Jump to content

Search the Community

Showing results for tags 'space'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Starting Zone
    • Rules & Announcements
    • The Arkship Pub
    • Novark's Organization Registry
    • General Discussions
    • Off Topic Discussions
  • Ideas & Gameplay discussions
    • Idea Box
    • The Builder's Corner
    • The Gameplay Mechanics Assembly
    • DevBlog Feedback
  • Fan Art, Fan Fictions & Roleplay
    • Novark Agora
    • Novark Archives
    • Novark Art Gallery

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location:


Interests


backer_title


Alpha

Found 26 results

  1. PurplePanda’s Space/Construction Game list This list is being created for anyone who or wants some DU-ish games to play between tests or until DU releases. All of these have been chosen by me through “extensive” research that I did an hour ago, as well as some personal favorite of mine. Hope you enjoy some of these games, I think some of them are definitely worth a look! (Note all reviews will be from there Steam pages) Out Now Avorion - Early Access A procedural co-op space sandbox where players can build their own space ships out of dynamically scalable blocks. Fight epic space battles, explore, mine, trade, wage wars and build your own empire to save your galaxy from being torn apart by an unknown enemy I’ve seen this game around for a little bit and although I’ve never played it myself, I find the aesthetics and mechanics look fantastic. For me it really puts into scope how big the universe is and how there is so much more out there, but less in an existential way, and more in an curious way. All Reviews: Very Positive Recent Reviews: Overwhelmingly Positive. $22.95 AU https://store.steampowered.com/app/445220/Avorion/ Astroneer - Fully Released Explore and reshape distant worlds! Astroneer is set during the 25th century Intergalactic Age of Discovery, where Astroneers explore the frontiers of outer space, risking their lives in harsh environments to unearth rare discoveries and unlock the mysteries of the universe. In this space sandbox adventure, players can work together to build custom bases above or below ground, create vehicles to explore a vast solar system, and use terrain to create anything they can imagine. A player’s creativity and ingenuity are the keys to thriving on exciting planetary adventures! Once again I haven’t actually played the game but I’ve seen it from time to time and the aesthetics are simply whimsical. I also watched a very interesting and entertaining documentary about it and the company’s creation. https://www.youtube.com/watch?v=tfUjl4owxTQ All Reviews: Very Positive Recent Reviews: Very Positive. $29.99 AU https://store.steampowered.com/app/361420/ASTRONEER/ Star Made - Early Access The ultimate space sandbox. Participate in epic fleet battles, form alliances, strive to dominate entire galaxies and harness the universe’s resources for your industrious empire or the destruction of others. Customize your experience, the universe is yours! A voxel-based 3D sandbox set in the never-ending darkness of space. Create your own ships, explore new galaxies, stars, and planets. Discover and salvage space stations, fight against pirates or opposing factions in multiplayer. Equip your ships with completely customizable weapons and conquer the galaxy. Trade and make a fortune, mass produce materials in gigantic factories. Design your very own space station. Create warp gates and network the universe at your front door. Star made is probably the game I have sunk the most hours into (although not that impressive), and I’ll admit I had a lot of fun doing it but the game has kind of stagnated. Personally, I think it is a good game but updates now rarely come out and the community is all but dead. If you enjoy playing by yourself and are able to see past some of its problems, I do believe you could have a genuinely enjoyable experience. At the very least it could be useful for prototyping ship ideas. All Reviews: Mixed Recent Reviews: Mostly Positive. $Free. Download the demo it’s the full game. https://www.star-made.org/ Interstellar Rift - Early Access Interstellar Rift is an open world Starship Simulator with an emphasis on ship construction and multi-player interaction. Players can explore and conquer the galaxy with their own custom designed and constructed a starship. Space is vast, but you won't have to face it alone, other players will be able to join your crew, and help out, or build their own rival fleet and fight you across the galaxy. I don’t own this game and have only recently learned about it but from what I’ve seen (and read) it incentivizes ship creation and allows for immense amounts of creative freedom. All Reviews: Mostly Positive Recent Reviews: Mixed. $26.95 AU https://store.steampowered.com/app/363360/Interstellar_Rift/ FTL: Faster Than Light - Fully Released In FTL you experience the atmosphere of running a spaceship trying to save the galaxy. It's a dangerous mission, with every encounter presenting a unique challenge with multiple solutions. What will you do if a heavy missile barrage shuts down your shields? Reroute all power to the engines in an attempt to escape, power up additional weapons to blow your enemy out of the sky, or take the fight to them with a boarding party? This "spaceship simulation roguelike-like" allows you to take your ship and crew on an adventure through a randomly generated galaxy filled with glory and bitter defeat. I don’t know much about this game and I have never played it, but I know it’s a classic and that it’s a classic for a reason. Definitely worth a try if you haven't yet. All Reviews: Overwhelmingly Positive Recent Reviews: Overwhelmingly Positive. $14.50 AU https://store.steampowered.com/app/212680/FTL_Faster_Than_Light/ Cosmoteer - Early Access Cosmoteer is a starship design, simulation, and battle game. Design a fleet of ships by placing individual modules including weapons, shields, engines, and hallways. Battle A.I. starships to earn bounties or test your design skills against other players. A dynamic crew and combat simulation make every design decision important and interesting. This game is one of my recent favorite, hands down. I find the way how the shipbuilding and 2D elements blend to be thoroughly enjoyable. There is a large amount of flexibility when it comes to the construction of your ships and I find it deeply satisfying when I pit two of my creation against each other, using there A.I to efficiently decimate the other party. I highly recommend this game, whether you're into pitting your creations against other peoples ships or your own (or the bounty hunter campaign). Plus there's nothing to lose, it’s free!!! (There's also a relatively large modding community). No Official Reviews. $Free (at least for now). https://cosmoteer.net/ Space Engineers - Fully Released Space Engineers is a sandbox game about engineering, construction, exploration, and survival in space and on planets. Players build space ships, space stations, planetary outposts of various sizes and use's, pilot ships and travel through space to explore planets and gather resources to survive. I don’t have much to say on this title as I have played it only on occasion, it’s a very well know game with a good single player mode. The multiplayer has been notorious for its issues but it does work to some extent (from what I’ve seen) and it was known for its insanely long alpha period, but in total it’s apparently a really good game. All Reviews: Very Positive Recent Reviews: Very. $28.95 AU https://store.steampowered.com/app/244850/Space_Engineers/ No Man’s Sky - Fully Released In No Man's Sky, every star is the light of a distant sun, each orbited by planets filled with life, and you can go to any of them you choose. Fly smoothly from deep space to planetary surfaces, with no loading screens, and no limits. In this infinite procedurally generated universe, you'll discover places and creatures that no other players have seen before - and perhaps never will again. If you know anything about this game, you know about its horrendously rough start and while I wouldn't say all the hate the company was just, after twenty hours of playing I got bored and stopped. But while some of the responses were justified, Hello Games were able to truly turn their disaster around. Although I myself have barely played it since release I intend to soon, that's because in the years No Man’s Sky has been online Hello Game has been constantly updated. If you bought this game and have never looked at it since I highly suggest you give it another chance, you may be pleasantly surprised. All Reviews: Mixed Recent Reviews: Very Positive. $84.95 AU https://store.steampowered.com/app/275850/No_Mans_Sky/ Kerbal Space Program - Fully Released In Kerbal Space Program, take charge of the space program for the alien race known as the Kerbals. You have access to an array of parts to assemble fully-functional spacecraft that flies (or doesn’t) based on realistic aerodynamic and orbital physics. Launch your Kerbal crew into orbit and beyond (while keeping them alive) to explore moons and planets in the Kerbol solar system, constructing bases and space stations to expand the reach of your expedition. K.S.P is another game I would have to list as a favorite game, simply because it is so difficult yet so fun, in all the 40 hours I’ve played I got nowhere, but I got nowhere with style. And I think that's what's so great about it, if you do dedicate time and effort you can go somewhere, you can go to many many where’s. Whether you're a casual player that just wants to play in sandbox mode or colonies the solar system through dedication, this game deserves a look. All Reviews: Very Positive Recent Reviews: Overwhelmingly Positive. $45.99 AU https://store.steampowered.com/app/220200/Kerbal_Space_Program/ PULSAR: Lost Colony - Early Access Team up to operate an advanced starship and explore a randomized galaxy falling into chaos. Each player assumes a role aboard the ship: Captain, Pilot, Scientist, Weapons Specialist and Engineer. Coordination between your crewmembers will be essential in order to survive the perils that await you. I’ve been seeing the game on multiple sites like youtube for the past few years and it always caught my attention. I love the idea of having specialized roles and love how they have been able to recreate that ship on the frontier feel, with only yourself and your crewmates to rely on. If you like playing in friend groups, or just want to feel like you actually are controlling a ship, this game is for you. All Reviews: Very Positive Recent Reviews: Overwhelmingly Positive. $35.95 AU https://store.steampowered.com/app/252870/PULSAR_Lost_Colony/ Planet Nomads - Fully Released Planet Nomads is a single player sci-fi sandbox game of survival on alien planets through block-style building. You are a lone astronaut scientist crash-landing on a strangely captivating planet. Keeping your wit together and securing your basic survival needs that include food, water, and building material is the best start towards figuring out a way out of this messy situation. This game started its development around the same time as the No Man’s Sky hype and sort of faded into the background, and although production continued the product today is quite controversial. Many of the players say that the game failed due to lag, mediocre updates, and eventual boredom while many others really like the game and still support it. If your willing to give this game a chance and aren't adverse to a bit of risk it might be something to check out. All Reviews: Mixed All Reviews Mixed. $28.95 AU https://store.steampowered.com/app/504050/Planet_Nomads/ Elite Dangerous - Fully Released Elite Dangerous is the definitive massively multiplayer space epic, bringing gaming’s original open-world adventure to the modern generation with a connected galaxy, evolving narrative and the entirety of the Milky Way re-created at its full galactic proportions. I don’t actually know much about Elite, I know it’s big, it’s pretty and it’s quite hard to get into it and enjoy it but other than that it’s up to you to investigate and research. All Reviews: Mixed Recent Reviews: Very Positive. $42.95 AU https://store.steampowered.com/app/359320/Elite_Dangerous/ Infinfactory - Fully Released Infinifactory is a sandbox puzzle game by Zachtronics, the creators of SpaceChem and Infiniminer. Build factories that assemble products for your alien overlords, and try not to die in the process. This game is all about industry, so it would be perfect for anyone partaking in Alpha 2 to get some “practice” before or in between (I don’t know how much help it would be). Other than that, anyone who likes to create systems that work flawlessly or like to think logically might like this game. All Reviews: Very Positive Recent Reviews: Overwhelmingly Positive. $35.95 AU https://store.steampowered.com/app/300570/Infinifactory/ Empyrion Galactic Survival - Early Access Empyrion - Galactic Survival is a 3D open-world space sandbox survival adventure. Build powerful ships, mighty space stations and vast planetary settlements to explore, conquer or exploit a variety of different planets and discover the mysteries of Empyrion! As far as I can tell, Empyrion is a game similar to Space engineers with more customization ability for its creations. Of course, there are probably several key differences but I have not played the game and thus do not know. All Reviews: Very Positive Recent Reviews: Mostly Positive. $28.95 AU https://store.steampowered.com/app/383120/Empyrion__Galactic_Survival/ Nimbatus - Early Access Nimbatus - The Space Drone Constructor is an action-packed simulation game. Craft drones out of hundreds of different parts and explores a destructible, procedurally generated galaxy. Build autonomous drones to fight against other players' creations. Do you have what it takes to become a drone engineer? I’ve only played Nimbatus for a little bit, but from what I have played and have seen externally from the game, it is going to highly appeal to those who like using logic parts. While i is an extremely fun game without using them and I suggest you look into the game, either way, the logic parts are definitely one of its strong suites. All Reviews: Very Positive Recent Reviews: Very Positive $28.95 AU https://store.steampowered.com/app/383840/Nimbatus__The_Space_Drone_Constructor/ EVE Online - Fully Released EVE Online is a community-driven spaceship MMO where players can play free, choosing their own path from countless options. Experience space exploration, immense PvP and PvE battles, mining, industry and a thriving player economy in an ever-expanding sandbox. EVE truly is a virtual world, one that houses so many people and factions and wars it’s almost impossible to keep track of. If you're looking for a game with history and lore, legends and tales of war, and distances almost unimaginable to the human mind, then EVE is for you. Although you should note that it is extremely hard to get into and to fully immerse yourself in the culture and history, will take a lot of dedication. All Reviews: Mostly Positive Recent Reviews: Very Positive. $Free (With packs) https://store.steampowered.com/app/8500/EVE_Online/ Bonus I know we already have enough on our plate with DU, but these two are game projects that are definitely worth following in the future. I highly suggest you look into them. Starbase - https://store.steampowered.com/app/454120/Starbase/ Skywanderes - https://skywanderersgame.com/ If you have anymore good games that i missed or noticed any mistakes I've made, please notify me with a comment! ☺️
  2. Here you can post your favorite space music.
  3. 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
  4. 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!
  5. All May I present https://community.dualthegame.com/organization/bureau-international-des-poids-et-mesures Yeah - I know - it's not the right place to post this. Ha!! Not really - pretty much the sorts of people who should be in it are here. Basic idea - this is a pre-alpha thematic org, set up expressly to: a) talk DU and standards - what would need to change from the world we know to the world we're going to. to note, discuss, propose and ratify standards as a community (using the forums etc) which can be passed to NQ for consideration. c) Write a bit of pre-history/lore to go along with all this. Because something has to be fun in stuff like this Now, because I've not tested this yet - if you are already a member of another group and the system won't let you apply and join - send me a DM and I'll add your name to a standing membership roll post - either way it's not a big issue as we're such a small community so far anyway that everyone knows everyone. I'll come up with some sort of psuedo-structure people can have fun with later on.
  6. Hello everyone. The Holy Space Empire has just been founded and we are looking for members. We are a peaceful nation and a sanctuary for those who need it. We are a player rights defender who will stand up for the weak against those who wish to harm innocent players who is not even a threat. If you need a safe place you can count on us!
  7. Orius

    Space telescopes

    Space telescopes. They could possibly be used in game to survey planets for a base. They could also be used to survey a planets atmospheric composition to determine if it is worth settling that particular planet or not. Space telescopes could be used to generate wonderful pictures of the cosmos and make star maps. They could also be used to gather information on stars, see their possibility for planetary bodies to exist there or not. Space telescopes. A wonderful device for a wonderful game.
  8. How will the players travel to another star system? I've heard of star gates, but would ships also have warp drives to travel to other star systems in space?
  9. Could you guys implement randomly generated rogue planets and stars, just to make it like real space? And also could you make it so black holes are also generated? It would make space seem more realistic and would give people more things to avoid, along with an element if danger. Could you also make the planets more spaced out in systems, like in our own solar system, to make it so that the planets don't look like they are crossing orbital paths with each other? This would also give more room for people to build space stations and other things like that, and would also create the need for better warp drive systems to help people get to other planets, not just star systems, which could explode into a really big game market. Also (last one), can you make it so that we can fly to the star of the system that we are in? All of these changes and additions will make it a lot more realistic, if you want hints of realism in the game, and present players with features that cannot be found in many other games similar to this. (The idea for planet spacing came from a screenshot Saturday picture and the hope that this game would not become a No Man's Sky) Thanks for reading, -Rhino
  10. We want cargo freighters to be in game right? If the things stay as they are now they won't be a thing as players have huge inventories and they can store materials there, why would they need cargo space? Well, of course i'm not saying that inventory space should be realistic in size but i think the player shouldn't be able to carry more than around 300-400 m3. The excess should be stored in crates that would still compress the material and things. Crates should be only moved one by one or two by two. Yes i know it sounds stupid and boring but i know a few people that like taking things from A to B in games. As i said earlier there wouldn't be any need for starship size if there wouldn't be a need for cargo. It would be a minor annoyance to builders of course but i don't think it would make it unplayably hard.
  11. So far, we have seen the arkship landed on Alioth. I think a better place to put the arkship is in geo/aliothstationary orbit with a space elevator hanging down to the safezone. This would allow the game to be more balanced while requiring more delta-v to do space stuff and would be more realistic in general. And please watch this video to see what I mean. This guy can explain it much better then I can. m.youtube.com/watch?v=6VBCxWcAPXw
  12. How hard going to space at the beginning should be with the lowest tech/skill? Should it be hard like modern-day with each launch costing a fortune? Should you be able to get into a WWII fighter and go to space?
  13. Is alpha going to be the same thing as space engineers, but without damage? - _ -
  14. 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. Limoriden

    Life In space

    So this is just a random question and idea, but what about life....in space itself. I took this idea from the Star Wars series to start off with.When people are in space in these movies there are creatures in space itself off of the planets, (http://starwars.wikia.com/wiki/Category:Space-borne_creatures) I really liked this idea because it seems very realistic, because there could actually be creatures in space. This is just a thought though, I would really like to hear your thoughts. Thanks for reading! -Limoriden. http://starwars.wikia.com/wiki/Neebray/Legends http://starwars.wikia.com/wiki/Oswaft
  16. Limoriden

    Life In space

    So this is just a random question and idea, but what about life....in space itself. I took this idea from the Star Wars series to start off with.But when people are in space in these movies there are creatures in space itself off of the planets, (http://starwars.wikia.com/wiki/Category:Space-borne_creatures) I really liked this idea because it seems very realistic, because there could actually be creatures in space. This is just a thought though. Thanks for reading! -Limoriden.
  17. 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
  18. 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.
  19. 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.
  20. Does anyone know somthing about the Space in the game (I mean somthing like open Galaxy)
  21. Hey, so I was wondering, what if I get out of my ship, and go take a walk? Can someone just come, jump in my ship, and take off? It would be pretty annoying but it would also be cool to be able to hijack a ship if say, you sneak into an enemy base and need to escape(or something equaly cool). So I play GMod RP servers, and one thing they do is have the ability to lock your car. If you forget to lock your car, then anyone can take it(which is rare because everyone locks their car). I had an idea for DU, since there's so many people that may be able to jump into your ship the split second you get out, why not have a button that allows you to lock your ship while inside it, so it would already be locked the second you step outside. To make the feature balanced so that people might not want to lock their ship is that it would take 5-10 seconds more to get back inside your ship if it's locked. So if you have a fleet of ships that you may need to launch a counter attack at a moment's notice, those 5-10 seconds will really matter, and therefore, you may decide to not lock your ship because you have defences all around the base, it's not like anyone outside of the organisation could take it anyways. But, if you decide to attack the base, and your ship goes down, how will you get out? Well, there's a fleet of ships in the next room. So you run there, hijack an enemy ship, and escape. It would just add so many possibilities for war, while not changing much for the more peaceful side of the game, like life in an urban area, as no one would leave their vehicle unlocked. That's just my opinion on adding a small feature to the game, that could have a big effect. What do you guys think? Edit: I don't think some of you guys got what the point of this thread is, and maybe that's my fault for not being specific. So here I'm going to be more specific about what I want. So I do actually want hijacking to be a thing in this game. I just don't want it to be as easy as jumping into a cockpit and flying away. And like I've said before mrjackobean came up with a system that I think is very nice. mrjacobean, on 20 Oct 2016 - 09:33 AM, said: So while I do want hijacking in the game, I want it to be somewhat difficult and require a bit of a high skill in hacking. I don't want it to be impossible or semi-impossible to hijack a ship. And obviously hacking would take time. So you wouldn't go into a city and go hijack a ship, because people would see you and probably call someone or hit you(I'm thinking that if you get hit while hacking, even if it does 0 damage, you'll have to completely restart the process. But yea, I didn't want there to be any passwords, motion sensors, or anything that you can't see yourself cracking within a couple minutes. CaptainTwerkmotor, on 20 Oct 2016 - 09:55 AM, said: On the other hand, I do want it to be somewhat difficult to a beginner player. And even take time to do for an elite player. I want it to be balanced between being able to hijack, and not being able to hijack/being able to stop a hijack. Can you see yourself guessing the password to even 1 door? No, and also, it would get really annoying to get in and out of your ship. Entering 3 passwords every time. Astrophil, on 20 Oct 2016 - 8:19 PM, said: Also by the way, I was talking about cockpits in this thread but I think we should address doors that would be on a ship. I think it would have the same properties as a cockpit. You hack it. It jams open. Then this creates a reason to use turrets and other defences. Basically, I want hijacking to be accessible, but not easy.
  22. Just thought about a gravity element to rule the UP and DOWN in space. This element could be scripted and given a force vector to setup gravity within a spaceship Gravity could be then canceled, turned up or down at will When first deployed in a construction it would give the default gravity force vector, so what ever you build around you would be sure which voxels compose the ceiling and the floor of your construct in space gravitation. Turning up or down the gravity would allow spaceship interior configuration for the diferent gravity forces And canceling the gravity force might be usefull during an enemy assault, and disabling the enemies ships landing possibility
  23. Forgive me if I don't really explain this concept properly, I'm usually a quiet lurker (especially this one where a lot of people seem to be very experienced with these types games and I'm more of a starry eyed dreamer, haha). Anyways, I'm not sure if this has been mentioned yet, but what are people thinking about for ship-to-ship space combat, specifically how damage to ships will be visualized when made out of voxels. So, I was wondering how different weapons would affect a ship's hull especially exteriors constructed of voxels. So, for example, would plasma weapons "melt" voxels away and expose hallways to open space? Would ballistic weapons leave dents in the hull or chip away pieces as it impacts the hull? I guess I'm wondering what other people have seen (maybe in other games or even design concepts) or consider as something interesting to incorporate in terms of weapons damage and resulting impact on hull condition. Edit: Some typos.
  24. The Mothership is a gaming community originating in the Homeworld Universe (Homeworld, Homeworld 2, Deserts of Kharak). We currently support Company of Heroes (1&2), WarThunder, Elite: Dangerous and a selection of other titles. As you can see we play a lot of sci-fi, flight and strategy games. That is basically what this game is about and I am very excited for its release. We are supported on Teamspeak3, and host our own website via Clansweb. In the game world we will try to establish our organization in a star-system and probably first focus on building our own mothership. So the focus is on building our first large cap ship. You can find us on our website or join our teamspeak: theMothership.ts3.cloud Website http://the-mothership.clansweb.com/welcome-to-the-mothership Organization https://community.dualthegame.com/organization/the-mothership
  25. Sorry if it repeat theme, but I can't find something same. Core of idea - Game chat must have different properties on different distance. I think we need 4 levels of distance. 1) Close distant (0-5km) - everyone can read and send massage, and every one can read this. Massage will be send full and immediately. 2) Low distance (5km - planetary system) - Massage can send only from ship, but player can read when out of ship. Massage will be send full and immediately. 3) Medium distance (star system) - Massage can be send and read only from ship. Massage will be send full and immediately. 4) High distance (between star systems) - Massage can be send and read only from ship. Massage will be send with "lags" (ex.: 1 light year - 1-3 sec) and can be randomly damaged (short massage have more resistance for this, but if it damage u have chance for fully unreadable massage, long massage have lower resistance for damaged, but more word can stay normal). It must work with public and private massage (except mail - it must have very low speed, but it will be invulnerable for damaging).
×
×
  • Create New...