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Snowfox

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  1. I've looked everywhere and still cannot figure out where the Dual Universe name comes from. Here is a definition for the word "dual" consisting of two parts, elements, or aspects. So what's dual about DU?
  2. This killed me! Still laughting, thanks for making my day
  3. Thanks for your replies guys. Unfortunately most of the content in Devlogs was buried deep and I did not expect to see this content before things like first screenshot. I'm glad to see most of stuff is very close to what I proposed, only makes me more anxious to play the game. It takes just a quick glance, maybe three seconds, for someone to evaluate you when you meet for the first time. In this short time, the other person forms an opinion about you based on your appearance, your body language, your demeanor, your mannerisms, and how you are dressed. With every new encounter, you are evaluated and yet another person's impression of you is formed. These first impression can be nearly impossible to reverse or undo, making those first encounters extremely important, for they set the tone for all the relationships that follows. So, whether they are in your career or social life, it's important to know how to create a good first impression. (Above is a copy from an article, not my work) Opening with an inflammatory and elitist attitude as your first sentence towards the person you are addressing for the first time ever, does not leave a good first impression. I am sure you are a nice person and by no means am I lecturing you. Just providing a feedback on how that looks. Your response was perfect without the first line, I thank you for it.
  4. Thanks for referring me to this! Its very close to what I had in mind. A couple of things that I think the design can be improved on: 1. Hexagonal division into the territories: I can't think of any technical limitations or otherwise requirement to pre-divide the planet into territories. Why not let players select where they want to create their territory and then give them either a circle or a hexagon radius from that spot? 2. "Arkification"- no matter how rare or hard it will be to "Arkify" your territory, this feature will break the balance of the game. Eventually every territory will be claimed and eventually all of them will be Arkified and there will be no more geopolitical interaction. Overall looks like my thoughts lined up with what the project lead had in mind although I think they should make RDMS a bit granular so that the management system does not only consist of Org to Org relations/permissions, but rather can be managed on per-player bases sometimes. E.g. I may not be in any Org but I'd like to become a "citizen" of a city belonging to an Org. By granting me the "citizen" title I can keep my non-affiliated status and NOT be a member of org, but still have some rights within that city.
  5. Since DU will emphasize emergent gameplay, the players need mechanics to self organize once they surpass Organization level. Suggesting following mechanics for establishing and running the city/country: An item called "City Beacon"(placeholder name, can be called anything) will be available either for purchase or crafting ingame. Crafting or purchasing this item should require a LOT of time and resources. We do not want cities spammed all across the planet. Deploying the CB reserves the land in a certain radius for the deploying person or their organization. Only the owner or people given permission by the owner can build in the reserved radius. In specific cases the owner can give permission to specific people to build only in a specific plot (enables owners to sell land plots or give them to specific people) CB can be upgraded to reserve land in more radius. This should be also very expensive. Upgrade only happens if there are no other cities in the new upgraded radius as well as no other player built structures. This promotes geopolitical conflicts and interactions. Permissions on different management aspects can be transferred or given to specific people (distribute the management workload) City owner can create a structure of "titles". Eg: Citizen, Police Officer, Land Manager, Mayor, etc. Each title can be given specific permissions and be assigned to players. (This will also be useful in the upcoming Job/Mission suggestion where jobs or missions can be limited to specific titles) CB can be taken over/captured. Capturing CB transfers ownership and management rights to the capturer. Capturing the CB should take long time and require immediate presence or engagement with CB. X (e.g. 3,5,10) number of cities can be banded together into Country. Country borders are set to the outlying city perimeter. All the land inside the perimeter is now in country ownership. naturally when creating the country there should not be a city within the perimeter that does not belong to that country. Cities under different ownership can "join" the country. This creates country vs country warfare and geopolitical conflict possibilities. Finally the whole planet can be claimed by 1 country, but that requires that planet has no cities on it that do not belong to that country. I dream to one day witness planetary level warfare. Sound off in comments and I will add/update suggestion bullets as needed.
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