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Found 27 results

  1. So I was thinking about Agents of Shield (I was listening to the music while working on other stuff) when I had a sudden, kind of wierd but awesome idea: what if someone made the Zephyr from Agents of Shield in DU? I was wondering if seems completely implausible, or if this mobile base idea would actually work out well. ***before someone gets on to me, yes I realize about the NDA, I'm talking just from what's been shown in the Dev Blogs and other official videos*** Also while on the topic, are there any other good mobile bases like the Zephyr that anyone can think of to use?
  2. Image - Flight of six Wraith's over Alioth, courtesy of NovaQuark. Get to the front of the line. Place an order now for a custom designed ship Tailored for your specific needs. Contact Hilts Independent Contracting and let us know what type of ship you want built for you. [HIC] Hilts Independent Contracting NOTE: all ships and constructs represented in this post by Hilts Independent Contracting are artistic representations of ships and constructs currently in game. Get yourself in the pre alpha to check it out. Artist rendering of a Dawn Class Multi Role Freighter in GLSU colors. Now flying in DU
  3. Demented

    Loadgiant Cargo Ship

    So i had some free time in class and came up with this basic ship design for the United Republic LoadGiant -use- For transporting cargo, ships and ship parts. Can be fitted with Stronger/lighter materials if needed -Notes- needs a special docking facility to get all 6 hangers. Can be underground landing facility. needs a special place to build, because of its size. Like i said, its very very basic. I honestly did it on google slides :/ http://imgur.com/gallery/OcVZVBO
  4. ShioriStein

    Ship weakness

    Like the title, i wonder will there be something that explode when get damage or get damage too much ? And ability to trade off cons and pros between the two thing. My thought is that it would be good to see ship got weakness to one hit when you fly a small ship but your examine skill (either in game skill or your personal skill ) is so high to know that big bad ship weakness. Like fuel type and engine type also the power unit too. This engine/power unit is so strong over all and very effective but the cost for that is easy to blow up when get damage and when blow up nothing fun at all. But on the other hand this engine is overall weak than the previous but the better thing about this is it safer to use , have high damage resistance or wont blow up at all. So the builder have to thinking about it very much to make sure it overall effective is high. If this is true mean the skill of pilot still very need as a small ship can shot at weakness to blow them up. ( like shot at center power core and boom the big expensive ship is now a wreck )
  5. elDunco

    Ship Designs

    What kind of vehicles will you build? I want to see if anyone has began sketching out blueprints for the ships they plan on creating. I know we've only been given a little bit of info on ship building but I've already began sketching out some initial ship blueprints myself (I'll post those soon ) What kind of ships do you plan on making given the info we have? Post pics if you have any!
  6. Orius

    Warping

    How will the players travel to another star system? I've heard of star gates, but would ships also have warp drives to travel to other star systems in space?
  7. Aaron Cain

    customization music

    Hi all, I have no clue if it is possible already but how about customization music for bases and ships, something like links or music would be a nice feature to add to a building or ship to give it more character or function. I can also imagine the added value for any peacekeeping org to have a sirene or something on their crafts or some music in trade offices. Good or bad idea? Greetz aaron
  8. @Mod-Mercutio could someone please delete this thread. Thank you.
  9. So, I just watched an hour of Dual Universe gameplay, and I had a few questions about it. 1. Will we have to gather enough resources to build, or will we be given an infinite supply to build to our hearts content? 2. When building off the source block, is there a mirror option, so you can copy every precise detail you've done onto the other side? 3. If someone builds a large cruiser or battleship, will there be a feature when someone can open up hangar doors to let a smaller fighter into a landing bay? 4. How will the gravity work on the larger ships? Will players just be drawn to the nearest planet, or will the direction in which the source block was placed have something to do with it? 5. Are there parts that can rotate? For example, if I was building the Slave 1 from Star Wars, would I be able to put in a rotating cockpit so the pilot is always level? If you haven't noticed by now, I'm not in the pre-alpha, and I don't have enough money lying around to just buy my way right in. Answers would be helpful. Thanks in advance! And also a "thanks, jerk" and a "Why even" in advance. Who knows how this might go.
  10. English All 78 Objective Driveyards is a corporate-state established in the evolving world of Dual Universe. We aim to design ships that combine elegance and efficiency with a readiness for the cold-blooded nature of interstellar warfare. We will bring an array of premier spacecraft to the marketplace: battle-tested by our navy and refined by an organized team of engineers and designers. The Corporation relies on teamwork and structure to succeed, and thus operates as a meritocracy. The corporation is led by the CEO and a Council of three directors. Corporate assets are divided into three main branches; each responsible for a major aspect of Corporate operations and manned by specialists with appropriate skills. Each branch is independent to a degree but ultimately answer to the Council. CEO - Code24 Objective Dynamics Leader: Head Technocrat, Croomar The scientific branch of the Corporation, lead by a head Technocrat. This branch develops tech, designs blueprints, programs systems, conducts exploration, and tech mining. Blueprints can be designed on contract to be sold to other factions, or strictly for corporate use. Researcher - Develops new designs and blueprints to be tested and refined. Explorer - Lone wolf pilots looking to explore under a Corporate Charter. Programmer - Specialist skilled in scripting advanced systems with LUA Objective Industries Leader: Director of Industry, BliitzTheFox The circulatory and digestive system of the Corporation, controlled by a Director who is part of the Corporate Council. This branch is responsible for mining and refining raw materials, manufacturing components and equipment, and ultimately constructing ships. While the Navy controls most of the Corporate fleet, Indi Ops controls most of the Corporate shipyards. Ships and equipment produced by this branch are first researched and designed by the R&D branch. Indi Ops can also manufacture hulls and equipment to be sold on contract to other factions. Miner - Raw resource extraction. Technician - Refining and manufacturing. Engineer - Industrial construction/development. Shipwright - Shipyard operation, starship construction. Marketer - Promotes and sells products, conducts market research Objective Navy Leader: Stategos, Sgt.Toothpaste As the military branch, the Navy is responsible for protecting Corporate interests from external threats. The Navy is lead by the Strategos, one of the members of the Corporate Council and the highest ranking officer within the fleet. The Navy controls the majority of the Corporate Fleet and draws from Corporate personnel with skills particular to any and all aspects of combat. These roles can include: Pilot - Pilot specializing in either strike craft or larger warships. Commander - Officer in command of a large, crewed warship. Crew - Entry level warship crew, manning the critical stations on larger vessels. Security - Infantry unit skilled in ground combat. Combat Engineer - Field engineer skilled in building/repairing constructs in combat situations. Recon - *Redacted* Objective Driveyards is seeking the top talent in Dual Universe to make our team stronger. Play DU in small, focused teams that are agile, efficient and focused on excellence. Cement your role in the future of ODY, and submit an application on our website today. If you are interested in one or more of the roles described above, but still have questions, contact one of the Corporate Council members. Required: Means of Voice Communication Application on both website and community portal Complete a short interview with a recruiter Age: 16 + Follow us: Learn More
  11. TheBlender

    Ship Class naming standards?

    I think there should be a thread in regards to what ship makers use as a standard for naming particular classes of their ships. (ie what should the smallest ship be labeled as? how large is that class? what about the next size up? etc) I for one like the naming from StarDrive as follows, for me its easily understandable and not overly complicated. Fighter, Corvette, Frigate, Cruiser, Capital/carrier, Titan What do you guys think? Keep it Non-NDA breaking
  12. ADFormer

    Faster Travel

    I heard that the planet distances are going to be a good 2 days apart in real time, so rather than setting your ship on auto pilot and logging on every 48 hours till you find a good planet to settle on could there be an FTL (Faster Than Light) drive or something like that? So rather than getting the first 15 seconds of this video, we get what is in the last 5 seconds?
  13. There are other topics about whether a single crew-member should be able to fly a large ship here and here. This is not about that. This topic is more about what actions a crew could make to benefit a ship over what a single person could do. These are... Things You Could Do On A Large Multi-Crew Ship The design idea is as follows: Players can "do actions" on specific elements to improve the effectiveness of a large ship. A single person would *not* have penalties to flying the large ship, but neither will that single person be able to activate all the different actions at the same time nor with the same effectiveness as a crewman skilled in a specific area. Let us assume that for a small single-seater ship, the option to activate these bonuses do not exist due to their complexity i.e. the extra manned bonus only comes from a bigger guns/engines/power source/scanner etc. Character Roles I will split the different actions by crew-member roles. Any crew-member can fulfill any role, though having certain skills will make that crew-member much more effective at that specific job. In smaller ships, some roles could be combined while in larger ships, multiple crew-members could fulfill the same role. Pilot The helm of a ship is one of the few mandatory parts every ship needs. A pilot already has a very active role simply steering the vessel, which could easily require both in game skill investiture as well as player skill. So what "extra" actions could a pilot make? Specific maneuvers comes to mind (barrel roll anyone?). But rather than dictating specific maneuvers, the turning speed (roll, yaw and pitch etc) could be reduced allowing for the pilots to come up with their own maneuvers (of course the effectiveness also depends on the ships design). Engineer This role has more options to tinker with the inner workings of the ship or repair the ship directly. For example routing more power to shields, guns or thrusters giving them a small boost in effectiveness, recharge time or speed. Perhaps the Engineer could push a reactor past its normal limits to provide an extra boost, but at a chance of shutdown if not managed correctly (like the extra power is not used within a specific timeframe). This topic gives quite a few more suggestions. Gunner This role is no surprise. A turret just works better with a player actively aiming and firing it. What about when the weapon is not being used during combat, such as when the ship is facing the wrong way? How about a preparation load action that allows a second shot to be fired a little sooner than it otherwise would? If the game had large fixed weapons that could only be aimed by the pilot by pointing the ship in the correct direction, then the gunner could man one of these to allow a bit more leeway in its aiming. Navigator Keeper of the star-maps, maker of navigation way-points (how else will the pilot know where to point the ship to). A navigator would not only plot a course but also actively update the course as new information becomes available from scanning. Scientist Scanning and analysis is the scientists role. Detecting something (like a large amount of iron on a nearby asteroid) needs to be analyzed by the player (with skills giving valuable clues) to discover if that iron is just an iron deposit or if it is actually a potential enemy ship made of iron. Actively scanning opponent ships to pinpoint weaknesses as well as jamming opposing scans could be an interesting interplay all on its own. The scientist could decide to do targeted or general scans with the targeted one covering a smaller area but delivering more accurate information. A large ship could even have multiple scientists, one monitoring deep space scans and another running close space scans. Captain The captain of the ship already has a massive job to make all the best decisions based on information given to him by his crew. And who doesn't want a large fancy captains chair? A captain sitting in his chair might be able to boost a single action of another crew-member a little as chosen by the captain. Of course only one such boost could function on a ship at a time, because there can only be one captain. This is a great way to have the captain contribute mechanically (even if only a little bit) and to shore up a role that the ship might otherwise be lacking. What other things do you think would be beneficial to do on a multi-crew ship? Edit: This post inspired by Starfinder which I played over the weekend.
  14. Mazillus

    Ship Shield Mechanics

    After doing a search I wasn't able to find many discussions on shields other than 'twerks' long thought out post in regards to shield mathematics. Something I wanted to suggest is a mechanic that was used in Star Trek Online. Now I didn't care much for that game I thought it sucked really bad. But one thing I thought they did really well was the way your shields took damage based on which part of the shield was taking damage, allowing you to reduce power from aft to front or rotate your ship. This allowed for some really interesting combat and tactics. Naturally, on larger ships, you are going to need someone dedicated to looking after shields.
  15. Thebest777777

    Making a planet into a ship

    I was just wondering if it was possible for people to make planet sized ships by hollowing out a planet and adding the right components
  16. Its not DU, its Minecraft !!! I aways were a ship designer, thats why i chose to come play DU, to become the Most wanted ship maker ever !! Both ships have fully life support systems, - Automated chained production line to refine ores, store and craft items from mats.( IC, TH, APL) - teleport systems to land nearby - divided in rooms with different functions and decoration - generate its own power to feed its systems and machines and way more features !!! "No zombie can catch you if you live on a star ship !!!" This one were done in a full survival server, no cheats no creative option.... XD
  17. Ben Fargo

    No One Left Behind

    As I understand it, when players log off, their avatar will disappear. When they log in again, their avatar will reappear at the same location. If they were on a ship and the ship moved away while they were logged off, they would no longer be on it when they log in. This is a serious problem. Either the ship can only move when the entire crew is logged in or it may need to frequently go back and pick up those who were left behind. This will be trouble even for small crews, especially if they live in different time zones, but it could make large crews impractical. A solution would be to give the players the option of leaving their avatars in the game as a physical objects when they log off. Then the avatar would be carried along with the ship as it moves and still be on board when the player comes back. Since the avatar was still present, it could be attacked and it would be basically defenseless with the player logged off, so players would only want to do this in places they felt were relatively safe. Logging off in this way could put the avatar into a sleeping position, so anyone seeing it would know the player was logged off. It would be desirable, but not necessary, to design ships with designated sleeping areas where the sleeping avatars could be kept without getting in the way of other activities.
  18. I understand that in space you can design a ship like a can opener and it will fly. But if you build on planets will it have to be aerodynamic?
  19. MrStarWars

    Small Fighter weapons?

    So I was thinking. If we are gonna have like small fighter like ships. Are they going to have small canons to place on the frame aswell? Is there any concept art out there for DU that shows this?
  20. After giving the most recent Kickstarter update video a listen, I got a nice little nugget of info. ~Blueprints will not be wiped between Alpha, Beta, and the Release. This gives a tangible advantage to players at the gold level and higher, as the time they spend building (and helping test for that matter) the voxel system, ship building, and base building will get to carry-over all of their blueprints and potentially have an economic advantage at game launch. While other players are trying to develop ships from scratch or working off of the start ships, Alpha/Beta players will already have designs with a slick uniform look and possibly so will their respective org. Despite not having access to all launch features, this makes ORG play viable at least in Beta to acquire an advantage for main release. Does this provide an unfair advantage to Alpha/Beta players? An advantage sure, however our characters probably won't get to keep the levels we had to gain to make those builds possible. When the wipe hits after beta and before main launch, every other tangible resource will still be an obstacle for players who have a bank of blueprints from the previous versions. I for one will try to flex my Alpha and Beta muscles with the Alchemists to get a head start on builds! Pretty neat eh? I'd HIGHLY recommend upping those pledges to at least gold at this point if you haven't already
  21. PurpleAnt

    Locking Your Ship

    Hey, so I was wondering, what if I get out of my ship, and go take a walk? Can someone just come, jump in my ship, and take off? It would be pretty annoying but it would also be cool to be able to hijack a ship if say, you sneak into an enemy base and need to escape(or something equaly cool). So I play GMod RP servers, and one thing they do is have the ability to lock your car. If you forget to lock your car, then anyone can take it(which is rare because everyone locks their car). I had an idea for DU, since there's so many people that may be able to jump into your ship the split second you get out, why not have a button that allows you to lock your ship while inside it, so it would already be locked the second you step outside. To make the feature balanced so that people might not want to lock their ship is that it would take 5-10 seconds more to get back inside your ship if it's locked. So if you have a fleet of ships that you may need to launch a counter attack at a moment's notice, those 5-10 seconds will really matter, and therefore, you may decide to not lock your ship because you have defences all around the base, it's not like anyone outside of the organisation could take it anyways. But, if you decide to attack the base, and your ship goes down, how will you get out? Well, there's a fleet of ships in the next room. So you run there, hijack an enemy ship, and escape. It would just add so many possibilities for war, while not changing much for the more peaceful side of the game, like life in an urban area, as no one would leave their vehicle unlocked. That's just my opinion on adding a small feature to the game, that could have a big effect. What do you guys think? Edit: I don't think some of you guys got what the point of this thread is, and maybe that's my fault for not being specific. So here I'm going to be more specific about what I want. So I do actually want hijacking to be a thing in this game. I just don't want it to be as easy as jumping into a cockpit and flying away. And like I've said before mrjackobean came up with a system that I think is very nice. mrjacobean, on 20 Oct 2016 - 09:33 AM, said: So while I do want hijacking in the game, I want it to be somewhat difficult and require a bit of a high skill in hacking. I don't want it to be impossible or semi-impossible to hijack a ship. And obviously hacking would take time. So you wouldn't go into a city and go hijack a ship, because people would see you and probably call someone or hit you(I'm thinking that if you get hit while hacking, even if it does 0 damage, you'll have to completely restart the process. But yea, I didn't want there to be any passwords, motion sensors, or anything that you can't see yourself cracking within a couple minutes. CaptainTwerkmotor, on 20 Oct 2016 - 09:55 AM, said: On the other hand, I do want it to be somewhat difficult to a beginner player. And even take time to do for an elite player. I want it to be balanced between being able to hijack, and not being able to hijack/being able to stop a hijack. Can you see yourself guessing the password to even 1 door? No, and also, it would get really annoying to get in and out of your ship. Entering 3 passwords every time. Astrophil, on 20 Oct 2016 - 8:19 PM, said: Also by the way, I was talking about cockpits in this thread but I think we should address doors that would be on a ship. I think it would have the same properties as a cockpit. You hack it. It jams open. Then this creates a reason to use turrets and other defences. Basically, I want hijacking to be accessible, but not easy.
  22. From recreational vehicles and mining vessels to carriers and capital ships, Craft Corp is here to deliver! Cheap, reliable, and durable ships accessible to everyone to explore the verse! Plenty of jobs for the average Joe! Mining, transport, manufacturing, design, you name it! Craft Corp has a place for you! We have a dream to create a perfect universe, build cities in the skies and trade only the finest products. If you're looking for and honest job that'll pay you a few big bucks, look no further and join Crafting Corporation! https://community.dualthegame.com/organization/crafting-corporation
  23. Kurock

    Dude, where is my ship?

    The assumptions that the following is based on is: 1) Ships stay in world, even when all players near it and/or own it have logged out. 2) Ships cannot be added to or destructed but can be destroyed. See here[\url] for official confirmation. So now the question becomes, what do I do with my ship when I want to log off? This has been covered in other threads and answers include 1) player run parking lots 2) hide it 3) park it in a safe zone. My issue is the safe zone. In a safe zone a ship is effectively indestructible. So when a troll parks a suggestively shaped ship in an otherwise beautifully crafted city, what can be done to remove it? Some ideas that have been put forward elsewhere include: 1) when its power runs out, it can be destroyed as normal even if it's in a safe zone. 2) if it is derelict for too long it becomes publicly owned so that anyone can fly it away. 3) nothing can be done. It is now part of the scenery. Thoughts?
  24. Jeronimo

    Air voxels

    Question number 5 (Dual Universe Explorers - Live Q&A w/ JC Baillie - Novaquark CEO || 09/17/2016) minute 14:45 https://youtu.be/H9Y0YmqGYDM?t=887 Few thoughts and eventual mechanics solutions why air within spaceship would be terribly usefull Considering the eventuality of a normal voxel as Data 1 (solid point), void as Data null (inexistant data, uncalculated), and air as Data 0 (existing point but with no interaction) Building a spaceship would be creating Data 1 point clouds within Data null Air, Data 0, could be spread in a finish construct by the intermediary of a specific element placed within the construct to detect breaches, or enabling voxels building mode on a moving spaceship, from the hypothesis of this topic. In terms of gameplay, the element could take the form of a "red alarm light", each could be renameable, be placed on the ceiling or above doors, and be connected to a display screen element in a control room, displaying pressure status of every rooms this elements are placed in. The pressure display screen would allow in real time to know the status of the ship hull, and alert in case of breach during a confrontation or a collision. A breach isnt a scratch and could involve an opening big enough for undesired infantry within a ship, so why not having by the way the possibility to remotly lock the doors accessing to the room where a breach is. In terms of mechanics, each "red alarm light" elements, would on start of the ship, spread within a room, air, Data 0, and calculate the number of points needed to fill the room. A breach could be detected when the ship starts, if the Data 0 point cloud reaches the whole construct virtual volume border, then the alarm triggers and send a signal to the control room display, until it is fixed and reseted. During a confrontation, the alarm would trigger if the calculated Data 0 point clouds is expanding, then the alarm triggers and send a signal to the control room display, until it is fixed and reseted. When alarm triggers, the element would instantly remove the Data 0 point cloud it started to calculate and replace it back with Data Null I believe it could be one solution how to introduce air within a spaceship, and 2 possible uses for it But not the only solution for spaceship hull status detection (that could also be made with only one element, but less precise, displaying a floating mini 3d model of the ship automaticly built at the ship start, and comparing it with the real time voxels volume of the ship) EDIT: other uses for air condition in space ships - breathable environment (the need of air in the gameplay, difference for players between void and air) - biomes, and future potential emplementation of farming/planting abilities - gravity (affecting air environment but not void ones)
  25. ttcraft0

    Floating/rolling ships ?

    _____ I have done a search for "boat" and I did't find anything on this so I think this idea isn't said for the moment. Sorry if my search wasn't long enough and if my idea is already said. And sorry for some sentances/words who could be strange : my english isn't perfect. _____ Hello everyone I saw a lot of spaceships designs, but no idea if we could have elements to make our ship not flying but floating (boats) or rolling (tanks, cars, ...) If we could, it would be great for the transportation systems who doesn't have to fly (between 2 cities on the same planet for example). The elements like wheels, floats, etc, would be less expansive, because you know, it's slower and we can't fly ^^ But it's cool for tiny budgets who don't have to fly. Maybe we could have special (and cheaper) cockpits who don't allow to fly but, with the elements for it, to have for example a car, a boat, or a mix like some able to float tanks. Aaaaand for more thrust on more futuristic boats, we could place spaceship thrusters but it would be more expansive of course (and the cockpit would still blocking any flight). OK this last idea is a bit mad x) I hope you liked this idea
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