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The apparent amount of T2+ ores on planets/moons seems seriously and extremely low and literally kill unit miners. Basically all T2-T3 on Madis and Thades seems claimed, moons too; zero way for new players to grab a tile. What do you think?
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The dismounting constructs and ships (current and upcoming) leads to serious issues in trading and manufacturing. Could you please add a mechanic to destroying elements in the constructs (both static and dynamic) owned by other players? Also I would like to have mechanic for capturing tiles of active players. I'm not talking about pvp on the planets. It seems impossible at this stage. However, it should be a way how to attack and defend the constracts and tiles. Attack with destruction of the elements and voxels. Possibly, NPC can help with something. You promised the territory wors
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exploration Lack of atmosphere variation since Alpha
SuperEpicAndy posted a topic in General Discussions
Hi everyone! I made a similar post about this a long time ago here but thought I'd write a new one dedicated to this issue in General Discussions. All atmospheric bodies in the game (except Sanctuary) have the exact same Earth-like, blue look to their atmospheres with the same apparent density (the exact same rendering), whereas in Alpha and Pre-Alpha, they were unique per planet (i.e., dense, purple atmosphere on Madis). They also all have clouds now which takes away some variety IMO. As you guys over at NQ made Sanctuary's atmosphere orange, I was wondering if the atmospheres would ever return their original unique looks, and if not, why that might be the case. It's a server-side change as far as I'm aware, so it shouldn't require a client update! I wanted to shed some light on this as I haven't heard anyone else talk about it, while me and my friends have been acutely aware of it. I don't expect a response or anything, just decided to make a post, in case, I don't know, you forgot or something haha. This would be an incredible change. Here are some pictures that I dug up online by the way: Gorgeous, gorgeous Sinnen. As you can see, it's quite nice and orange, and it doesn't have clouds either. Imagine standing on its surface, looking out onto a deeply rich, warm sky. A ship on a cyan Talemai (this was on the original Dual Universe site) And here's Madis, with its purple Venusian-like atmosphere (P.S. if you want to view the original graphics for each planet, you can do so by looking at the map icons) -
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PurplePanda’s Space/Construction Game list This list is being created for anyone who or wants some DU-ish games to play between tests or until DU releases. All of these have been chosen by me through “extensive” research that I did an hour ago, as well as some personal favorite of mine. Hope you enjoy some of these games, I think some of them are definitely worth a look! (Note all reviews will be from there Steam pages) Out Now Avorion - Early Access A procedural co-op space sandbox where players can build their own space ships out of dynamically scalable blocks. Fight epic space battles, explore, mine, trade, wage wars and build your own empire to save your galaxy from being torn apart by an unknown enemy I’ve seen this game around for a little bit and although I’ve never played it myself, I find the aesthetics and mechanics look fantastic. For me it really puts into scope how big the universe is and how there is so much more out there, but less in an existential way, and more in an curious way. All Reviews: Very Positive Recent Reviews: Overwhelmingly Positive. $22.95 AU https://store.steampowered.com/app/445220/Avorion/ Astroneer - Fully Released Explore and reshape distant worlds! Astroneer is set during the 25th century Intergalactic Age of Discovery, where Astroneers explore the frontiers of outer space, risking their lives in harsh environments to unearth rare discoveries and unlock the mysteries of the universe. In this space sandbox adventure, players can work together to build custom bases above or below ground, create vehicles to explore a vast solar system, and use terrain to create anything they can imagine. A player’s creativity and ingenuity are the keys to thriving on exciting planetary adventures! Once again I haven’t actually played the game but I’ve seen it from time to time and the aesthetics are simply whimsical. I also watched a very interesting and entertaining documentary about it and the company’s creation. https://www.youtube.com/watch?v=tfUjl4owxTQ All Reviews: Very Positive Recent Reviews: Very Positive. $29.99 AU https://store.steampowered.com/app/361420/ASTRONEER/ Star Made - Early Access The ultimate space sandbox. Participate in epic fleet battles, form alliances, strive to dominate entire galaxies and harness the universe’s resources for your industrious empire or the destruction of others. Customize your experience, the universe is yours! A voxel-based 3D sandbox set in the never-ending darkness of space. Create your own ships, explore new galaxies, stars, and planets. Discover and salvage space stations, fight against pirates or opposing factions in multiplayer. Equip your ships with completely customizable weapons and conquer the galaxy. Trade and make a fortune, mass produce materials in gigantic factories. Design your very own space station. Create warp gates and network the universe at your front door. Star made is probably the game I have sunk the most hours into (although not that impressive), and I’ll admit I had a lot of fun doing it but the game has kind of stagnated. Personally, I think it is a good game but updates now rarely come out and the community is all but dead. If you enjoy playing by yourself and are able to see past some of its problems, I do believe you could have a genuinely enjoyable experience. At the very least it could be useful for prototyping ship ideas. All Reviews: Mixed Recent Reviews: Mostly Positive. $Free. Download the demo it’s the full game. https://www.star-made.org/ Interstellar Rift - Early Access Interstellar Rift is an open world Starship Simulator with an emphasis on ship construction and multi-player interaction. Players can explore and conquer the galaxy with their own custom designed and constructed a starship. Space is vast, but you won't have to face it alone, other players will be able to join your crew, and help out, or build their own rival fleet and fight you across the galaxy. I don’t own this game and have only recently learned about it but from what I’ve seen (and read) it incentivizes ship creation and allows for immense amounts of creative freedom. All Reviews: Mostly Positive Recent Reviews: Mixed. $26.95 AU https://store.steampowered.com/app/363360/Interstellar_Rift/ FTL: Faster Than Light - Fully Released In FTL you experience the atmosphere of running a spaceship trying to save the galaxy. It's a dangerous mission, with every encounter presenting a unique challenge with multiple solutions. What will you do if a heavy missile barrage shuts down your shields? Reroute all power to the engines in an attempt to escape, power up additional weapons to blow your enemy out of the sky, or take the fight to them with a boarding party? This "spaceship simulation roguelike-like" allows you to take your ship and crew on an adventure through a randomly generated galaxy filled with glory and bitter defeat. I don’t know much about this game and I have never played it, but I know it’s a classic and that it’s a classic for a reason. Definitely worth a try if you haven't yet. All Reviews: Overwhelmingly Positive Recent Reviews: Overwhelmingly Positive. $14.50 AU https://store.steampowered.com/app/212680/FTL_Faster_Than_Light/ Cosmoteer - Early Access Cosmoteer is a starship design, simulation, and battle game. Design a fleet of ships by placing individual modules including weapons, shields, engines, and hallways. Battle A.I. starships to earn bounties or test your design skills against other players. A dynamic crew and combat simulation make every design decision important and interesting. This game is one of my recent favorite, hands down. I find the way how the shipbuilding and 2D elements blend to be thoroughly enjoyable. There is a large amount of flexibility when it comes to the construction of your ships and I find it deeply satisfying when I pit two of my creation against each other, using there A.I to efficiently decimate the other party. I highly recommend this game, whether you're into pitting your creations against other peoples ships or your own (or the bounty hunter campaign). Plus there's nothing to lose, it’s free!!! (There's also a relatively large modding community). No Official Reviews. $Free (at least for now). https://cosmoteer.net/ Space Engineers - Fully Released Space Engineers is a sandbox game about engineering, construction, exploration, and survival in space and on planets. Players build space ships, space stations, planetary outposts of various sizes and use's, pilot ships and travel through space to explore planets and gather resources to survive. I don’t have much to say on this title as I have played it only on occasion, it’s a very well know game with a good single player mode. The multiplayer has been notorious for its issues but it does work to some extent (from what I’ve seen) and it was known for its insanely long alpha period, but in total it’s apparently a really good game. All Reviews: Very Positive Recent Reviews: Very. $28.95 AU https://store.steampowered.com/app/244850/Space_Engineers/ No Man’s Sky - Fully Released In No Man's Sky, every star is the light of a distant sun, each orbited by planets filled with life, and you can go to any of them you choose. Fly smoothly from deep space to planetary surfaces, with no loading screens, and no limits. In this infinite procedurally generated universe, you'll discover places and creatures that no other players have seen before - and perhaps never will again. If you know anything about this game, you know about its horrendously rough start and while I wouldn't say all the hate the company was just, after twenty hours of playing I got bored and stopped. But while some of the responses were justified, Hello Games were able to truly turn their disaster around. Although I myself have barely played it since release I intend to soon, that's because in the years No Man’s Sky has been online Hello Game has been constantly updated. If you bought this game and have never looked at it since I highly suggest you give it another chance, you may be pleasantly surprised. All Reviews: Mixed Recent Reviews: Very Positive. $84.95 AU https://store.steampowered.com/app/275850/No_Mans_Sky/ Kerbal Space Program - Fully Released In Kerbal Space Program, take charge of the space program for the alien race known as the Kerbals. You have access to an array of parts to assemble fully-functional spacecraft that flies (or doesn’t) based on realistic aerodynamic and orbital physics. Launch your Kerbal crew into orbit and beyond (while keeping them alive) to explore moons and planets in the Kerbol solar system, constructing bases and space stations to expand the reach of your expedition. K.S.P is another game I would have to list as a favorite game, simply because it is so difficult yet so fun, in all the 40 hours I’ve played I got nowhere, but I got nowhere with style. And I think that's what's so great about it, if you do dedicate time and effort you can go somewhere, you can go to many many where’s. Whether you're a casual player that just wants to play in sandbox mode or colonies the solar system through dedication, this game deserves a look. All Reviews: Very Positive Recent Reviews: Overwhelmingly Positive. $45.99 AU https://store.steampowered.com/app/220200/Kerbal_Space_Program/ PULSAR: Lost Colony - Early Access Team up to operate an advanced starship and explore a randomized galaxy falling into chaos. Each player assumes a role aboard the ship: Captain, Pilot, Scientist, Weapons Specialist and Engineer. Coordination between your crewmembers will be essential in order to survive the perils that await you. I’ve been seeing the game on multiple sites like youtube for the past few years and it always caught my attention. I love the idea of having specialized roles and love how they have been able to recreate that ship on the frontier feel, with only yourself and your crewmates to rely on. If you like playing in friend groups, or just want to feel like you actually are controlling a ship, this game is for you. All Reviews: Very Positive Recent Reviews: Overwhelmingly Positive. $35.95 AU https://store.steampowered.com/app/252870/PULSAR_Lost_Colony/ Planet Nomads - Fully Released Planet Nomads is a single player sci-fi sandbox game of survival on alien planets through block-style building. You are a lone astronaut scientist crash-landing on a strangely captivating planet. Keeping your wit together and securing your basic survival needs that include food, water, and building material is the best start towards figuring out a way out of this messy situation. This game started its development around the same time as the No Man’s Sky hype and sort of faded into the background, and although production continued the product today is quite controversial. Many of the players say that the game failed due to lag, mediocre updates, and eventual boredom while many others really like the game and still support it. If your willing to give this game a chance and aren't adverse to a bit of risk it might be something to check out. All Reviews: Mixed All Reviews Mixed. $28.95 AU https://store.steampowered.com/app/504050/Planet_Nomads/ Elite Dangerous - Fully Released Elite Dangerous is the definitive massively multiplayer space epic, bringing gaming’s original open-world adventure to the modern generation with a connected galaxy, evolving narrative and the entirety of the Milky Way re-created at its full galactic proportions. I don’t actually know much about Elite, I know it’s big, it’s pretty and it’s quite hard to get into it and enjoy it but other than that it’s up to you to investigate and research. All Reviews: Mixed Recent Reviews: Very Positive. $42.95 AU https://store.steampowered.com/app/359320/Elite_Dangerous/ Infinfactory - Fully Released Infinifactory is a sandbox puzzle game by Zachtronics, the creators of SpaceChem and Infiniminer. Build factories that assemble products for your alien overlords, and try not to die in the process. This game is all about industry, so it would be perfect for anyone partaking in Alpha 2 to get some “practice” before or in between (I don’t know how much help it would be). Other than that, anyone who likes to create systems that work flawlessly or like to think logically might like this game. All Reviews: Very Positive Recent Reviews: Overwhelmingly Positive. $35.95 AU https://store.steampowered.com/app/300570/Infinifactory/ Empyrion Galactic Survival - Early Access Empyrion - Galactic Survival is a 3D open-world space sandbox survival adventure. Build powerful ships, mighty space stations and vast planetary settlements to explore, conquer or exploit a variety of different planets and discover the mysteries of Empyrion! As far as I can tell, Empyrion is a game similar to Space engineers with more customization ability for its creations. Of course, there are probably several key differences but I have not played the game and thus do not know. All Reviews: Very Positive Recent Reviews: Mostly Positive. $28.95 AU https://store.steampowered.com/app/383120/Empyrion__Galactic_Survival/ Nimbatus - Early Access Nimbatus - The Space Drone Constructor is an action-packed simulation game. Craft drones out of hundreds of different parts and explores a destructible, procedurally generated galaxy. Build autonomous drones to fight against other players' creations. Do you have what it takes to become a drone engineer? I’ve only played Nimbatus for a little bit, but from what I have played and have seen externally from the game, it is going to highly appeal to those who like using logic parts. While i is an extremely fun game without using them and I suggest you look into the game, either way, the logic parts are definitely one of its strong suites. All Reviews: Very Positive Recent Reviews: Very Positive $28.95 AU https://store.steampowered.com/app/383840/Nimbatus__The_Space_Drone_Constructor/ EVE Online - Fully Released EVE Online is a community-driven spaceship MMO where players can play free, choosing their own path from countless options. Experience space exploration, immense PvP and PvE battles, mining, industry and a thriving player economy in an ever-expanding sandbox. EVE truly is a virtual world, one that houses so many people and factions and wars it’s almost impossible to keep track of. If you're looking for a game with history and lore, legends and tales of war, and distances almost unimaginable to the human mind, then EVE is for you. Although you should note that it is extremely hard to get into and to fully immerse yourself in the culture and history, will take a lot of dedication. All Reviews: Mostly Positive Recent Reviews: Very Positive. $Free (With packs) https://store.steampowered.com/app/8500/EVE_Online/ Bonus I know we already have enough on our plate with DU, but these two are game projects that are definitely worth following in the future. I highly suggest you look into them. Starbase - https://store.steampowered.com/app/454120/Starbase/ Skywanderes - https://skywanderersgame.com/ If you have anymore good games that i missed or noticed any mistakes I've made, please notify me with a comment! ☺️
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Currently, every planetary body with an atmosphere has the same blue color, same apparent density, and all have clouds. I've noticed that upon reading planet descriptions in the map, the actual appearance of planets are completely inaccurate. For example, Sinnen is described as "an empty and rocky hell" with "no atmosphere to speak of." In its icon on the map, it's shown as having an orange atmosphere. Yet in-game, it has a blue atmosphere with clouds. What? That's not right! From Lacobus' map description and icon, we can see that the planet is supposed to have liquid oceans coexisting with its frozen surroundings due to geothermal activity. Yet in-game, it simply doesn't. And the strange thing is these planets were accurate earlier in the game's development. You can see this from various videos they have uploaded during the Pre-Alpha period. So, I propose that NQ go through each planet and quickly fix them up if they can, with the correct atmosphere colors and density, adding / removing clouds and water where necessary and so on. We can see that the engine is capable of this as Sanctuary has an orange atmosphere. And from what I understand, this can be done totally server-side, so no client update required. This shouldn't take long from a development point of view, and would breathe so much more life into the game. I'm an explorer in Dual Universe, and I enjoy experiences like Space Engine which value scientific accuracy and realism. It really turns me and my friends off from this game to see these simple yet very impactful things that NQ have perhaps overlooked. In the rare case they have, I thought I'd bring this up. Here are a couple example images from the Pre-Alpha, showing what could be: Madis' dense, purple atmosphere with no clouds A base on an orange Thades
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Anyone who has looked at the interactive 3D map of the Dual Universe system on the dual.sh website has probably noticed that the orbits of 3 of the planets are highly inclined relative to the plane of the ecliptic (the flat plane along which the other 9 planets orbit). By placing a protractor on top of a side view of the system, you can measure this inclination. It's a bit hard to eyeball it, but it looks to me like the orbits of Sicari and Sinnen are inclined by 44 degrees, Feli by 48 degrees and Jago by small amount, maybe 2 degrees. Compare this with our own Solar System, where the orbit of Pluto is inclined by 17 degrees. It kind of makes you wonder why the orbits of these 3 planets are inclined by so much. Feli's surface is marked by what looks like a giant impact crater. Did the impact that caused this crater knock Feli's orbit off the plane of the ecliptic? (and maybe also affected the orbits of Sicari and Sinnen). How about the giant canyon on Thades? It is reminiscent of the Valles Marineris canyon on Mars, but is much larger and deeper. Was it caused by a giant impact or some other natural cataclysm?
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Now I know that we know VERY little about how weapons and pvp mechanics will work in the finished game, but that doesn't mean we can't make educated guesses about how battles will play out in the abstract. Here's my current idea about how things may work. My main idea revolves around the concept that there will likely be many "stages", or areas where a specific type of combat or ship is needed, in any battle. In a planetary battle, there would be 3 categories and 6 stages, outlined below: Category One: Space Stage One: Open/Deep space - Open space is (arbitrarily, at the moment) defined as being at least 5 times further away from a target planet as that planets diameter. On Earth for example, "Open Space" would be defined as being 40,000 miles (65,000 km) away from the planets surface or further. Open space would likely serve as a staging point for large invasions, as well as the location of the largest space-only battles. The key feature of Open Space is the difficulty or impossibility of ground or orbital defenses to assist in any conflict. Stage Two: High, Mid, and Low orbit - While the specifics about orbital mechanics in the game are still unknown (to me at least), they still have a large influence on how orbital fights would play out. If the system works similar to space engineers, where at a certain distance gravity no longer matters, then Orbit may be where the vast majority of large fights take place, as it would be easy to target an enemy, and fuel wouldn't be as much of a concern. If the system works more like Kerbal Space Program, with simulated orbital mechanics at any distance until you reach the influence of another body, then the largest ships would likely stray away from orbit, or at least they would not play a primary combat role. Due to the existence of antigrav generators, Orbit will likely play a smaller role than expected because you can bring very large ships much closer to the planets surface with antigrav. Category Two: Atmosphere Stage Three: High Atmosphere/ Antigrav generator area - This is the area where Antigrav generators play the largest role, and where ground-based defenses would likely become a serious threat. In addition, this is where fully-atmospheric fighters can be deployed by both sides, for cheap firepower. On the offensive side, High Atmosphere would likely contain large dropships and motherships, which release either smaller dropships, Atmospheric fighters, or Drop-pods. On the defensive side, High Atmosphere would be the most crucial point of defense. If an enemy can make it into High Atmosphere, they can reach the ground, where they can start doing serious damage to cities and infrastructure. Stage Four: Low Atmosphere - This is the area where Antigrav generators are either highly impractical or impossible. Ships in low atmosphere will be mostly smaller-atmosphere only fighters and corvettes that can only get high enough in the air to be picked up by an Antigrav mothership. In addition to those ships, dropships will land soldiers and ground-based vehicles like Hovertanks in areas where they are needed. In an offensive situation, it will be the fighters job to ensure a safe landing spot for the dropships, and on the defensive side it will be to prevent it. Category Three: Ground Stage Five: Open Ground - This is where the larger land-based vehicles will dominate, and air support from High-atmosphere is still feasible. Open Ground will likely serve mostly as a movement stage, where ground-based vehicles are moving from one important place to another. Stage Six: Relative Close Quarters - This is where the larger land-based vehicles will become impractical, like in urban areas and forests. From the perspective of a soldier this is still open-ground combat, but relative to the massive size of spaceships and the larger land vehicles, it is close quarters combat. RCQC (relative close quarters combat) will be the most important part of the occupation of a city. Securing this stage for a long period of time usually means victory, as long as the other stages are incapable of resupplying their fuel or numbers. Let me know if you have any ideas for how large-scale battles will play out on dual universe, or if you have anything to add or criticize about my "stages of battle" concept
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I believe the devs have made comments about possibly adding more arkships to the game for players to be found in the future. These arkships would serve as spawnpoints for new players which would allow for a new player to forge their own way forward, rather than spawning in the middle of an already heavily developed planet/city. In between the 10,000 years from Sol being destroyed to the Novark landing on Alioth, there is quite a lot that could have occurred in the galaxy. One of these could have been a similar situation to earth, except with another alien civilization. These wouldn't have to be specifically arkships, just something that served a similar purpose of spawning new players into the game, and any new players who spawned from these would not be human. This could be anything from just cosmetic differences to even things like certain skills being quicker or slower to gain compared to the human skill-tree. A simple cosmetic difference could allow for emergent gameplay surrounding xenophobic governments, and having a difference in certain things like element appearance ( or maybe even function, though that might prove an issue for balance and also for people who are one race or another but want to use the elements of the other race ) which could make having a diverse org something to pursue. What do you think about NQ adding playable aliens at some point in the (far) future? I myself am not even sure if it would be a good or bad idea, but I do think that if they were to do it then this would be a good way.
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After just coming out of the shower, I have had an epiphany: Seismic and volcanic activity on planets. This feature would not be applied to all planets, as it may cause too much server stress. This engine would work similar to how tectonic plates work on earth, or the plates could be immobile and the only evidence that they exist is mountains and valleys. All of the plates on Earth are driven by one thing: magma. This magma could present on planets, with unique subcrustal temperatures varying greatly. This magma does not have to be fluid, but textured to look fluid. This would ensure that server stress levels remain stable to handle this amount of liquid present without crashing. In order to compensate for this lack of fluidity, lava tubes could be implemented to present evidence of previous plate activities that could be used as a base hideout of some kind. This magma could be used as an energy source, with many pumps being used to extract it. These tubes would have to be able to handle the high temperatures of the magma in order for successful magma extraction to happen. If it is unsuccessful, the pipes could just melt or something. This would explode the market with different types of tubes with varying effectiveness. I will continue this post as a different idea titled "Ice Moons and Cryovolcanism" so you can respond to it separately.
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Hello, I am german and can only in german explain what exactly I am thinking about. Sorry for not translating this post. (I try to find time to try to translate it) Ideen tauchen bei mir hier und da auf. Ich fange mal an, aber das wird noch erweitert und befindet sich nicht im Endstadium. 1. Planeten: a) Es gibt meistens Klasse M Planeten, wo eine Atmosphäre herrscht oder auch nur teilweise. Meine Idee wäre nicht einen ganzen Planeten darzustellen, sondern einen zerbröckelten, gespaltenen und durcheinander gebrachten Planeten in Einzelteilen zu erstellen, so wie man es aus den Drachenjägern kennt: Schwebende Erd- oder Gesteinplattformen, teilweise mit Gebilden und Gebäuden versehen und all das immer noch in der Atmosphäre. Natürlich kann man einen kleinen Planeten in der Größe eines Modes nehmen und Plattformen draufsetzen, dekorieren und einen Mond drumherum schwirren lassen. b ) Orientierung: - Es gibt grüne Marker, die Planetenpositionen anzeigen. Bei Release wird man das Sonnensystem aber verlassen können. Um nicht ins Leere zu fliegen, sollte man einen Marker angezeigt bekommen, der sich von denen der Planeten unterscheidet. Z. B. nicht grün, sondern gelb oder orange und am besten eine andere Form als Marker, um Farbenblinde nicht zu benachteiligen. - Falls die Planeten auf ihrer Umlaufbahn fahren, sollte man zumindest persönliche Initialien (editierbar) oder den Originalnamen (nicht editierbar) des Planeten über der Entfernungsanzeige angezeigt bekommen, da sie ständig ihre Position verändern werden. - Dasselbe betrifft das Drehen der Planeten um die eigene Achse: die Koordinaten sollen an Ort und Stelle des Terrains angeheftet sein und nicht im Raum, sodass der Planet sich dreht und die Koordinate sich permanent verändert. Neu entdeckte Planeten würde ich gerne selber benennen, sofern diese zufällig sind. 2. DLC: Ich hoffe auf kostenlose Erweiterungen, wie z. B. ganz neu eingeführte Sonnensysteme, die unserem sehr ähneln oder ganz und gar keine Ähnlichkeit mit unserem haben. Ein Meteoritenring, wie in unserem Sonnensystem zwischen Mars und Saturn, wo alle Millionen Meteoriten einnehmbar sind wäre cool. Saturnringe sollten materiell sein und random Nebel im Weltraum versperren einem komplett die Sicht und wahren Geheimnisse für Entdecker (Planeten, Monde, Raumstationen, andere mysteriöse Gebilde, ...) 3. Galaxien: Ob es nur eine geben wird oder mehrere, bleibt anzuwarten. Aber zum Thema Sonnensysteme möchte ich vorschlagen, dass ein Sonnensystem (wie bei #LongJourneyHome ) mal auch zwei Sonnen besitzen kann, die beide unabhängig voneinander von verschieden vielen Planeten umkreist werden und die Arten und Größen der Sonnen und Planeten variabel ist. Die Marker zu den Sonnensystemen sollten auf die Größte Sonne im jeweiligen Sonnensystem zeigen. 4. Fortbewegung: Bei den 100su/h sollte es nicht bleiben (bitte). Dass mindestens 500su/h von normalen (zumindest den größeren Space-Triebwerken) geleistet werden, ist wünschenswert. Um zwischen Sonnensystemen zu reisen, sind FTL-Triebwerke notwendig, die nicht größer als die L-Space-Triebwerke sein sollten. Diese sollten Geschwindigkeiten von 18.000.000km/h betragen (900su/36s = 25su/s). Eine kurzzeitige Zündung der FTL-Triebwerke ist wünschenswert, um kurzzeitig im Notfall in paar Sekunden von einem zum anderen Planeten zu gelangen. Stargates wären auch eine Möglichkeit, aber es würde zu lange dauern, um ein anderes Sonnensystem aufzusuchen, um ein Stargate zu platzieren. Es sei denn es gibt FTL und Stargates. Beides geht. Das wars fürs Erste.
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We should have the ability to terraform planets. There should be terraforming elements varying in effectiveness. The more efficient ones should cost more units than the one that would be less efficient.
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So from the previous videos DU Devs have posted it appears that the current system of claiming will be on hexagonal tiles and dependent on territory units--which are to be expensive. My idea is that what if the system worked like this: A claim possess one central beacon/territory unit which is extremely resource heavy but still feasible, with it you can build on adjacent tiles less expensive territory units; the catch would be that to build more adjacent territory units you must upgrade the central unit--which cannot be done indefinitely. Secondly, if a central unit is hacked/destroyed/sold/captured then all sub-sectors will be destroyed/captured, this would then support the construction of cities around central units as you'll need to prioritize their protection, and since you cannot expand forever with one central beacon you will need to construct more to continue expanding, which in turn means more cities. Take this example: Here you can see three central hubs. One has been fully upgraded and thus a second has been placed to continue expansion. With this model future central units do not have to be adjacent to continue expansion, which in turn allows for multiple cities/colonies around a planet. The only stipulation with this is that it gives the opportunity for organizations to quickly take over planets by constructing multiple central units at different sides of a planet; to mitigate this there could be a limit of central units on one planet, or that the price of a central unit increases based on how many a player/organization already owns on said planet. What do you guys think?
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Planets won't revolve around their parent celestial body as far as we know but are we going to have moons of planets and maybe planetary rings? If so, they should revolve around their parent celestial body since they have relatively short revolution times.
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How about most planets will be barren/toxic/uninhabitable and you'd have to place biospheres, re-stabilize its magnetic force-field, and make transfer harmful materials? Lets say you landed on a harmful planet but full of materials. Your AI suggests that the soil is ready for growing planets and rich in nutrients. You place a biosphere and create a magnetic forcefield that blocks solarflares from damaging the plants inside. After you see that the planets are growing giantly, you call your alliance to suggest terraforming this planet. The alliance agrees and starts funding materials so the planet will be a giant "garden world". After a while, a rival alliance sees this planet and see show much you are benefitting from it, so they send a bunch of "dirty bombs" to "de-terraform" it. Plez, NQ. Moar Ideas: You just found a planet FULL of life, but all the plants/creatures are harmful to humans. You'd have to "de-terraform the planet, then re-terraform the planet". After being de-terraform, the planet loses stability after a few years without life. The planet becomes to unstable the planet basically implodes (because... that'd be cool). All constructs within about 1000km are heavily damaged. The resources will then recollect later to recreate the planet, albeit different.
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- Terraform
- Terrarforming
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Alright we are going to endlessly generated planets and star systems to be discovered, and we are going to need to name them, Now its not like we can just let anyone who meanders around into a system/planet get to name it. Here are a few possibilities. Who ever finds it, names it. : : This is a terrible Idea because we will likely end up with a lot of terrible named systems/planets that are simply trying to be named inappropriate things and done stupidly without thought. The first to place a territorial claim unit gets to name it. : : This is a better solution allowing organizations to have the right to name planets and systems. Keeps most of the riffraff out. Some kind of public auction where people are notified and players place their bids, winner gets to name it. : : Its possible, but I'm unsure how viable. Procedural generated names. : : While this leave no possibility of stupid names, it will cost more development time and borderline goes against emergent gameplay. Other thoughts suggestions?
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Clearly orbital mechanics is a challenge. Making planets orbit the sun and rotate adds several vectors to the players, ships and everything that must be tracked and adjusted for. I can see two possible solutions, one easy one hard: Daily Update: Once a day at a predictable time everything is moved together, with a planetary bounding box being used; the box would be 1 or 2 planetary diameters and it would be moved 1 or 2 degrees around the sun. Note if the sun is orbiting the planets, the easy option, this is really a change of angles of all of the worlds to each other while either maintaining their distance from the sun or adjusting it slightly to emulate elliptical orbits. Any ship in the way is moved 1.5 planetary diameters to the side, sun ward. If it is still in the way it is moved another half planetary diameter in the direction of the orbit. If it is within 20 km of another orbiting object it is moved 20 km away from the planet. If it is not clear of objects now then you need a space traffic cop! From the players point of view the sun seems to teleport but only once per day. If timed to correspond with night on the major planetary safe zone/ city, where most would be, it would go unnoticed. It would be a normal thing so would break immersion much less than a minecraft modded multiplayer day night shift which is quite common and often unnoticed. This would only be a 2 degree orbit shift from the point of view of the player seeing it. Frames of reference: Another method would be to give every player and ship a frame of reference state with 5 to 8 frames of reference. You need this for boarding actions in ship to ship combat and docking anyway. At some point the person needs to be 'In the ship' as opposed to being in space or in another ship. Why not planets, atmospheres. The frame of reference call is a velocity, vector and orientation call. (The last thing will already be defined by a ship or stations gravity unit so may be ignored. If you want fancy space stations and ships where you can EVA on a belly of without falling off, the orientation call can be useful) The reference frames would be: star, planet orbital, planet equator or Planet by latitude, Ship, Inverted, station, space station centrifuge. All in the same frame of reference are given the same velocity and the same vector relative to the local down. The star would not have a velocity or vector. A non moving space station is in the stars reference. a station is in the planets orbital frame. Planet orbit is the velocity and tangential vector of the planet in orbit. It would effect all things in the planets gravity and stations within a few planetary diameters. In the case of planet equator or Planet by latitude it would be the velocity of planets local surface & atmosphere [even on vacuum worlds. ] The atmospheric stickiness. It would have a primary component in the direction of spin and tiny downward component and a hand off component from planetary orbit. Planet high latitude would grade off as you approach the pole but would be the same value for all in a given latitude. Ships taking off in the direction of spin end up transitioning to the stars frame of reference faster. However this transition will only occur is at an altitude of 1.1 planetary diameters of the core. Like wise a ship entering transitions fast if going in the opposite direction to spin. To avoid ship planet collision we could add a bounce angle, a real thing in space. If you approach a planet at the wrong angle you bounce off the atmosphere at a shallow angle. In the case of Ship the reference frame is defined by the gravity unit and directional unit. Any one in the ship is given the ships vector. This is already planned so you can run around in the ship. In the case of inverted, which can be set on a station, this frame of reference is set by a inversion hatch or door element. Gravity is flipped but the vector is unchanged. If you jump from space to a ship/stations belly and these gravity inversion elements are closer to you than the gravity generator then you transition to inverted. Pass though the inversion hatch or door element it flips inverted to ship or station frame. A rotating tunnel or monkey bar may help the transition (purely cosmetic). In the case of space station centrifuge this is a frame of reference generated by a special centrifugal gravity unit. (This is a long term thing not something I would expect in the game in alpha or beta or the first year.) This draws less power than a normal gravity unit and defines an axis. Down is relative to that axis and away from it. Gravity is proportional to radius in metres/ 1000. If the station has a static 1 RPM roll around the axis then the vector of the frame of reference is 16 m/s with a tiny down component. The floor stops you from flying off like a stone from a sling (until someone blows a hole under you). I've included this for completeness and future proofing. In short the frame of reference is a state with a velocity and vector that is pre-calculated for all in the same reference frame relative to that reference frames gravity direction and type. This is summed with the payers/ constructs active velocity and vector. All players, etc with the same frame of reference on a given server can skip the frame of reference calculations and treat it as zero relative to the ship/ planet. Collision with a moving planet causes you to bounce off the atmosphere. Only crewed ships can avoid this bounce. (if AFK you bounce. ) All movable objects may need the frame of reference component. Rocks and trees may need it (this may be a problem ). If it works for planetary rotation it should also work for planetary orbital mechanics. OK now is time for a dev to shoot me down with the reason why this wont work. Both look obvious so I may be missing something.
- 21 replies
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- orbital mechanics
- planets
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After beeing stunned by last presentation video there are still some little gameplay details that bother. The planets atmosphere thickness is for me (at the present moment of the demonstrations) a lot too thin, and seeing mountains top reaching the space, or a ship quiting the surface of a planet in 10 seconds, breaks the height realism and the inimaginable infinity of the voide. I "personnally" think the atmosphere thickness is a very exiting moment when you get through it, from both sides Either from a planet where you switch from the palpable to the intangible Or from that little cockpit in what we could have spend weeks without seeing a moskito, to the real ground and its beauty, with that moment where your ship is shacking as hell and flames blinding you. For now, impatiently waiting how this experience will be dealt with
- 14 replies
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- Atmosphere
- flight
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I m opening this topic to share a global game structure point of view that i think will make the difference with other similar games, going point by point through the different game mechanics. First of all this game appear to be the greatest of all, maybe because its unfinished yet and not full of promisses, that allow us to still make dreams about it, far from founded and unfounded critics. (I think we all waited No Mans Sky and been extremly disapointed) - First point will be the "sandbox" term i would like to review: As few of us might probably know and played, but one, and probably the first sandbox game (if we can call it a game), that still exist, is "Second Life". A infinite flat world in a free to play game, divided into square regions that are subdivided and sold by parcels for real money. It has its own ingame building and scripting system (with a language simplified from c++), and possibilities are absolutly endless. The only problem is that graphics are not good looking, its not really a game, it is ful of greifers and everything ingame cost real money, but in the creation part, there isnt any game, sandbox like game that can do better in terms of freedom. - I ll continue then on the "ingame building" and "objects creations" mechanics: To talk again about Second Life, because i think its viewer should be considered as an inspiration source, i m not sure how Voxel works properly yet. But as simple as is it, having a third person view, as a 3d modeling software, and few editable prims, such as cube, sphere, cone, tube, pyramids etc... as base objects, allow an infinite possibility of creations and isnt ressource demanding for the future servers. Objects would have a tree structure, with a main prim and sub prims. Server side, and gameplay side, the freedom of Second Life, makes it not be a game with any goal, I ll refere to Antoine de Lavoisier who said: "Nothing can be lost, nothing is created, but everything can be transformed" In that way the ressource gathering and creation part can take its sens, and significantly limit the memory usage of servers: to be more concrete, the volume of what ever you would wanna build/shape, you will have to gather it. you wanna make a spaceship, you ll have to gather meter cubes of iron to build it (and not stacks of 64 irons as in Minecraft...). Each planet will have a certain volume of each ressources that can be gathered, and players will team up to gather faster and more. Beside that is also the texturing of those creations, and the uploading of any images onto the server could be a payable service, so one of the source of revenue for the developers, for the case of a buy to play service and spend a bit more to customize it a lot better. I think aswell the crafting system must be forgotten (unless its for a device that will let you fusion 2 materials together, but this can be integrated into the UI), and let any created objects, fully designed and built by players themselves, and have a kind of dematerialisation device, that will let you pick up your creation, store it in your inventory, and drop it somewhere else (like Bulma and her capsules in DBZ) Material creation volume limitation might aswell propbably limit greifing, since as any sandbox open world games, griefe is a serious issue - Next i ll talk about "scripting" and animating created objects and give interaction with players: A script doesnt take much space on a server, since it is only a text file, but beeing able to script our own creations, adding movement, functions, interaction, particules etc... would trully give life to your creation and not having them just standing motionless in the air. Second Life as this system too, and that give a greater value to your creations, aswell will start to engage relationship between players and for some will push them to regroup for beeing stronger. The roleplay will be at the rendez-vous, some will be helping for building, some for coding, some for gathering, some for exploring, some for fighting etc... and the community will become more dependant and stronger. Some people dont like to travel but will be impatiently waiting for the scout teams bringing back goods for the community. Here are some example functions that could be available for script creation: /say /tell /wisper /shout /moveto /follow /rotate /lookat /particules /light /sensor /detector /rez /unrez /timer /onpress /onchatcommand etc... not limited to only those, but will need a little work on a simple and proper coding language to make this all work Would open possibility to build and script defens turrets, following bots, UI huds and mods, automation houses, cars, other kind of vehicules etc... And wikis will appear on the web to share all this knowledge about scripting in Dual Univers - Now some other ideas about "trading" and "interaction betwen players": Gathered ressources, created objects all could be a money change through a trading menu, and gold maybe or any other valuable extraterian material could be used as a global univers market money, since gold doesnt have much use in construction, and would be great for making coins right? But i m not sure if a local money proper to the game is a good idea. Once more, let the players decide the way they wanna trade. This super Stark signed lazer gun or this premade space house for 100kg of gold and 10kg of titaprominium etc... Or maybe why not an online market displaying ingame players creation that could be purchassed with real money Aswell i think PVP combat, hunting, flight chassing... should be always enable outside safe areas. A previoulsy saved location would teleport the died player and his spawned objects such as spacecraft, dematerialized and returned back to inventory, maybe with dammages that will need material to be fixed and reused. Traveling in the unknow will become exiting and scary, as it should be! Maybe a player age system (ingame days/years age without dieing) could be integrated for some popularity and community recognition. And the counter would reset on death, unless a freindly player revive before respawn. - Ideas about how could be the environment and terra forming: Inspiration isnt far, but "Minecraft" did it well. days and nights times, each planets with its own type of weather, planets with none, few or only hostile mobs... we want all. It should be for example impossible to build anything night time without a proper lighting. Exploration could still be continued, with stress, with a portable torch light. Terraforming and mining, should be smooth, and not make huge perfectly spheric holes in the ground and not as simple as just pointing a gun here and there and making everything flat. For preservation of randomly generated beauties and strong limitation of griefs. Can check on the "Minecraft" like "7 Days to Die", that have done it well but still very buggy. - To finish, the subscription fee! Developpers might only like this part but we also need to like it to start and continue playing I personnally dont mind paying for it, as long as it stays at a reasonnable price and not become a fiasco full of promisses. Better do it well and take time than beeing in a hurry to make money. As any multiplayers open world games, developpers are looking for long term revenues to reward their years of labor and incoming years of updates. There is no center in this dual univers, but the developpers. They wont sell us one of their planet but here are few points i would personnally agree to buy after purchassing the game: 1- An additionnal configurable device that once put on a land will secure it, from grieifing, from pvp, entering. With different prices, and different size of secured volume, from 100m radius to the planet size (communities might collect donation for buying bigger devices), and would look like a giant spheric force field. 2- Additionnal engines, turbos, guns part, equipments pieces, unscriptable by players essential parts for builds 3- Online offgame univers market objects selling commisions 4- Materials/ressources packs (for the lazier) 5- Textures uploading fee 6- Premade by developpers, objects, buildings, scripts... Didnt talk about travelling, flying system, it might be too early, but of what i have seen, there is nothing to add, looks great! Now i just hope some of those would be criticized and taken in consideration! Cheers!
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I hope large scale industry will be able to harm the ecosystem of a planet. This mechanic would be able to hold back players from building huge industrial complexes. But i know a lot of players completely ignores the look of the landscape so there should be negative effects on Industrial wastelands like toxic air, undrinkable water, no food source ect. This would lead to a Galactic Greenpeace faction on the other hand. What do you think about this topic?
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So say, you and a group become large enough to colonize a planet. You're also going to be big enough to notice, especially if your planet or territory falls strategically. I would enjoy seeing the ability to construct limited range shield 'domes' on planets, that protect you from external/orbital bombardment for a limited damage or duration. These generators would be fueled by 'x item'. If they run out of fuel, they go down. This does a couple of things over all. It allows people to have a comfort blanket above them for installations on a planetary surface and forces, possible ground assaults instead of flying assaults or orbital ones. It means fights would be more centralized. Now, the downside, I guess would have to be a restriction of how many within a specific area are allowed, so you have to protect your more important areas, spaceports, mining areas, living areas, whatever you deem important. Another downside would be possibly defense systems would have to be outside of the dome, thus making them 'vulnerable'. I'm not sure how the system with organisations is going to work, but hopefully there will some form of 'standings' systems between people so you can judge who has access to the shielded areas. I'll assume bunkers will be possible with the simple installation of a building underground, as it's all voxel based. -- However, on the ticket of standings, etc, seeing shield doors for docking bays on stations and capital ships that allow only selected people in and stop projectiles from straight penetrating into a docking bay would be a lovely addition. -- As for anti-orbit weapons, I would like to see various systems that can be used to track hostiles in orbit or that you are allowed to possibly control, but that are quite large and require defense on the planet surface. -- On the line of defensive weaponry, how possible would point defense/anti-missile systems be? i.e, a system that tracks and has a chance to kill incoming missiles or smaller ships? I understand there is LUA, but I guess the speculation would be that maybe missiles and other projectiles would be almost impossible to kill on the fly. However, we are yet to see weapons, etc. -- Keep in mind, this is all speculative, as there isn't much about the way standings and relations between organisations will be dealt with, whether there will be a war system like EvE or whether it will just be groups brawling it out and letting their intentions be known via projectiles.
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If it took 10,000 years to find a habitable planet, that would be that earth like planets are very rare. That being said, one the main concepts of this game is exploration and colonization. If players are to colonize other planets, how many of those planets will be earth like? How many different planet types will there be? How far out will each planet be from each other for each solar system?