant Mining Director~ Assistant Mining Director~ Director of Production~ Director of Research~ Director of Special Projects~ Commander of Security Forces~ Commander Trailblazer Lieutenant Commander of Security Forces~ CINDERFALL SYNDICATE Chromion Industrial is a member of the Cinderfall Syndicate. As a member of the Cinderfall Syndicate, we are apart of a coalition of nations and corporations. As such, we have allies we can count on to help us in times of need; be it to complete a difficult research project or to defend our institutions. As members, we offer the same camaraderie to our allies, and we will not tolerate undue hostilities between our members and theirs. JSDF Within the Cinderfall Syndicate is the JSDF; a group of fighters who would come to the aid of any Syndicate asset in need of protection. Any Syndicate member (that means us) can join this defense force; it's a purely voluntary organization. QUESTIONS How will war be handled? Chromion Industrial will allow it's members to participate in wars of other organizations they are apart of. If Chromion Industrial itself goes to war, we will muster up a fleet composed of members from every Division, with the Security Division as our lead. War on other Cinderfall Syndicate members and organizations is prohibited. ________________________________________________________________________________________________________________________________________________ I can be a member of a different organization too? Yes! This is not the only organization you are allowed to join. We will not prohibit you from joining or creating another organization, so long as it is not an enemy of either Chromion Industrial or Cinderfall Syndicate, and so long as you fulfill your duties within Chromion Industrial. ________________________________________________________________________________________________________________________________________________ The link to our page on the community website~ https://community.dualthegame.com/organization/chromion-industrial You can also find us on Discord, at this link here: https://discord.gg/uckarBz Any further questions can be sent via PM to Halo381 That's all the information you'll need to know. Thank you kindly for taking the time to read this topic! Before you leave, I'd like for you to take these words of inspiration with you: Aspire for greatness. Rise high, and cast your shadow upon the world. Stay frosty, yall
  5. Kraken Industries (Logo by Alethion) Do you use money? Do you sell or buy items? Are you a member of BOO? If the answer to any of those questions is yes, you will probably end up doing business with us. Kraken Industries is a group dedicated to meeting the needs of Band of Outlaws and other groups. We specialize in markets, infrastructure and manufacturing. We hope be the leading supplier for all of our customers' needs. We are here to get the economy working, for you! How are we structured? We have three departments: Infrastructure, Trading, and Manufacturing. Each department has a Director, and the Directors answer to the CEO. Infrastructure - This department is responsible for building and maintaining physical assets such as mines, market units, stargates, factories, and so on. It is also responsible for making these available to the wider community for a fair price. Joining this department will provide many opportunities in construction, exploration, and negotiation. Trading - This department is in charge of all market and broker services. This includes serving as market makers, brokers, commodity exchanges, bulk trades, consumer markets, and logistics. This group is in charge of making sure you have someone to sell your goods to, or buy goods from, and that other groups are able to get the resources they need at the prices they want. Joining this department provides ample opportunities to practice your spreadsheet skills and rake in the big bucks! Manufacturing - This department is tasked with building things, with turning raw lumps of rock into the products that consumers want, and materials that industries need. This ranges from refining minerals, to building intermediary parts, to constructing finished ships. This department takes advantage of Kraken's Trading and Infrastructure resources to deliver goods at competitive prices. Joining this department The departments structure themselves as needed. What sets us apart? We are a Special Interest Group of Band of Outlaws, meaning that we get all of the benefits of being BOO members. This also means we have a good base of people to do business with. Not only do members get paid for the work they do, but every member also recieves dividends of the groups overall profits. This means you aren't working to make some elusive shareholders or absentee robber baron rich, you are working to make yourself rich! Our shares system means that profits are divided pretty equitably, so even the CEO doesn't make an obscene amount more than an average member. (more detail on this to come) Vertical Integration. By combining and controlling multiple stages of production and service, all the way from manufacturing to distribution we can lower our costs, generating higher profits and saving our customers money. Driven by Data. We believe in innovation and in understanding the markets on a deeper level. That's why we are driven to analyze the markets with everything from Big Data to statistical modeling. Our tools allow us to spot trends and gain insights that can shape our business practices. Want to apply? Join our Discord server ( https://discord.gg/eHdEhBz ) or contact @Lord_Void! Check us out at https://community.dualthegame.com/organization/kraken-industries#tab-description
  6. CaptainKingz

    Robotics/Battle Droid

    From mining and transport to battle and information, robots are huge parts of sci-fi and futuristic television shows and movies, so why not bring them into Dual Universe? Being a solo player can seem nearly impossible if faced against larger pirate groups, or even managing larger ships, but if you had a hard working team of steel companions with you, it would be an even match! Host an industrial company and don't want to fork out thousands of your hard earned credits to pay for defense? Worry not! For you may manufacture hundreds of honest and loyal machines to keep your business in running order! C'mon, who hasn't wanted their own private army of battle droids? Robotics can be a fantastic and unique addition to the universe that Novaquark is creating. Just like other technological skill trees, robotics can have it's own, unlocking you different components to make robots that are elite in fighting, mining, transporting goods, repairing, or other utilities. There are many possibilities for this addition, if you care to, feel free to add on any ideas to this post ????
  7. Omfgreenhair

    Industrial Areas

    Hello! I'd like to discuss what you envisage our industrial areas would look like. That question does imply there will be industrial areas, which is only natural when the primary occupation and game element at the start is gathering resources and build things. An industrial area simply is a natural phenomena when big projects are set up. The bigger the project, the more logistics, more storage, more mineral processing. All in all, Novaquark can -say- large scale industrialisation isn't going to be part of the game... but ya'll know better. When the chance is there for mass production, the chance will be taken. So without any further a do, lets discuss. With the current game mechanics and game mechanics planned ahead, how do you envisage an industrial area will look like?
  8. KHATT MINING CO. Important : Anything below this text is subject to change at any time for any reason. (Shortened from last time due to merging with CSYN, see Cinderfall Syndicate for rules/gov't, etc...) ABOUT KHATT MINING CO. Khatt Mining Co. is the official mining company/division of The Cinderfall Syndicate (CSYN). We work directly with CSYN providing for all of their resource needs. Khatt Mining Co. follows all rules set by CSYN, no exceptions. We are not, however, tied down solely to CSYN, we allow, and encourage, mining contracts and trading with other organisations and companies. The details will be worked out differently with each individual contract, as we must keep up with the demand from CSYN as well. KHATT'S GOAL This company has been through plenty of changes since it was first started near the end of 2016. The name has changed two times, and the description many more since it's creation, but my central goal is still the same after all of these changes, and will remain the same. My personal goal for Khatt Mining Co. is to become the top raw resource supplier in Dual Universe, and thus is shown in every change and reiteration of this company. We do not want Dual Universe to be controlled by rich and powerful monopolies charging a small fortune for simple raw resources, so we make a point to treat everyone equally, and fairly no matter what. THE OFFICIAL CSYN MINING DIVISION As of 3/17/17 we have merged with The Cinderfall Syndicate as their official mining division. This is the place to go if you wish to become a miner/prospector for CSYN. We are responsible for keeping up with the ever-changing demands of CSYN 24/7, and in return CSYN sustains us financially. Because of this we follow all CSYN rules, with no exceptions. The head of the official mining division is KittyKhatt, the original creator of Khatt Mining Co. We have been allowed to portion our budget however it is needed, from the salary and pay of the members, to the transportation and mining OUR FOREIGN POLICY We may have merged with CSYN, but by no means are we tied down to them in mining contracts and trade. We not only allow the creation of mining contracts with other Organisations and companies, we encourage it. It is encouraged because now we have access to CSYN's financial resources and manpower, so we can work faster and get more ore in a shorter time period. We are required to focus resources into tending to CSYN's raw resource demands first and foremost, and because of this we may have to occasionally slow down, or temporarily pause completely, the trade and focus on other Orgs while we match CSYN's resource demands again. HIRING EMPLOYEES/MEMBERS Here at Khatt Mining Co. We are always hiring, the more the better. The more employees, the faster we mine, the more everyone is paid and the closer we get to our goal. (See above ; Khatt's Goal) As long as you meet the simple requirements stated below, send us an application, or message me. I am usually available in the Cinderfall Syndicate's discord channel. ( http://discord.gg/eWTceEN ) REQUIREMENTS FOR ACCEPTANCE - We are directly working with CSYN. You must comply with all CSYN rules and is expected to report to CSYN when needed, if needed. - You must not dehumanize or humiliate any other employee or CSYN member, no matter what happens. You will be terminated. - You must get used to treating everyone else equally and with respect, or you can expect to be treated poorly aswell, or terminated. - You must be prepared to work. If we find your work unsatisfactory we will warn you and swiftly terminate you if the problem is not fixed. (We understand if you have a busy or full schedule, just contact a manager, or Khatt and inform us. we can work around it.) REASONS FOR WORKING FOR KHATT MINING CO. Not sure if you want to work for us? Want to know what you get in return? Well i can calm your anxieties and answer your questions. This company believes in generous payment. Yes, we know your job is hard. mining is time consuming and outright difficult sometimes, and for working here we will try our damnedest to provide you with the best pay and benefits possible, no matter economical conditions. Also, because of our merge with CSYN, you gain all the perks and benefits of a CSYN member along with the company's. ADDITIONAL QUESTIONS CAN BE ASKED VIA THE CINDERFALL SYNDICATE DISCORD, CONTACT KITTYKHATT FOR QUESTIONS. YOU CAN ALSO PM ME ON THE DUAL UNIVERSE SITE The CInderfall Syndicate Discord ; http://discord.gg/eWTceEN We hope you decide to choose to send us your application, and if you do we hope you enjoy your stay with Khatt Mining Co. and CSYN. - KITTYKHATT, DIRECTOR OF KHATT MINING CO.
  9. WELCOME !!! To our official opening ! LNX - Industries Funded by a veteran star ship engineer, has the objective of provide the best star ships for the most important company ever !!! YOURS ! Our differential is to provide versatile and ideal ships to suit any of our customers needs, join safety and functionality at side of great design and powerful systems. We will also have in the future an engineer academy to train and prepare great professionals to allocate as crew member multidisciplinary crews. Ah? what do i have behind the curtains ? Its just a surprise but i will let it for after our opening cocktail, speaking of that, drinks and foot as courtesy is already back table. ! See yah soon - Lynkx
  10. Intergalactic Union of Industries - IUI is an umbrella organization for industrial companies, industies and professionals through out the Dual Universe. The union provides advice, competence and knowledge to its members and acts as a platform for trade, exchanges, business agreements and collaborations as well as a base for recruitment of human resources. Join now! IUI helps you and your company to reach your goals and ambitions. We want you and your organization in! https://community.dualthegame.com/organization/intergalactic-united-industries Best regards, /IUI
  11. Phoenix Initiative was established with the intent of exploration. However, exploration by itself is not possible without supporting infrastructure. The Branches of Phoenix Initiative provide for the fulfillment of our exploration goals. Phoenix Initiative was founded by Allen Tainia after the historic landing of Novark on Alioth. His strong will and determination have brought us together to enable the human condition to learn about the universe. It is solely this desire that initiated the objective of exploration. Join us, satisfy your curiosity and fulfill your destiny. PI is split into branches, then departments, then, if need be, sections. Each branch will manage its own assets and can issue requests to other branches for its assets if it requires assistance. The directors all share the same duties as the highest ranking officials in each branch, however, they outrank them and act as the leader of each branch. For branches with two directors, the first position is called Alpha and outranks the second, Beta. Each member of the Core Assembly is one of these ten directors. The Core Assembly will make all decisions concerning large-scale PI operations with Allen Tainia as the Chairman of the Core Assembly. The rank of Journeyman will apply to all brand new recruits across each branch. They should not take long to advance to their particular branch's lowest rank. Journeymen will be judged more quickly and probably more harshly due to their untrustworthiness (forgive the negative connotation here). More trusted members will be allowed more leniency, since they have proven themselves. *We are currently taking applications for all vacant Director and top-rank positions (Admiral, Master Coordinator, etc...). When Alpha arrives, I will approve the best applicants and make a formal announcement to that effect. Applications submitted sooner have higher priority, so don't hesitate to apply. This waiting period gives a fair chance to everyone who applies. Application is not necessary to join PI, but it is required for Director and top-rank positions. When the time comes, I will be announcing received applications/accepted positions on PI Discord. (see below for link) Don't forget to check out PI on the community site! Director/Top Rank Application Position: Age: Timezone: Estimate how much time you could allocate for us: Why should I pick you for this position?: To submit the application, PM me with a filled out application on the forums or on Discord. No application necessary to join PI, only for leader positions. Although there is a clear hierarchical order here, I intend for the gameplay rift between highest and lowest ranks to be minimal. All ranks ought to share somewhat the same style of gameplay. The only intentional difference is that the higher ranks get to call the shots. The agents of PI are expected to behave in accordance with a very simple code of conduct. PI is an organization based on exploration, science, invention, and diplomacy. We are not pirates and we are not griefers. We do not blatantly steal and destroy. Harassing other players in any way is unacceptable. Definition of harassment is entirely up to me and the judicial department. Violation of this code will result in punishment or possibly expulsion from PI. We will consider all actions and statements from you, even on "your" time. That includes in-game when you are not working on PI activities, or on the forums or other DU related community. Any character will be allowed to be members of other organizations only as long as there is no conflict: Not a pirate or other disreputable organization. We are not pirates and we do not associate with them.* You do not overextend yourself. Working two jobs takes a lot of effort. Will be allowed if you can handle yourself. No conflict with the other organization. If you're not sure, ask them. *Note that I said this was a character limitation. I am fine with you having another character which is a pirate. In fact, I may do that. This applies to characters only. I don't want people to get their hopes up for something that just isn't going to happen. A first day spawn just isn't going to become captain of a ship. Nor will a weekend-only player become a Director (a role which is supposed to be extremely active). I realize that sometimes things change or people encounter problems in their real lives, so those who lose time to play won't be punished or demoted as long as they tell the rest of us what's going on. This isn't meant to discriminate good or bad players, it is meant to manage expectations and avoid unpleasant surprises. There's nothing inherently wrong or bad with spending your time elsewhere. Regular playing and socializing lets me and other officers in PI examine your trustworthiness and willingness and ability to contribute, which allows us to place more trust in you. Very likely that only those who tend to play with us, get on VOIP with us, engage with us (and a lot of it) will get higher ranking positions or more benefits. This may seem to be unfair to those with extremely limited time and/or money, but that's the way it is. Trust is earned, not given. Everything above is subject to change, as more is learned about DU and as gameplay may necessitate change. Read the full story here. Although this is not an RP group, I don't discourage it. But because I also don't enforce RP, don't be surprised if no one plays along with you. RPing by yourself probably isn't fun at all, but hey, I warned you. (Catch me in the right mood though and I may play along, especially if it's about my character's backstory.) Ideally, all. But until a significant following is established, most likely that we will be in US timezones since I live in the US. I hope that I can get a group of nice individuals who would act as leaders in non US timezones. Discord Channel: https://discord.gg/9g2Sxg8 Website TBD Would love help with a website, although, after using Discord for a while, we might just rely on that, the community page, and possibly the forums. I would also like to make a new phoenix graphic. It's so terrible. Please send help.
  12. We just got an official heads-up that built ships cannot be taken back apart, and that purchased ships cannot be modified (but can be repaired). Before people simply assume that the prospect of Salvaging ships is dead, lets consider for a moment the following proposed mechanic. Destroyed Constructs drop some of the materials and items used to build them, plus "scrap" which must be re-refined. For one, this gives players something to do with that cheap jump-ship they used to reach the next planet after it has become totally obsolete. You won't be able to pull apart the jump ship, and unless you built it, you won't be able to upgrade it. Being able to destroy it for some portion of what it took to build (maybe 1/4th of its materials? perhaps a skill could increase your efficiency here) would prevent players from abandoning old ships or cluttering the market with them. Pirates will love this, since killed players drop some of their items, why wouldn't a destroyed ship drop some of its cargo? Why wouldn't a destroyed ship be worth SOMETHING?
  13. In the footage that has been released so far we have a pretty good picture of how mining will go on a small scale, however, we have yet to see what is in store for the large scale mining tools. There are several ways this could go, from drills ala Space engineers, to scaled up versions of whatever we have on our arms, to mining lasers that can harvest a roid from kilometers away. This also means that the method of harvesting will have a direct impact on how we design mining ships and also how we use them. Drills, for example, will limit the size of any practical mining vessel. Of course there will always be some mad genius building a huge and impressive, but heinously expensive rig that makes holes clean through the planet, but those will be rare. If we have a large version of whatever the thing on our arms is then we can expect larger vessels that have multiple mining stations, and are crewed by a group of players. I like this version the best, because I could see some truly astonishing mining barges being built for planetary mining. The other option, mining lasers, would be less effective because of the voxel system, but still a good option. They would probably end up being more like the weapons, that lock onto an asteroid and mine it away like that. They would also be a bit more cumbersome on planets and require less player involvement overall. I, for one, am casting my vote (do I get a vote?) for the nanoformer based mining rig that is a turret-like device that mounts on the ships hull and is controlled by a player to carve away layers of material. It would have to be piped up to a very large storage system. I don't think it should be a thing that can be coded to be run by a script. Of course there could be a fixed type that mounts on the front of a ship and just sucks in whatever is in front of it for your little mining drones, but the player controlled turret things should be more effective.
  14. gyurka66

    Pollution, Ruining planets

    I hope large scale industry will be able to harm the ecosystem of a planet. This mechanic would be able to hold back players from building huge industrial complexes. But i know a lot of players completely ignores the look of the landscape so there should be negative effects on Industrial wastelands like toxic air, undrinkable water, no food source ect. This would lead to a Galactic Greenpeace faction on the other hand. What do you think about this topic?
  15. Abyzmi

    Crafting System

    This is kind of a big idea... but it's something I've wanted to see inside of a game for a long long time. Just this idea being implemented would bring me and many players like me to Dual Universe and keep me playing forever. It's important to note that when I say crafting system, I mean the system used to manufacture things such as armor, weapons, clothing, furniture, house decor, maybe even computers and technology. This would also include ship-based technologies such as engines, turrets, weapons, hallways, possibly even rockets and missiles and different types of ammo. Players love customization. Personally, I love to be able to create a completely unique look that is totally my own. The crafting system in other games is pretty boring. You level up your crafting skill until you get to a point where you can craft the next level of gear etc etc. All of the gear is pre-defined models that were loaded in to the game by the devs. It's completely repetitive and extremely boring. What I would like to see instead is this: 1) Do away with crafting levels. That shit sucks. Make it so that any player can create anything they want to at any time. 2) Do away with pre-defined models. I'm tired of seeing every single person using the exact same armor as every other person. That's not immersive. That's boring. Instead, implement modular models with several different options to create a unique look with a maximum level of customization. 3) Put the customization in the hands of the players. Make the models that players create into something that anyone can use. The Crafting Process Phase 1: The process would start with a blueprint. This is where the players design the object in question. It could be pulled up in a separate window with several options for the player to select whatever it is that they would like to create. Step 1: Select the category of item. Some items may have sub-categories. For example, weapons may have sub-categories of rifles, snipers, heavy weapons, or sidearms. Clothes might have sub categories of Shirt, Pants, Shoes, Jacket, Hat, underclothes, etc. A very basic model of the item would appear. With it would come sliders to adjust proportions, material types, colors, etc. A modular design would allow for added attachments. Step 2: Select and customize attachments On a weapon, this could include different barrels, various clip sizes, length of stock and grip, caliber, different action chambers to allow for semi-auto or automatic modes, etc. Each of these attachments could affect how the weapon performs. Armor attachments could create a specific unique look. Larger sets of armor could be designed with more protection in mind but detract from maneuverability. Smaller lighter armor sets would offer the opposite. The more attachments that are added, the heavier the armor may become. They could come with optics, helmets, various measures of technology, oxygen systems for non-atmospheric operations, magnetic boots for low gravity situations, pneumatic strength assistance, etc. Clothing attachments might include sleeves, buttons, zippers, designs (such as stripes, circles whatever), etc. Step 3: Publish Blueprint. A published blueprint will be ready to build. It will have a bill of materials required to build the object that the player has designed. Different attachments might add different materials required and bring up the cost of the item. A higher cost would effectively promote lower levels of sophistication in mass-production. Phase 2: Now that you have your published blueprint, you must take it to a manufacturing facility. Large organizations could use the blueprint, and install it into a factory to have the item mass-manufactured. They would gather the resources required to manufacture the item and then produce them. Individual players and independent designers could pay organizations which own factories to build their designs and blueprints. Alternatively, large organizations can pay designers to create a nice blueprint for them. Designers could become famous and well sought-after to design things for large companies. Phase 3: Sell your items on the market. Watch them spread into the world. Watch them be stolen or destroyed and end up in the hands of people they were never intended to reach. Watch your designs become the most desirable items in all corners of the galaxy. Watch as entire organizations commission designs for armor, weapons, uniforms, drills, engines, turrets, computers, furniture, and so much more so that their people could be well equipped and fashionable. This is the kind of game that I would play.
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