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Tonkah

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    Tonkah reacted to Code24 in The Council of Alioth   
    Dude... have you been reading my mind? I've been thinking about this issue for like a week too and I made sure to ask about it in the AMA as well.
     
    One of the greatest appeals of any sci-fi game is cool looking cities and ships. But in the case of Dual it seems that just one idiot with a mission could do a lot to break the immersion. 
     
    First off, I really like the ideas you brought up and I think they would actually solve this pretty well. However, I do view them as a last resort. My preference would be to use game mechanics to favor useful designs over useless/joke constructs. 
     
    Here's my idea:
     
    The kind of technology that the ark uses to protect buildings should take up a huge amount energy because it is actively preventing certain players from destroying/modifying voxels, and as more constructs are created it has to protect more. So in order to balance this, players have to actively pay for their use of of the arkified area on a per-voxel basis (whether this should be monetary or resources idk). If the player runs out of resources to maintain the construct within the arkified zone, it temporarily becomes unprotected and players can either destroy it, or start paying for those voxels themselves. 
     
    This idea assumes that "VR mode" blueprint construction is implemented. This means that players who are just starting out and cannot yet pay for protection of their constructs in the ark-zone can do so by using VR construction and building the actual structure elsewhere. If they (as a new player) want to build their structure within the ark zone must begin a career or coordinate with an established organization to get it built and regularly payed for.  
     
    While this cost of building in a protected zone is a downside, it can easily be worth the cost. Buildings within this zone are the first constructs players see when the spawn at the ark ship, so these buildings will have more visibility to new players than any other in the game with the added benefit of being indestructible. If you are seeking a place for your market, business, or organization headquarters there is no better location than here. 
     
    The desired effects of this mechanic:
     
    Arkified areas become functioning cities rather than just a mismatched graveyard of unused player constructs. The construct has to be providing value to an active/organization player in order to be worth the cost of it's existence. Buildings within the arkified area will not be on a first come, first serve basis. If a player decides to leave the gave for more than a few weeks, they need to consider whether they have enough resources to pay for it over the long term, and if not, consider giving ownership to someone else who can stay online. 
     
    And finally, I feel that this would, at the very least, limit the proliferation of the "TTP" problem. Unless an entire organization is very passionate about paying for and maintaining Dickbutt structures it simply won't be worth the resource draw.
     
    If you agree or see a major flaw in my reasoning here lmk.
  2. Like
    Tonkah reacted to SgtToothpaste in Objective Driveyards - Military Corp (Now recruiting)   
    Website
     
    Organization: Military Corporation.
     
    Objective Driveyards is a leading security and industrial corporation-state providing innovative spacecraft, solutions in autonomous systems, command, surveillance, strike, and logistics to government and private customers on Alioth and beyond.
     
    We hold ourselves to a high standard of quality, both in the products we deliver and in the way we conduct ourselves from fleet operations to customer service. We are in the business of securing a great deal more than just our place in the market, we are here to secure our customers future in Dual Universe.
     
    Our mission is to be at the forefront of technology and innovation, delivering superior capability in tandem with maximized cost efficiencies. The security solutions we provide help secure freedoms for our Corporation as well as those of our allies within the Cinderfall Syndicate. Squarely meeting our obligations, fiscally and technologically, isn't just a business goal, but a moral imperative. To that end, as we evolve as a corporation, the responsibility we feel for our customers and our members grows with us.
     


     
    O.D.Y. focuses:
         -Organized PvP/ Fleet Ops
         -Industry/supply
         -Ship/Weapon Contracting
         -Security Contracting
         -R&D
     
    O.D.Y. Provides:
         -Organization and cooperation
         -Command structure
         -Voice comms
     
    Structure
    The Corporation relies on organization to succeed, and is thus a strict meritocracy. The corporation is controlled by the CEO and a Council of three directors. Corporate assets are divided into three main branches; each responsible for a major aspect of Corporate operations, and manned by specialists with appropriate skills. Each branch is independent to a degree as each is controlled by one of the three directors, but ultimately answer to the CEO.
    The branches are:
     
    Objective Navy:
    As the military branch, the Navy is responsible for protecting Corporate interests from external threats. The Navy is lead by the Strategos, one of the members of the Corporate Council and the highest ranking officer within the fleet. The Navy controls the majority of the Corporate Fleet, and draws from Corporate personnel with skills particular to any and all aspects of combat. These roles can include:
     
         Pilot - Pilot specializing in either strike craft or larger warships.
         Commander - Officer in command of a large, crewed warship.
         Crew - Entry level warship crew, manning the critical stations on larger vessels.
         Security - Infantry unit skilled in ground combat.
        Combat Engineer - Field engineer skilled in building/repairing constructs in combat situations.
         Intelligence Agent - *REDACTED*
     
    Objective Industries:
    The circulatory and digestive system of the Corporation, controlled by a Director who is part of the Corporate Council. This branch is responsible for mining and refining raw materials, manufacturing components and equipment, and ultimately constructing ships. While the Navy controls most of the Corporate fleet, Indi Ops controls most of the Corporate shipyards. Ships and equipment produced by this branch are first researched and designed by the R&D branch. Indi Ops can also manufacture hulls and equipment to be sold on contract to other factions. Indi
    Ops personnel fill the follow roles:
     
         Miner - Raw resource extraction.
         Technician - Refining and manufacturing.
         Engineer - Industrial construction/development.
         Shipwright - Shipyard operation, starship construction.
     
    Objective Dynamics (R&D:
    The scientific branch of the Corporation, lead by a head Technocrat who is part of the Corporate Council. This branch develops tech and designs blueprints, conducts exploration, and tech mining. Blueprints can be designed on contract to be sold to other factions, or strictly for corporate use.
    Roles include:
     
         Researcher - Develops new designs and blueprints to be tested and refined.
         Explorer - Lone wolf pilots looking to explore under a Corporate Charter.
         Tech Agent - Specialist skilled in capturing and reverse-engineering tech and blueprints.
     
    Recruitment
    O.D.Y. is currently recruiting players interested in flying under a Corporate Charter, and eventually becoming full members. The lucky few who prove yourselves in the early days of the game will go on to shape the organization that Objective Driveyards will come to be!
    If you are interested in one or more of the roles described above, and feel you have the vigor and ambition to forge this path, contact one of the Corporate Council members:
     
         CEO: Code24
         Strategos: SgtToothpaste
         Director of Industry: BliitzTheFox
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