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Alpha

  1. [Founding Member of the Lodestar Alliance] ƊƛƦƘ SƬƛƦ ƖMƤЄƦƖƲM Forging the Warrior Spirit ƠƲƦ ƇƠMMƲƝƖƬƳ - A Community formed and managed by current and prior military, we are an open and blunt community that promotes free speech. The Dark Star Imperium is an meritocratic empire, What that means is that if you put in the effort, you WILL advance in the ranks. We are a brotherhood with a passion for not just PvP, but creative Design and originality. Our Members are our greatest asset and as such those that earn their place within our ranks can take solace that we care of our own. - We specialize in faction PvP, engineering, and tech with all sections having many experienced veterans from other games. No matter your playstyle, we have a place for You! Our philosophy on all aspects is going beyond the competition by overwhelming levels. When it comes to establishing supremacy on the virtual battlefield we strive to excel in all aspects of warfare as the premiere professional armada! ƠƲƦ ƇƲԼƬƲƦЄ - An open forum where anyone can speak their mind and affect change. Maturity and Thick skin is required to handle our sense of humor as most military vets and those like us see the world differently and as such this community has a vary obvious warrior culture vibe to it, as is what we intended. Rich Lore and a unique art style have also been created in parallel with DSI's evolution. Do you want to KNOW MORE? ƜHƛƬ ƜЄ ƛƦЄ ԼƠƠƘƖƝƓ ƑƠƦ - We're looking for PvPers, Industrialists, ship designers and programmers of any skill level with a genuine interest in being a part of something greater! Apply on our Discord: https://discord.gg/SyDKAk9Xs5
  2. For all industrialist players and organizations here, I don’t know how you feel about the new schematics system. But for me it is a huge disappointment because it turns the gameplay experience into just a “click, check, drag and drop schematics” game… Explanations In the Beta version we have gone from one extreme to another in the industry: no schematics → everyone can produce whatever they want without constraint - to very expensive schematics which only allow players of larger or wealthy organizations to get them. In the release version, the introduction of a new system for the use and management of schematics is in between. What I completely understand. On the other hand, the current system will gradually stifle any org that wants to specialize as an industrialist. Because if you take the slightest expansion, you will only do one thing in the game: click on each industry and pour schematics into it. Even if you pour a good amount of schematics they melt quickly and you will have to recheck, constantly reload all industries, manually. Think about it: schematics in each refiner, smelter, chemical industry, glass furnace, 3D printer, electronics industry, metalwork, assembly line, honeycomb factory that you have to constantly check and manually feed! It just becomes an annoying and time consuming task. I'm all for using schematics but not that way because it just makes a game a boring and tedious experience. And the impression of progression is much less present because everyone can finally make what they want quite easily, it's just a question of available ore finally. I believe that it is possible to adjust the use of schematics to balance the game experience, so that it remains a game and that there is always a challenge in the progression. Some examples : no schematic for anything T1 more expensive schematics just for final objects (ex. engine, elevator, etc.) from T1 to T5, but not for parts a combination of more expensive “one time buy and use forever” schematics as in the beta for intermediary parts or elements, and “single use only” schematics for final objects (ex. wing) as in the release a deployment cost for any industry and “one-use-only schematics” only for the final objects (ex. wing), but not for parts etc. In short, a solution that saves the player engaged in industrialism from having to spend his time clicking on each industry to drag and drop a bunch of new schematics. And to have more time to accomplish other things like collecting resources, negotiating contracts with other players, creating constructions that give content to the game, etc. The actual system probably benefits light industry orgs or players. And it is probably sustainable for big orgs where each player is only responsible to feed just a small bunch of industries. But for the small orgs that want to go in the heavy industrial way it’s just a pain. Industrial orgs are important for several reasons in this game. They feed other orgs with objects that allow them to build content (ex. ships, cities, piracy, fights, etc.). And they feed the markets. If only big industrial orgs survive, with this new system of schematics management, they will have the monopoly on the market and the price of the objects. I heard about new talents coming in the December update. Eight talents for the schematics... Well, it will probably ease the crafting cost / time / batch size of schem and that’s a good thing for players and orgs that want to go the industrial way. But the main problem - and my biggest complaint - will probably persist : players will have to feed all the industries one by one, manually and spend so much time doing it instead of interacting with their mates or other players, or creating content. And the feeling of progression won’t probably be there much more. Maybe I’m wrong and most of the players are happy with the new schematic system. I would be interested in hearing from the players that play the industrial way in this game to know what they think about it.
  3. A while ago there was a discussion in the discord about limiting access to certain resources to the PvP space as well as the importance of PvE-players for PvP-players and vice versa. My conclusion to improve this interaction, is to improve the PvE aspect, because only if PvE-players hold a value to PvP players (besides target practice), a meaningful interaction can exist. Currently PvP-orgs require barely any purely PvE-players, because everything from resource acquisition to crafting can be more or less automated. The solution is a more active and specialized PvE gameplay. 1. Mining Pre-MU planetary mining was in a pretty good state if you ignore its lack of excitement (which could be introduced with rare minerals/gems as random encounters). It required active play and every successful org had at least some dedicated miners to supply them with ore. With MUs now that completely changed. Ore can be acquired passively, and especially the yield for higher tier ores (T3+), which you mostly need in smaller quantities, can easily support a large org. No active input besides the calibration by an alt once every 5 days is required. For miners to be valuable again, mining has to consume active playtime. For that i suggest a few changes: significantly reduce the MU output, especially for higher tier ores. Without indepth calculations, i'd suggest to reduce the yields to 50%/40%/20%/10%/5% for T1/T2/T3/T4/T5, respectively. randomize the spawn time and increase the spawn rate of the current asteroids in the safe zone, make the ore node size more variable (no meganodes necessary, but the occasional supernode would be a nice find) place a few copies of Thades moonlets (or moonlets generated similarly) at a region outside the safe-zone and have a significantly increased spawn rate for asteroids in that region to create a more or less dense asteroid belt for mining and PvP base building randomly (time and location) spawn large amounts of surface rocks of a single ore (5000%+ of MU-mini-game generated ones) on the surface of planets (T1-T2 in safe-zone, T1-T4 in PvP space), with a rarity of the spawn relative to the tier of the ore. This enables repeated scouting of planet surfaces for surface rock deposits, gives new players the ability to start mining without neglect able initial costs and adds to the importance of surface rock picking talents. These changes require nearly no new mechanic that isn't already in game, but would improve the value of active mining and thus the value of dedicated miners for orgs immensely. 2. Industry Industry is a bit harder to tackle, because its automated by definition. The schematics update is a step into the correct direction, even tho i would prefer to have a proper CPU/Power system which would have similar and more effects. One way to increase the importance of active game time in industry (as well as other aspects of PvE) could be the introduction of a job system that is based on a players ingame activity and provides boni to cores or elements. Each job has an activity bar, which fills whenever a player does certain ingame activities. The amount of actions to fill the bar should be relatively low (fill-able with 2-4h standard game time) and reduces over time (exponentially dependent on the fill status, very slow when its full, faster when nearly empty, from full to 50% without any actions it should take a week). The maximum job bonus should be kept as long as the bar is over 50%. In addition you can only have a single job active at any given time, and changing jobs will reset the job-bar to 0. Let me give four examples: Job: Miner Actions to fill job bar : calibrate MUs, mine/harvest any ore Effects : Increased mining efficiency with hand tool and calibrated MUs (0-30% depending on job-bar) Job: Industry Manager Actions to fill job bar : interact with any industry unit (limited to once per day and unit) Effects : decreased ore, pures and product consumption (0-10%) and craft time (0-20%) (applied to a core, not to individual elements, limited to a low number of cores) Job: Pilot Actions to fill job bar: fly any mobile core Effects: improved handling of flight elements (0-20%) Job: Soldier Actions to fill job bar: shoot&hit other mobile constructs Effects: improved hit chance, improved radar range (not a PvP guy, so no values suggested) With this system we could encourage specialized and especially active game play. As a bonus the impact of alts on industry would be reduced as well. Due to the core-limitations for the Industry Manager boost, every org with several factories would require several players that focus on doing industry related activities ingame to have an efficient production that can compete with market prices. If we get a CPU&Power system that would limit the maximum amount of industry units per core, so you can't place 5 or 6 large production lines on the same L-Core, in the future the effects of the job system would be even better. With the following increase of importance for PvE-centric gameplay, DU could then start to put up higher incentives or stakes for PvP-space, like adding exclusive resources that you can't get in the safe-zone. Bcause the new incentive for trade between the safe-zone inhabitants and the PvP-space occupants, a good and enjoyable interaction between those two pillars of gameplay should be possible.
  4. 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. For the miners and industrialist in flight! Jump drive - you "Jump" 5-10 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 ). This helps with "Off-pipe" driving for more seasoned players, would also help with the last leg of a trip to ensure deliver/arrival. Burst radar jamming unit, it just buys time while the other ship waits to lock on/see you. Deployable decoys, they are artificial version of you, core size, ship name, etc. They also show the same information/visual when locked onto. Initial deployment scrambles current lock-on by other ship. Cloak - Replaces your ships look with a glass globe effect and reduces chance to hit and range to lock. No warp possible while in use. PVP side of things Inertial inhibitor, prevents jumping and reduces target ships speed Hardened Sensor array - reduces jam time of Burst radar jamming Rapid EMP unit - Disengages decoys, slow rate of fire. Wolfpacks - ships with a specialized cockpit that can sport ONLY 2 weapons, contingent on size of core. Why? With only 1 crew member, it is more likely for packs to form to "Hunt" other players Makes engaging in PVP a little more simplistic, you can fly solo and still shoot! Limited ability, the ships will NEVER be as good as a group, though you might starting hanging out with your future crew this way :3 For EVERYONE! Voxels/Parts outside of pieces that DO something formulate a ships HP, Handling HP and Shield HP should be composite of XY components on ship with ABC components that have to be repaired separately. Damaged is shown via FX and various crippled ship systems. Why? Simplifies ship damage and server stress Why? So we can change and add shield mitigation as well XD to replace the previous lol Now we can begin adding shield/damage flavors and maybe even a system to slowly transition shield mitigation via polarization This means we have a reason for scanners etc. Another thing to add, would be an "Mode" that L cores can switch to that temporarily anchors them and allows activation of a warp beacon on the ship. Sacrificing Mobility to try and call for reinforcements. Preparing for a remote engagement. My other favorite form of warfare Drones/Drone bays T1 Drone miner ( watch the little robo critters eat surface rock, player must remain logged in ) *Critters are visual only, gotta save the server ticks X_X* Nuff said here ( Utility, mining, sentries , etc. ) Avatar V Avatar ( precursor/prep ) Along with the ideas posted here, would like to see at least a rough draft/placeholder style implementation of an equipment screen. Devs could switch the default "Weapon" we start with to an equip-able with a RClick menu, that would create a basis for interaction, etc. Going further, equipables do not have to show on players, they could buff things outside of skills. Like a REAL jetpack that consumes compressed hydrogen cells, or something. Enhanced NANO pack gear. Make us run faster. Does not have to have any effect on characters yet, just create an opportunity for the dev team to start poking around at it Pre-AVA, so that work later can be smoothed out some. Tablets/Controllers that can be linked to a remote unit on a ship or multilinked. Helping poor devs not starve We players understand you have limited art staff/staff in general, maybe open a contest for ideas to be sent in, rewarding the winner/ 1st 2nd and 3rd place with a 3mo free sub or skill points <- we players will kill each-other for these btw, seriously. Outside of Art, the solar system really does need a more fleshed out story to it other than, we left earth -> we arrived! -> we build. Feels kinda FLAT really. You could pair this up with the aformentioned "Art" contest. Things like this can help drive community engagement, it would also help showcase to the public, that the community is trying to make an effort, and that people still like the game. NPC missions like some people said, could be from, our first contact in DU, Aphelia. With daily work logs/request from her. Please get rid of free quanta, MAKE us engage in the game. Market Stuff o_O Consumables Food stuffs / drinks Could have different effects, both statistical and visual Enhancers Give larger buffs, tracking, accuracy, etc. Make it easier to see the value of something Tooltip would show a breakdown of what RAW ore resources would cost for an element I only mention this as seeing some things on market are cheaper than the ore used to make them. I'm guessing this is due to lack of knowledge on players part. Remove bots and use Aphelia missions for cash instead - these should be limited per player, not just orders, thereby creating a set Market will self correct itself eventually, though being able to see the price of ore compared to final products would be a huge help with this. Using market prices and their current PURCHASE trend with X/Y threshold to keep ppl from mass posting 0.01 materials and then buying them back right away. < < < ( This was sort of added? PTS ) Limited Run Schematics Increase market entry oppurtinities Reduce Schematic cost now that they are limited run Increase h sink across multiple groups Good reason to add "Original" Schematics and "Researched/Improved" Schematics Inbetween tiers that can be found via researching? Research "mini-game" for crafters requiring resources? Research Why not, being able to throw resources into a research Element to try and create XY result is a great way to boost market flow for parts. Research could replace schematics and players who purchased said schematics would receive X to Quanta of skill points. More movement on the parts end of things, increasing the need for something, etc. Diversified market based on values of items such as thrust fuel consumption etc. Aphelia missions!? ( added on PTS!? May not be same as below. ) NQ could use this as a way to disperse fund for active players. Mining events that are long-term to provide materials for NPC ships, haulers etc. Fulfilling these in turn increases NPC hauler activity between worlds. Creates a combat opportunity for hunting players and pirates, outside of fight other players. Creates cannon fodder for miners/haulers to hide among while doing they're part. NPC ship would be from user submitted BPs. Again, creating another even for builders every so often to submit more ships for filling in "Gaps" from players to keep activity levels between systems moving. NPC structures for drop off on ea world for missions / non-player missions. Farming We've done it! From the Ark ships archives we have recovered animal DNA to clone and create small scale farms! This is just to feed into the "Market Stuff o_O" ideas, because, who needs to mine when you can farm! Would required some major Salvage addition? Short range salvage scanner Would help ppl to move around the planet more / give a crutch to the less lucky players to locate salvage on planet surface, though it would require some time to locate any salvage. Back end, salvage system that spawns salvage, both in space and on planets. Would scan for cores in any spawn area and spawn 30-40km away, should be far enough to not be visually seen unless your looking for it. Only becomes active if system salvage has less than X number of wrecks left. Voxels do not count towards wreckage mass in this fashion. ORGanization Stuff Assett tracking I'm thinking of something more than just tracking VIA the map, an ORG with an entire fleet of supply, warfare, personal vehicles, that list will get cluttered very quickly. Flight Space radar to continue working until 1% Atmo, due to stations being within safezone and not appearing to pilots, PLEASE?! Ability to Toggle space/atmo radar, much needed to avoid collisions. Braking state saved directly to dynamic constructs, braking behavior default to toggle instead of holding to activate. ( optional ) Alignment Computer - An element that allows a users ship to automatically align with a given bookmark. UPGRADE the map to 3D with bookmarkable points and zoom pls T_T ( Why do we not have this already!!!!??? ) Inventory / Industry Hub Interface - Allows Avatar Only access to hubs. No In/Out from IND/Transfer units. However would allow access to multiple HUBS via interface. When attaching containers to hub, we should be clicking on the hub and then target containers without the need to retarget the hub. Same for other connections, industry would be a little less painful for some, and a breath of fresh air for others. Control Relay - A small 1x1 voxel item that lets you link it to a controllable object to open up its UI. Able to be swapped to OTHER objects if LUA is used. Option to turn off error sounds on machines and use ones own LUA based system instead. Lights/Audio of choice/etc. Honeycomb Compressor - It just takes Honeycomb and compresses/reverse engineers it back into it's Pure/Product form. Disassembler - Disassemble an element into it's components, loss of 35% with skills that gain back 5% per skill. Makes salvaging a ship in PVP more worthwhile because no you can repurpose the components into something you find useful. Further Scanner Improvements? Scans themselves I feel are a bit messy, some ideas below may conflict, fyi Scanner names - Scanners name should be switched to using the planets numeric number and the tile the scan is for instead of a general "Scanner Result" name. The other idea is to remove scanner results altogether and make a scanner DB element, or event set it to use and advanced item that can keep an expanding DB that can be right click and exported to, the inverse the same as well. The first idea in this section could be used to make single scan exports that can be sold/traded with other players Any rescan of the same tile will automatically located it's original scan and UPDATE it, rather than duplicate it. Culture Would like to see, though it may be a bit far fetched, an art contenst sent out to the public in each major region around the world for their idea of space armor. ( some people are asking where this came from? I was listening to different pieces of music and the change of mind made me think of how culture could effect DU. ) It would add a very literal, difference not just in ships, but also personal cultural taste. At the moment we are all stuck on the idea that we are "Noveans" we just a bunch of people who made it out here. Now that we have established ourselves some, should we not honor those cultures we left behind. Armor can be looks only, aesthetics per say Different armors for different looks Underlying "Equips" could be statistical only More variance in color choices than default armor Maybe even add armor only found on derelicts when they spawn?! It would just be awesome as hell to see designs from say, Russia, China, Japan, Europe, America, The Middle East, even in what their take would be for armor for the future using the base novean armor as a guide. Just Communication ( Gundam W Pun... ) Mail boxes, message only, no items Dialer/Phone? Voice?! A way to either communicate via voice either to an avatar or to a ship Great for P2P communication being kept within game Ship to Ship for when Optional, able to be toggled off Territory Problems? Territory upkeep Why money, make it a resource/power system that must be used instead to add another commodity in constant need. T1-3 variants with different output, power is tile based and can flow outward to owned tiles. Industry taking power now creates a reason to keep it fed, increasing upkeep and need for more interaction from orgs for multiple players. Increased transport traffic, we hate it, they love it, now we have to get power OUT to certain locations/stations in order to be used. Different reactors T1-Tx would need different fuels made from T1-5 materials ( creating market variation and demand for more base/refined materials ) No power causes a players TCU to go un powered resulting in no longer being owned after it's "Backup Power/Timer" has kicked in and notified the player of issue. Notification comes up via text and shows a blinking hex when unpowered, would also show for orgs as diff configurable color ( in the case of multiple orgs )
  5. We need talent that will limit the maximum number of industries for a character and organization. It will make sense to play with other people, not solo.
  6. Well, two things I'd like to talk about here, but it's all related to honeycomb refining. Basically, seems like the Honeycomb Efficiency talents are either broken or don't have correct descriptions. This is what honeycomb refining looks like if you don't have any talents put on, you put in 1800L of material and get 180m³ of honeycomb, every 3 minutes: Now, if you get the "Honeycomb Efficiency" talent, which says "-10% crafting time for XXXXXX Honeycomb Schematics", the batch size is increased, but the time is not changed - at level 3 I've got 2500L to 250m³, still 3 minutes: And this is what the talent description says: To make things worse, this talent is required at level 4 to be able to learn both honeycomb refining and productivity skills. For those who actively work producing honeycomb isn't too big of a deal, but I produce mostly to myself and barely used 180m³, can't even tell how I will use 250m³ or more. Please fix this. As a second note, would be nice if we could run fractional batches of certain stuff such as honeycomb. Like, if I could run just half or a quarter of it would be so much better, specially because there's stuff I simply won't need that much of (such as material used for small details, etc). Thanks!
  7. I was reading some comments regarding Schematics and while I understand they were VERY unpopular, I also understand they made people follow a certain "path" on specialization. Since we might be wiping soon and removing Schematics, it might be a good moment to suggest this. My idea is replacing Schematics with a "research tree", similar to how Rust has implemented for item crafting. It could even reuse lots of code and logic from the Talent system. Basically, instead of having tons of copies of different schematics, you would need to learn or "research" a certain item with points you get over time, to be able to produce it in machines. The more complex the item, the further down it would be on the tree and the longer it would take to learn it. Optionally, Schematics could still exist as a way of "skipping" a few steps and being able to produce items, but with the downside of being a very expensive way to do so. Basically for any recipe you haven't "learned" you still would need to have one schematic per machine running it. Beyond the fact players would need to specialize into specific areas of industry, another advantage of such system is that this could also allow for gameplay mechanics such as players selling the services of setting-up industry for other players, for example.
  8. So I think something we could use is an industry machine that will create packages based on a pre-defined selection. It would effectively a dispenser and a Transfer Unit. It would have 7 inputs and one output which only connects to a Parcel Container. You can set a name for the package it creates.
  9. Vazqez

    Pumping unit

    a pumping unit that connects one container with several containers. The pumping unit plays the role of a "Distributor", making it possible to transfer certain contents of one container to several other containers. The pumping unit can work in 3 modes. 1 continuous pumping. 2.pumping in a period of number of cycles (volume of goods) 3 maintaining a specified amount within a designated target com- mander the same operating modes as other production units the working time is determined by the pump capacity. liters / minutes this solution will greatly simplify the construction of factories. it can also be (optionally) used to deliver ammunition in PVP fights
  10. Welcome to Serious Industries. (The main language of this organization is "German". News and other important things will be translated in English). Deutsch: Als Mitglied hast du Zugang zur gesamten Fabrik auf Sanctuary. Ich habe mich auf die Herstellung von Gütern spezialisiert, so dass ihr das meiste aus der geringsten Menge an Material herausholen könnt. Die Fabrik wird immer weiter ausgebaut und auch eine Fabrik auf Alioth ist Geplant. Aktuelle Gegenstände, die hergestellt werden können: N = Menge des benötigten Gegenstands G = Menge des Gegenstands, den Sie erhalten Eisen: Hämatit N532.35L / Eisen G465.75L Kohlenstoff: Kohle N532.35L / Kohlenstoff G453.60L Aluminium: Bauxit N532.35L / Aluminium G453.60L Mehr Kommt noch! English: As a member you have access to the entire factory on Sanctuary. I specialize in manufacturing goods so you can get the most out of the least amount of materials. The factory is always expanding and there are also plans for a factory on Alioth. Current items that can be made: N = amount of item needed G = amount of item you will receive. Iron: Hematite N532.35L / Iron G465.75L Carbon: Coal N532.35L / Carbon G453.60L Aluminum: Bauxite N532.35L / Aluminum G453.60L More to come!
  11. This is going to be in a list style format. No poll this time (too many suggestions, just leave comments ) Add "full throttle" key bind. Literally inverse of "stop engines" key bind, but in cruise control just acts like tapping the up-throttle button once. Tank hubs. Like container hubs, but for only 1 tank type a piece. Consider altering the ore distribution to better fit this game loop flaw (forum post). Essentially allow at least 1 tier 2 to exist on all planets/moons. Consider making territory units craftable in nanocrafter using tier 1 components, albeit extremely slowly (see referenced post). Consider changes to the atmospheric scattering shader It's been a long while, and I'm sure if y'all have planet tech cooking, the atmospheric scattering definitely is being worked on. Frankly though, it's pretty easy to make a good atmospheric shader, especially in an engine that gives a lot of tools for you. Make changes so that the trace chemicals in each atmosphere give a transition effect before the atmosphere fades night atmosphere is not 100% transparent (a proportion based on the atmosphere's thickness Change atmospheric colors of ALL planets to match the planet atmospheres on the MAP (or some other interpretation). Now that I have your attention (here's a word from our sponsor, Raid Shadow Legends!), here's some changes I would like to see in future releases. Total planet reset to accommodate new planet tech. The forum post attached, assuming you also read referenced other posts, would fill my argument. It's the last step in improving all the planets after literally everything else has changed. Just do it sometime soon, the team has already found, or is going to find ways to make the transition as easy as possible. Ex. "Magic BPs" It's beta phase 1, when's phase 2? I'm tired of small planets with bad detailing that all embarrass all of us when we attempt to show the game to friends. Exploration needs good destinations. This game has almost none. Schematics. Ties in with the previous ore distribution, but to compare to another game... In Empyrion Galactic Survival, you can start from the ground up (nothing on the player), and make your way to end game, without ever needing to interact with any other player. It is balanced to be like this. A game like DU should promote this as well for a few reasons: Polish, showing the game's designers are good at making the core loops Whenever there's frontier societies, we cannot rely on the rest of society. Especially when you think about the "player made markets", why would bots suddenly be selling these schematics there (giving free cash to the establisher)? The element of progression, which when made well, can be engrossing and well worth the effort, and rewarding (player retention). In Demeter I'm quite pleased with the clear well thought out ideas of the mining loops, I'm confident the team is beyond competent to take upon the challenge of this. Physics (player and construct) While hard KSP-style (proper Newtonian) physics I don't imagine 100% for this game, many changes should be made to uphold realism and balance for the game. To quote a reddit comment I made on the DU subreddit... Thanks for reading, hope you are swayed by my arguments. See y'all!
  12. I tried to find a related article but couldn't, so please excuse any duplication or ignorance on my part. I was just wondering why we can enter Build mode via VR, apply talents to a construct, exchange and use tokens, and interact with container inventories, but we cannot interact with industry machines? Is there a gameplay or technical reason? If I could do all these other things while in VR, it would seem obvious I could also start/stop, change schematics, etc, with industry machines too. It would certainly be helpful!
  13. Nova Atlantis aims to develop a commercial hub 18 Km NE from Alioth market 6. Our goal is to build a org economy, while transitioning from market dependence, to Org/player coordinated economies. Nova Atlantis is willing to loan out 40-60m quanta to industry orgs and players who invest their time and efforts in our commercial center. Contact Aquarius21#2434 on discord for details. Also looking to fill government positions to run org. Looking for: -Scanners, Land Acquisitionists, Miners, and talents in Refinery production ( Already have T1 refinery factory). -Electronics & Parts -Fuels & warp cells -Engine parts -Other Specialized players will exchange with each other, creating a consumer base, and developing into a thriving org economy. Nova Atlantis Treasury will provide: 2-5m Loan with 1% interest. Funds will be utilized to invest in industry units, schematics, other necessary elements to open a second base for you near other players and industries. Player/Industry will get a free M core covering 1 Level of a building. Requirements: 1.) Must specialize in one industry/production ( tier 3 and up). 2.) interest to join and be apart of Nova Atlantis (players). 3.) send loan request and how will you utilize the funds. Loans are Earmarked/ Block loans 4.) Register as a registered business with Nova Atlantis. Will get: Parking access , tower less elevators access, industry access, and lobbying access. 5.) Promise to pay back the loan and Interest. Benefits again include: 1 Consumer base from other nearby orgs/players 2 Military Escort through pvp 3 utilizing tower less elevators (Shadow Templar) 4 building a community of players to make DU a mature gaming experience. Contact Aquarius21#2434 on discord for details. Also looking to fill government positions to run org.
  14. Dear ladies and gentlemen, this offer is for German speaking players only, please respect that. Hyperion - gegründet mit dem Ziel ein Wirtschafts-Imperium aufzubauen, dessen Name, Produkte und Entwicklungen auch in den entlegenen Winkeln des Dual Universe bekannt sind. Als Teil starker Allianzen bietet Hyperion den Rahmen, um in Sicherheit und mit Rückhalt Neues zu kreieren und wirtschaftlich zu handeln. Die derzeit größte und aktivste deutschsprachige Community sammelt, erforscht und baut bereits heute - gemeinsam - Großes. Werde auch du Teil dieser Gemeinschaft und lerne uns kennen: ÜBER UNS Hyperion bietet euch das größte deutschsprachige Netzwerk in Dual Universe von Handel, Missionen, Kopfgeldjagd bis zu Rettungsmissionen. Mit der Mitgliedschaft bei Hyperion erhältst du Zugang zu allen Einrichtungen von Hyperion, ein eigenes vQuanta Konto, Lehrgänge mit Betreuung und vieles mehr! WAS IST UNSER ZIEL? Mittelfristig möchten wir gemeinsam eine Heimat aufbauen, um weitere, spannende Projekte voranzutreiben. In mehreren Teams aufgeteilt, realisieren wir Raumschiffe, Stadtkonstrukte und diverse, andere Bauprojekte. Die Möglichkeiten für andere Geschäftszweige sind schier grenzenlos und somit liegt es auch an Dir, welchen Weg du beschreiten wirst. WAS BIETEN WIR? Eine freundliche Gemeinschaft deutschsprachiger Spieler und den Zugang zum Hyperion Netzwerk. Erhalte die Möglichkeit an großen und spannenden Projekten teilzunehmen. Hol dir Aufträge vom schwarzen Brett oder nutze unseren eigenen Markt. Bei uns kann sich jeder frei entfalten und seiner Kreativität freien Lauf lassen, solange es dem Wohl der Gemeinschaft nicht schadet und die Gesetze/Richtlinien von Hyperion, sowie auch der Ascendancy eingehalten werden. Des Weiteren bieten wir Sicherheit und Territorium durch die Ascendancy. Dies ist die größte Allianz im Spiel. WAS SUCHEN WIR? Jeder deutschsprachige Spieler von Dual Universe der keine Augenklappe trägt und sich Pirat schimpfen lässt ist bei uns willkommen. Wir fordern lediglich eine geistige Reife und die Einhaltung einiger Regeln. Solltest du bei der Hyperion Corporation mitmachen wollen, dann solltest du vor allem teamfähig sein. Ein gutes Betriebsklima ist uns sehr wichtig. Wir haben uns außerdem für ein Mindestaufnahmealter von 16 Jahren entschieden. WAS MUSS ICH TUN, UM BEIZUTRETEN? Du kannst dich förmlich auf unserer Homepage bei uns bewerben oder besuche uns auf unserem Discord und schreib uns persönlich! Dort kannst du uns weitere Fragen stellen, gerne auch im Voice. Wir freuen uns auf dich!
  15. Three years and half after pre alpha launch, the best period ever for DU, everything got overcomplicated, heavy and excruciatingly laggy, especially at the introduction of industry 2.O which has changed till now fps, lag and loading times for everyone, but since the developers aren't testing nor playing their own game, very little have been done concerning the content and game mechanics. Since the beginning JC pretends that he wants to control the visual aspect of the game, but look at the thousands of player made atrocities and piles of elements scattered everywhere For those who never heard about, but there is a french simplistic and satiric cartoon called "Shadoks", where a group of engineers and workers, work hard together to make simple things more complicated, from where we are getting the expression: "why do simple when you can do complicated?" And this is exactly what is happening here But in real life, and i quote, professionals, engineers, designers, and architects will all agree: "Less is more" So here are my thoughts, after 3 years of hope and life time, on the bad and good decisions taken, and what could be improved at the moment: Building mechanics: Vertices editor should have been a priority long ago, long before that not so useful update on the line tool The actual given building tools are half of the reason why we see so much trash everywhere, and why most players are giving up, because voxelmancy is a considerable waste of time since ship selling will never be a major part of the market (everyone want to build his own), PVP will destroy it in a matter of seconds, and detailed or undetailed static or dynamic constructs' spaces are dead as hell. Vertices Editor: self explanatory Line tool: add triangular and circular shapes, and make one of the corners of the selection the center of rotation (not the center of selection, this doesn't make any sense) Paint tool: (omg seriously this one is the biggest joke and laziest decision taken) need to absolutely remove from the game this ridiculous number of different honeycombs, performance wise, and gameplay wise. Every material should have one and only one raw honeycomb, on which we could, using build mode, apply a color we want, a shininess type and or a pattern That would optimize the game code, our inventories/containers, and our factories (and will fix that uggly .24 update changes) Remove the deploy and selection sizes limitations Be more consistent in the deploy shapes size increment (1 by 1, not 1 2 3 4 5 6 8 12 16 24 32) * by the way change "galvanized" honeycomb name and check the definition of galvanized on wiki: which is a zinc coating process to protect different metals from rusting Elements: Here is the second half of the reason why we are surrounded by trashes First, element design is very badly fusing with the voxel building system, specially all the dynamic constructs elements, elements are detailed meshes that don't match with a voxel hull and the voxel default sizes Even after the best achievable voxelmancy, engines, brakes, hovers, wings, look like stains on our creations, element colors dont match available honeycomb colors, some elements are offsets, some are badly symmetrical I m not saying that its bad to have detailed mesh elements, but half of them, must be redesigned to be used and integrated "into" a basic voxel shapes, not to be put like a flower pot "on" the voxels, and this concerning all the elements used for designing ships Dynamic elements (engines, brakes, airfoils): those elements can be a single detailed face element, the face that will pop out from our voxels, and other faces must be designed with an easier global shape to work with the voxel grid (tubular, square, rectangle, just as Empyrion or Space engineers do...) Decorative elements: make sure they are scaled for the voxel grid and size (the reinforced sliding door is the perfect example of bad design and bad consideration) Ability to change elements main color Engines: no no no and no to all this different types of engines (safe/maneuver/military/etc...) with different recipes. again its a mess in inventories and markets, same problem as honeycombs, why doing simple when can do complicated?. while the quality (normal/advanced/rare etc...) should remain, all engines should be crafted as a standard factory type, and have an option by right clicking on them to change their mode type, and why not beeing able to change it using lua Flight mechanics: Overall the flight mechanics are very good, stable and well developed But, the main issue is bringing back to the dynamic elements issue and the overall aesthetic of the game and players creations Elements power/thrust should be multiplied by a minimum of 5!!!! this would greatly reduce the number of elements needed on each ship, reducing the lag and loading time, but most importantly we would not compromise anymore on the design in order to have "acceptable" flight performances (which will increase the visual quality of players creations) Vertical and horizontal cross sections must produce anti drift and high altitude lift, which will reduce the number of wings and stabilizers elements needed, and again will increase everyone performances due to less elements, and allow better ship design Fuel consumption to divide by 2 or more, we are tired to mine 2 hours, refine for an other hour, for 20min of flight (nowadays long distances planes can fly at cruise speed 900kmph for about 12 to 14 hours) LUA Lua is one of the greatest part of the game, allows the best customization possible, but is still way too limited, for no reasons Unlock to unlimited number of links/slots to a pb/remote/ECU/command chair etc... will reduce the number of scripts running at same time, so will increase performances (what is better? to have 10 scripts, on 10 PB, each one linked to 10 elements? or 1 script on 1 PB linked to 100 elements? do the math!) Increase again the recently nerfed CPU usage for custom scripts (they were not producing any client side performances issues, so why decreasing it again?) Increase the conf file allowed size, 150k isnt enough Make possible to install conf files on programming boards Increase Databank sizes Fix the rocket engine please for custom scripts, they are broken and deadly, they activate themselves when construct controls are taken Add function for camera relative rotation and position Ability to save scripts in our nanopack and exchange/sell scripts with DRM protection or not PVP I think pvp is a very delicate topic, but globally so few people have any interest in pvp at all due it its extrem unbalance In my opinion there is no goal and no reward in pvp, which makes it boring So much time and effort put in mining/producing/building a pvp-able ship that it pushes everyone away there should be no safe zone, nowhere! - heard and read too many stories of players ravaging orgs from the inside, secretly stealing work of dozens, and then venting themselves on streams. there should be no safe place in the universe for those people to hide their shameful loot - cargo ships should be accompanied and escorted by armed fleets, even while mining quantas could be physical/stockable/stealable claimed territories shouldnt be visible on the map, unless personally discovered surface ore stones, should be mine-able by anyone anytime anywhere (claimed or not. we should be able to get some fast scrap and fuel if we emergency land in middle of a huge claimed territory) static and dynamic construct need energy shields element containers content should not be destroyed unless the container lost all its lives (otherwise there will be no loot in pvp), they should just be inaccessible there should be a way to restore all lives on salvaged elements (repair unit maybe?) There is so much more to add, but please NQ consider and fix a big part of this first before adding new buggy "content" At some point there should be a planetary wipe, to leave space for the new planets design (allowing what ever is standing in space to be excluded from the wipe, for players beeing able to save enough to restart quickly)
  16. some help NQ to develop a better way for the game to be player driven game play, so here it is. add a industry unit that does research of schematics, it does not require any resources only time like the talent tree. this idea will allow players to sell schematics and the market will flow between players rather than getting suck into NQ wallet which doesnt get used, because the ore is only getting used to sell to the bots you have and not for building anything by players which is destroying the game. it was a great idea at the time but now you are still losing players every day. back to the research unit, place the schematic for the unit itself on the market so people can buy and build it, allow the unit to see all the schematics available so players can choose to use the schematics or sell them to other players, that way the in game money circulates. allow players to have multiple of these so they can research different things they want to build or sell. obviously have different time scales for each schematic that it can make. Finally the last point and most important point is this allows for NQ to add new items to the game without having to put the new item on all planets and markets for a price, you just add it to the units list of schematics and the players will start researching it.
  17. Currently industrial machines on a non pvp intended landscape have an infinite lifespan. This means that the market for them is only as viable as peoples lack of ownership in them and nothing else, once u get one u have it forever and that... that is unsustainably broken. Id think that a 6-10 week operational lifespan, with machines throwing random errors after thier lifespan stopping production, and requiring either consistent repair or just flat out replacement. This will create a sustainable market for industrial machines ... i think.
  18. Hello Noveans! I'm quite new to the game itself and MMOs too, but something that definitely caught my attention was how the Industry is pretty much blocked for new players. Even when getting smaller/starter machinery, you just can't go on and start progressing, or even refining/crafting things that are possible using the Nanocrafter. But yeah, there's the question of balancing stuff, as it would be ideal to people having specialized factories for goods, plus not getting to endgame too early, so I was thinking of creating some sort of mechanic like a Research menu, where one can select an item from their inventory and start researching it. The original item would be consumed and maybe some extra thing could be required for this too (maybe research points, just like talent points), and after some time the research would end and we get an schematic of that item. That schematic then could be sold on the market or used on industry, whatever fits the player better. Doing so would reduce the need of bots selling schematics and would allow players to have an alternative way of getting schematics. One looking for a quick way could go on and buy the schematics from bots or other players, while other could chose to buy the item itself and spend some time researching it (if they don't have enough talent points). This also keeps the balancing that Schematics brought to the game, as they will still be something hard to obtain, but not so hard that the only way to get them is paying a very high price. Other possible thing on this is having a Tech Tree that works just like Talents, where one can queue up items to be researched, but with all the required parts and steps being required to be researched first. This would have no cost to the player itself in terms of having to buy the item first, but would require an extended period of time to have things researched, so we're exchanging time for money pretty much. That way one could also get basic industry Schematics while just investing time to queue them up... What do you guys think?
  19. Hello, my name is primes I’m the super legate of genos, genos is an organization with big goals and dreams. We are planning ont building a massive trading space station on the safe zone, military bases on every planet to protect our members, well planed military system with regular military operation and so much more.
  20. Swap Spot swaps your Ore for Elements, you don’t need Quanta, nothing to buy, just Swap! Swap Spot is your own personal industry without you needing to know a thing about industry! Don’t waste time digging needlessly, comparing prices and traveling from market to market, get popular Elements at Swap Spot! Swap Spot is much more than a combination of Industry and Market! Swap Spot is hundreds of times faster than nano-pack crafting and substantially faster than traditional industry complexes. Swap Spot delivers a variety of Elements simultaneously and in volume, without you needing to touch an industry machine or know a single recipe! Swap Spot runs at maximum resource efficiency and evaluates ore fairly, unlike traditional markets that often pay a fraction of what its worth. Swap Spot is vertically integrated, cutting out all the middle men! Swap Spot’s efficiency and fairness means that your ore is worth more, which means more Elements and less digging! Swap Spot enables Ore Freedom! Only got coal to swap? No problem! Swap Spot will still make Elements for you! That’s right, you DO NOT need to provide the exact ore needed to make the elements you need! Just provide Swap Spot with the ore it needs. That’s Ore Freedom – that’s Swap Spot! How does Swap Spot work? * Your ore is assigned Resource Points, RP for short. * The higher the RP, the more valuable that ore is to the Swap Spot. * Elements have a set RP value. * Swap Spot swaps the ore RP value for the Element RP value. Step 1) Determine that you have enough ores at the value shown to order the elements you need. Step 2) Simply click the name of the element(s) you want on the screen. Step 3) Using the +1 / +10 / -1 / -10 buttons assign the number of element you want Step 4) you can use the <Page / Page> buttons to move through the several pages of available elements. Step 5) The total order value is shown on the top of the screen, assuming you have enough ores to start the transaction click on the ORDER button at the bottom of the screen. Note: You can order multiple different elements at the same time speeding up the process dramatically. Step 6) Once you order your elements simply deposit the ores you wish to swap in the provided container hubs. The ore gets removed and Resource Points, RP's, are assigned to your order and are tallied at the bottom of the screen. (Please make sure you have enough ore to fully pay for your order.) Step 7) Then simply wait for the Swap Spot to deliver your order - note deliveries can take several minutes, so please be patient. When an element arrives in a container hub the light next to it will flash Note: Swap Spot delivers the higher Resource Point elements first. Step 8 ) Once you have all your items simply leave the Swap Pod. This will auto end the transaction. Swap Spot makes getting Elements easy! Oh, you don't have ores? No problems! Swap Spot is surrounded by six, yes SIX hexes for surface rock gathering! Sure, its not ideal, but, it means you can go from zero to hero in a very short time! (And its also great for parking!) Swap Spot is ideal for newbies, veterans, individuals and corps alike; anyone who wants the best value for their ore! Need Quanta? Sell Swap Spot Elements on the Market! Swap Spot is under construction and has a small, but growing selection of available Elements. We invite you to take advantage of Swap Spot TODAY! Location on Madis (Part of Tortuga) : ::pos{0,1,77.4321,73.2716,790.7706} Come join us on Discord to get daily prices: https://discord.gg/tvbADay Note: Tortuga is Dual Universes premier city state merchant hub, where the best come to play. An appropriate place for Swap Spots first location. *** Ore is swapped in batches off 100, so order everything together *** *** One item of fuel equals 100L *** *** Use multiple ore types at the same time to increase Payment Speed ***
  21. Current schematics mechanics is pretty much economical black hole which destroys economy as it is instead of reinvigorating it. Currency in economy should flow and not think into black hole, in order to keep economy itself working. Also, schematics themselves also need to become source of income for players, they shouldn't be just dumped onto market via NPC. My idea is to introduce a Schematics Printer that follows these principles: 1) Players can craft T1 Schematics Printer via Nanoforge. 2) T1 Schematics Printer can print any T1 schematics + schematics of T2 Schematics Printer. 3) T2 Schematics Printer can be produced in T1 Medium Assembly, T3 → T2, T4 → T3 and T5 → T4. 4) Schematics Printer is a very long term industry unit. Printing schematics with it should be slow, but reasonable. 5) For example: T1 Schematics takes 24h to print, T2 → 48h, T3 → 96h, T4 → 192h and T5 → 384h. 6) T1 Schematics Printer should not require any talent to use, but T2 should require Lv.1 talent, T3 → Lv.2 & etc. 7) Obviously, Schematics Printer shouldn't require any schematics to print schematics. Time is the cost here.
  22. Now that schematics have been implemented with the last patch, I went to the nearest market and purchased a decent amount of schematics to use at my small industry. Upon returning to my base I began to load schematics into their respective industry units. I clicked the first industry unit, a smelter, and all of the schematics I had just purchased showed up as an option to put into the smelter. I sorted through all my schematics and loaded the ones that went to the smelter but it got me thinking about a simple ease of use sorting feature. I propose that only the schematics that can be used in any given industry unit show up when loading schematics. As players acquire more and more schematics it is going to become a pain to have to sort through all of the schematics you own just to find the one you need. This can easily be remedied though with the simple addition of a sorting filter to show only useable schematics.
  23. Big problems : 1) bots are selling the indy schematics which are very expensive, and drain the players moneys => money are heading out of the economy. 2) players have to sell ores to market bots to make money to buy >1)< leaving them to little to buy components to mantain the economy. If they buy schematics and sell ores to make money for schematics => vast ore quantities are heading out of the game economy 3) Players cannot generate revenue in many ways. Possible solution: I. Make Aphelia an real entity (innaccesible org) ingame, held by devs - which stores both money and ores from markets > money in a wallet and ores in market bins. Both assets remain ingame . II.Corresponding To each market district, at a certain distance not to *clog* to much the area, factory buildings (Held by Aphelia) should be placed by developers. The actual fun starts now. -*APHELIA OWNED FACTORY CONCEPT*- In each factory there is going to be an certain number of production lines, each production line will have one job, which will be available for players. Job can be implemented as a mini-game consisting in players choosing one element to build -lets say M atmo engine from the element list. In order to build the element, players will have to chose sub-elements it is built from and take those in his inventory. After that he will chose a construct tool and brush the frame engine, an animation apear (maybe similar to space engineers? ) on how that element is constructed, thus in an certain time ( usually several seconds maybe half of minute, depending on the element) the finite engine will be constructed. Engine will go to Aphelia inventory and player will be rewarded with an small sum for each unit constructed.That sum of quanta is related to how expensive that element is on market. Each unit constructed by players will end up in market, sold by Aphelia so the number of sold elements will be linked to how many elements were constructed by players. III. The factories will have inventories which require to be fed with ores from the market bins in order to produce elements. In this regards there will be issued missions to carry the bulk ore from the markets to factories in ships. Carried ore cannot be stolen or interacted with, it is simply loaded in one site, and offloaded into a factory. Same mechanic is apply to elements constructed in those factories. If elements either ores or components stays to much into an cargo container they will automatically return back to initial spot. IV. Factories are upgradable depending on how much success each factory have on producing elements. They can become very large, can start from 4 players using them and going to more than 20 players. The reward per element and per day will increase with the factory level giving incentive to players to contribute to its development. An balancing factor may be that an fix sum per day can be rewarder per player. Ofc, some new gamecode have to be written to enable those features, but hail to the development time. This rough ideea *MAY* adress *SOME* issues: -money and ore will return to players in different forms -created elements by players will go to markets. This can address some elements shortages. -diversify the range of activities from which players can make money -creating enganging new activities and trade routs from markets to factories and vice-versa, string of cargo hauling missions -may create better pilots- -allowing novice players to understand what industry will require if they want to build it and familiarize them with the notions of elements recipes. -Aphelia owned tiles in the spawning area will begin to look a bit more realistic, with multiple structures on them, ships going from one district to another. -animations made for the mini-game of element constructing can be added to actual elements placing when a player is constructing a ship, adding a nice construction effect to the game. Fundamentally mining will still be the base of all game loops, but its required for realistically sustain the economy until players settle down huge production batches.
  24. They're made in an Assembly Line L and require more resources than the industry units which actually produce something. They only allow one item type to be moved at a time. They can pull from multiple containers/hubs, and place into one. My biggest issue with industry is running out of sockets on containers. For example, the container with my basic connectors has no more output sockets and I want to connect another electronics to it. So.. I could create another container, and electronics, and then connect to that. Or, I could use a transfer unit to spread the output from the first (which is keeping up with demand just fine) to two containers. The former solution is a lot cheaper than the latter.. but it irks me because it's less efficient in terms of space and optimised production. If transfer units were cheaper, it would be ok. If transfer units could handle multiple resources, it would be ok. But, as it stands, it's just plain annoying. I realise that if reached the point where I needed 2 electronics producing basic connectors full time it would cease to be a problem, .. for basic connectors. But the same issue will simply happen again for something further down the chain. For me, the fun here is building a well oiled machine and to do that I need a bit more flexibility with things like this.
  25. https://lgfrbcsgo.github.io/du-factory-generator/ Given a set of items, the number of assemblers producing each item, and the quantity to maintain in the output containers, this tool will generate a full production line from ores to the requested items. The designed factory plan will ensure that all production rates are satisfied, so that the factory will run at full capacity. Each item type is stored in an individual container so that factory monitor scripts can monitor their contents. Here is an example factory plan, where one assembler was requested for Container L, Nitron Fuel, and Polycarbonate Plastic. Feedback is needed to improve the application! Please let me know here if you encounter any problems or have any suggestions for improving the app. Alternatively, you can submit issues or pull requests on Github, or join our Discord server to chat more (look for lgfrbcsgo or Nikolaus). Enjoy!
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