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In dual universe there are two different building items, today I want to discuss about elements and how it can be improved. If you don’t know what an element is in dual universe it is something that is functioning in the game E.g. a weapon, engine, cockpit and power. All of these have a function and a purpose to serve on a ship, space station or anything else. From what I have seen and heard all of these elements each have several different variations from big to small and powerful and efficient. This gives players a choice to choose what variations of an element they want to use for the construct.

 

This is a very good game mechanic which lets plays have freedom to make whatever they want. But this freedom can only go so far due to the fact that there is only so many variations of an element. This statement you might say is fools and you would be half right.  What I mean by this is people will reach the limits of what they can do with the powerful est weapons the best engine and all of the other elements. as this happens people will want bigger and better elements and you can't just keep on adding elements to the game. The answer to this problem is you break up an element into element parts. So instead of having 10 variations of 1 element you have the parts of the element. How this would work for an engine Eg 

 

go to link below or nothing will make sens 

http://images.akamai.steamusercontent.com/ugc/38606361454211587/C14797F3E9FB74AAA462E895823E45296A2FB759/

 

 

this image is form (from the depths) in this game engines, weapons, power and all other element are built like this.

if this is how element worked in dual universe people could truly make any thing they want.

 

this also fits into the idea that only the best ships will sell because they are the best and so it could be for the element. so only the best ships that have the best element will sell. this would be a big thing in the game and i think this is how elements should work so if you think i am on to sum thing or i am stupid leave a comment.

also i dont no if this has already been discussed and if it is to late to change any thing this big or if this would lag the game to no end.

if you have any questions you would like to ask ask away.

also sory for any spelling errors.  

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WoW clone ?

Yeah. Bestest configurations become the norm and the game has "joke" configurations.

There will be only ONE best configuration of engine combinations.

There will be only ONE best configuration of a laser turret.

 

 

And thus, we end up with everyone having the same ships, with the same wiki ideas being thrown about, without any real effort being put in on how to actually distribute engines, but on a stream-lined pre-built system.

 

Anyone building differently, they handicap themselves.

 

 

And that's WoW. You either build your talents for the Bestest DPS build you can have, or be of less efficiency than someone else who has the bestest build configuration.

 

 

The Devs idea is not for a ship to be "the bestest" there is, but to cater to specific needs. Someone might want an agile frigate, someone else might like armor, it's then each respective builder's field of expertiste to provide better alternatives given the already existing Elements and combining firepower, maneuverability armor and thurster placement to make the best ship.

 

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I don’t believe that this will be the case. Any weapon will only be the best in some circumstances E.g. let’s say I have a laser gun that has a long rang high dp and slow reload and this is the bets configurations its probly going to need sum power which means more bigger engines which means my ship is big and let’s say it goes at a good pace because it has lots of thrust which needs more power so even bigger engines which means my ship is big and I still have t ad armour. Because of all this it’s a big target hard to defend and cost a lot and it probly terns slow. See for every advantage there is a disadvantage. And to take something like this ship out all you need is fast close range bombers.

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I think the element should be "a script obj" and the graphics a voxel sandbox mesh

 

so a builder can design what his imagination think it looks like an "Landing hydrogen engine" ,

than he attach all parts and attach the blueprint (that can have a look of a microchip ingame,
but in fact is a script that tells how the game engine treat that voxel how to behave as a "Landing Hydrogen Engine" for the game engine). 

As this any player can create any visual mesh for his engine and use this chip (script) his creation will have the same characteristics of default  
"Landing hydrogen engine".  But the variables saved at moment of creator attached the script could be composed of something like:

 

Default script values for a "Landing hydrogen engine":   Acceleration, weight, fuel consumption, push strength, resistance   and so on..

 

All should behave something like this model: (lets use Acceleration as example)

Default acceleration value for "Landing hydrogen engine"............................................... =  100

Engineers skill level bonus  .............................................. ................................................= +25 (depends of skill level)

Material rarity or refinement bonus .....made of duraluminum (tier 2 mat)...... ..................=  +10

Random generated value at time of creation bonus......... .................................................= + 27
(if get a random 95+ the item will be considered a rare master work)

 

Final "Landing hydrogen engine" created by player X will have acceleration power  = 162 

Like this no metter all player of the game create "Landing hydrogen engines" not a single one will be the same, some will be better than the other and all will be unique creation, if your ship needs a "Landing hydrogen engine" you can buy or craft a basic one or travel arround the galaxy looking for the best of the best.

 


See yah Space Cowboys  !

- W. Lynkx

 

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I think the element should be "a script obj" and the graphics a voxel sandbox mesh

 

so a builder can design what his imagination think it looks like an "Landing hydrogen engine" ,

than he attach all parts and attach the blueprint (that can have a look of a microchip ingame,

but in fact is a script that tells how the game engine treat that voxel how to behave as a "Landing Hydrogen Engine" for the game engine). 

 

As this any player can create any visual mesh for his engine and use this chip (script) his creation will have the same characteristics of default  "Landing hydrogen engine".  But the variables saved at moment of creator attached the script could be composed of something like:

 

Default script values for a "Landing hydrogen engine":   Acceleration, weight, fuel consumption, push strength, resistance   and so on..

 

All should behave something like this model: (lets use Acceleration as example)

Default acceleration value for "Landing hydrogen engine"............................................... =  100

Engineers skill level bonus  .............................................. ................................................= +25 (depends of skill level)

Material rarity or refinement bonus .....made of duraluminum (tier 2 mat)...... ..................=  +10

Random generated value at time of creation bonus......... .................................................= + 27

(if get a random 95+ the item will be considered a rare master work)

 

Final "Landing hydrogen engine" created by player X will have acceleration power  = 162 

 

Like this no metter all player of the game create "Landing hydrogen engines" not a single one will be the same, some will be better than the other and all will be unique creation, if your ship needs a "Landing hydrogen engine" you can buy or craft a basic one or travel arround the galaxy looking for the best of the best.

 

See yah Space Cowboys  !

 

- W. Lynkx

 

 

That's in fact the property of the DPU units. They act as the "brain" for the Element they are attacked to. And when you start combining DPUs is where the real magic starts happening, as they can be rigged to act in a pointer system to a central node, at least, in theory.

 

 

So, the OP's idea, is thusly redundant. You don't need micro-parts, as you got playstyles whose jobs are the tuning of each mess via the each individual player's specialisation.

 

 

You want a high performance thruster for your afterburners? Buy one from a guy who made one such thruster.

 

 

You want a precision, low RPM laser cannon for sniping enemy ship engines? Buy one from a guy who build one by tuning its stats.

 

 

It's way lighter on the server this way and via glowing textures and some .tga witchcraft, you could make each element being visually distinct depending on its functionality.

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so its kindda like i've sayd ?  can make my own mesh and attach the object to make it work ? 

 

 

hummm are there any official documentation i can read ? for details ? 


i will be  "that guy who makes things shinny and functional" 

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that would be so cool

Not exactly their exact look, but a visual indicator depending on what stat is "boosted".

 

 

For example, a railgun that is highly charged for short range rapid fire, will have electricity fluctuating sporadically as it lays inert. Someone seeing it, would be able to tell if they have experience that that railgun is meant for close quarters and rapid-fire, while a railgun with a electricity running around the "muzzle" will be an indicator of a railgun that is meant for longer ranges but at a lower rate of fire.

 

 

It's a sneaky way of maintaining a light server load by recycling meshes with different features. Perhaps even paintjobs could do the trick on some Elements, like how Planetside 2 uses the same weapon models throughout the game but it uses differnt camo patterns to identify them differently.

 

 

 

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so its kindda like i've sayd ?  can make my own mesh and attach the object to make it work ? 

 

 

hummm are there any official documentation i can read ? for details ? 

 

 

i will be  "that guy who makes things shinny and functional" 

No, you can't make your own mesh. You can create an Element and use a DPU to control its function and behavior.

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all i want in this game is for people to be able to make gun engines and anything else as big as they what but with advantage and disadvantage

That's what the rigging of stats is for. They have explained they Devs will provide weapon/engine/whatever sizes and player skills will affect how they can be tuned for different things, losing something to gain something, it's an MMORPG after all. It should have SOME stats.

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yes bust could you have have a working death star and yes i no you cant destroy plants but if you had summing as big as a plant

As the lead Dev, J.C. Baillie,  ships and planets are treated the same in the server, you could BUILD a planet-sized ship, how to move it, is your problem though :P

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in one of there videos he stated that you could only go down so far into the plant util you couldn't go any further

and to move a plant size ship all you need is a jump drive with an extremely long recharge  

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in one of there videos he stated that you could only go down so far into the plant util you couldn't go any further

and to move a plant size ship all you need is a jump drive with an extremely long recharge  

Well, moving a planetsized ship and moving it fast are two different things, let alone the fuel required. The Devs do plan on a warp-drive for in-system jumps so large super-carriers to move or move entire fleets in an instance, but that's to come later on, after a few systems have been explored, I think at least, that's how they envision it.

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from what i heard the only quick way to trave is like a star gate or suthing so what you could do is if you had a plant size ship it could have a stargate onit which it could use to travel to anther star gates 

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from what i heard the only quick way to trave is like a star gate or suthing so what you could do is if you had a plant size ship it could have a stargate onit which it could use to travel to anther star gates 

You can't travel to other star gates if you have no authority to do so. Stargates are owned by organisations or players and they work with a permission to travel through them. Unless you have a spy on the enemy side, you can't actually use their stargate. You would need a "key" Element to use that stargate.

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i no you can only travel to your own star gates so what you would do when you invade is make an outpost with a star gate and use that to send the mean attack force throw 

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That would create a min-max situation and suddenly, the sandbox game becomes a WoW clone.

 

erm... no it doesnt.

Too many degrees of freedom in the designs, in the equipment and in the ships as a whole.

People will try, as they always do, but theres always something that can defeat you.

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