Welcome to DUST514.ORG
Hello and welcome to DUST514.org an unofficial fansite for the upcoming ccp release of the same name.  CCP announced its console based MMO/FPS on August 18 2009, this fansite will track their progress through the various stages of development and will provide a meeting place for those who wish to discuss the game.
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Jan18

CCP Games hires David Reid as chief marketing officer as Dust 514 nears launch

Gearing up for a big marketing campaign, Eve Online game publisher CCP Games has hired David Reid as its new chief marketing officer.

Reid joins the Reykjavik, Iceland-based company as it prepares to launch its biggest game in years, the first-person shooter sci-fi title Dust 514. The hire gives CCP Games some veteran marketing firepower, as Reid previous served as marketing chief for Trion Worlds, GameTap and Microsoft’s Xbox 360 business.

Click here to read more on Games Beat

Dec23

CCP Announces Closed Beta!

For months we have been asking about a Beta date on DUST 514, CCP's PlayStation® 3 exclusive persistent shooter. During that time the DUST 514 team has worked busily on the game, preparing for the moment when the first inhabitants of New Eden descend from the skies to the planets below.

That time is now.

It is with great joy that I can now officially announce that registration for DUST 514: Mordu’s Private Trials, a gated access beta test, has finally begun!

For now, registration is available exclusively to active subscribers of EVE Online who will join the pool of participants that CCP will be using to allow entry into early testing and special events for DUST 514. Registration for Mordu’s Private Trials does not guarantee entry, but if you are an active EVE subscriber, you are the first to have access to sign up for the closed beta.

Don’t miss out on your chance to take part in this historic moment, sign up now! We will see you on the battlefields of New Eden soon!

Dec21

Everything we wanted to know about Dust 514 and weren't afraid to ask.

Many thanks to Drizzcat of newedenradio.com for getting some questions answered by CCP on behalf of the dust514 community. Phil Wang, the CCP community manager for eve online and dust 514 took time out to answer our questions. Enjoy.

How will in-game communications structure work, and how extensive is it?

There are two ways for players to communicate with each other in-game, through voice and text chat. Players will have access to an array of different channels i.e. local, team, corporation as well as being able to create custom chat channels between DUST 514 on the PS3 and EVE Online on the PC.

How customizable will the weapons and combat suits be? Will they have CPU/Power grid limits, like the vehicles?

Dropsuits are every bit as customizable as vehicles in DUST 514 and will have CPU/powergrid limits just like vehicles. So, this means that players will have to put some thoughts into how they will fit their dropsuit in the same manner as EVE pilots. We will have an absolutely massive array of weapons that players are able to fit to vehicles and dropsuits, taking the customization further.

Will CCP be making sure the Sharpshooter/Move will be fully competitive with DS3 users?

We are dedicated to making a smooth integration for the SONY Move. But we also want to allow choices for the players. Some may prefer DS3, while others may go with Move and still others might want to use keyboard and mouse. We will be providing more details on this later on.

How does CCP intend to encourage Dust players to work together and form corporation and alliances, and discourage "lone wolf" types like many other contemporary shooters?

We do encourage teamwork across a large spectrum of gameplay in DUST 514. This is reflected in specialized roles on the battlefield, conducting operations that would require an assortment of skills and equipment to pull off, to orchestrating a large scale corp/alliance war with battles occurring on the ground in DUST 514 on the PS3 in conjunction with fleet battles in space with EVE Online via PC. We have a lot more info that will illustrate this and will be going into more detail at a later date.

How many war barges can a corporation have?

Well, that depends on how much a corporation can afford. For now, let’s just say, a lot.

Will it be possible to create industrial Dust corps that make money off of selling things to others?

Yes. We want to offer players different ways to become engaged in DUST 514 and not all of it is about fighting.

In earlier interviews it was stated that Dust planets will be relegated to Temperate planets at first. Has this been expanded upon? Will Dust players be able to fight in different planets? Whether or not Dust players will be able to, how varied will the maps be? Will they be randomly generated? If so, would you be able to tell us how?

For now, it is going to be temperate planets. But we will be expanding the types of planets available in the future as well as more details about maps. We have very interesting tech that generate maps, we will be going into details on this at a later date.

Will Eve players be able to purchase automated defenses to protect their assets from Dust attacks? If not, will random players be used to fill the void? If this isn't possible either, will it be an automatic win for the attacker?

We do want to allow players some freedom in choosing how they can defend their possessions. Although I can’t go into details right now know that it will be possible for players to use a variety of means to both defend themselves and attack others.

Will Eve industry bleed into Dust?

Yes. Remember that DUST 514 and EVE Online are part of the same universe and that means they will have economic connections with each other.

Eve Online is an MMO notorious for its stories of spying and backstabs. With the ease of creating alternate accounts in the PSN, how will Dust 514 discourage the inevitable creation of large amounts of alternate accounts for griefing and other skullduggery?

We don’t necessarily want to discourage spying and backstabbing :) . There are a lot of mechanisms in game to ensure battles are managed well, while not cutting into the freedoms that the EVE Universe provides.

Will Dust players be able to kick team killers at will? Hoping for a positive answer on this one.

We understand that friendly fire is not so friendly and that intentionally killing teammates can be very annoying. To keep this from getting out of control we will allow players control of their team’s composition.

In what ways can a Dust player generate isk, outside of corporate issued contracts?

There will be more than just one way for a DUST 514 mercenary to make a living in New Eden. What we would prefer is to give players the freedom to invent their own ways of making ISK in-game and keep the sandbox experience that is prevalent in EVE Online.

Will there be a Dustpedia (name pending) like Evelopedia, or will they be one and the same?

Its EVElopedia, basically.

Can I have exotic dancers? (Important question)

We are looking to support this, and maybe even allow you to tip them. :) but this will probably not happen early on.

Dec20

Dropsuits in DUST 514

How do you build a better warrior? Militaries have tried for centuries to answer that question, but you’ll be able to figure it out for yourself when DUST 514 launches next year. Infantry dropsuits are designed to protect and sustain the wearer in even the harshest environments. Different dropsuits offer specific bonuses to speed, mobility, defense and configurability. Like starships and planetary vehicles, dropsuits come in a variety of shapes and sizes, each with a unique slot configuration and powergrid (PG) and CPU that inform the decisions you make when customizing your chosen dropsuit.

The number and type of slots determine the modules (interchangeable hardware components that enhance or otherwise alter the functionality of the dropsuit), weapons, and equipment you can fit. The slot types available on dropsuits are as follows:

  • Light
  • Heavy
  • Sidearm
  • High
  • Low
  • Equipment
  • Grenade

The three weapon slots – Light, Heavy, and Sidearm – cascade. That is, a Heavy slot can be fitted with a Sidearm, Light or Heavy weapon and, similarly, a Light slot can be fitted with a Light or Sidearm weapon. The high and low slots are module slots, each used for particular types of modules. Equipment slots allow the dropsuit to carry deployable or handheld equipment such as scanners, nanohives, drop uplinks, repair tools and more that will be covered in a future blog. Lastly, grenade slots determine the capacity (i.e. how many you can carry) of the grenade types – Locus, AV, EMP – fitted.

The intrinsic benefits of your chosen suit define, in part, the type of role you wish to fulfill on the battlefield but ultimately it’s how you choose to fit the suit that determines what it is capable of. Do you play to its strengths or do you surprise the enemy with an unconventional, risky fit? The choice is yours.

Dropsuits are classified as Standard, Advanced, and Prototype, each requiring specific skills to be trained before they can be used. Today, we’re going to take a look at two standard dropsuits: the Assault and Heavy.

Caldari Assault

The Caldari dropsuit design and aesthetic philosophy is heavily influenced by the culture’s origins on brutally frigid home worlds, dismissing stylistic notions in exchange for the ruthless, bare-minimum functionality requirements needed to keep a soldier alive. As such, the Caldari suit is notoriously uncomfortable and outright ungainly in some instances, yet remains in high demand due to its remarkable resilience in smart battlefields.

Standard Assault

The Assault dropsuit is a versatile frontline combat suit that combines excellent protection, good mobility, and sufficient equipment hard points for mission-specific customizations.

A flat-coil e5000 fifth generation fusion core runs up the inside of the back plate, powering the entire suit. Its output and heat buildup are controlled by a L2 “Gatekeeper” regulator conduit, which connects directly to the sensor system at the base of the neck. Every joint is reinforced with kinetic sensors and two-way, high torque servos to enhance the soldier’s strength, balance, and resistance to impact forces. The suit’s helmet has more integrated sensor, communication, targeting, and data processing systems than most civilian vehicles. Furthermore, every armor plate on the suit is energized to absorb the force of incoming plasma-based projectiles, neutralizing their ionization and reducing thermal damage.

Assault dropsuits are intended for standard combat operations or those in which the objectives are likely to change at a moment’s notice. Its ability to carry anything from small arms and explosives to heavy anti-vehicle munitions and deployable support gear makes it the most adaptable suit on the battlefield.

Amarr Heavy

The look of this Amarrian suit has changed little since it was first created, due largely to the commonly held belief that its original form is immaculate; the perfect amalgam of science and religion. Aesthetics are as important as function, because to the Amarr, aesthetics are function. Enshrined within the armor, the wearer becomes a vessel, the embodiment of God’s will and an instrument of holy wrath, unmistakable, and feared, by all who look upon him. To the Amarr, the dropsuit itself is the weapon.

Standard Heavy

The Heavy dropsuit is a second-generation solution designed to withstand concentrated small arms fire and protect the wearer from the concussive, thermal, and impact forces of low-grade explosives. Additionally, its power-assisted exoskeleton facilitates usage of the heaviest caliber personal weapons.

Every vital area of the wearer is protected by 25mm composite ceramic shell or high tensile steel plates, layered with impact absorbing, compressed carbon latticework. A secondary thermal dispersion membrane channels excess heat away from the point of contact, distributing it over a larger surface area and thereby lessening the potential damage. Superconductive veins of hybrid silver coat the outer layers and connect every piece of the armor to a grounding heat sink, dampening the harmful effects of direct fire electromagnetic weaponry.

Heavy dropsuits lack the mobility of lighter suits, but this trade-off results in a defensive system that defies standard infantry conventions. No other classification of personal armor can claim to be able to stand toe-to-toe with enemy vehicles and survive.

Even with just these two dropsuits, we can already see battlefield tactics starting to take shape. The Heavy can withstand a lot of punishment, but it has no equipment slots. Pairing it with another dropsuit capable of dropping ammunition replenishing nanohives or repairing from a distance will substantially increase the effectiveness of the Heavy. Alone, a Heavy could easily be outnumbered and outmaneuvered, but surrounded by allied Assault dropsuits it becomes a tank in every sense of the word, soaking up damage while the rest of the squad picks off the enemy.

Although formidable, the Heavy and Assault suits represent only one aspect of the battlefield eco-system. Sheer firepower will only get you so far. A smart squad will utilize the force multiplying support of the Logistics suit; the recon and electronic warfare specialties of the Scout; and all the modules and equipment they have at their disposal to become an unstoppable force. After all, one should never underestimate the value of a well-placed EMP grenade.

Dec09

New screenshot suggests customizable armor.

As you can see from this screenshot on the playstation blog flickr account, it would appear that armor will be customizable to some extent.  The dust marine on the left is wearing a light weight armor variant, whilst the Marine on the right is wearing a much heavier version that appears to store more ammunition.

Dec08

Infantry Weapons in DUST 514

The handheld weapons are a key part of any MMOFPS and DUST 514 is no exception. There were a few things that were very important to us.

Firstly, we wanted to avoid the feeling of “Vietnam in space” that you sometimes see in sci-fi games. The goal was to create weapons that had recognizable roles but used more advanced technologies than the equivalent weapons of today. The power of these guns would tear apart a modern day battlefield. In DUST 514 the only way your mercenary can survive the power of these weapons is due to the advanced shielding and armor of the dropsuits they wear. Without them, simply firing these weapons would severely injure or even kill you!

Secondly, it was important to us that the weapons felt like a natural part of the EVE universe. In the same way that the ships in EVE have distinct racial designs and specialties, the weapons of DUST 514 had to encapsulate the values and technology of the race that created them. The ruthless efficiency of the Caldari, the progressive aesthetics of the Gallente, the resilience and resourcefulness of the Minmatar as well as the proud arrogance of the Amarr Empire. All of this had to be communicated through the design of the weaponry; the different styles should be evident when you look at the three examples below.

What we didn’t want to do though, was to limit players to the use of one racial type. After all, you are a mercenary, so you use what works best for the job at hand. This way players are able to use a variety of different weapons to find what suits them best, regardless of its origin. Players are able to use different classes of weapon in different load outs so that they can make meaningful tactical choices and can respond to changing situations on the field of battle. There are three basic weapon classes, light, heavy and sidearm, and here we’re going to take a look at some of the weapons in these classes.

 

Click here to read more on the playstation blog.

 

Click here to read more on the playstation blog.

Nov30

Vehicle Dynamics in DUST 514

Vehicle Dynamics in DUST 514

Vehicle Dynamics in DUST 514

Vehicle Dynamics in DUST 514

Vehicle Dynamics in DUST 514

Vehicle Dynamics in DUST 514

Vehicle Dynamics in DUST 514

Vehicle classes in DUST 514 resemble modern day battlefield armored vehicles but are more menacing…and multitudes more lethal. You can also customize the vehicles with weapons and modules to ensure highly dynamic and constantly evolving gameplay where no single vehicle can impose absolute supremacy. The ultimate goal is to create an experience where players make meaningful choices based on their surroundings and situations when deploying vehicles.

Vehicle Customization

Vehicles are highly customizable; these units can be fitted with a broad arsenal of armaments, bolstered by modules that can be installed to apply bonuses and abilities to further enhance a vehicle’s combat effectiveness.

Players will be able to choose arms from all the familiar EVE Online weapon classes, from energy-based laser weapons, blaster and rail cannon hybrid technology to traditional projectile and missile weaponry. Each of these weapon types are divided over racial factions, having an affinity towards vehicle hulls from similar origins. Vehicles like the Caldari heavy attack Vehicle (HAV) for example, are well suited to using technologies embraced by the Caldari, such as their powerful armor-rupturing railgun cannons. This is not to say that this is the de facto weapon choice for the Caldari HAV. Players will have to weigh out their combat strategy, determining what style of weapon will appeal to their play style and the demands to be met for battle at hand. If there is a perceived aerial threat, players may choose to swap out their main turret mount for a large bank of guided heavy missiles to pluck their enemy’s dropships from the sky.

Add to this the power of vehicle modules onboard and a carefully tailored vehicle can truly be a force to be reckoned with. Modules fall under different umbrellas: electronic warfare, weapons modules, and engineering just to name a few. Engineering modules enable players to enhance essential functionality of their vehicle by increasing armor strength, increasing shield resilience, or improving overall speed and handling. Weapons modules and electronic warfare modules take on another dimension of utility. Weapons modules can outwardly boost the power of a vehicle’s turrets by increasing the rate of fire or damage factor per shot, while electronic warfare class modules enable players to immobilize unsuspecting targets with stasis webifiers, cripple enemy turrets with tracking disruptors, or enhance guided missile lethality on target-painted hostiles.

The modularity of these types of equipment allows players to create custom functionality across all vehicle classes simply by installing modules into a vehicle’s allotted number of slots on a vehicle fitting screen. The combined CPU and powergrid cost of all modules weighed against each vehicle’s unique CPU and powergrid resource pool determines the diversity and potency of its fit. This versatile system gives a player the ability to fit for specific tactics or purposes, putting as much creativity into the hands of the player as possible.

Click here to read more on the playstation blog.

Nov10

Rapid Deployment Vehicles

 

Shrouded in advanced optical stealth and guided by automated networked navigation systems, the J42 “Sky Lift” RDV (Rapid Deployment Vehicle) drone is able to deliver even the heaviest armor, with pinpoint accuracy, anywhere on the battlefield. The proliferation of this invaluable tech has changed the face of ground warfare in the EVE universe, giving front-line commanders the ability to strike enemy positions with little warning or reinforce vulnerable points at a moment’s notice.

Originally designed for industrial transportation by Outer Ring Excavations (ORE), the Sky Lift was repurposed for combat missions with a few key alterations. Firstly, the engines underwent a massive upgrade, from aftermarket conventional jet turbines to the latest F/4 Ionized Plasma Forges. The extra thrust they provide compensates for the increased weight of the fuselage, which is augmented with 25mm radar absorbing armor plates. Without crew, the cockpit area has been redesigned with Tech 2 drone hardware, a multi-spectrum geospatial avionics system, and a state-of-the-art Phantom-65 stealth field controller.

One key feature that was completely unchanged, however, is the “Magnetar” lift system. This retractable electromagnetic crane is powered by the Sky Lift’s main reactor but also has an integrated backup capacitor for especially heavy loads. It generates a magnetic field so powerful that most of the vehicle’s EM shielding is in place to protect against the side effects of the lift system, rather than enemy electronic attacks.

View this post on the Playstation.blog

 

Nov04

Mobile Command Center

Colossal. Imposing. Devastating. Any of these words could describe the MCC, but only one truly sums it up: Control. The MCC is the nerve center of any army, the backbone upon which wars are waged and battles won. It is from here, locked within the confines of a modified hydrostatic pod, that the commander orchestrates the fate of those on the ground below. He does so having never set foot on the battlefield, but with the collective knowledge and situational awareness of every unit that has. If knowledge is power, it is the commander who wields it.

Heavily fortified and shielded, the destruction of an MCC is by no means an easy task…but it’s not an impossible one. Only a sustained heavy weapons barrage is sufficient to disable the MCC’s shields and take down its armor. If the MCC does possess an Achilles heel, it is its dependence on fuel, without a constant supply of which, its turrets, critical systems and, most importantly, shields are worthless. Commanders would do well to be aware of any and all fuel sources in a given area and plan accordingly.

See the original post on the PS3 Blog.

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