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  1. Organization Name: Eyes & Ears - Search and Rescue Website: eyesandearsrescue.org Discord: https://discordapp.com/invite/ETk5ubw Mission: "Achieve the preservation of life when found in dire straights" Allegiance: Neutral, with a slight lawful bend Gameplay: Semi-casual, yet can be active at a moment’s notice Roleplay: Freely allowed Currently Recruiting: All Positions When you're out in the void of space, alone and unsure and in need of help, who do you turn to? Many would say "your organization", and that is very much correct. Most organizations are like family units, all of its members looking out for each other. Family can be fickle though. Do you have the biggest organization of them all? You're only one person and bound to get overlooked. Is your organization made of thieves and pickpockets? They'll come after you when it suits them best. Does your organization cover a vast swath of stars? They'll come after you, once they get out of their own territory. Is your organization tirelessly working on greater and better things? They'll get to you, right after their current job is finished. These organizations, great as they might be, may not lack the familial tightness that holds a family together. If a child wanders, its mother will instinctively pursue, but if a member of an organization finds themselves stranded in space, will their organization put everything on hold and pursue them? Enter Eyes and Ears - Search and Rescue. Our sole devotion is to bring lost Noveans back to civilization. If our purpose hasn't yet been betrayed, we are in the broadest of terms, a rescue organization. Why Rescue? While Resurrection Nodes can return you to familiar territory and Blueprints might be handy to reconstruct your lost ship, we can all probably agree that some things just aren’t worth loosing. Maybe you put a lot of time into your ship and can't afford to rebuild it? Perhaps that ship is made of or carries a lot of resources which may or may not be particularly rare? Did you acquire your ship through questionable means while knowing that you would most certainly lose it if you abandoned it? Were you on a supply run and made a risky jump knowing your fuel was low? Was a vital element damaged in flight and now you are as spaceworthy as an asteroid? Does an item in your personal inventory make a forced respawn too much of a risk to chance loosing? These are the problems we aim to solve. Who we are looking for We have a variety of positions need filling by a variety of different people. From people who are active in discord that can act as dispatchers, to pilots experienced in commanding various craft, spreadsheet workers who can keep our data organized. We are also looking for organizations who would like to affiliate with us. If you provide some sort of service that you think would be useful to our organization and those that we serve, please send me a private message. How our affiliates will work is by getting a direct referral from us to everyone we provide our services to in exchange for our customers receiving a discount on your services. Our affiliates will also work with us since we will come to them first with our own needs (of which there may be many) in exchange for a discount on their service given our direct connection. All the details on these positions and more can be found on our websites hiring page. Speaking of website You can find it at eyesandearsrescue.org Originally almost 3,000 words, I've moved much of my post that would have gone here onto my organizations' website so as to keep this post a bit tidier. This post is more so meant to give a brief introduction rather than a full and complete overview. If you would like to join You can find us here on the community page. Eyes and Ears Community Page Join our Discord here. Eyes and Ears Discord If you have questions I implore you to please ask them. Not only will it help others who view this thread, but it will help others who view my F.A.Q page in the future. The only dumb question is a question never asked. If you need to contact me directly You can either private message me here on the forums, or ping me on the Unofficial DU Community Discord @DarkHorizon.
  2. HI Team Situation: You are a member of a ship crew, mid battle, you know that parts of the engine and wing are shot to hell and about to fail. But you are inside the ship and unable to repair an item through the hull of a ship. Going for a space walk to repair them risks you being flung of into space as the ship is still under fire and manoeuvring heavily. Are you about to become the spoils of war? Solution - Part 1: From your arm console you select the repair option and then select the ships 'Repair Blueprint'. You zoom into the throbbing red part of the blueprint, click on it, and the blueprint, knowing your current position in the ship, guides your arm and repair tool targeting sensors to triangulate and make the repairs to the selected area/part - no matter what physically lays between you, and the part that needs repair. Now your repair tools range will be determined by: your characters repair range skill as well as whatever upgrades/enhancements are actually on your repair tool. Any bonuses that the RT gives you, described below. The above is combined with..... Solution - Part 2: Ships can be complex beasts, and as a designated Ship Repair Technician, you may not have all the materials needed to repair the ship on you. Here we introduce the "Repairs Tank", or RT for short. When a ship repair technician enters a ship, assuming the ships RDMS system has them as repair crew, they must link to the ships The Repairs Tank, RT, for this system to work. (Would be a horrible realisation to make in the midst of battle that you still needed to do it..... oh what fun! ) Naturally the ships owner should ensure that essential materials to repair the ship are in the RT for the system to work as expected. The ships RDMS might also allow ship repair technicians to add materials into the RT. The ships owner also needs to mate the RT with the ships Repair Blueprint. This mating becomes the key to repairs as it ensures that material in the RT can ONLY be used to repair that particular ships blueprint. (This mating might also be done at the ships construction stage - not sure about this as its a decision that NQ would have to make) As mentioned in Part 1, the RT may also have some 'repair field enhancement' that allows it to improve a repair tools focusing field and hence boost range, or speed, or both. The level of an RT may also determine how many concurrent users it can support - this might be related to the size of an RT. Small, medium, large and holy crap! This would allow for various enhancements/tech levels on an RT, potentially making the difference between repairing an engine before it blows, and the death of a ship. This ships equipped with an RT may be a harder ship to destroy, assuming the ship repair technicians are on their game. So what do you guys think? Are the Repair Blueprints and Repairs Tanks ideas a good addition to game play within DU? NQ, is this something worth working on? Cheers
  3. Nanites unit for repair and construction (action similar to the events in the Space Engineering). Required for auto repair and construction. It requires a lot of energy
  4. Good evening! I've been searching for a discussion regarding the repair mechanics of DU, and have come up short. If anyone could point me in the right direction, I would appreciate it. If that discussion doesn't exist, what do you guys think about ship-to-ship repairs? I know JC said in his recent interview something to the effect of "players might have to keep their ftl drive repaired to allow for escape if needed...". Local repairs by players on the actual element would be great but i also think, for example, a ship discharging energy from their construct to help another keep their shields up adds another layer to fleet combat. Thanks!
  5. So I have been wanting to bring this up for a while. (well like the week I have known about the game) but I wanted to see what I could find on the topic already but so far no luck. So heres my opinion on some things we should have and I would like to hear what has been discussed already on the topic. I am curious what type of defensive systems we will have for ships. Shields: I will automatically assume there will be shields of some sort, but what kind. Will there be independent modules for capacity and charging (like starmade). This is useful since it allows you to customize the ship more. For a fighter it is useful to have fast recharge but lower capacity, since any decent hit from a large ship will likely wipe it out being smaller. But recharging from the small shots from other fighters and flak cannons is useful. Where a lot of capital ships will want large capacities to soak up massive hits. Will there be logistics systems, such as remote shield rechargers to assist the capital ships tank? What about directional shielding. I always like the idea of having multiple shield emitters covering your ships. When fighting head on you can route power to forward shields and cut back on the rear shields. To make it simple it could either be 6 quadrants, top, bottom, left, right, front, rear or 8 quadrants like a sphere cut into 8 pieces. Repair systems: I will assume that various materials will have different armor values, making the shell of your ship tougher if you choose to. But what about repairing damage? In something with PVP ships will always take on some damage, and for large ships sometimes small bits of damage are hard to track down. I know the nanoformer is said to have the ability to repair damage, but what about a larger scale automated system. I think having a shipyard with dual function would be nice. First would be to construct a ship from a BP, you put in resources it slowly builds a ship. The second would be to repair a ship from a damaged state back to the BP state. This could just take the resources required and energy or a nano repair item as well as I will discuss next. What about an active repair system for battles. We know we have nano technology, why not utilize this to its true potential. They could be actively repairing your ship as it takes damage. Maybe it would utilize a special control system for them that would contain the blueprint and always try to repair to that state. A lot of games will incorporate some sort of automated repair system like this, Eve included. However in a game where resources dictate everything, I dont like that it just takes energy. If parts of your ship were blown up you need to replace those resources. So it could have a storage system of basic materials used to repair the ship. If it doesnt have the material needed the control console flashes a warning and just moves on and repairs what it can. Furthermore, if we are using nanobots, they have to come from somewhere. The nanobots could be an item we manufacture elsewhere and store them ont he ship to be used when needed. The tier or even number of control units could dictate the number of nanobots it could control and in turn how fast it can repair. I wouldn't expect all of the nanobots to be consumed every time they repair something, but they would slowly break and deteriorate. This could be factored in by a % loss, so if it takes 10,000 bots to repair something you loose 5%. This would allow for multiple levels of bots with various durability, control cost, and work speed. If you start to run low on bots the repair speed slows down until you dont have any left. (And yes as far as we know the nanoformer we have on our arm never deteroriates and needs replenishment, but I think this is a good thing so you can always start from nothing again. And it could be explained that Earth knew how to make much better nanobots than we can now. ) I really think there needs to be repair systems to cover these scenarios. A stationary shipyard that works faster and can even assemble from scratch, as well as a system to automatically repair when you are out and traveling. Especially since not everyone will have a shipyard as they will be primary targets to cripple an enemy force. And as it is shown by other voxel spaceship games, repairing large builds by hand is a pain, and often leads to missed damage you cannot see to locate.
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