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Found 43 results

  1. 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 power out of the redzone With this approach, noted in #7 the game takes on a more natural stance for power consumption and generation. Instead of setting hard numbers to limit players on how many weapons they can put on their ship or even what sizes they can place on their ships this will force players to make more informed decisions on how many to place based on how much energy the ship has and can maintain. This would lead to the ultimate end of borg cubes as some players would try to make min/maxed cubes not realizing that spooling up their own engines while trying to fire massive rail guns or lasers at a distance pushes the core into the redzone too much thus shutting down the ship and making it inoperable for combat. With this in mind, you can remove the core sized limitation of weapons for all sized weapons and cores. Because now an XS core can no longer support Large or too many medium weapons from an energy front! Needless to say the scottie would have a critical and equally important job on the ship. I feel like I'm just screaming into the void and even though NQ confirmed they read these, I know they have their plan of execution and development. In addition I did get hints that what I've already brought up was or at least parts of it are being implemented or thought about or something. I just wish I was able to speak to JC or the development managers and at least understand their mindset... get some kind of communication going here. There may be a handful of people who don't agree with me, but the majority are in the same boat of knowing this game's activity is in the red. We want this ship turned around and with how .23r went people are a little hesitant for the next one. "It's going to get worse before it gets better" is not the stance people wanna know NQ is taking right now. People wanna know that .23 was about as worse as it's ever going to get. Yes... 0.23 was awful lol numbers don't lie and there's no changing my mind on that
  2. 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 of my posts I'd assume no ownership of any intellectual property written within anything here. In fact, I encourage them to use as much of it as possible because again, I REALLY want this damn game to blow up... and yes I already know the disclaimer of the game and forums. I'm just reitterating it here, because at least one person has already approached me about this topic. Keep in mind, I'm only doing this because I received confirmation that NQ does in fact read these forums more so than any other platform. If I get confirmation in the next patch (maybe even the one after) that NONE of what's being said from myself and others wasn't even considered, then I'll consider the exit door to Starbase and StarCitizen, with high chance of never returning... and yes I will take others with me... Count on it. The earlier bullet is not a threat nor meant to be taken in any negative light. It's a statement meant to be taken seriously. Because I and many others still around from Alpha 1 deeply care about this game, spent some decent money on it as an investment and really want it to succeed. I also understand that families and friends working at NQ are being fed by this game's development and lives are made easier because it's in operation. So looking at it from a more human perspective, food being put on the table, now and in the future is determined by how successful this game becomes. This may not be true for everyone employed at NQ but there's at least 1 person struggling to ensure they can make it to the next paycheck or dinner plate and they're just not making it public from embarrassment or other personal reasons. Maybe even due to COVID-19 effects on people's finances, who knows... so do consider that JC, if you hadn't already. To all those PVP hating carebears out there, if you don't want to see more posts about stuff related to PVP or PVE or anything with a P in it then just close the tab out. I don't plan on stopping until I see in the next patch(es) that all this was in vain and NQ only hears the community when they realize there's barely a community left. Unless you're going to offer up actual critics on how to help this game get better from a player's EXPERIENCED perspective then I give ZERO F&^*s about what you have to say lmao One final bullet here for ALL OF NQ. I'm well that no one likes hearing that they're fucking up. From the worker bees on up to management and even the great JC himself. It is somewhat natural for everyone to not enjoy rejection or anything negative for that matter. However, it's the intelligent individuals that are able to disect these posts and take the good and silver linings out of them and apply them to be better today than their yesterday's best. I believe that's practically all of NQ employees, intellectuals striving for better. So yes, I'm harsh, I'm a bit unprofessional when not at my actual job (because I'm not getting paid to write this) and my feedback is REALLY raw and real. I'm not a "yes man" and I'm going to tell it to your face that you dun fucked up and how. So please don't take any of this personal, but more as a the community wants better of/from/for you all and while we're VERY disappointed we expect nothing but greatness from each and every one of you (even when you're burnt out) because you're making something that we've been wanting for decades. Now after having laid that heavy load onto people's thoughts I'm going to get into the post itself. (Note: I plan on writing up a full fledged path of execution... sort-of touching on project management level on how each piece of this new feature could be planned, developed, tested, implemented to beta with deadlines and all... I'm not seeking a job, but I will do the whole damn thing if that's what it takes for this game to make it. Because yes, I want this game to succeed lol. I'm not sure if I'll use JIRA or Github or Monday or Trello w/e other system is out there ... Yes we use these at G.E Aviation) Don't worry marketing team, I have something in the works for you too... you aren't getting out of this unscathed lol For this post I'm going to jump into the elements from the previous post and how they would theoretically work if NQ was to actually implement something like this. Again, I'm going to structure this similar to the previous so you get a full understanding of how each element would correspond to the mechanics already in DU. ================================Table of Contents=============================== Power Management The importance How it could work in DU Power usage types New types of Power Coal Hydro Magnetic Nuclear Advanced Magnetic (slightly made up) Fusion Fission Cold Fusion Gravatron (this is made up ... it's a game) Thoramine (Finally a use for it??) Tachyon Zero Point Energy The New Elements Generators Backup Generators Coolant Pumps Rods Air System Batteries Outlets How they work for Ships (hopefully I don't get tired this time) XS Small Medium Large X-Large (I'm going to actually try it this time) How they work for Static/Space Structures XS Small Medium Large X-Large Limitations of each power generation & Coolant element Generators Backup Generators Coolant Pumps Rods Air System Batteries Outlets Limitations on Weapons ... yes, PVP for all you bitchass carebears out there >=) Cannons Missiles Lasers Railguns ==================================The Deep Dive====================================================== (Buckle up) Power Management The importance When it comes to a building or ship properly managing power is extremely critical. In order for a vessel or structure to maintain operation or even life there is typically 3 sources (or faucets) for power: Primary - Something that provides the bulk of the power needed for the vessel, vehical or structure. Example: The two jet engines on a UH60 - Blackhawk Example: The Nuclear Power Plant on an aircraft Carrier, or Nuclear Submarine Example: The Power Plant(s) that provide(s) power to a whole city Auxillery - Something that provides power for smaller utilities of the vessel or vehical or structure. Backup - Something that kicks in when both primary and Auxillery fail and provides enough power to maintain critical functions of both main and utility functions for vessels, vehicals or structures. How it could work in DU Generation As mentioned in the previous post, the main source of power would come from the core at a set level which would change based on the various sizes of the core. THERE WOULD BE NO TALENTS THAT WOULD BE ABLE TO ModiFY THE MAX POWER CAP OF THE CORE NO MATTER WHAT. The only way to increase the core's maximum power cap would be to use generators and/or batteries. Talents can be applied to only batteries, outlets and generators in order to affect the following characteristics of the constructs power: Power capacity (permenant and temporary) Power regeneration speed (in MegaWatts/s or GigaWatts/second) Redzone level Overclock (or Overdrive or Booster numbers... naming convention is debatable) The reason for only being able to place talents on the new elements over the core is because you can pick up and replace those elements on the ship, where as the core cannot be so easily picked up and put down unless you want to start all over at dropping the core from the start... which no one will do for ships already made. Maybe you can add a talent for core placement that will increase it's max power and power regen and lower the redzone... idk but this is definately a way to go for talents. Regeneration This would be gaged in MegaWatts/second and if need be you can convert up to Gigawatts/second. Regeneration is only done by The core and the various generators. Batteries would only be used as a source of temporary power and must require recharging when depleted. Batteries would would be interchangable on ships and there are more than just 1 type of battery (Teir 1 through Teir 5) Power usage types Instantaneous Instantaneous power usage type is mainly for weapons and a few other elements. All weapons would use some modicome of power. Some very noticable and others barely would make a dent. Power usage of this type would only occure when: a weapon is fired a door is opened or closed Passive Passive power usage applies to numerous other elements and requires far more attention when building/designing the construct and when in flight or combat Passive power usage applies to: While a laser is active (because lasers are suppose to be continuous fire... not instantaneous) While a force field is activated While lights are on (don't worry, these would be drawing power on the KiloWatt/s level and should have near ZERO affect on the ship's power generation While a ship's engines are spooling up and barely a lot while the engines are running. It should take more energy to spool the engines vs. maintaining them at various levels. While the ship is being piloted While a gun is in use... more like when the player attempts to target an enemy ship. WITH WEAPONS ATTACHED to the gunner chair (Not the chair itself) The reason for this is because we have news reporters sitting in gunner chairs using radar to review the action on the battle field and are using just a gunner chair and radar to see what's going on. Having them drain power on the ship would discourage having reporters on the field and streaming entirely. None .... if you don't get what kind of power usage type this is then you shouldn't be working at NQ. New types of Power Description: With the new system should come a variety of different types of power generation. Each with their own unique benefits and drawbacks. This provides a new environment for the player/designer to maintain a new sense of "attention to detail" on how he/she designs their ship. For medium and large core ships and on (we hope) this creates a new role on the ship I like to call "The Scottie" whose sole job is to maintain the power on board larger ships: "I'M GIVEN HER ALL SHE'S GOT CAPTAIN!!!" Coal Coal is well... the most basic form of power generation in the game. As such it's only seen as a T-1 tech. This would be primarily for static constructs as Coal would not possibly be able to produce anything for ships. So you could make up something for ships to use as a power source especially for newbies... it's a game. Not everything has to be 100% real... lol Hydro Another rather basic power gen type that is primarily seen in Static constructs but also can be seen in XS and Small core ships. Using the highly volatile oxygen atoms of water (Oxygen and Hydrogen to make water to stabalize the Oxygen and then using the water as fuel for the T-1 Hydro generator... because it just makes total sense lmao) The drawback is that it produces hydrogen by-product so all hydro generators would require an output container. This would be a T1 and T2 power type... this is progression for power generation tech. Magnetic This generator type would take advantage of the Magenetic field to create electricity... similar to how a stater works in a generator. Copper coils wrapped around a physical cyclindar and around a rod that will spin internally to generate/induce electricity into the rod to be used by the vessel or building... yes that's roughly how it works in real life. There can be more advanced version where you would only use magnets so this has 2 different types, one being more advanced than the other. This type would not require an output container This is seen as only T2 and the Advanced version would also be a T2 & T3 Nuclear (basic) T3 Only This is the basic Nuclear tech. Yes, we're making up a Basic version of Nuclear before going into Fusion and Fission. It's a game, deal with it. This would require an input container and output container. This would also require an Outlet/Inlet hookup... these elements are discussed further down the post The input container would house Water, or Oxygen and Hydrogen The output container would collect waste/radioactive water The player can use "purifier" units to recycle the contaminated water through and back to pure water again for reuse. The purifier is a new element discussed below Advanced Magnetic (slightly made up) Already spoken about but again, you'd use magnets instead of some basic means to generate electricity This would mainly be used for Smaller sized ships that are aiming to have their own power generation and can't take all the extra weight and space that a medium and LArge core can for Nuclear applications Fusion (advanced) A T3 generation type and more advanced than pure Nuclear and slightly less wasteful than the basic Nuclear Because it's a slightly more advanced version than the basic Nuclear it would require more elements to be properly applied Would require: Inlet - for the cooling rods Cooling rods Input container Output container Water or Oxygen and Hydrogen Purifier - to recycle, purify and transfer waste water back into the input container Fission (more advanced) A T4 Generation Type Would require: Inlet - for the cooling rods Cooling rods Input container Output container Water or Oxygen and Hydrogen Purifier - to recycle, purify and transfer waste water back into the input container Cold Fusion A T4 Generation Type and more Advanced than Fusion and Fission Would require: Inlet - for the cooling rods Absolute Zero Cooling rods Input container Output container Water or Oxygen and Hydrogen Purifier - to recycle, purify and transfer waste water back into the input container This would be the most efficient out of the Nuclear series of generators. It produces the least waste water and have the highest power output and regeneration. The problem with this type of power is that it will randomly fluctuate the redzone lol thus forcing the "scottie" to really pay attention otherwise it would cause a meltdown if the ship suddenly slips into the redzone and stays there for too long. Gravatron (this is made up ... it's a game) A T4 and T5 Generation Type Would require: Inlet - for Gravatron rods Gravatron rods No input container No output container No need for water or Oxygen/Hydrogen No need for a purifier This type of power generation would have an extremely high power cap and a really low regeneration rate. Thus forcing the crew to put more reliance on the core's ability to regenerate power. The redzone would mainly come from the core itself. The Generator would produce the most regeneration energy when in orbit around a celestial body. The amount of energy regeneration it would gain per second would increase the higher the gravitational pull the construct has. So this type of generation would be ideal for Static construct but can be used on ships that are planning for an extremely long voyage. The fun and immersion would kick in when a person has to use an L-core and manage a stable orbit around a moon or planet or star to regen the energy of the gravatron generator. The T4 version would be the more basic version of the two teirs. The T5 version would regen more energy at a greater/safer oribital distance. Thoramine (Finally a use for it??) A T5 only Would require: Input Container No output container This type would use like 5-100L of thoramine/hr on passive use. Regardless, the weight of this and thoramine would be the offsetting factor to using this type however, the amount of power output would really make someone considering using it since it would be roughly 1/8th more power than Gravatron. Tachyon A T5 only Would require: Inlet - for something I haven't thought of Container for quantum Magnets This type would be one of the best energy types available in the game. It would use some random BS approach to producing tachyon energy for the base or ship and features the highest energy cap but one of the lowest redzones. The regen would be insanely fast but the "Scottie" has to use Quantum magnets to ensure the energy doesn't regen too fast or the generator will blow it's own top. In this case, it forces the Scottie to have to play a balancing game of his own during combat. To ensure the Generator doesn't kill itself. Zero Point Energy A T5 only Would require: Container - For Quantum Magnets This generator type would have the highest energy cap of every one of them in the game. It's mainly seen on Bases and few Large ships. This would have zero redzone This would have Zero energy regeneration This type of generator would be hailed for it's ability to literally pull energy out of nothing. It would feature an ability to do an Energy Pull which would regen a large portion of it's max energy. Each pull damages the element by maybe 5%-10% depending on how much energy is pulled. This would force the Scottie to keep an eye on the unit's health and repair it so it doesn't destroy itself It would have a cap or recharge abilities that would regenerate over time if the unit is left alone for a minute or two. The New Elements Generators Generators are the secondary source of energy and allow for the person or crew of a ship to not rely entirely on the core for a power source. As the ship sizes scale up the reliance for power generation scales linearly with it. Number of outlet/inlet slots scales up with size, teir, tech and type. A Nuclear (Basic, Fusion, Fission, Cold Fusion) generator will have more inlets for rods than it would outlets to recharge batteries. Backup Generators As previously mentioned, these generators are 2ndary generators that will kick on only when the main generators go out from either catastrophic damage, overload, meltdown, or a mismanagement of power allowing the ship to operate too long in the redzone. They will provide just enough energy for the adjustors to turn the ship, the engines to run at about 10-30%, the core to have a chance to regen the power. The power from the core will not kick back on until the power has been fully restored. Weapons will not be able to fire Doors will not be able to open Elevators will not be accessible/usable Space brakes will only function at about 30-40% Lights will flicker Coolant Coolant is a feature used mainly on Nuclear and other more advanced Generators to help maintain power and keep the generator from ripping itself apart. Purifiers (old name used to be pumps) Purifiers act as transfer units for ships. They only transfer waste water They're only used for Nuclear type Generators Rods Inserted into Inlets Only 1 Rod per Inlet Is used to make Nuclear generators generate power Takes a ridiculously long time to deplete Takes a ridiculously long time to reenrich Can be reenriched via Outlets Air System Very basic type of cooling Usually found on bases Batteries Batteries are similar to rods Provides Temporary addition to max power cap on constructs Is the first thing power is drawn from on a ship unless the Scottie sets the generator/core to pull from it's own stores Can be used to Overclock/Overdrive/Boost the constructs power regen. This will damage the battery and force it to be recycled Damaged batteries are a simple True/False status no health points required Can be inserted into an outlet to be recharged Features a set number of recharges before needing to be recycled T1 - 10 T2 - 20 T3 - 30 T4 - 40 T5 - 55 Talent points can boost the number of recharges by 25% when placed into a recharge outlet (5% per teir) One battery can be recharged per 1 outlet Must be placed into an inlet to provide the boosts for the construct's main power system Types of Batteries: Duracell ... lmfao just kidding Basic Capacitor Magnetic Capacitors (made up) Dilithium Crystals T-3 T4 and T5 Because Scottie needs to say it "The Dilithium Crystals are breakin up! She's GONNA BLOW!" Outlets/Inlets Outlets... similar to sockets in the wall of a house are elements used for: Recharging batteries Will draw passive power from the generator when in use Will stop when the battery is fully recharged Inlets are ment to serve as an introducer for rods and batteries. Allows charged batteries to boost the generators max capacity Allows for charged batteries to overclock the regeneration of the generator's regen ability Allows for the Generator to blow through the batteries when switched into overdrive mode This will blow out the batteries but allows generators to push engines past their max thrust outputs so you can go faster than 30km/hr in space How they work for Ships (hopefully I don't get tired this time) XS .... I'm already tired... So for XS they'd mostly go with Hydro type generators and basic batteries or capacitors for addition power boosts. This direction would take up the least amount of room on the ship and allow the ship to take on long distance space/atmo scouting/hauling runs. Small This type of ship would stem into the T2 and lower ends of the T3 power gen. Tech. Since there's slightly more room for the components it can comfortably house the needed elements Medium here's where T3 - T4 and T5 start to shine Large Mostly T4 and T5 would be sought after here X-Large (I'm going to actually try it this time) Only for T5 since it's the only kind of energy gens. that could support such demand How they work for Static/Space Structures XS - ... I'm just going to skip this for now and fill it in later... erergae Small erergae Medium erergae Large erergae X-Large erergae Limitations of each power generation & Coolant element Generators Naturally, generators would come with their own natural limitations: Max power cap The power cap can be modified by placement talent points Regen rate This can be modified by talent points and assisted with Overclocking/Overdriving with batteries Redzone Level This is a condensed area of the energy of the generators This area can cause damage to the generators if the energy level stays in this zone for too long This can be increased if the generator keeps diving into the redzone constantly and for extended periods of time Backup Generators These are Generators that are switched over using logic gates Once the power of the primary generators has been knocked out the backups will kick on Backups will only supply enough power for the elements to perform at a substandard level Engines would be 20-30% max output Adjusters at 30-40% brakes at 40-50% Coolant Coolant is used for mainly Nuclear type generator techs and adds a new element for the "Scottie" to pay attention to on board larger ships and large facilities. Purifiers Purifiers can only pump, purify and output a certain amount of water over time. Purifiers can be buffed with placement talents Purifiers can only work on waste water Rods Rods only work with Inlets Take a long time to deplete Take a long time to re-enriched/recharged Become hazardous if not dealt with Primary source of producing waste water Air System Weakest form of cooling... haven't fully figured out a use yet... but I know it's somewhere in my head Batteries/Capacitors Has a set number of recharges Is destroyed or damaged when used for overdrive/overclocking Has to be recycled after recharges are exhausted Has to be recycled if used in an overdrive/overclocking situation Is not a permanent source of power Can be used for weapons Outlets Is a one-to-one element... one outlet for one battery or capacitor. Inlets Is a one-to-one elment... one battery/capacitor/rod per inlet. only hooks into generators and weapons as an auxillery power source Limitations on Weapons and other Elements ... yes, PVP for all you bitchass carebears out there >=) Lights Lights will pull a small amount of energy passively on the power source. Small enough to where it's barely noticable Lights will flicker and dim when the energy level hits the redzone Cannons Instantaneous power draw when fired Uses the least amount of energy when fired since cannons are more mechanical than they are electrical Missiles Uses instantaneous power when fired Uses a little more power when fired since it requires some electricity to signal and activate the missiles. Lasers Uses passive energy when fired Much more noticable pull of regeneration energy while firing So when this weapon is active, the regeneration of energy is slowed This will cause the Scottie to kick into action and use batteries to mitigate the draw of power from the ship's main power source Railguns Uses instantaneous power when fired Has the highest power pull of all 4 weapon types Noticable when fired forcing the crew to modulate how often they fire Batteries would probably be used the most on Railguns to help midigate how much power they would pull per shot. This weapon would probably deplete the most batteries forcing the scottie to run back and forth swapping and recharging batteries constantly while managing the ship's power. 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 power out of the redzone With this approach, noted in #7 the game takes on a more natural stance for power consumption and generation. Instead of setting hard numbers to limit players on how many weapons they can put on their ship or even what sizes they can place on their ships this will force players to make more informed decisions on how many to place based on how much energy the ship has and can maintain. This would lead to the ultimate end of borg cubes as some players would try to make min/maxed cubes not realizing that spooling up their own engines while trying to fire massive rail guns or lasers at a distance pushes the core into the redzone too much thus shutting down the ship and making it inoperable for combat. With this in mind, you can remove the core sized limitation of weapons for all sized weapons and cores. Because now an XS core can no longer support Large or too many medium weapons from an energy front! Needless to say the scottie would have a critical and equally important job on the ship.
  3. 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 have a friend of mine that is plying this game with me as well. Figured 2 is better than one. Thanks in advance.
  4. 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 Atmospheric Engine has 2,160,000 N of thrust, yet an average ship with some cargo requires a minimum of 8 to 10 of them. So since JC keeps talking about making the game somewhat realistic I decided to do some research. Currently one of the largest and heaviest cargo planes in the world is Antonov An-225 “Mriya”. The plane is powered by 6 Ivchenko Progress Lotarev D-18T engines which are made up of three shaft turbofan engines. Each engine can produce a maximum thrust of 229.5kN. That is 229,500 N x 6 which is equal to 1,377,000 N. The plane is capable of taking off with 640,000 kg which is 640 Tons. So far everything looks promising because we already know that our in-game engines are far better than the Ivchenko ones. If we do the same conversion but with the in-game engines we get: 2,160,000 x 6 = 12,960,000 N. Then divide the total by the total of the Ivchenko engines and we get 9.4. Multiply that by tons lifted by Antonov An-225 “Mriya” and we get 6,023.52 Tons or 6 kt that we should have as a max weight. My current in-game small core hauler with 2 Large containers can barely lift 256 kl of Hemitite. Please withhold your comments that the current planes do not fly in space because this is not what I am arguing here. Based on the information above the amount of wings, boosters, brakes, and adjusters you would need is ridiculous. That is all I am going to say. I am not sure what the solution to this would be but it needs to be discussed.
  5. 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.
  6. 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
  7. 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.
  8. B4nd1t

    Just some Ideas

    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 bikes could also be designed and built in this way. 2.B) To match this, hovercraft engines with a rectangular or oval shape would be more practical to create aerodynamic designs. Suitable hovers that can also maneuver quickly through forest areas will then appear on the screen. 3) Holographic replicas projecting true color images. So camouflage devices can be built in which, for example, a spaceship can project an image of an asteroid around itself. This could work similar to the basic holoprojectors. Otherwise I would like to mention a thought of MilanF666 again: 4) Rotational joints that make it possible to move other parts. Here I don't know if it's technically possible to rotate or move voxels within a frame independently of each other. These are just a few ideas and I would like to hear them (and even more if they are implemented in the game). Otherwise I'd like to thank you and praise all the development teams for their great job. A great idea and progressively grandiose implementation of this. Best regards, B4nd1t
  9. 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 be a recommended size limit so that your ship can land on all hangars and platforms across the universe. By standardizing our hangars it will encourage others to build their ships to a size that will fit allowing that same ship to fit in another hangar from another faction just like our cars fit inside garages. (Just to make sure I've clarified what i'm asking a single ship landing pad could be a 5x5x5 cubed space. so if your hangar will have 4 landing pads then it would be a 25x25x25 cubed space to allow enough room for those ships to land and maneuver with ease.)
  10. 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
  11. 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
  12. 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
  13. 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 WEBSITE!
  14. 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 of sight. For these reasons, and more, I believe that there should be a limit to how many dynamic constructs a person can have operational at any time, based on a skill system. Not doing this would allow people to easily lag the server with hundreds of small ships bumping into things, and could also create some interesting but likely laggy pvp strategies. Perhaps a person could simply "deactivate" a ship they weren't using by turning it into a static construct, which is not subject to physics on the same level. But this also brings up something else, which is how far NQ will go with implementing carriers. Obviously if that is something feasible (it could already be in the game, I have no idea) they would want to do it, but what exactly would be able to be shared across 2 connected ships? I think that should be limited to fuel, storage, and whatever power system is added/is in the game. Allowing for a script on the mothership to control features on a docked ship would definitely be too far imo, but what do you guys think?
  15. 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 combat. Assuming this isn't already in the game, adding this would allow for mobile asteroid mining facilities or forward operating bases during the siege of a planet or system. Please comment your thoughts or suggestions, as i'm interested to see what you all think.
  16. 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
  17. In most space sandbox games there is always a problem when too much voxel deformation from mining, crashing ships, etc. Does anyone know how this issue will be avoided? Mining will obviously be part of any proper survival sandbox. When a player mines an ore from a planet will that voxel stay the way it is or will the ore regenerate? (I'm only asking this because if this game gets as many players as it deserves, then ores will become very limited very quickly). Another concern with this is if ores are depleted from a planet then won't it make it a bit harder for newer players in the late game? When a ship gets blown up or re enters atmosphere to quickly will parts of said ship blow off and be its own separate grid since it isn't attached to its original grid? If they can exist on their own would there be a cleanup to prevent small bits from flying all over the universe?
  18. 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.
  19. 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 (propulsion, gravity etc.). And there they placed thruster on the sides to make it turn and so on. So, the problem I'm seeing is that asymmetrical ships have a serious disadvantage (as they do in real-life) when it comes to balancing the forces affecting it. Can this problem be solved or is it a non-issue? Because if you just clutter to whole damn ship with these thrusters just to balance it will most likely look ugly. For an example I think the B-wing look really cool but trying to replicate in DU and make it fly might be a challenge. Maybe a work around could be that you can place thrusters beneath a thin layer of the hull or something, just to keep the aesthetics of it. Of course, that won't be an immersive thing to do, but for the sake of the looks I hope it could be accomplished. Other things I'm also thinking about are core-centering versus cockpit-centering in 3rd person view. But that's all for me now, I hope you guys have something that might help with this problem I'm seeing OR is this a non-issue, that I'm just overthinking it, making it more complicated than it really is? Anyway, enjoy this cross-section picture of a B-wing!
  20. 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 same fleet. There for I thought about a very tanky command ship which has somewhat of a "command-module" that provides the fleet commander a 3D or top view of the surrounding area. On this Map or view he can select targets which will be shown for the other fighter pilots in his fleets. I dont want to go much deeper into this just right now because i am curious with what idea you guys come up Nevertheless I think the command modul should be expansive and use a lot of energy. So the ship cant really carry guns just a lot of armor. So the command ship will be the backbone of any fleet but will be helpless without his fleet. Let me know what you guys think about this ! ~Avenio
  21. 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
  22. 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 treated as informational with responses so please keep it civil if you disagree with someone.
  23. CHROMION INDUSTRIAL Credit to Aetherios/Infinity for the artwork above During the late pre-Arkship era, an organization rose up to challenge the UN's selection process for the Arkship Program. This organization is known as the Cinderfall Syndicate. Within the Syndicate, there were a few members who branched off into another direction: Industry. With a new goal, these men and women founded Chromion Industrial in hopes of advancing human technology. A SUMMARY Chromion Industrial is a Corporation with an emphasis on Mining and Engineering. We recognize the importance of freedom and creativity, and are looking for creative minds who think outside the box. It should be noted that we are members of Cinderfall Syndicate, and we will respect their authority on political matters. The only requirement to join is that you must be polite. STRUCTURE This corporation has one leader, the Head Director, and below that person, it is structured into three Divisions: MINING DIVISION The Mining Division is in charge of acquiring, refining, and distributing raw materials. This will be led by a Mining Director and two Assistant Mining Directors. The lower command structure of this Division will be determined in the near future. Mining Director- This person is responsible for handling all mining, refining, and distribution of raw materials Assistant Mining Directors- These persons are responsible for the individual aspects of the Mining Division (Mining, Refining, and Distributing) RESEARCH AND DEVELOPMENT DIVISION The R&D Division is in charge of manufacturing and producing parts and ships, as well as researching new technologies. This Division will be led by three area directors; The Director of Production, The Director of Research, and The Director of Special Projects; the lower command structure of the individual branches will be completed in the near future. Director of Production- This person's job is to handle the mass production of Chromion Industrial's ships, vehicles, and parts. Director of Research- This person's job is to handle the research of new technologies within Chromion Industrial Director or Special Projects- This person's job is to handle any special orders from specific Organizations, and the research regarding them, should it not already be complete. CHROMION INDUSTRIAL NAVY (CIN) Chromion Industrial offers a place for those who would like to spend their time fighting as well. The Chromion Industrial Navy will be tasked with protecting the members of Chromion Industrial and hunting down any who would attack us. This Division will be led by a Commander and a Lieutenant Commander. The lower command structure of this Division will be left up to these two positions. Commander- Leader of all Chromion Industrial Navy (CIN) forces Lieutenant Commander- assists the Commander in his or her duties SHIPBUILDING Chromion Industrial sponsors it's members ship building efforts. What does that mean? Any ship that a Chromion Industrial member designed will be featured in Chromion Industrial markets, if that member wants them to be featured. In exchange for being featured, Chromion will enact a 60/40 profit ratio: Chromion keeping 40% of the profit, the designer keeping 60% There will be a line/brand of ships that are Chromion Industrial make, meaning they are designs created and produced specifically as Chromion Industrial ships, and not designed by a second party, i.e. Individual Members of Chromion Industrial. Every month or so, the R&D department as a collective will be given the task of designing such ships. Occasionally, CI might petition one of it's members to add one of their ship designs to this line, basically buying the design from said member. FUNDS There is no base salary as of yet, however every member of Chromion Industrial will receive a weekly salary. The Directors of each Division will be paid by the Head Director. Each Division will receive a budgeted amount of credits every week, and it is the responsibility of the Directors to distribute some of these funds to each member of their Division at the beginning of each week as their salary. In addition to your base salary, certain accomplishments within the organization will grant you pay bonuses. If a player remains with Chromion Industrial for a particular amount of time, they will be eligible for a raise to their base salary. They will also be eligible for discounts on ships and items produced by Chromion Industrial. Note: If you are offline/not doing your job for an entire week, you will not receive salary for that week, rather than being let go by the organization. DISPUTES Internal Disputes between members will be handled by their respective Division Directors. The Division Directors' say is final on any matters. If any Directors have a dispute with one another, the Head Director will handle it. The Head Director's say is final on any matters. DIRECTOR POSITIONS The current list of Director Positions: Head Director~ Halo381 Mining Director~ Assistant Mining Director~ Assistant Mining Director~ Director of Production~ Director of Research~ Director of Special Projects~ Commander of Security Forces~ Commander Trailblazer Lieutenant Commander of Security Forces~ CINDERFALL SYNDICATE Chromion Industrial is a member of the Cinderfall Syndicate. As a member of the Cinderfall Syndicate, we are apart of a coalition of nations and corporations. As such, we have allies we can count on to help us in times of need; be it to complete a difficult research project or to defend our institutions. As members, we offer the same camaraderie to our allies, and we will not tolerate undue hostilities between our members and theirs. JSDF Within the Cinderfall Syndicate is the JSDF; a group of fighters who would come to the aid of any Syndicate asset in need of protection. Any Syndicate member (that means us) can join this defense force; it's a purely voluntary organization. QUESTIONS How will war be handled? Chromion Industrial will allow it's members to participate in wars of other organizations they are apart of. If Chromion Industrial itself goes to war, we will muster up a fleet composed of members from every Division, with the Security Division as our lead. War on other Cinderfall Syndicate members and organizations is prohibited. ________________________________________________________________________________________________________________________________________________ I can be a member of a different organization too? Yes! This is not the only organization you are allowed to join. We will not prohibit you from joining or creating another organization, so long as it is not an enemy of either Chromion Industrial or Cinderfall Syndicate, and so long as you fulfill your duties within Chromion Industrial. ________________________________________________________________________________________________________________________________________________ The link to our page on the community website~ https://community.dualthegame.com/organization/chromion-industrial You can also find us on Discord, at this link here: https://discord.gg/uckarBz Any further questions can be sent via PM to Halo381 That's all the information you'll need to know. Thank you kindly for taking the time to read this topic! Before you leave, I'd like for you to take these words of inspiration with you: Aspire for greatness. Rise high, and cast your shadow upon the world. Stay frosty, yall
  24. Will we be allowed to place forcefields on ships ?
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