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Found 31 results

  1. CN_FireStorm

    DSI Ship Concepts

    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
  2. discordauth:0S6nAq3GZzx_upvvOYmoheGfmYBOgJMRj6Hsnqip7rk=

  3. 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?
  4. 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
  5. 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?
  6. 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.
  7. 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
  8. 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!
  9. 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
  10. Jegleebow20

    Variety of Ship Parts

    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
  11. 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.
  12. 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
  13. [ĦΞЯΘŻ]-TMR

    FORCE FIELDS

    Will we be allowed to place forcefields on ships ?
  14. ShadowLordAlpha

    Ship Combat Conditions

    Something I have always found extraordinarily dumb in a lot of the Science Fiction books I have read is the fact that, under combat conditions, the ships stay pressurized with atmosphere. In general for a plain flight this would be fine but in combat it can lead to many problems such as fire, depressurization, secondary explosions, people getting blown out into space, ect. It would make far more sense to simply deal with the problems of some space suit (its a future so I am assuming the suits are no where near as bulky and hard to move around in as current). Maybe some places could stay pressurized but the whole ship doesn't need to. In game this could be as simple as slightly changes damage values like some things don't actually penetrate as much or cause secondary explosions though its very dependent on the mechanics in the game. Those two suggestions were basically to simulate it without actually needing to model a simple atmos type system.
  15. Here's the profile for our brand new Guardian Class. Hope you enjoy it! <^>
  16. Basically it would be cool if the whole team/squad/organisation could travel around with one big mothership, containing multiple smaller ships and hovercrafts etc. Pros: Possible social interactions while flying Easier to defend (against possible threats) More epic gameplay if you encounter a (possible) threat What would be needed: Hangar doors / airlocks Docking stations Recharge stations (If this fits in the energy system) Epic sirenes and alert systems (e.g. red/yellow alert) to alert the team/squad/organisation to go on combat-station -> this will create a more epic atmosphere
  17. Bloodwake189

    Collision

    Hello all, forgive me if this has been discussed before but i was wondering if ship collision would cause damage? I had an idea for a ship that would have a thick bulwark on the front that would ram enemy ships during battle but i hadn't seen any information of ship collision mechanics. Just wondering, thanks.
  18. Here's the third and final edition of our ship profiles for the time being. This one is for The Hyperion Class. Enjoy!
  19. I hope you all enjoy the profile for one of our ships: The Sentinal Class! I hope get a new profile out every week for the next few weeks so stay tuned for more.
  20. OgreDuel

    Ship Builder

    Greetings from the forum troll, I have a small question. Is there any chance there will be an out of game ship builder or designer, possibly before the game hits Alpha? Thanks
  21. Here's the second of the 3 ship profiles for GLSQ: The Raydr Class. Enjoy!
  22. WELCOME !!! To our official opening ! LNX - Industries Funded by a veteran star ship engineer, has the objective of provide the best star ships for the most important company ever !!! YOURS ! Our differential is to provide versatile and ideal ships to suit any of our customers needs, join safety and functionality at side of great design and powerful systems. We will also have in the future an engineer academy to train and prepare great professionals to allocate as crew member multidisciplinary crews. Ah? what do i have behind the curtains ? Its just a surprise but i will let it for after our opening cocktail, speaking of that, drinks and foot as courtesy is already back table. ! See yah soon - Lynkx
  23. So we have seen the planned system of having the game sub-divide a region of space based on the number of players, and this makes a lot of sense for planets and space stations, but how would this work for moving ships with large numbers of people on them? What happens if a ship gets sub-divided into multiple regions? We know the regions update slower with each other, so I imagine this could pose problems with a ship that is trying to maneuver. I'm not sure what the cut-off point is for the server to sub-divide a region of space, but I'm just going to pick and arbitrary number here for the sake of argument that the system will try to keep around 100 players per server region. It's more than reasonable that there could be ships that have more than 100 people on them, especially a year or two post-launch. Imagine a large Capital ship: the ship is going to need a crew of people to fly it, people to make emergency repairs during combat and probably a team of people to repel boarders and run the guns. And if the ship is carrying fighters then those ships will have pilots and maintenance crews, plus people to move cargo around. Add in an infantry group or non-combat personnel and the ship could easily get over 100 people. So how would the ship function if it was running on two separate machines in the server cluster?
  24. Questions about Scripts & Actions: If you can mess around with scripts then could you Make a ship you created fly by itself on a path? I would love to make my city feel more alive and lived in when no one is around by having random ships fly around the parameter of the city or fly through it or something like that. Is this possible?
  25. Glowing_Ashes

    Customizable Cockpits

    Hey so I want to apologize in case someone else has already brought this up or if information about this has already been said as I am rather new to learning about this game and such, however it would be absolutely brilliant in my opinion to have customizable cockpits. In the gameplay I have seen, there has been and insane amount of freedom you have to build your ship and the environment around you, but one thing I noticed is that the cockpits for ships seem to be pre-set, or at least a list of ones you can choose from. Now I could be wrong in saying that, but pretending I'm right, to me it would be amazing if there was more options for our cockpit. Our entire ship, and thus what we spend a great deal of the game in, and what very well might become a part of us, is completely build around our cockpit. We want to make it look appealing and sexy and of course the best space ship in the entire galaxy, but to do that would be impossible with an out of place cockpit. If we could have a great range of designs for them, not limited to the basic one as seen in the trailer. Such as flying saucer dome-like area that allow for 360 degree views just by moving your mouse, to perhaps not even symmetric ones such as the millennium falcon. There could be ones of every shape and size and perhaps even have customizable dimensions and such for the user to decide upon themselves. Even one that's just a glass ball barely held in place could make for an interesting concept. If this has already been thought of, then also one quick thing to add is that the inside of the cockpit is just as, if not more important than the outside. It's where the player will spend all the time piloting the ship (obviously) and it will be alot of what the player sees. To really immerse them I think it would be great to be able to choose where certain items were to go in the cockpit such as the gas and levers and random buttons and such to fly it, as well as gauges and meters and status screens. It would really make the player feel like it was his ship. Perhaps even have sort of like a mechwarrior feel to it where you can look around your cockpit freely as well as seeing yourself use the controls to your ship, even to the extent of getting out of your chair and walking around your ship if thats a possibility. I'm sorry for the such the long post but I feel like this would really add to the game. My apologies.
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