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  1. Round 3!..... FIGHT! Hello... After having laid out a fairly thorough and indepth posts about Energy Management much of the feedback was related to how much information overload and extensive walls of texts there were. To that, I understand completely. It was exhausting for me to even write it all out but as you saw, I had a lot to say about the feature that I believe NQ are probably working on. With this forum post I will do 2 things: Summarize Energy Management forum posts Parts 1 and 2 Dive into organizing the final part, which is how to attack
  2. I took a moment to pull out the conclusion from the Energy Management Part 2. Conclusion: Currently the roles on a ship are: Pilot/FC - calls the targets Gunners - Open fire on the target Redshirts - guys who repair the ship With this approach to power management you'll create the new role of "The Scotties" who will have to handle the tasks of: Power management for the weapons Swapping batteries charging batteries making sure the generators don't blow checking the coolant systems Keeping the ship's
  3. Me again ...🤬 After I pumped out that gem of a post and have received raving feedback from the DU community I decided to give NQ a break from me for 1 day. But that doesn't mean I wasn't mentally prepping to write the next beast. So brace yourself because I'm far from done with ripping apart this game's current and future gutts and sharing it here. Reference to previous post: https://board.dualthegame.com/index.php?/topic/22000-energy-consumption-and-how-it-can-be-properly-executed/ Disclaimer: If NQ were to actually implement anything from any o
  4. So as the title states I am a new player. I just started about 2 weeks ago. However I have a few questions that I need some answers on. 1. Is it possible to use the Thurst Master Flight control System with this game? I was thinking that it would make space flight/Combat really fun as well. It would add better control for mining in space as well. 2. What would be the beginners ship for Space Travel/Mining? I would like to build something that I could go to other planets and such on, have a 2 person cap, and be able to mine as well. Any help here would be great. As I ha
  5. Good morning, afternoon and evening. I would like to express my personal opinion on the current ship designs that include the engines, wings, and other necessary components provided to us in the game in order to be able to fly them. I have been a member since Alpha and due to the game being in Alpha left it soon thereafter. I am currently back for Beta and this time I am planning on staying. Unfortunately, I am having issues with the said above parts and the way they work with the ship and each other. One of the main concerns is the engine. A Basic Atmosphe
  6. I am curious if there is or will be total ship/construct destruction? Or are elements infinitely repairable? If they are infinitely repairable, then it would be pointless to be a shipyard org or ship builder. Those types of orgs/jobs would not be economically sustainable. I have been searching for any current data/post stating as much. More information would be much appreciated.
  7. So here in this thread I am going to be posting sketched ship concepts that DSI will be producing in DU both for our Navy and public purchase once they game goes live. All concepts presented are exactly that, “Concepts” and do not reflect in game content. Each submission is basically a detailed design guideline that DSI will use for construction purposes at DSI Shipyards and outsourced work with our partners at Objective Drive Yards. Thank you, Firestorm
  8. I'm about to build my first ship, can anyone here tell me what the best materials are? Does it matter? What honeycomb material would be best for a ship? Atmo and Space.
  9. Hello, everybody, I just wanted to throw in some ideas that would be interesting extensions for prefabricated objects. I don't know if these points have already been suggested. If they have already been discussed, please just ignore this thread. 1) Collapsible wings. These wings could work exactly like flaps. Such constructs can be seen in countless sci-fi movies, games or other media. So it would be a pity if we didn't have this possibility of retractable or collapsible wings. 2) A hovercraft seat similar to that of a motorcycle. Hovercraft bik
  10. Hello everyone i first want to start by saying im really exited to be involved with dual universe and its development. i'm making this post because i believe it would be very helpful in the future to standardize things like hangars and platforms. what i mean by standardizing is that as a community whole i believe all small ships and hangars should have a set value of space per ship. for example cars. many of us drive cars and all of them are built to meet a certain length, width and height. To clarify i'm not asking everyone to limit the size of their ships what i'm asking is that there should
  11. 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 (arbitrar
  12. I understand the current system that is proposed would be setup and run by the game, not by a free market. Although I realize this is normal, and all games have some way of adding money into the game through non player activities (missions, etc.), I was wondering if anyone thought that a free market system, based overwhelmingly on economic decisions of the citizens not NPCs, would be a better idea than a centralized system which could favor certain businesses over others. Thank you
  13. Hi all. I was wondering if there was a limit that we know about for ship size, or for now are there none set? This interests me because such settings can make the difference between large ships dominating the stars or smaller ships. Thanks
  14. Greetings! So, you are propably wondering who we are! Well, we are an organisation that designs and constructs ships and sells them. But we do more that only that! Shis need materials, and so we always search and exploit new ressources. We also provide millitary services (AKA mercenaries) to our clients. And of course we will protect ourselves and our clients when needed. What else do we do? LOTS of things! Just peek into our discord and ask away! WE ARE ALWYAS ACCEPTING NEW MEMBERS; REGARDLESS OF INGAME EXPERIENCE! WE NEED YOU! ALSO VISIT OUR WEBSIT
  15. My first thought when I heard about the way they intend the single shard system to work with ship building and player density was "Well what happens if one person builds like 500 tiny ships and puts them in the same valley, free to tumble around and take up valuable server resources?" Another thing I realized once I had heard more about the way they intended the PvP system to work was that people could probably dock other "ships" to them that would function as extra fuel tanks, more armor, or even a shield if done correctly with dozens of tiny "ships" being flung towards an enemy to block line
  16. I'm not sure how the current system works, but in my opinion there should be a way to shift a dynamic construct into a static construct, and back again. To avoid glitches it should only allow you to change if you are not touching any construct (with the exception of docking/being docked, something else I know very little about as far as mechanics). If turning a dynamic construct into a static construct, a period of "anchoring" where the ship goes offline and must be defended for a certain amount of time will occur to avoid people instantly changing their ships to static or dynamic during comba
  17. 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
  18. In most space sandbox games there is always a problem when too much voxel deformation from mining, crashing ships, etc. Does anyone know how this issue will be avoided? Mining will obviously be part of any proper survival sandbox. When a player mines an ore from a planet will that voxel stay the way it is or will the ore regenerate? (I'm only asking this because if this game gets as many players as it deserves, then ores will become very limited very quickly). Another concern with this is if ores are depleted from a planet then won't it make it a bit harder for newer players in the
  19. If we create ships will there be a mechanic that allows part of a ship to move independently of its chassis by, in its simplest iteration, hinges and the such like? For example a car has doors and a bonnet/hood and a boot that move independently of the chassis. I ask because I have ideas for ships that open up like flowers or come in and out of a spiral.
  20. Hi! I didn't find anything explicitly discussing this topic in the forum so excuse me if I missed it. I'm wondering about how well asymmetrical ships can fly. As I have understood from the videos explaining ship flight, they are utilizing Newtonian physics, and my first thought was that won't it be more problematic to make asymmetrical ships fly now? I personally enjoy oddly shaped spaceships, for an example Star Wars ships that come in all different shapes and sizes. I don't remember which video it was about shipbuilding, but they had a real-time calculation showing forces on your ship (propu
  21. Hey comrades of DU! I've been think about two things lately, which I am not sure if anyone ever talk about it. So in case one of these topics have been discuessed already I would be happy to be redirected to there Anyways first and short question. Will we be able to build ground vehicles like any kind of cars, drilling cars and such? (What if the ressources of a planet go empty?) Secound and more important topic: I wounder how fleets will be coordinated. Since I am a long time eve player I would love to see a way to coordinated every pilot in the s
  22. I haven't seen or heard of any talk about having a variety of a certain elements to choose from. Like you can craft 7 different designs of thrusters that all are equal in performance, because their look is just purely Aesthetic Im asking this because I wanted to build a ship thats a sphere on the outside, but has a hollow cube in the inside for you to sit in it and pilot it. Similar to a Saiyan spacepod
  23. I'm unsure if this has been posted before so bear with me. I was wondering how the player will be able to work with onboard weapons of ships like small fighters. Will the player be able to link the weapons so they may fire multiple simultaneously or will fighters on have one main that they may operate(I've seen elsewhere that one gun means one player)? If we can somehow link the weapons, would we be able to control sequence of fire in any way? Or be able to link different groups of weapons to different keys? Any help is appreciated, this post should be treat
  24. CHROMION INDUSTRIAL Credit to Aetherios/Infinity for the artwork above During the late pre-Arkship era, an organization rose up to challenge the UN's selection process for the Arkship Program. This organization is known as the Cinderfall Syndicate. Within the Syndicate, there were a few members who branched off into another direction: Industry. With a new goal, these men and women founded Chromion Industrial in hopes of advancing human technology. A SUMMARY Chromion Industrial is a Corporation with an emphasis on Mining and Engineering. We recognize th
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