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Alpha 1

Found 30 results

  1. SonEasterZombie

    Modular Weaponry

    Rather than cutting weapons up into several different ranges, classes, speeds, etc, I think it would be smarter (and allow for much more customization) if guns were put into a couple simple groups (Size of the base: anywhere from .25 meters to 100+ meters) as well as classifying the type of weapon they are (Spinal, Turret) plus maybe some damage types like kinetic, energy, or whatever. Everything else like range, speed, accuracy, tracking, and all the other stats that a gun should have can be controlled by modules, similar to the weapon system in From the Depths. Want a more accurate gun? Add a longer barrel. better tracking? Increase the power to the turret rotor system. This would even allow for an actual "Death Star" type ship in the game if a ton of people were crazy enough to assemble a massive ship with the majority of the interior dedicated to powerups for the one gun. On a smaller scale, it could also allow for ships to wildly customize their arsenal, like having a main gun designed specifically to take out fighters, or a high range and high damage but incredibly inaccurate gun designed for orbital bombardment onto a city. With a weapons system like this, the possibilities in PvP will be endless, just like they are in the rest of the game.
  2. CoreVamore

    Hand Weapons

    A thought.... All characters have a very basic stun/minimal-damage gun built into their arm just like the mining tool is. This weapon is almost useless against anyone in a suit but handy at very close quarters and against wild life. Now here is the actual suggestion. The first gun level above the basic stun gun is large, power hungry and more powerful. As the gun performances increase the gun gets physically smaller, more efficient and more powerful until.... It reaches the point of looking identical to the beginners basic stun gun. This would give newbies an extra level of safety as potential aggressors would have to second guess themselves. The only difference to the super hand gun would be the type of beam it emits. By then the attacker will realise the fatal error they have made.... So, worth doing? # Amendment: The thought of the basic gun only being able to stun has thrown people of my idea, lets just assume it can do damage, just very little damage compared to all the more powerful gun types.
  3. Amigocreeper

    designing weapons

    well i was in the kickstarter page and saw an image of a factory unit making a ship weapon. i am curious if you can modify weapons? if you can would you be able to 3d model them or they would consist in predifined parts? if someone answers me i would be very thankfull.
  4. Nova_Lord

    FPS Combat?

    What is the combat going to be like ( if any) when one is not in a ship? Will we have rifles/pistols to use? or even swords/spears? I can imagine a huge war of to factions fights on the ground and in the sky to space. Thanks
  5. INFINITY CORPORATION ABOUT Infinity Corporation is a combat strategy and research organization specializing in offensive and defensive design, tactics, and AI. We are funded and supported by a real-world technology corporation in the U.S. RECRUITMENT We are currently looking for LUA coders, engineers, and pilots of all skill level, play style, and availability. https://community.dualthegame.com/organization/infinity-corporation DISCORD https://discord.gg/4qgpaJc WEBSITE http://www.infinitycorporation.org/
  6. Agier_

    Antimatter

    Antimatter As some in the past have dabbled in antimatter, I thought I would go over its possible uses in the game. Though to function in the game we would need a particle collider, vacuum and a magnetic storage chamber. I do not know the math to calculate the energy output or its capabilities. (Because I’m not in university). Introducing antimatter into Dual Universe will supply the game with new fuels, energy sources, diversified economy, and advanced weaponry. New fuels and energy would benefit DU as only large organizations, or medium-small specialized organizations would be capable of producing sufficient supplies of antimatter. This will allow small organizations to have a relatively big economy, and would pressure other organizations to ally with the smaller organisations. Antimatter could be used as a propellent in rockets and spacecraft alike, with NASA stating that “10 milligrams of positrons are needed for a human Mars mission.” The money and resources to develop and store the antimatter is significant more than the average rocket; that is because we have not yet developed technology to generate, store, and use antimatter efficiently. To develop sufficient supplies, there needs to be large planet, or satellite based particle colliders in the DU universe; there could also be the introduction of small particle colliders, for large flag/capital ships. It would also be highly impractical to have small fighters running on antimatter, unless their purpose was to ram into larger ships. Other than the collider, you would just need a very small amount of hydrogen to fly for a long period of time. Producing energy from antimatter would only be possible if there was more energy being produced then wasted accelerating the hydrogen. Antimatter could work as a way for alliances, and uprisings to happen. It is obvious that large organizations would be able to produce absurd amounts of antimatter. But it's the fact that small organizations could be able to specialize in antimatter; this could increase the possibility of mid sized organizations allying with small organizations creating an alliance that can displace larger organizations. Though there still is the fact that the largest organizations will always have an upper hand because of their sheer numbers. My favorite possibility are the possible weapons that could be made. Antimatter annihilation is not enough, I am talking about generating black holes. Apparently if particle collisions go wrong there is a possibility of a black hole being generated. As Kurzgesagt touched on, if a black hole with an incredibly small mass appeared a “decently big explosion would occur.” Inside DU a small generated black hole explosion would do practically nothing, but if maybe there was a way to accelerate denser elements than hydrogen, or large chunks of elements, could create a supermassive black hole explosion destroying entire fleets. (Though this could be a problem if people started reenacting Alderaan) The development of these weapons could be made illegal among alliances, and organizations, giving any organization in possession of these weapons, sanctions, or terrorist status. In DU, antimatter could act as a way to spice up gameplay abit. (☭ ͜ʖ ☭)
  7. There's something that I feel alot of space-survival/construction games miss out on, weapon customization. Being able to design/tweak weapons and ammunition adds a layer of depth to combat. Instead of everyone using the same turrets people could design their weapons to work well in certain situations. Plus it creates an occupation for more engineering-minded players. Look at From The Depths as an example of weapon customization done right. A similar (But simpler) system would definitely add variety to combat between ships. Having in-depth weapon customization would create more opportunities for advanced players to use their knowledge. This also adds another level of constuction because now players could create weapon companies to sell their weapons or blueprints. Of course, there should be some simple to use 'plug and play' general weapons; These weapons could be balanced weapons, with non of the benefits or trades-offs of custom weapons. Some ways that such a system could work: 1) Multi-component structures: (This is the method that From The Depths uses) While multi-component objects offer more creativity and involvement from the player, it is also complicated to implement and may effect performance. It would also need to be simple enough to understand the basics, yet allow for complex creations by advanced users. There would need to be a controller component which would keep track of the attached modules. Such a system could work and would be really neat but I'm not sure if multi-component objects is something that the engine supports (and it isn't worth adding for one feature). Another effect of a multi-component system is making weapons take up space, which would have a positive effect of preventing 'death cubes' (A cube construct covered in turrets). 2) Production-based customization: Using a 'Turret Factory' a player could modify a turret's characteristics and/or model. This turret factory could be used to manufacture turrets (which players can place). Each turret could have a different physical appearance: A high ROF modified turret could have multiple barrels vs a sniper modified turret with a single extended barrel. The players should have the ability to customize each part of the turret from barrel length, gauge, count, etc. Since the turrets would be one component there wouldn't be a need for multi-component support and the performance hit would be the same as a regular 'non-modified' turret. The addition of a 'turret factory' would mean that a player could perfect a design then mass-manufacture and sell their design. Both systems allow players to build weapons with different characteristics, and both would require trade-offs. For example: A high rate of fire turret would have a trade-off on accuracy, while a sniper turret might have higher damage/accuracy but a much lower rate of fire (suited more towards Alpha-strikes than DPS). Personally, I prefer the first method of multi-component constructions since it offers more creative freedom. The system From The Depths uses for it's custom cannons (advanced and CRAM cannons) is probably the best I've ever seen done. However, From the Depths is not a good example on the usability front, since it has a cliff of a learning curve and no real tutorial. I think a system similar to From The Depths would be a good addition although it may be to complicated to implement; The second method is a compromise in terms of performance/usability and creative possibility and may be a better fit.
  8. 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.
  9. Wilks Checkov

    Debate 10: Weapons modules

    This idea came to me while I was eating a waffle downtown, so I figured I would post it as one of my debate threads and see how it goes, and what develops from it. Debate 10: Weapons Modules This mainly stems from one of my previous debates as well as a few other current topics, specifically one about multi block weapons. While having multi block build-able weapons would be nice they are rather intensive to design and set up for the developers. "Correct me if I am wrong" Hand Based Tools & Weapons This started me thinking along the line of weapons modules, in this instance lets think about a standard pistol. The standard pistol is the base model that is produced en mass by your local market seller. However the pistol is modular, meaning you can replace the barrel, receiver, magazine, grip, ect. For instance if you wanted a full auto pistol you would switch the receiver module out with one that is full auto, or even one that is burst fire. While the pistol may look the same, "modules do not necessarily have to modify the appearance of a weapon" it does effect how the weapon performs, essentially making it a more specialized tool. Then if you wanted to turn that smg into something more accurate you could add a scope or a different grip module to it. The same applies to your standard rifle, you can modify its modules to turn it into a more specialized tool. For instance adding a longer barrel could increase your accuracy and range, and combined with a scope you would have a proper sniper rifle. Ship Based Tools & Weapons Along the same line of hand based equipment, your ship based equipment could follow the same line of thought. Everything could have slots for customization, everything from reactors, batteries, engines, ect. A great example would be that of a reactor, lets say for this example the reactor at hand has 4 slots available for customization, without those slots used the reactor will only produce a base x amount of power. Then you add in a fuel efficiency module into the reactor, meaning it uses less fuel to produce the base value x amount of power. Then you add in a generating efficiency module into the reactor, that boosts its base x production of power per cycle. So instead of producing 100% of power it produces 105%. There could be many other types of modules developed to add special features to your general items, and customize them to fit your exact needs. Ship turrets function in the same way, they have a set number of slots you can customize. Lets say for this instance the turret is a standard railgun, and has 5 slots available for customization. The first module added gives it a boost towards cycle fire rate, so instead of a base value of 100 fire rate its 105. You could make all 5 slots have cycle fire rate mods, or you could add in other special options. Module 2 and module 3 in this instance are capacitor boosters, which increase the amount of power the weapon can use to fire the railgun, increasing the speed of the projectile meaning instead of 100 its 110 damage. Then for modules 4 and 5, they are tracking computers. These tracking computers increase your turning rate on your turret. Meaning you can compensate and track your enemy faster. so instead of 100 it would be 110 boosted tracking rate. Economy Having modules would also open up a whole new industry that players could focus into in producing modules for ships and weapons. And different quality modules would effect the stat that the specific module boosts. Anyway - If you have any constructive criticism or support to add to the topic feel free to comment below. Feel free to expand on the idea to your whim. Just keep it nice and clean - no flames
  10. GJKeller

    Customizable Missiles

    I know this seems a bit too complicated for this game, but I would really enjoy some customizability in the weapons department in general. I would be most excited for Missiles tho, a system from a game like From the Depths could easily be utilized here. I'm wondering your thoughts on being able to customize the payload, size, speed, and maneuverability of missiles in DU. I guarantee you this, a system like this would get a lot of use if implemented.
  11. Thundergunner42

    Building Weapons

    So I'm not sure if this is where to put this post but I'm going to put it here anyway. I also put this in building but I'm pretty sure it goes here. So this post is about building different weapons. In it I will talk about how to do this, why I think it's important, and what it could bring to the gameplay of the game. Please give your feedback in the comments. And if the devs have already talked about this or somebody made a post like this already, sorry, I didn't see it. So a weapon building system would work like this in my mind. So take a Star Wars DH-17 Blaster Pistol. How I think this would work is kind of like the star ship building system but instead there's an item or block called the weapon work bench. You would interact with it and a flat space would pop up or something I don't know. But your avatar or, not your actual avatar, your perspective would shrink down so it is in scale with the gun. The DH-17 is a blaster so it would have some type of power cell. So you could pick the power cell and put it there, then put the wires and stuff to the barrel and then make the grip, and I hope you get where this is going. Or if you were building a turbolaser ( And I'm not saying it has to be a turbolaser, just pick a big stationary gun) it would be in your normal perspective but bigger wires, power cells, barrels, stuff like that. Or if you were building something like a gun with bullets you could designate where the new clip goes in or if the devs want even make your own reload animation. I think this type of thing is necessary because of the need for diversity. If the devs make some, say, 50 cal machine guns, and some others then the types of weaponry are limited. If your flying your ship and you see another ship with power cannons then you will probably know how to counter those. Now you might be thinking "What if there are to many guns and different weapons." Well the same can be said for ships and fighters and stuff. Your going to be able to build your own ship so there's going to be thousands of different fighters and battleships and stuff. + if somebody makes a good model ship then mass produces it then there will be less ships. Same can be said for the weapons system. If somebody make a good gun not to big and has all these other good quality's then bam it could be massed produced and lots of people could use it. That would bring the amount of weapons down. I think the gameplay would be a lot more interesting and bring a lot of interesting times when say you come across enemy pirates while escorting a goods transport ship and they're using a weapon that you haven't seen before. That could be interesting. Or if you and a bunch of people want to build a Death Star. Their not going to put a Death Star superlaser in the game but with this you can build you own. Post in the comments what you think about this. By: Thundergunner42 ​P.S. This took 3 hours to recherché and write so please have mercy on me
  12. I love when games have physical manifestations of upgrades, i find it increases immersion and variation from character to character. So moving onto my main point, i believe more than the colour of your armor should be varied, I believe you should be able to create different forms of armor that do different things, since this is a very broad statement let me elaborate. You are part of the main troops of a small army preparing top attack an enemy base, you dont need the long sustained flight of a jetpack so you opt to where a much quicker variant, a sleeker and faster jumpack for short bursts of flight and a slow descent. You dont need the agility provided by your current light armor so you wear a heavier however slower armor to allow you to take the front. This would both give your character identity with it's look but also provide a tactical advantage provided by it. It would also encourage player driven corporations to manufacture and sell these armors to other players creating an ingame social and economy improvement. This would also make corporation factions a valuable asset to military factions. The only downside save for the time it would require the programmers and artist to make this, is the fact that this would give new players a slightly greater disadvantage considering they have neither a ship nor decent armor. To help remedy this slightly, i would say that your armor can be stolen from your body when dead, however this is not a perfect solution. Thoughts?
  13. wizardoftrash

    Computing Power - Balance for Auto-Turrets

    I've made this suggestion in another thread, but decided to break this specific suggestion into its own topic as per the Idea Box rules. Computing Power - How to balance Auto-Turrets on constructs EDIT: Before I define what I mean by Computing Power here, let me define what I mean by an Auto-Turret. Auto-Turret is a gun that can be manned by a player, but instead has an Auto-Fire module installed. When the Auto-Fire module is active, the turret with target and fire at attackers using its own gunnery and accuracy stats (no buff from a player) and will function even if there is no player online on the ship. It is a player weapon turned Automated Defense System. The purpose of this post is to describe a way where such a system could exist in a balanced way, in-line with the design intent of NQ. Let me define what I mean by Computing Power here. Computing Power would be a resource provided by core units of constructs. Each system that relies on computing power will occupy a static amount of your ship's total computing power, and only while it is "on" and in use. Flight systems, certain scripted elements, weapons, and auto turrets are examples of systems that would use Computing Power. This resource would be more or less a non-issue for most constructs and would mainly exist as a balance mechanic for PVP constructs. Here is a proposed example of the Computing Power resource at work. Medium ship core has a computing power of 80 Cells. Below is a breakdown of how my 1-2 player ship uses those cells. Flight control scripts require 40 cells. Flight controls might be a flat value, but with Lua scripting the door could be opened to have a more complex flight script that requires more cells. The ship's primary weapon (forward cannon) requires 25 Cells to aim and fire manually. The ship's secondary weapon (side-mounted gatling gun) requires 10 Cells to aim and fire manually. The ship's shield generator requires 5 cells to maintain, but requires 15 cells to re-boot if completely depleted. This means to re-boot the shields, the secondary weapon must be taken offline automatically, or manually. There is an auto-fire module attached to the primary weapon that requires another 45 cells to operate. I cannot turn this module on while the ship is flying, it must be parked. There is an auto-fire module attached to the primary weapon that requires another 25 cells to operate. I cannot turn this module on while the ship is flying and while the primary weapon is in use. This can be turned on if I'm flying solo and want to focus on maneuvering only. There are several ways the ship could be spending those 80 Cells of computing power, but I can't have it all. If I'm flying the ship solo, I can't use the Main and Secondary weapon simultaneously (since I'm just one player). I can alternate between the two, but I can't fire them simultaneously. I also don't have enough Computing Power to have my secondary weapon auto-fire while using the Cannons. If I had a 2nd player on-board, we could be using the cannons and gatling gun simultaneously, however if our shields drop completely, we would have to cease the use of one of our weapons to get our shields back. This creates some compelling pvp decisions as to when to turn off a system, when is the right opportunity to disable a weapon to re-boot the shields. If I park the ship, I can set the cannon to auto-mode, but if I do then the ship can't re-boot its own shields without taking the cannon offline. This gives the ship some means of defending itself while I'm AFK or logged off in a non safe zone, while also making it way less effective than if I were there to use the weapons. If I decided to put the Machine gun on auto mode instead of the cannon while parked, the shields could re-boot or re-charge without losing the gun's functionality, but it would be unable to drive-away a tough ship. Some other features of the Computing Power mechanic... Setting a hierarchy for use using scripting. Lets take the 2-player piloting example from above. If we are both using weapons and the shields drop, there is no longer enough Computing Power to re-boot the shields. With a scripted power-hierarchy, the ship could automatically disable certain systems to free up resources for essential ones (like shields or thrust). Sample or Default hierarchy... Shield - Passive maintenance Flight systems Shields - Reboot Primary Weapon Secondary Weapon Primary Weapon auto-system Secondary Weapon auto-system The hierarchy would disregard any system that is manually disabled. For example a Parked Ship would not consider flight systems when managing its hierarchy. That way the 2-player piloting example would immediately disable the Gatling gun when the shields drop and promptly re-boot the shields to recharge them. Similarly, when the ship is Parked, it could auto-fire the cannon and switch to the Gatling as soon as it needs the computing power to re-boot the shields. This same systems management would work for Static Construct defense systems as well, managing computing power for AFK shielding, managing which turrets should fire, etc. I envision that a large base might have an array of 12 auto-turrets defending the exterior and 6 anti-personal turrets defending the Interior. The interior turrets would be higher on the power hierarchy than the exterior turrets, since fighting off intruders would be more important than supplying Computing Power to the west side of the base (that isn't under attack). The base might only have enough Computing power to fire 3 of those exterior turrets at a time, but could power all 6 of the interior turrets (since antipersonell weapons are smaller, the targets are closer and not moving as fast). A Base might be unable to destroy a heavily armored troop transport ship, but the troops might not be able to overcome the anti-personel defenses and the Base would still be in fine shape. What happens when a player just sets up several constructs in a small area, each with automated defenses? is this haxx? Captaintwerkmotor brought up this issue. There are two environmental limiting factors on automated systems, mainly automated defensive weapons. Each Sector of Space, and each Territory on a Planet has a maximum number of entities (using a max of 3 for examples) that can have automated defenses "turned on" same time across all players (including logged-off, this removes the incentive to multibox or have alts set up stations next to yours). The server decides which entities' turrets get turned on based solely on the entity's type and size. -Mobile and Immobile entities are counted separately, but a parked ship could be counted as an immobile construct for this count. -The constructs with the largest core are counted first, ties in core size are then determined by which entity has the most cores, followed by who entered the sector/territory first. -Once an area has "counted" all of the entities that will be able to use their auto-turrets, anyone else that attempts to turn their auto turrets on will get a "too much interferance" error and they will not activate (nor will they use up computing power). -If a player owns a TU, they can unilaterally give out permissions as to which immobile constructs can turn on turrets. Even if they give out permission, the "max entities per territory" cap will kick in as it normally would. Again, parked ships could count as immobile constructs for this count (to prevent players from designing "ships" meant only to park and supplement a base's defenses). This system should help with server load, to prevent a hundred automated weapons all firing at once in a fleet engagement. It also perfectly prevents a player from setting up a ton of tiny structures with auto-turrets to protect an area.
  14. Jamar_

    "Super Weapons"

    I don't think super weapons should be in the launch version of DU, but in a later expansion, for many reasons. First of all, I think it should be very difficult to create these weapons if they existed, (possibly a research of some kind?) but for sure the materials to create it should be very rare. For example if uranium was available in the game and was already decently rare, but used for energy production, there could be a special "isotope" of the uranium that could be used as explosives, but is even more rare than the usual uranium. This way not everyone is running around with weapons of mass destruction just grieving. It would take a well-established organization to organize the project/resources to create it. It could be other weapons than bombs, just using that as an example. Second thing is, since it's hard to create and probably won't have too much of practical use in the "beginning days" of the official launch of DU, I see no reason that they should work on it before launch and push back the launch further, rather they should wait and add it to a expansion soon after. (in my opinion) Also, since they'd be very rare, if it did cause server issues, it would only happen during large or intense wars and when it did happen they could just slow down the time for a few moments and then go back to normal. (Also this is the first time I've really use a forum for anything, so don't bully me lol)
  15. MrStarWars

    Small Fighter weapons?

    So I was thinking. If we are gonna have like small fighter like ships. Are they going to have small canons to place on the frame aswell? Is there any concept art out there for DU that shows this?
  16. TranquilClaws

    Space Combat

    Here are all the things I'd like to see on the battlefields of Dual Universe, whether in space or at your base. -Weapons- Cannons Lasers Missiles Mines Flak Electromagnetic Pulses (including ion cannons) Railguns Plasma Rockets Corrosive Cryo Bombs Tesla -Defenses- Solid Armor Reactive Armor Magnetic Shielding Energized Armor Deflector Shields Absorbing Shields Stealth Self Mending Armor -Mechanics- Cannons require ammo and are versatile yet slightly less powerful than more specialized weapons, coming in all shapes and sizes from automatic rifle caliber guns to large mortars Lasers require a constant input of energy and deal scaled damage over time with energy consumption, distance from the target lessens the effectiveness of the laser and absorbing shields will almost completely nullify it, however any light craft will be devastated by lasers Missiles require more materials to produce and can be intercepted, however they are able to home in on enemies, deal a lot of damage, and be filled with different lethal ingredients Mines are multipurpose bombs left in space or on a surface that can be used for ambush of an enemy, defense against projectiles, drones, fighters, or even restricting the movement of an enemy, the only downside to mines being that they sacrifice other factors for utility such as cost or movement Flak are a subclass of cannon that is more costly for the ability to explode and still deal damage to nearby targets EMP's effectively take the form of any weapon that is capable of disabling a ship's systems if they are unprotected, however, they take a lot of power to fire when emitted directly from the ship (in the form of an ion cannon), the advantage there being that they cannot be intercepted Railguns take a lot of energy and a solid slug to punch through multiple layers of armor and do critical damage in a thin straight line Plasma cannons accelerate a magnetically contained packet of super heated gas that bursts on contact, melting everything it touches, but coming at the cost of a significant amount of energy Rockets are unguided missiles that are cheaper and capable of packing a larger punch than missiles Corrosive elements can be added to any container of explosives for a less powerful explosion but a constant stream of damage over time Cryo weapons work by filling a container with an extremely cold gas and dispersing it into small fissures in hard metals, causing them to become brittle and freeze up mechanical systems, allowing a followup shot of sufficient force to shatter the material, the trade off being that cryo weapons on their own do next to no damage Bombs are powerful explosives that are cheap to produce and only work with the presence of gravity Solid armor is extremely effective against smaller caliber weapons and lasers while not being that effective against piercing, explosive, corrosive, cryo, or melting weapons, with stronger armor materials allowing for higher defense against larger projectiles Reactive armor is extremely effective against explosive and kinetic weapons but is partially used up in the process, allowing a few hits to be absorbed fully before becoming ineffective, meaning that lasers and high fire rate weapons can quickly use it up Magnetic shielding protects against EMP's so long as it completely surrounds the system it is protecting, meaning that any large enough gaps will make that shielding ineffective Energized armor is armor that is strengthened by a stored electrical charge, meaning that it will sustain all damage thrown at it by drawing on the charge of energized armor connected to it (the more damaging the projectile, the larger the area drawn from), weakening itself and the armor from which the charge was drawn from until becoming a very weak solid armor Deflector shields are dome shaped shields that block all types of incoming damage at the cost of a lot of energy for every impact, meaning that large kinetic weapons do additional damage, whereas smaller weapons deal less Absorbing shields nullify energy based damage (lasers and plasma) and conform to the shape of the object they are protecting, effectively reducing the overall damage of energy based weapons at the cost of a constant stream of energy scaled with the percentage of damage nullified Self mending armor draws on a ship's power to mend itself (up to a fixed rate of health regained per second) and is otherwise a slightly less powerful solid armor Tesla weapons fire arks of electricity that, while not so useful against enclosed ships, will devastate unprotected electronics and personnel Feel free to point out any flaws with this and share your own ideas on what features space combat should have.
  17. Cirtex

    Weaponization

    as this game is going to be based around these massive groups and is going to develop and grow through the players. i wonder about War. both on the ground and in the sky, and even beyond that! so I'm wondering the set of weapons we will get. but I'll tell you what i DON'T want, i dont want Space Engineers, where the weapons are just larger versions of the same thing and the only way to get varitey was through MODS. I'm wondering what the Assault rifles will look like. Pistols, SMGs, shotguns, snipers, RPGs, LMGs, Gatling guns. i understand why none of this has been shown in the current version of the game but still it's something i REALLY look forward to. i really dont want just 3 variants of the same thing, and larger and smaller variants of also the same thing. i hope they do have a portion of development where they focus strictly on combat and weapons. it's gonna be something that will happen in this game, and i don't think ANYONE wants a clunky combat system on the ground or in the air.
  18. Scykopath

    Voxel Weapon Building

    Can't seem to find any topics on this but maybe I just haven't searched well enough or with the right key words. Was there any talk of being able to utilize the voxel system to create custom player weapons such as hand guns, rifles, rockets launchers, etc.? I love the potential that voxel systems yield in terms of creating custom in-game content and I feel like this could be yet another wonderful aspect of the game for players. It could also work the same way as constructs by combining voxels with predefined elements. I apologize if this has been talked about previously. If anyone has any links to any similar threads I'd love to read through them! <3
  19. IIFitzjohnx

    Anti-ship Plantery cannon

    Will it be possible to create a weapon for orbital defence? creating a large single shot weapon and destroying battle cruisers.
  20. BliitzTheFox

    PvP Hand held player made weapons.

    For the purpose of this thread we will assume that tracking works as advertised by NQ, as in far away targets are updated less frequently so they will have some sort of lock on; however, closer targets it is almost unnoticeable. Let's throw up a hypothetical situation, You and your crew of pirates have detected a freighter moving at high speed, luckily for you he hasn't noticed your approach. Since we don't have construct vs construct weapons quite yet we'll have to board them. Silently approaching the ship and matching their speed, your team of highly trained marines enters the freighter. Then they turn the corner and find an enemy security team. What are you going to do? Shoot at them with your Nanoformer? What good is that going to do, No you are going to use a brand new weapon you designed personally as a high rate of fire CQC to give your marines the edge. Alright so here is the idea, we can't just go around shooting each other with nanoformers we need real guns and energy weapons. I propose an in game designer for guns and energy weapons that give those weapons different abilities depending on what and how they are created. Now I'm thinking we do this with tiny voxels, voxels smaller than 25cm that make up hand held objects such as a rifle, shovel, tool, grenade launcher, etc. But I'm no game designer I do not know if this will be technically possible. Changing different abilities has drawbacks; for instance: You could increase your rate of fire by adding wheels to the firing pin; however, this will increase cost, recoil, manufacturing time, and reduce damage. You could improve the handling of the gun in close quarters by reducing the barrel length; however, this will reduce the effective range and muzzle velocity. You could make the gun deal with recoil better by making it larger and heavier and thus slower. You could add extra batteries to your energy rifle to increase them magazine size, or add a recharger that will recharge after time, but reduce effective damage and increase reload time. This opens up new gun markets, new manufacturing, and more immersion. This would require a in game design unit for designing small objects, which could lead to designing tools with unique abilities. If this systems existed their would be potential for durability, ammo types, and various complicated gun related markets. Also there would be different resistances for different ammo types. Questions/Comments/Concerns?
  21. Talyn VonGoosen

    Ship-to-Ship weapons damage/hull impact

    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.
  22. Greetings! This will likely be a long post with lots of interconnected lists, so bear with me.. Ship Weapon design/customization system Most sifi games simply give the player access to a selection of existing weapons, designed by the devs. Each weapon has base stats that can sometimes be customized with upgrades, but for the most part this simplistic approach leads to the emergence of a very confined meta of loadouts that work. The concept I will describe is aimed at making ship-mounted weapons modular, so that players can design and test weapons based on the need at hand and the resources available. The idea is to maximize the diversity of play styles and make encountering unique or niche weapon systems a common occurrence. Additionally, it will add a degree of R&D, where players can test and refine their systems and even invent entirely new methods of war. A player could, conceivably, make a career of designing weapons tech, for a price. To describe how this could be done, I will try to represent the idea visually. A weapon is made up of several modular parts arranged in a hierarchy, and the parts are chosen according to the desired outcome. Each part is contingent on the part above it on the hierarchy, and controls a major attribute of the weapon. The hierarchy could be as follows: Body Core Receiver Barrel Body - The frame of the weapon that is fitted to the ship's hardpoint, or weapon slot. This decides the class or size of the weapon: it's hitpoints, maximum weight, volume, and power consumption. Also controls the weapon's gimbaling range, if any. Core - The guts of the weapon, mounted within the Body. This decides the basic type of weapon that will be produced. For example, a Kinetic Core will produce some kind of projectile weapon, be it a railgun, Gauss gun, chemically propelled gun, etc.. A laser core will produce some kind of directed energy weapon, be it a pulse or beam laser. The core affects the weapon's base stats like power consumption. Receiver - Midsection of the weapon. This module determines what subtype of weapon that will be produced, and allows for things like multiple barrels. For example, a Kinetic Core fitted with a Gatling receiver will have access to certain barrels and thus ammo types, while a Plasma core fitted with a Mortar-style receiver will have access to others. This affects things like rate of fire, temperature, and damage output. Barrel - The business end of the weapon. This is involved with the fine tuning of the weapon. For example, a Rail barrel of a given length and power rating will affect the muzzle velocity and charge rate of the weapon. Different types of focusing barrels for laser weapons could effect range and heat buildup. Lets run through a hypothetical R&D session by an aspiring weapons designer who is trying to build the perfect weapon for a contract. He/she gathers some materials and opens the weapon R&D window, and is presented with a selection of parts that can fit the hardpoint in question: Body - Manufacturer 1: 3T, 0 degree Gimbal, 24 max power input, 10 Internal space. Manufacturer 2: 2.2T, 5 degree Gimbal, 17 max power, 18 internal space. Manufacturer 3: 1.8T, 180 degree turreted, 9 max power, 12 internal space. etc.. Our tech decides on the second option, the heavy body with the 5 degree gimbal and ample power. Core - Kinetic Core. Base power draw: 3. Plasma Core. Base draw: 5. Missile Core. Base draw: 0.5. Laser Core. Base draw: 8. The player decides they need something with a good balance of range and armor penetration, and they are starting to get an idea of what they want. They choose the Kinetic Core. Based on that choice, they have these options for compatible receivers. Receiver - Cannon receivers: 1 barrel, 2 barrel repeating, 4-8 barrel gatling. Rail receiver. Gauss receiver. The player wants range, so he chooses a Rail receiver, turning the weapon into a basic railgun and affecting it's base stats. Based on this, the player has the following choices. Barrel - 45 mm barrel. 72 mm. 85 mm. 102 mm. The barrel decides what ammo types the weapon will have access to, and will every stat from rate of fire to heat generation. The player chooses the 85mm barrel, and has thus designed a simple railgun with a moderate charge time, excellent range, and low heat generation. More options and customization would obviously be needed, this is simply an example of the concept. TL;DR: Making ship mounted weapons modular and allowing players to design them will add depth and immersion in the same way that leaving the economy open to be player driven adds depth and complexity to industry. Please leave feedback if you have some, I would like to see if we can evolve this idea, and see where it takes us.
  23. "Good day, fellow members of the Dual Universe Forum. Like an astounding fraction of people here, I have found a great interest in the creation process Dual Universe has created. Most wonderful of all, I believe, is the fact that while templates are going to be available, most or all of the code can and will be done by the players. While this may allow for stunning creations like "Pacific Rim meets Gears of War"; inventions to darker "George Orwell's "1984" meets Ex Machina", the real problem lies with the benefit itself: codes. Where the player inventions simply to be tried and tested against NPCs, who am I to complain? (after all, we humans like battering digital units without any conscience coming to sting us later on...like Witcher 3...or Doom...or soon to be harassed Dual Universe NPCs...) My concern is that codes, basically interact with other codes that can be decoded, recoded or bloody well explode in your face. What happens when a designer creates a weapon with a kill range of 70,000 units and a damage variable thrice that amount? Or.... A ship with a hilariously high health value and a repair snippet that adds twice the maximum health every millisecond? Or... Codes that change the values of their coded targets, leaving the attack or defence in a quite proverbial "Waterloo"? I do hope that I'm not sounding like a Prophet of Doom to the poor inhabitants of Pompeii, but I do hope the developers have this volcano in check, or at least a force field to keep the lava from raining down on our heads. Lastly, player created AI is going to be as much a blessing to people here as the electric bulb was to our ancestors in the late nineteenth century. In retrospect, it would be a curse to many as much as a future "SkyNet" may be to our descendants in years to come. To be quite frank, some people here may already be working on a doomsday "SkyNet" for the poor people who are unlucky enough to come across it. The point is, some clear controls need to be put in place. And I hope the Guardians of the Dual Universe are several steps ahead of us. Pax Vobiscum. "
  24. Wilks Checkov

    Debate 1: Potential Weapons & Classes

    Have yet to see a generalized topic on this subject, so I figured I would compose something and then place it up for debate to see what you all think on the subject matter. There are several different ways weapons as I see can go in Dual Universe, and when your basing it off RND otherwise known as Research and Development, it may go something like this as you progress throughout the game. {Anything here is subject to change, and or new ideas} Base Game Starting Weapons: Auto Cannons - High rate of fire, low damage, decent against fighter defense or other assorted light or unarmored ships. Artillery - Long range, slow to mid fire rate weapon that deals fairly heavy damage against mid to large size targets. Dumb-Fire Rockets - Line of sight rocket for fast assault frigates or fighters & bombers against mid to large size targets. Short Range Cruise Missiles - Mid to Long range heavy damage weapon with some target acquisition and tracking abilities. Low yield Nukes - Heavy damage weapon just meant to obliterate targets, or demoralize the enemy. Maybe even use in instances of planetary bombardment? Flak Cannons - Low damage - Very high rate of fire - for protection against Rocket, Cruise, and Nukes. Then as you progress throughout the game then you may start being able to access research opportunities like this. . . Mid Game Weapons: Rail gun - Long range heavy damage weapon with armor piercing capability - requires massive power output to use effectively. Emp Bomb - Pulse weapon to disable or destroy un-shielded electronics and other assorted ship / station systems. Pulse Cannon - Early stage energy weapon, uses fairly large amounts of power to fire off a mid range damage projectile of energized matter. Capable of chewing through armor with ease. Now as you start understanding technology far better, this is where the "Interesting" weapons that will scare the hell out of you come into play. End Game Weapons: Beam Cannon - Late stage energy weapon that uses insanely massive amounts of power, fires continuous stream of energized matter {plasma ?} that is capable of obliterating armored targets. Knife to butter anyone? ? Other ? For all of the weapons no matter when they are researched they should have different tiers of each, meaning a higher tier rail gun for instance would still be viable later game while facing off against energy weapons. The only difference is to achieve the higher tier weaponry for the older tech would require significantly more research to keep it effective. Now there are things I have certainly forgotten to add to this list. If you have any ideas feel free to tack them on below. As well let us know what you think of these weapon choices, after all your opinions matter, especially if you want to see some of these weapons in-game, as a lot of us definitely would. As for the {Debates} topics, I will be trying to write one a day for the considerable future, so stay tuned to see what I might bring up next. Feedback is appreciated... so click that like button!
  25. Bit of a trivial topic, but seeing as projectile weapons are a thing, there are a couple ways one could go about supplying ammo for such a weapon. You could use: A) a Mass Effect style system, where your ammo comes from a wedge of steel inside the weapon; the top layer is shaved off and used as a projectile. This means you'll only have to replace the item once in a blue moon, though you're still limited by thermal energy produced within the weapon. B ) a normal ballistic weapon system, with the ammo being stored within clips and magazines, and loaded into the weapon separately. This means you'll have to produce bullets and the like, and magazines for them. Could become another market within the game. A bit less limited by thermal energy, but it could potentially prove a problem. C) a conveyor system, like in Space Engineers, where if they're in your inventory, or a ship's cargo hold, they feed directly into the weapon. Simpler than the other two, but less realistic, and thus less immersive. Commence deliberation!
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