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Alpha 1

Found 41 results

  1. What do you want out of Dual Universe? Build towering cities? Fighter Pilot? Dig away a planet? Maybe you just want to code? All of that and more, in Bladesin Mercenary Corporation. We are a politically neutral Para Military group. We do mercenary and freelance work for the ones in need of an extra hand. Does it interest you to be a part of a small, tight-knit group? We provide it. Do you want a space free of toxicity? We provide it. Do you want to be challenged as a gamer and a person? We will do that. Any decent people over the age of 15 are welcome to apply. ---------------------------------------------------------------------------------------------- ---------------------------------------------------------------------------------------------- What will you get? -Adapted training for your in-game role -A team of people to play with within your division -Full support in your endeavours, in game and in life -A space free of discrimination, sexism, elitism, where you can be yourself -As we are still very much a growing organisation and Community, a lot of seats are open, down the line you have a high chance of filling one out. If you are fit for it. What Divisions need reinforcements right now? -Crafting and Science (Building and coding) -Mining and Gathering -Logistics -Military -Trade -Communications (recruitment, contracting and content creation) What is expected of you? - You will automatically join the Gaming Community Bladesin Gaming - Follow our Codex - As you join you read the Codex Summary, and after you've been accepted you are expected to learn the whole thing over time and do everything you can to live up to what it means to be a Bladesinner. --------------------------------------------------------------------------------------------- --------------------------------------------------------------------------------------------- Come to our Discord to join: https://discord.gg/wcVaFuZ
  2. Mucus

    Light Trails for Mining

    Basically its a trail that can be left behind you so you can find your way back. either a light , flare breadcrumb or a coloured trail ,luminous floor. Would help when mining in the same material as often you cannot workout where you are as everything looks the same. Perhaps a device that maps the tunnels for you.
  3. Mucus

    Inflight Mining Scanner

    Be great if there was a mining scanner for a ship. Could work at low level and provide feedback as to if there is ore in the area and its direction. A General purpose scanner . or enable scanning from a ship
  4. After looking over the pre alpha gameplay video for scanning and mining I've been thinking about how will this work longer term in game. Some assumptions There will only ever be hand scanning There will only ever be hand mining There will never be ore scanning or ore mining elements on dynamic cores. There are apparently 5 tiers of materials. I derived this from the post about 15 new materials (3 types in 5 tiers). There are 5 tiers of materials then they will be most likely at successive depths. I derived this from the scanning/mining video that says most low level ores can be detected with the default scanning depth of 400m. Exploration: Initial exploration will be done with random surface scanning and then hunting it down through manual triangulation. Deeper exploration will have to be done via exploratory grid tunneling. For tier 2 a 800m hole down to scan might make sense. But longer term layers of grid tunnels make more sense. The ideal layering of tunnels would appear to be a square grid of 800m tunnels. First layer at 400m down, second layer at 800m down offeset by 400m from the first grid. From above the tunnels would appear to be a 400m grid because of the offsets. This makes sure that all material is within 400m of a walkable place and can be scanned. This can be repeated all the way down to maximum dig depth. Tools to help with exploration: Ideally in lua script all scan results would be available - i.e. a scanResult hook that would include scan datetime, scan Type, position coordinate, facing vector, scan result vector of (ore type and distance). This information could be processed to be turned into a map of probable ore locations. The more scans involved in a concentrated area, the more accurate it becomes. It is up to the user and scripts/devices they use how the data is processed and stored. A data card of scan data becomes the survey result item people have asked for. Able to be traded, sold, etc. A centralized warehouse of scan results for an organization can help leadership plan mining operations, etc. Being able to scan while standing on a dynamic construct means you would be able to have say a mining mule that you could have controls that would say go x meters in direction y. This allows for consistent scanning of an area which leads to higher quality survey results. Imagine the mining mule is remote controlled rather than sitting in a pilot seat. Your standing on a platform spot on the mule with clear access to the front/sides/above. Being able to mine from the same dynamic construct means the mining mule works for scanning/mining and probably some cargo space for what you mine. None of this go against the basic idea of no scanning/mining automation IMO. You still have to scan manually. Your just being helped on precise positioning and recording of the data. You still have to mine manually. But you can do it from a machine that can get you into a close position with some storage. In both cases there will be a tug of war between bigger machines holding more vs smaller machines getting into tighter spots. You can't have it all so make your trade offs and build appropriately. It also opens up a category of things for players to develop and sell to improve the scanning/mining experience. They might be sold on the market.. Or they might be tightly held competitive advantages that people will do anything to protect. Definitely looking forward to getting access to the Alpha this month
  5. From dust till dawn. Technology made simple. For dust becomes dust. We are a growing organisation that aims to fabricates ships, modules, AI and everything that will be needed from the market, so you our customers. Aiming for a better universe, we are supporting you with our newest and best products. Need a transport rocket with autopilot? We are your number one choice. Recruiting Miners, Producers, Designers and of course Soldiers. One important role will be to secure our facilities and supplies. For sure Fun will never come at last. And yes of course there will be beer! Is there even beer in our new home? If not we should produce beer We are allways looking for allys with other orgs. Allready allied with: Dark Star Syndicate Our discord channel: http://discord.gg/wDqxnek
  6. https://www.dualthegame.com/en/news/2018/04/06/new-build-preview/ Big features like scanning, mining, markets and money are coming along with some changes for engines (vboosters may have been a tad overwhelming). This tells me NQ have been very busy behind the scenes this year What are your thoughts on the next build?
  7. In most space sandbox games there is always a problem when too much voxel deformation from mining, crashing ships, etc. Does anyone know how this issue will be avoided? Mining will obviously be part of any proper survival sandbox. When a player mines an ore from a planet will that voxel stay the way it is or will the ore regenerate? (I'm only asking this because if this game gets as many players as it deserves, then ores will become very limited very quickly). Another concern with this is if ores are depleted from a planet then won't it make it a bit harder for newer players in the late game? When a ship gets blown up or re enters atmosphere to quickly will parts of said ship blow off and be its own separate grid since it isn't attached to its original grid? If they can exist on their own would there be a cleanup to prevent small bits from flying all over the universe?
  8. 0something0

    Raw Materials

    I wonder if there will be a market for bulk orders dirt,stone, etc. for say, filling in a mountain.
  9. '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.)
  10. Welcome to Perdere! Who are we? We are a small organization built for mining and control over the economy. What is your plan. Perdere is planned to be one of the largest trading and mining empires in Dual Universe. Although we need YOUR help to get there. We have a discord where we will be planning more in-depth ideas and would love feedback from our members. Everyone is included! Although we don't have a detailed plan yet we will focus on harvesting, mining and scavaging to get our base resources in the game. Weekly raids are also an idea that has been thrown around. If we find a weak and vulnerable enemy, we will attack as we are not a complete PvE organization. What sets you apart? We are fully dedicated to our project. We have our own discord server which will be the hub for all trading that takes place in the game. We are currently working on a discord bot that will have its own currency that users can earn by being active in Discord. This functions as a way we can reward our active members with in-game goodies when the game comes out and also determine the hierarchy of management. AKA The more active you are, the more likely you are to be placed at a higher level of management and earn more. Exchange? How does that work? Well, we will be setting up a way for users to contact each other. It will be a fully P2P system, a user will post a request to buy or sell currency when two users match on a price the bot will automatically send both users a PM saying that a match has been found for their request to trade. Setting up a way for users to trade to a more, out of game 'currency' while not having to directly trade in game (sending the bots currency to one another as a form of value). Like any currency the value of it will go up and down, so choose wisely to invest or divest! Sounds great, how do I join? You can join our organization by making a request here https://community.dualthegame.com/organization/perdere-mining or by joining our discord here https://discord.me/perdere (Note you will still have to join the organization here as well) If you have any questions or comments feel free to leave them below!
  11. Join the Bladesin Mercenary Corporation! Are you looking for an Organization that allows any play style? Then look no further! We are here! We want more members in our community, and if you are looking for a place that has zero tolerance for toxicity of any kind, BMC is the one! Currently we have open positions in these Divisions: - Crafting and Science - Mining and Gathering - Trading - Communications - Logistics - Military We are aiming to make a huge gaming community, with Dual Universe in the forefront! If you are interested go to our Community Page Or our Discord and send us a message!
  12. 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
  13. TheLongWorm

    economic balance

    How fast Mining will works will be the Key factor in the game to how easy and fast Player can Build constructs and fight in PvP Fights. Its impotent that Resources are not completely worthless but at the same time not way to expensiv, that is an very impotent factor on how the game will play. I think the mining it self should go pretty fast so that the main cost of Resources will be the transportation and the Risk of transporting the Minerals and not the Minerals it self. So The main cost of Resources should be decided by the flowing factors: Risk for Mining, Risk of Transport, Defense of Transport, Finding Minerals, Claiming/Finding the Areas for Mining And not the time you need to Mine the Minerals, that would be boring farming that no one or most people do not want to do. What would be a Healthy for the Gameplay experience from my point of view. 1. Not every Resource should be found in masses on all planets, every planet should have a Resources the have way to much and such they have way to less. 2. Mining times should not be a problem, this gets annoying very fast. The problem on mining should be Finding the Resources not The process of Mining them. 3. Resources should be Cheap as possible not to cheap but so cheap that people don't risk a Lot of time/Money by Fighting in PVP.
  14. Division Portal: https://community.dualthegame.com/organization/perdere-mining Discord: https://discord.me/perdere Welcome to Perdere! We are a mining division of ToasTec. We are welcoming all forms of life. If you enjoy mining, building, and trading then you found the place for you. We, the self-proclaimed space dwarves of Dual Universe, would like to personally welcome you to Perdere as we continue to build our numbers and rank. Feel free to pop by the discord and say Hi! New faces are always welcomed. If you would like to join Perdere then contact a manager. ALL UPDATES WILL BE POSTED BELOW More info can be found on our Division Portal. Thank you for helping us help you help us all ~ Partum
  15. The Spacing Guild We have a saying which we found very suitable: Growth + Profit = GROFIT The GROFIT must flow....Do you enjoy GROFIT? Calling all the shiny object, resource hoarding, merchants who like prospecting to carve out a wealthy pieces of real estate out of DU for yourself. Come be apart of the Spacing Guild. We as an Organization specialize in the Mining, trading and exploration are the main focus, where making money is just a given. Must have some interest in one or more of the following roles: Mining, Trading, Resource surveying, Exploration, or Construction. Protection is assisted with by other organizations we have agreements with, however, nothing prevents us from blowing shit up as well...gotta protect the assets and members. Whilst there is are no hard fast rules that say "you must do this" and "you must do that" within the guild, those that wish to do more get more. Come on over and see a bit more about our Organization. https://community.dualthegame.com/organization/the-spacing-guild#tab-description PS: those that wish to shoot shit are also very welcome.....as we expect that you will have a lot to shoot the more the game ramps up :-)
  16. The Planet Cracking Force is looking for orgs and players that want to collaborate alongside other mining companies and industries to create a Dead Space style community that generally uses ships and buildings together. The reason for this is to reduce building costs and transport needs for the aligned community. Ships and buildings will be designed by a group of players who can build as close to deadspace as the game allows. Please leave feedback to help grow this endeavour.
  17. Shockeray

    Alioth Desolation

    I am sure that we have all thought of this to a certain extent, but I am curious to hear it discussed openly between organizations. Because of the fact that everyone is going to be spawning without resources at the arkship at least once (many of us uncountable times as we fail and die somewhere), there is obviously going to be very swiss-cheese-ish terrain around the arkship. Even if there is some kind of boundary on how close you can mine, it will just push the terrain destruction outward. Another thing that will exasperate this is if there are free trial accounts; these users are going to be much more likely to just mine out a section before a percentage get bored and leave. Are there ways that we could combat this? Or maybe, is this even an "issue" that needs to be counteracted? Should we just leave the arkship terrain to be mined into oblivion or take steps to prevent random destruction of the nearby ecosystem? Lots of organizations are going to want to have a presence as close as possible to the arkship; are these shops going to be left on pillars of earth as the rest is mined away?
  18. Neolithic

    Higher Grade Materials

    OK, so I understand that some materials are rarer than others, but are there materials that are stronger than one another? I was thinking of this while I was creating another post: AirTraffcking For example, If I were to make two swords, both out of different materials, will one be stronger than the other and break it? Is there such thing as material durability; Example: If I were making more two ships, both out of different materials, will one last longer than the other and In a sense be more durable so long as no other variables besides space exploration are included? Also, Can one material pierce another material; Say If my ship got shot by another ship, would there be a bullet hole in my ship? Last, but not least; Are materials organized in tiers denoting how valuable they are, or is that decided by players? -------------------------------------------------------------------------------------------------------------------------------------------------------------------- Also, Check out my YouTube Channel: MaxedMASKED (Watch, Like, Subscribe, Share, and Grin)
  19. The P.C.F. is looking to head major Mining operations and keep pace with the high demands of the markets to come. Our goal is to mine everything from dirt to rare minerals hence planet cracking. Why mine dirt? Because dirt is as essential as rare minerals. Cities need it to fill holes or military facilities can use it to make quick cover and terrain obstructions that costs next to nothing by the truck load. Our basic mining procedure is accomplished in three tiers of planet crackers The first tier is the surveying crews who scout out rich deposits mark them then move on to new deposits. The second tier is deposit miners or vein drainers. These miners will mine out only the designated veins and deposits that are marked by tier 1. When the deposits are gone they move to the next. Third but not less important is the clean up team. These miners are what clean out a territory of all dirt, and secrets that the tier 1 team missed. T3 is where most of the commotion and teamwork is found plus the experience from massive mining. All employees will get incentives and good standard pay for their work. Housing and transportation will be provided if requested. You don't have to only mine. The P.C.F. has many non mining slots that need to be filled from transportation to security to actual management to engineering for facilities and vehicles of all sizes. Don't be shy, say hi and see if the Planet Cracking Force is the job or home for you.
  20. 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 ????
  21. Caprikel

    Asteroid Gas-stations

    Alright, now that I've got your attention, I'll explain in detail what exactly I mean by an asteroid Gas-station. So basically, what I've imagined in my head is a scenario where there's the asteroid belt of a solar system, and this is basically the Wild-West of Dual Universe (At least one of the Wild-Wests). In this scenario in my head, asteroids will be a rather lucrative business venture, where asteroids are full of rare elements to mine (Like real life) and they would also be full of ice (Like real life). In this thread: https://board.dualthegame.com/index.php?/topic/10725-food-dispensers/page-2 I mentioned the idea of getting water in space by mining the Ice, and CaptainTwerk mentioned that that Ice would be full of isotopes, and that they could be useful for fusion. So imagine that you have a mining operation on an asteroid, and there's lots of Ice you have to mine through. There could be an element that basically filters the isotopes, like deuterium and tritium, which could be used for fusion fuel, and the rest of the ice can be used for same consumption. (Assuming people will eventually need water to survive in a future update.) I think this would lead to some interesting business ventures, where your mining operation can basically have a gas-starion (fuel-station) out in a desolate asteroid wasteland. While they're at it they might as well have a pub/motel to go along with it, and then a neat lil asteroid Wild-West themed town is born! I think this would be a creative way of making asteroids more practical for actually settling, and create a fun Wild-West atmosphere to deep space.
  22. 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.
  23. The devs have said that automated mining will probably not be an option. As a student of business and economics, here's what I think: ABSTRACT: Limiting script automation for both mining and weapons fire will greatly limit the capacity for economic growth and in-game innovation. The mining industry, for example, will start out with individuals mining for minerals and directly selling them to other players or on an open market. It will eventually evolve into a number of mining corporations that will be able to provide minerals more cheaply through an organized workforce and semi-automated processes. This is inevitable, as it should be. But why limit the mining industry to this level of business innovation? By disallowing further automation, yes, the market for mundane repetitive tasks like mining by hand will be preserved. But what would happen to the broader job market in a simulated economy where automation is unregulated? It would expand exponentially. How would automated mining exponentially expand economic growth and job availability? Well, the whole purpose of automation is to reduce labor costs, to reduce the price of goods (raw minerals, in this case), so that, in a competitive free market economy, businesses can stay... competitive. Inevitably, reducing the price of raw minerals allows other businesses, further up the chain of production, to increase production and lower their prices (competitive market, remember). These reduced prices further up the chain of production lead to increased demand and, therefore, new market opportunities. STORY TIME: John Smith is a miner. He mines steel all day for Mineral Corp, gets a commission based on how much steel he mines, and Mineral Corp sells the steel to spaceship manufacturing facilities. One day Mineral Corp decides to cut costs by using automated mining drones. Nooooo!!!! Curse you Human Ingenuity!! Let's look at what just happened: In order to cut costs, mining corporations are now buying automated mining drones. This new demand for drones is providing jobs for programmers, industrial designers, manufacturers, and even truckers (to transport all the extra minerals that are being more cheaply produced and are increasingly in demand by all these industries)! Back to John Smith: John lost his job to robots. The Luddite fear that soulless computers will replace all the honest employees has come true! *cough cough* But when John's at home, drinking away his sorrows with some Pan Galactic Gargle Blaster, he opens up the classifieds and is shocked to see hundreds of jobs available that weren't there yesterday! Not only jobs related to the production of mining drones, but many seemingly unrelated jobs! Where did these other jobs come from? They came from the steel being cheaper. Businesses that use that steel for product production, like spaceships and buildings, can now sell their products more cheaply. Having cheaper spaceships increases the demand for spaceships because more people can afford them. In order to meet that increased demand, spaceship manufacturers must increase their production by hiring more employees (new jobs! Yay!). So now, even though less people are mining by hand, more people are building spaceships (as well as countless other things)! John Smith may not be mining anymore, but he has a new job now, that pays more, and he can enjoy a cheaper cost of living thanks to those beautiful automated mining drones. BASIC FORMULA: Automation = reduced cost. Reduced cost + competition = reduced price. Reduced price = increased demand. Increased demand = increased production. Increased production = increased job availability. Automation + competition = increased job availability. Can we please have free automation scripting? (I may touch on automated weapons-fire later)
  24. NQ-Nyzaltar

    DevBlog: Scanning & Mining

    (Posted Friday 4th of November 2016 on the DevBlog) Some progress on the mining game mechanics In this Devblog, we aim to shed some light on a very important part of the future gameplay of Dual Universe: scanning & mining. What follows is our current thinking on these features, as we are currently implementing them. This may still evolve in the future, in particular thanks to your feedback! So, let’s have a look. Scanning is the activity of prospecting to find new resources in the ground on planets. Resources are physically geographically located, they have a span and a size, and they are generated via our procedural algorithms together with the planet as voxel blobs. They will be spread on the planets based on rarity and how important they actually are in crafting recipes. Some rare resources will not be found on Alioth, the starting planet, so you will have to journey out into the universe to locate them.. Each biome will have a set of typical resources associated with it, so prospecting starts by “knowing your biomes” The table below presents a simple rough description of how we plan to stage the levels of difficulty for materials: Our current plans for prospecting are focused on two scanning techniques: radial scanning and directional scanning. Radial scanning will allow you to probe for a given class of material in a given radius: the scanner will be able to show you what percentage of the area you’re scanning is made up of the class of material you are seeking. It’s only partial information. You won’t know where it is exactly, just that 1.6% of the volume of your scanning sphere is filled with metal, for example. A scan “operation” will take some time. Longer scans will yield more precise measurements. There will be a level of imprecision in the exact size of the radius, which you will be able to improve via skills. How does it work? Well, most of the time, the thing you are looking for will not be in the sphere you are probing. So, you’ll see a 0% signal reading. You will then move and suddenly, a signal will show up. You know that your sphere has just “hit” a vein of what you are searching for. At this moment, you will be able to deploy a sphere marker, that will basically help you to visualize the volume where your target material is likely located.. The marker will stay there while you move to another location and start again. By intersecting markers you will start to be able to pinpoint more precisely where your precious material is located. This is the general idea. Now, the exact technique you will use will also depend on the type of veins that correspond to the material you are looking for and what kind scanner you have. Consider these two schema that illustrate different strategies depending on the relative size of the average vein compared to the radius of the scanner (the double circling of the spheres illustrate the imprecision on the radius): These strategies will be important to master, because mining randomly will just exhaust your time and resources and will usually return only very common and not very worthwhile materials. Mining gear will have fixed scanning ranges that correspond to their levels. You won’t be able to adjust these ranges or change the scanning radius. They’re fixed. So, no choice: you need to move! Now, once you start to have a better idea where you material is, you might start to use the directional scanner. This is much more straightforward. The directional scanner will give you the amount of the 4 or 5 most significant materials within a cone of a few degrees in the direction you’ve pointed your scanner.. The max distance will be a level dependent parameter, but will remain relatively small so you need to use radial scanning first to narrow your search area. The signal received for a given piece of material will decrease with distance, which should give you precious “gradient” information to follow. This is roughly how this could look: In some future expansion we will probably add some more advanced tools for prospectors as well as planetary scale global information to help you judge the potential of newly discovered planets. Our vision for this gameplay (as well as most of the gameplay of Dual) is to make it deep. We want players to be able to develop their own very real expertise on best practice, specializations, etc. We want the activity of prospectors to remain challenging even when you master it, so that a good prospector will have a very high value as part of a team. Now, for easy and abundant materials, it will be possible to find resources much more easily (we are considering a simple local highlight of what is there, so you just “see” it). But for the more rare and uncommon materials, we want it to be rewarding and feel like a real achievement. We provide the tools, but players will have to come up with the best strategies to get to the most precious material. The way you dig for gold as a beginner, and the way you will approach it after 100 hours of being a prospector are totally different. Sure there is a skill tree, but the actual trial and error experience also makes a difference. For a MMO game that is supposed to be played for hundreds of hours, anything not challenging quickly becomes a chore. We want to prevent that. Now, about mining: it will be done via your Nanoformer. The harder the material and the larger the volume collected, the longer it will take. We have chosen an energy-based model where each material is capable of absorbing a certain level of energy before being “mined”. So, you will be able to upgrade your Nanoformer energy throughput to improve your mining as well as various mining skills. For more advanced mining, and possibly some rare materials, dedicated tools will enter the scene, but this might not be available at release, but rather in a future expansion. 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. Interestingly, we imagine that the “profession” of prospector/scanner and the “profession” of miner could very well be separate. Some people will specialize in finding large veins of important materials (and possibly sell the intel about the location), while some others will specialize in mining it, focusing on a mining site for several weeks or months. When you exploit a deep vein, you will need to install things like lifts, vehicles, containers, and clean wide shafts to ease material and dirt evacuation. Maybe even factories close to the vein to transform the ore into pure material. This differs from most other games where scanning and mining are usually very similar and the activity of mining and scanning alternate frequently as you jump from one asteroid to another, or one mining spot to the other. We hope you enjoyed this short intro and, as usual, we are very excited to hear your feedback and ideas! We are developing this at the moment, so it’s a good time for the community to share your thoughts and influence what is going on! JC Baillie, Project Lead.
  25. Kurock

    Spice up the mining

    Scanning and mining devblog was added recently. And this got me thinking: One of the base ideas of all the mechanics in DU is to make it easy to use but hard to master. There is mastery in the form of both character skills and player experience. Can mining be made more interesting than point and click and the better the tool the more efficient the mining will be? I am not talking about the logistic of moving the material after it has been mined which could be an issue all on its own but rather this is about the mining itself. It has been mentioned elsewhere that the deeper you mine there is potential for heat dangers (Such as minecrafts lava pools). Other natural hazards such as gas pockets could also be an issue. I feel these should be done very carefully as they could easily become an annoyance and not actually make the game play any different. How about an increased or decreased efficiency in mining at a certain angle or from a certain direction, like with or against the "grain" or strata of a certain resource. Why this is interesting is that hand mining will more easily follow the changes of the resources strata while a digging machine will lose some of that efficiency. Can you think of other ways to spice up the mining?
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