Jump to content

1stLt_awol

Member
  • Posts

    19
  • Joined

  • Last visited

Reputation Activity

  1. Like
    1stLt_awol reacted to Vyz Ejstu in Intruduce of me self   
    "
    Welcome to Dual Universe, markswe.
    "
  2. Like
    1stLt_awol reacted to Vyz Ejstu in Novawrimo Contest 2016: Rules to participate   
    "
    Interesting. Let the games begin. 
     
    ...and may the odds be ever in your favour.
    "
  3. Like
    1stLt_awol reacted to yamamushi in Novawrimo Contest 2016: Rules to participate   
    Can't wait to see what people come up with :-) 
  4. Like
    1stLt_awol reacted to NQ-Nyzaltar in Novawrimo Contest 2016: Rules to participate   
    What is Novawrimo?   Novawrimo is a contest inspired from "Nanowrimo" (National Novel Writing Month, in short) that happens during the month of November (from the 1st November to the 30th of November). The goal of NanoWrimo is to write a 50,000 word story in 30 days. http://nanowrimo.org/   Novawrimo is a contest slightly different: - It's not tied to the month of November (meaning there might be more than one contest of this kind in a year). - To be accessible to a broader range of participants, the minimum size of the text is lowered to 5,000 words (which is already a significant). The ideal would between 5,000 and 10,000 words. But if you are really inspired, There is no real hard limit.      The rules:   - The current Novawrimo contest starts today, Tuesday, the 15th of November, at 9.30 PM PST Hour. - It will end Thursday, the 15th of December, at 9.30 PM PST Hour.  - The story should be compatible with what is known from the Dual Universe backstory so far. For reference: The Official Dual Universe Lore Bible The short story written by Alain Damasio The Backstory Page of the official website (Should you spot an inconsistency between the different sources, consider always the Official Lore Bible as the reference) - The story must happen between 2436 and 12477. (one century prior to the Arkship launch from Earth and before the Arkship "Novark" lands on Alioth) - No alien creature should be involved. - Physical violence should be limited (No gore or similar things).  - Verbal violence and cursing is tolerated but must stay limited. - Explicit sexual content isn't allowed. - Hate speeches toward specific people, ethnic group, or religion from the real life isn't allowed. - You must submit your text under the form of a PDF file and you must attach it to a dedicated topic (with the tag [Novawrimo] in the title) you created in the "Novaquark Archives" forum section. The PDF file must not exceed 500 ko in size. - By submitting a fan fiction with the tag [Novawrimo] in the topic title, the poster will explicitly cede author rights to Novaquark. While these texts won't be sold under any form, they might be used (fully or partially) as promotional materials in marketing campaign for the game Dual Universe. For more information on this part, read the "Terms of Use" PDF file attached to this topic.   Rules Update (17/11/2016):
    - The fan fiction submitted must be written in English.
    -  A non-native English writer can seek help from a native English speaker to polish the text in English. - The native English speaker must be aware that it can help only on a volunteer basis: he won't be eligible for any reward. - If a non-native English writer seek help from a native English speaker, he must submit the complete text before proofreading. Once his text is proofread, he will have to keep both pre-proofread and post-proofread versions of the text available. - On a similar topic, we prefer to precise that if several participants write a text together, only the one submitting the text on the forum will be eligible, as there will be only one prize per text.   Special Thanks to Yamamushi:   As the one who helped us to shape this event and helped on the rewards side of the contest, we thank him deeply for his involvement! As he plans to participate to the contest as well, in order to avoid any conflict of interest, he agreed for not being eligible for any reward.     The rewards:   1st Prize:  - 1 Digital Gold Founder Pack - 1 key for Osiris: New Dawn - 1 key for Space Engineers - 1 key for Empyrion   2nd Prize: - 1 Digital Silver Pack - 1 key for Space Engineers - 1 key for Empyrion   3rd Prize: - 1 Bronze Pack  - 1 Closed Beta Key - 1 key for Empyrion   Community Prize: - Unique in-game title: "Famous Writer"     How the winners will be selected:   - For the 1st, 2nd and 3rd Prizes, the winners will be selected by the Novaquark team. - For the Community Prize, the community members will vote for their favorite fan fiction.     If you have any question, just let us know! Good luck everyone!   Best regards, The Novaquark Team. Terms-of-Use-DU-Forum.pdf
  5. Like
    1stLt_awol got a reaction from Wilks Checkov in PayPal backers - Store Concept   
    I support this idea.
  6. Like
    1stLt_awol reacted to Wilks Checkov in PayPal backers - Store Concept   
    THE IDEA. . .
     
    Having a store that we can access similar options to the Kickstarter available for a brief period of time, but instead of using only credit cards it works with PayPal.
     
    THE REASON. . .
     
    It would open up a whole new field of backers to NovaQuark, potentially a whole new income stream that could be used to back the game. It also allows those that are not able to support the game with credit cards or those that had something in their real life come up that interfered with their ability to support the game to have a second chance at backing the game.
     
    THE QUESTION. . .
     
    So at NovaQuark, do you agree that a store should be made available, even if for a brief period of time, to allow others to have an ability to back the game by another means. If you feel that it is a good idea - please let us know. . .
     
    Thanks - The Dual Universe community
     
     
    And should anyone have any thoughts or opinions, feel free to leave them below. 
  7. Like
    1stLt_awol got a reaction from Wilks Checkov in Contractual Corporate Peace Accords {CCPA}   
    i support this motion
  8. Like
    1stLt_awol got a reaction from Anasasi in Organisation Top Ten Chart   
    Good work Anasasi, thanks!
  9. Like
    1stLt_awol reacted to NQ-Nyzaltar in DevBlog: LUA Scripting and Distributed Processing Units (DPUs)   
    (Posted Friday 18th of September 2015 on the DevBlog)     Big news! We just finished designing and implementing one of the most critical and distinguishing feature of Dual: the capability to script any construct that you make. A construct is anything that you build in the game, it can be a ship, a building, a space station, or whatever. It is a physical object, it can move, collide with stuff and potentially include hundreds of "Elements", which are operational units that you can craft or buy, and freely position inside your construct to add functionalities to it. Examples of Elements are: propulsion engines, control units (computers), doors, weapons, batteries, containers, accelerometers, radars, targeters, drone bay, elevator, and many more. The way the construct orchestrates all these Elements is through scripts, and what we call "Distributed Processing Units". Let's dive into it, and see what it can do.   Warning: The following Blog Post implies you already have some basic programming knowledge. If you don't, some parts may seem a bit obscure or difficult to understand.   This is going to be a slightly more technical and longer post than usual, but I hope people interested in the topic will find it entertaining. In any case, remember an important point: you don't need to understand anything about scripting or ship building to actually buy a ship and fly it. You actually don't even need to use a ship at all if you don't want, there are plenty of activities to do besides this in the game. It's a bit like in real life: you don't need to be a mechanics to drive a car, and some people just never drive anyway, they take a taxi. It all depends on your playing style, and what you expect from the game. But if you are interested in creating your constructs and scripting their behavior, I hope you won't be disappointed by the deepness of the gameplay experience we propose.   So, let's summarize again what a "construct" is: in Dual, you can assemble chunks of matter (stone, wood, iron, kevlar, etc...) in any way you like, a bit like in Minecraft, but instead of simple cubes, you can forge almost any shape you like. The technology behind this is called "Dual Contouring". This can be used to build the hull of a spaceship, the walls of a castle or a gigantic statue. Up to you. Attached to this inert structural skeleton, you can add some components called Elements, which are actual gameplay components that you can deploy in your construct to make it functional. In a spaceship, you need propulsion engines, fuel tanks, navigation instruments, one or several cockpits, etc. All of these are Elements. The collection of all Shapes and Elements are what constitutes a construct, which is a whole that can be moved once created and is subject to the laws of physics (for example, it falls if dropped in a gravitational field). A construct can be owned, traded, copied, etc, but this is another story we will discuss in another post. Right now we will concentrate on one particular aspect: how do you orchestrate all the Elements so that they can work together? We will take the particular viewpoint of a spaceship, which is a good way to illustrate the concepts involved, but this can apply to anything you like, including a giant spaghetti monster robot or whatnot.   In terms of game design, we could opt for an easy strategy here. If you have the required number of engines in the right direction (no matter where they are), and you check the list of instruments needed, it would "magically" fly. With this approach, all ships would fly the same. Trying to put more engines, or optimizing their position would be more or less useless. Hoping to have an AI helping with automatic navigation would be up to the engineers of Novaquark only. Fancy a new way to drive your ship? Impossible. How about the weapons system? How about drones? All this would be predefined and more or less rigidly identical for all players. That's not what we have in mind for Dual Universe. While we will provide basic templates to start with, you?ll be able to engineer your construct the way you want. Engines are real (they physically push your ship where they are, with the power they have), gravity is real, weapons have to turn and target (which also requires a targeter). If you are smarter than others, you can get the job done in a better way, get an edge in battle, or in trade by launching the new Falcon X-42 superfighter and change the balance of game combat with new tactics and possibilities. It?s not only about how you can use the predefined capabilities of ships within a predefined classical game setting, but it?s also about how you can redefine these capabilities. We call it: emergent gameplay.   Each Element is an active unit. It can do basically two things: emit "events" and execute "functions". Let's give some examples: a radar unit can emit events like "new enemy detected at (x,y,z)", a jet engine can execute a function like "set thrusting power to 45%", a weapon can execute the function "fire", etc. Technically events and functions are described a bit the same way: a name followed by parameters written between parentheses. The above examples would become something like:   enemyAt(x,y,z) setPower(45) fire()   Events are emitted spontaneously by the Element when something happens for which it has been designed to react to, and functions are services that the element can fulfill when it is asked to by some external agent. When considering a particular Element, you want to know the list of events it can emit and the list of functions it can fulfill. This is entirely defining what this Element is, from the point of view of the gameplay. We call it its "Type".
      Now, how do you orchestrate the interactions between several Elements, each emitting events and reacting to them, fulfilling functions in return, etc? The central notion we introduce here is what we call a "Distributed Processing Unit", or DPU in short. A DPU is a bit like a computer program, an orchestrator. It has several slots in which it is possible to plug Elements, and it contains a list of event handlers that can react to events emitted by the Elements plugged inside its slots. The schema below illustrate this:     Events handlers are conceptually quite simple: they are "condition => action" managers. On one side, there is a conditional filter, which is a generalization of an event from a given slot, with certain parameters set to given expected values, while other parameters can take a variable "free" value. A particular event emitted by an Element in a slot will be examined by all event handlers, and it will trigger the event handlers if the event signature matches the event handler filter.   To give an example: suppose that we have a filter like ?enemyAt(x, 42, y)?, associated to the ?radar? slot. Now the radar slot emits the event ?enemyAt(11,42,66)?. This event matched the filter and so will trigger the event handler. If the event ?enemyAt(12,13,66)? is emitted however, it will not match the filter (because 13 is not equal to 42). The schema below illustrate this point:     On the other side of an event handler is the action that the handler can trigger when the filter is matched. This is where LUA really enters the scene. The action is simply a piece of LUA code. LUA is a very simple and efficient scripting language, for which you can get many tutorials online. You can try this for a start.   Now what kind of code will you write on the LUA side? Basically anything you want, but, as you guessed, it will ultimately contain some calls to functions among those provided by the Elements plugged in the DPU slots. The syntax will be something like: "self.engine2.setPower(42)". The "self" prefix is a requirement of LUA, then comes the name of the slot, and then the name of a function available from the Element in that slot, together with its parameters between parenthesis.   That's it. That's the basics of what a DPU is and how scripting works. Let me summarize: a DPU is an orchestrator, it has several slots in which you can plug Elements. You can then define event handlers to catch events emitted by these plugged Elements, and react by executing LUA code, which includes calls to functions taken amongst the set of available functions of your plugged Elements.   To be more precise, I have to refine this picture a little bit: I talked about customizing a DPU, but exactly what DPU are we talking about? Where is it? In fact, the DPU you want to customize is stored inside a special Element called a "Control Unit". The DPU is started when you activate the Control Unit (go next to it and press the activation key). Notice that there is no problem with having several Control Units (hence, DPUs) inside the same construct, potentially all activated at the same time.   Now, the DPU inside a Control Unit is special because you'll have a GUI to freely customize it (plug stuff into the slots, define event handlers, etc). Actually, you can do even more than what I just described: you can define a set of events that your DPU is capable of emitting (event emission is done via a special LUA syntax inside your scripts). You can also define a set of functions associated to your DPU, and the corresponding LUA code that should be executed when this function is requested. If you remember, I presented the type of an Element as the set of events and functions exposed by this Element when plugged inside a DPU. Actually, the truth is that there is in fact a DPU inside each Element (albeit not a customizable one), and the events and functions of this Element are actually the events and functions of its DPU. Now to the important conclusion: it is not really Elements that you plug inside the slots of your Control Unit's customizable DPU. It is in fact DPUs. It can be the DPU of Elements, when you plug Elements, but it can be more generic or abstract DPUs. More about this now.   One particularly important "abstract" DPU is the System DPU. This DPU is capable of emitting events when keys are pressed. You almost always want to plug the System DPU, because you want to control your scripts with keystrokes bound to actions. So, typically, you will have several event handlers in your custom DPU to catch action events emitted by the System DPU. The System DPU is also capable of emitting "timeout" events when a timer is due, or at regular intervals, and many other useful functionalities.   You know enough now to script a simple spaceship controller. You need to put a least one Control Unit in the ship, and customize its DPU. Inside this DPU, you will plug the System DPU (typically in the "system" slot), plus at least 3 engines pointing upwards to lift the ship, and 2 more engines at the back of the ship to make it move forward. You need also to plug a gyro (more exactly: an inclinometer), which is an Element that provides the getPitch and getRoll functions, to know about the pitch/roll angles of your ship. And that's it. Now you set a timer with the system DPU (call the system.setTimer(0.1) function to set the update every 0.1 second) and catch the corresponding timeout event. When caught, you can then associate the LUA script that will query the gyro about the pitch/roll and use these values to correct the intensity of thrust power in your motors (using the setPower function) to stabilize the ship tilting. And of course, you will also catch the action events from the System DPU to inform your script about the direction in which the player wants to stir the ship. The exact details of how this is done in terms of control and dynamics are beyond the range of this post, but it involves simple Newtonian physics about torques and forces.   This above custom made Control Unit DPU could be seen as a black box, a ?Stabilizer?, with 7 slots (5 engines, 1 gyro and the System DPU). You can move this black box in what we call a Component DPU, so that you can sell/exchange it. Now players possessing your ?Stabilizer? can plug it in their own Control Unit DPU along with their own Elements, and then connect these Elements in the Component slots, with a simple drag and drop interface, or a smart ?autoconfigure? system, making the whole process of scripting a ship very simple for those who don?t want to put their hand on code:     The DPU system goes ways beyond this simple ship stabilization example. Weapon control, whether in FPS direct view on a jet fighter, or in tactical overall view in a battleship, will be handled with DPUs. Scripting a drone can be done with DPUs. Setting the automatic defense mechanism of your castle can be made with DPUs. Factories can be automated with DPUs, etc. It's all about orchestrating Elements and Component DPUs via scripts that react to events and execute LUA code. The user interface is also scriptable to decide what happens when the Control Unit is activated, how Elements can display their status and give access to parameters (we will probably talk about this in another blog post).   Novaquark will be providing several useful "starter" Component DPUs to start with, as well as smart autoconfigure options to handle the most basic cases. You can get a ship to fly without knowing a thing about DPUs. But, if you are interested in this aspect of the game, it will be up to you to build from there and create the most amazing control system and contraptions, win the markets or the wars with them and leave your mark in the Dual Universe history of innovation and engineering!   JC Baillie, Project Lead.
  10. Like
    1stLt_awol reacted to xNeroX in Distributed Processing Units - Control Units   
    RED HAT SYSTEMS
    This topic, sponsored by Red Hat Systems, aims to inform players about the LUA scripting side of the game and clarify the facts.
     
    KNOWN ELEMENTS
    Propulsion Engines, Fuel Tanks, Cockpit, Navigation Instruments, Doors, Weapons, Batteries, Containers, Accelerometers, Radars, Targeters, Drone Bay, Elevator, Inclinometer (Gyroscope), and last but not least…
     
    CONTROLS UNITS / DISTRIBUTED PROCESSING UNITS
    Control Units – A control unit is the computer hardware, whereas the DPU (Distributed Processing Unit) is the computer's software. In fact, every element in the game will have a built-in DPU. The difference between control units and other elements is that the control units exist specifically to run player-customized DPU's, whilst the DPU's embedded in other elements are not customizable.
     
    DPU's will be distributed (sold, copied, transferred, etc) in black boxes. Think of the black box as a USB Memory Stick. Only a single black box can be inserted into a control unit at any one time, however a construct (ship, car, boat, factory, etc) can have many control units and therefore many black boxes. The black box is therefore simply a transport mechanism for the DPU. More on black boxes later.
     
    Each DPU will be capable of emitting events (standard pre-defined events written by the devs and also player-defined events written in LUA) and exposing executable functions (again, predefined + custom). The DPU will also have a collection of event handlers (again, predefined + custom: you get the idea). An event handler simply listens out for events, and then executes a function if a player-defined expression evaluates as true.
     
    Each DPU has multiple slots where other elements can be plugged into (Think of USB Ports).
     
    KNOWN EVENTS (EXAMPLES)
    self.radar1.enemyAt(x,y,z)
     
    KNOWN FUNCTIONS (EXAMPLES)
    self.inclinometer2.getRoll()
    self.Inclinometer4.getPitch()
    self.engine1.setPower(100)
    self.weapon7.fire()
     
    In the example events and functions above, “self” is simply a Lua keyword that implies the code is referring to its own scope. “radar1”, “weapon7”, etc are the names of the slot that is emitting the event or is being targeted to execute a function. “getRoll()” is an example of a function being invoked (safe to assume it will return a numeric value with roll angle).
     
    SYSTEM DPU
    The system DPU is rather special. It handles user input (emit event when a key is pressed) and also controls the flow of procedural code (as opposed to event driven) via the use of timers. I.E you could call system.setTimer(0.1) and provide a function that will be invoked every 100 milliseconds. Another awesome feature of the system API – Customizable GUI! That's right, via calls to system you can customize the games GUI.
     
    BLACK BOX/COMPONENT DPU
    A Component DPU is an element that you, as a programmer, will be selling to other players. It will abstract the functionality of your custom DPU into what can be seen as a compiled library. The end user will be able to consume your functions and events without seeing the underlying code. If the end-user is another programmer then they can use your Component DPU as a module to write their own Component DPU which requires your Component DPU in order to work. If the end-user is not a developer they can either drag and drop the required functionality via a simple UI, or they can make use of an auto-configure system (Think Plug and Play).
     
    SUMMARY
    What the devs have done here is give us access to the very tools they themselves use to build the game. When you use a Propulsion Engine, its functionality was written by the devs in the same way a player might customize a DPU. The Propulsion Engine has its own pre-defined fully functional DPU inside it. By introducing the concept of Control Units we as players can fully mod the game, from within the game. If we don't like the way the Propulsion Engine handles, that's fine, we can just overide the behaviour with our own code. The same for almost every element in the game. The devs has basicly created an in-game IoT (Internet-of-Things). This system literally redefines Emergent Gameplay, in fact it laughs in the face of Emergent Gameplay. Nothing else comes close.
     
    Intrigued? Love to code, or hungry to learn? Join the most advanced organization in Dual Universe. Red Hat Systems needs you!
  11. Like
    1stLt_awol reacted to yamamushi in The Tempest Mission   
    The Tempest Mission
     
    The Tempest Mission is an inter-alliance effort to develop an advanced self sufficient deep space vehicle under a joint effort to map out space before the advent of Interstellar Stargate Networks.
     
     

     
     
     
    The supporting game feature behind this mission is that players will have the ability to fly manually to another star system instead of using probes, although the journey would be extremely difficult it could be a very unique experience. It may take weeks or months to reach another star, but in doing so manually you would be separated from the rest of the players by several weeks time at the very least. 
     
    We aim to provide a path to colonize deep space before stargate networks can be created, and to provide a heavy role-play focused experience for people who want to embark on a mission reminiscent of the Starship Enterprise from Star Trek. This may actually be one of the closest things to a Star Trek type experience, going on a year long mission to go where no man has gone before
     
    I do want to stress that this is not an organization for everyone, as it will require a heavy amount of dedication and focus to see it through to the end. However, for those that stick to it, it may end up being an extremely rewarding and unique experience that could not be had in any other game that exists. 
     
     
     
    The long term goals of The Tempest Mission involve creating either a web series based on our lives onboard, or blogging or something along those lines. We want to make our journey feel like we’re really going where no man has gone before and living day to day somehow.
     
    The findings made aboard the Tempest Mission will be made publicly available after they have been screened by the participating alliances for sensitive information. We want to incentivize other groups to contribute to the project, although many groups are probably working on a similar idea.
     
    What sets Tempest apart from other larger organizations is that we are entirely focused on this single mission. From day one, even if it takes us several months to get into space, we’re going to be focused on doing whatever it takes to make this mission become a reality.
     
     
     
    We welcome (and are actively looking for) colonists, who are free to travel with the Tempest to ultimately depart to live on uncharted planets for the establishment of colony worlds. These colonies will be separated from the Alioth system, and it is undetermined if they will once again gain contact with the home system.
     
    Some of these colonies may become abandoned landmarks lost to time, and some may even become wealthy and powerful centers of commerce for their regions of space. If you think what we’re doing is hardcore, think about the people who want to live on a planet separated from the rest of the game alone for who knows how long. The ultimate survival game?
     
    This may be one of the easiest ways for players who want to go 100% solo to get what they want.
     
    The Tempest Mission is expected to take 1 full (real life) year to complete in order to meet the standards to be set by the planning committee.
     
    The Tempest will not immediately depart for deep space on its year-long journey however. Instead it will first make a 1 to 2 week journey into deep space to test the operating capabilities of the vessel, as well as the ability for the crew to work together in confined conditions.
     
    After an evaluation and findings analysis period, Tempest will continue to ramp up its expedition periods until a 1 month survey has been completed satisfying all guidelines and protocols determined by the various planning committees involved in the project. The idea being that we want to know how hard it is to survive out there alone, and we want to know exactly what it’s going to take for us to go out there for a one year journey. It’s likely that the entire design of the ship may have to be re-evaluated if issues are found, but that’s part of the risk of taking on the project.
     
    Over the course of the project, The Tempest crew are expected to provide updates, either in the form of “machinima” RP-style videos chronicling their week to week lives, or blog posts on the project website. We want to keep the entire journey feeling alive and worth being active in.
     
     
    We will carry out the Tempest Mission in several stages of development, many of which will be disclosed over time.
    Staff and Media - [We Are Here] - This stage is focused on assembling a small group of players who are interested in helping to develop the media and organizational structure of the mission planning committee. This may also   involve creating a website for the organization, and promotional material for youtube, etc. Mission Planning Committee - This stage is focused on producing well-written documentation on the plans for the mission. This stage will involve creating a command structure for the vessel, as well as procedures for handling threats both off and on the vessel. Much of this work may involve creating templates and other written material for later use in the mission. Crew Guidelines  Logistics [To Be Disclosed] [i will continue to update this post over time as the outline for the project evolves and becomes more complete.]
     
     
    It goes without saying that an interest in this project would have to involve an interest in Roleplaying, as there will likely be a large emphasis on that during the duration of the journeys. This is not a mission to take on lightly, it’s going to require a lot of dedication and time put in, but I am positive that when we return home from our journey that we’re going to have a story to tell that no one will ever come close to. That’s of course, if we can pull it off successfully.
     
    We’re looking for people who can do the following, but not limited to:
    Programming Freight Logistics Construction Logistics Design Warp Drive Maintenance Security Crew Navigations Crew Science Crew Ship Counselor(s) Engineering Crew Shuttle Maintenance Crew Janitorial Crew (yes) Research Crew Bridge Crew Colonists (very important, but extremely difficult role) Heads of Staff  
    You can be creative with what you want to do, so long as it is not disruptive to the goal of the mission. For example, I want to be the ship chaplain with my character.
     
    This mission is also not limited to players from any single organization. People from any organization are welcome to join, as I expect the formation of this mission to be an inter-alliance agreement as it matures.
     
     
     
    I am asking any interested parties to message me directly on Discord before applying to join the Tempest community.
     
    https://discord.gg/FRDShpt - Yamamushi
  12. Like
    1stLt_awol reacted to Cybrex in BOO - Band of Outlaws   
    BOO IS ACTIVELY RECRUITING PLAYERS AND ORGANIZATIONS
     
    BOO WEBSITE LINK
     
    BAND OF OUTLAWS COMMUNITY PORTAL LINK
     
    A WORD FROM OUR FANS (LINK)
     
    Discord: https://discord.gg/mhAaKmA
     
    ________________________________________________________________________   WHO ARE WE?  
    Band of Outlaws is a growing community of gamer's within Dual Universe. Our goal when the game launches is to provide a community environment for all play styles. While our theme and preference leans towards the renegades and outlaws, we are also happy to accept traders, builders, and anything else in between. We want to encourage everyone in Dual Universe who has a heart for a sense of community and gaming to join us, whether as individuals or with your own group. Either way, we have a growing support network that anyone can benefit from.
     
    We understand games can be hard to commit to, and acknowledge the fact that people have lives outside of the internet. We won't force you to do anything, the only thing we want you to do is to have fun and play the game your way, hopefully with us among friends. 
     
     
    ________________________________________________________________________
     
    THE PLAN:
     
    Band of Outlaws wants to create a community for those who wish to play out their inner rebel, whether that be through pirating, smuggling, being a mercenary, a bounty hunter, and everything else in between. That is just a small portion of what our community is going to accomplish, as we have been steadily growing in several other games such as Battlefield 1, Conan Exiles, and several more. We want members to join a family of fellow, like minded internet nerds than just some faction in a singular game.
     
    That said, we certainly plan to have Dual Universe as our focus when the game launches, and we have several projects in our development pipeline for our community to participate in when the time comes. I'll list an example of such below.
     
    • Project Tortuga: Band of Outlaws plans to accomplish many tasks within Dual Universe with the help of volunteers within our community. We want to create a safe haven for outlaws like you and I, and are planning to construct a free port away from prying organizations who seek to control everything. Dubbed "Project Tortuga", our free port will be available for anyone to use, not just the Band of Outlaws. This project has also been extended to the greater Dual Universe community, and with the help of the Band of Outlaws, we can all have a place to call home.
     
    _________________________________________________________
     
     
    THE OVERVIEW:
     
     
    • Primary language: English primarily.   • Time zone: We accept anyone from around the globe.   • Goal:  To create a support network for players in DU, providing benefits for mercenaries, bounty hunters, you name it. We plan to have several internal services established to let you play out your character in DU. Also, blow things up and make money.      _________________________________________________________   WHAT CAN BAND OF OUTLAWS PROVIDE FOR YOU?
     
    • Security in numbers: Our safety network will you keep you and your assets safe.   • Community: We have a vast network of players with a wide array of goals in the game, we all support each other in and outside of the game world.   • Trade: We plan to have a vast trade network, where you can get the best deals by being in Band of Outlaws.   • PVP: BOO will need to protect its assets, and we plan to be very aggressive. We will teach you how to fight, and provide you with the ships to do so.   • PVE: We're not sure how PVE will be in the game, but we certainly plan to be apart of it as we know many players may not want to do PVP.   • Exploring: There is a big galaxy out there, so of course we're going to explore it!     _________________________________________________________  
    WHAT OTHER SERVICES DO BAND OF OUTLAWS PROVIDE?
     
    • A discord server that is managed 24/7 with hundreds of members playing various games. 
     
    • Website/Forums to hang out with other BOO members. (WIP)
     
    • An actual gaming community of internet nerds, with the number one focus being fun. This family is open to all. 
     
    • A chance to help create something unique and inspiring. Come make history with us!
     
    _________________________________________________________
     
    HOW DO WE OPERATE?
     
    Band of Outlaws is not out to be the next mega corporation with an umbrella controlling every sub-organization within our community. We operate under a general community management system with our Managers and Moderators doing all of the admin work so everyone else can enjoy whatever game we are playing.
     
    Within the context of Dual Universe, right now our management for this game is open ended until the game launches and we can see where we need certain positions filled. 
     
    _________________________________________________________
     
    DBAD CLAUSE - RULE:
     
    Band of Outlaws will not drag you down with rule after rule. To sum up how we expect members to behave - don’t be a dick. We’re all here to have fun, and there is no reason to be rude to each other. This includes flaming, hate speech, starting drama etc. Let’s act like grown men and women. This also extends to how members are expected to act towards other organizations/communities. Be respectful, regardless of affiliations.
     
     
    _________________________________________________________
     
    INTERESTED?
     
    We are always looking to recruit new players, or organizations within the Band of Outlaws. If living the outlaw life is for you, then this is the best alliance to be apart of. We encourage you to apply immediately, and be apart of the greatest organization made for rebels and outlaws like you. Below will list minor details to help you when you apply to Band of Outlaws.
     
    • Applying by yourself as a player? Simply head on over to our community portal and submit an application. Your application will be reviewed, and a voice interview with yourself before we finalize your enrollment. This is simply to make sure we can maintain some sense of security within Band of Outlaws, and that we can both get to know each other and be sure that not only you would be a good fit for us, but that we would be a good fit for you. If you are interested, just apply on our community portal - Band of Outlaws Portal Link
     
    • Applying as an organization? We are always looking for other player organizations to join the Band of Outlaws alliance. Being a member of our alliance has benefits that are listed in this post above. Among those, you will benefit mainly from a wide market audience and support network. Band of Outlaws members and organizations are forbidden from openly attacking each other. We are all allies here with the same idea, and we want you to be apart of that. Simply send a private message to Cybrex, and negotiations will be made. 
     
    If you have any questions regarding Band of Outlaws, please contact Cybrex.
     
     
     
     
    BAND OF OUTLAWS COMMUNITY PORTAL LINK
  13. Like
    1stLt_awol reacted to OutlandishRep in BOO :: Are they really who they say they are?   
    So, just yesterday, BOO had reached 100 members. An outstanding achievement! However, should we really trust them?
     
    I'm OutlandishRep. You haven't seen me yet, but I'm not real friendly, ok? See, I'm a critic, and BOO has given me plenty of reason to be critical.
     
    Well, let's just get into it. 
     
     
    BOO :: The Pirates, or something
     
     Yes. BOO. The remainder of COPS lead by Cybrex. Kind of interesting, but at the same time who are they? They're an organization comprised of members. As far as what their organization claims, it wants them to be a bunch of pirates. However, Cybrex is against griefing, so does that mean they won't grief? Of course not! They are going to grief, because as it stands, there is no way control can be maintained over the members. As well, if they grief, so what? They get kicked out of the organization? That's all that happens!
     
    Cybrex has setup an organization that has no control! What does it even offer? Protection from BOO? In that case, everyone join BOO. You'll get protection, but really you're not getting anything else. All it does is boost their numbers. See! There is no way you can enforce anything while in BOO! It's such a loose cannon that you can't claim it's structured, or has anything resembling a structure. It's a group, and that's final.
     
    Freedom? You sure about that?
     
    Are you? From what I've seen, it's not a freedom org. Infact, it's not even an org as I've said. It's just a bunch of false claims of "Cooperation" and "community".
     
    As quoted form their description on their community page,
     
    "BOO wants to break from that, and simply encourage solo and cooperative play among it’s members. Your time belongs to you, and we understand that. When Dual Universe launches, we plan to be the premiere organization for players who enjoy the outlaw lifestyle. This can be in the form of piracy, smuggling, mercenary, privateering - you name it."
    Quote from BOO description-13/9/2016
     
    First of all, what cooperative play is there to be had around pirates, smugglers and mercenaries. There is none!
     
    You can claim all that but really what can you offer. There's only so much, and offering cooperation with this audience is outrageous. 
     
    Now when your a part of BOO, it's offered that you'll be safe with their security network.
     
    "• Security in numbers: Our safety network will you keep you and your assets safe."
    Quote from BOO description-13/9/2016
     
    Now not only is it insane to think that BOO would actually have members that want to protect your stuff, it's more insane to think that your safe with each other! These are pirates, not guards. The reality is, they'll probably raid and grief each other when the opportunity is present. Not to mention, protecting every member of BOO would be impossible with those creating pirate bases and so on. It's not possible for them to make this claim.
     
    Now, freedom. What freedom? This freedom:
     
    "• Freedom: We want you to play how you want, when you want."
    Quote from BOO description-13/9/2016
     
    I'm so, so laughing right now. That's not freedom. That's simply going online when you get a chance, something most other orgs already offer! Sorry but organizations don't require their members to log on every 10 hours just because. They require their members to simply be present once in a while if at all! This idea isn't unique, and it sure isn't what BOO should be putting up front, because i'ts an absolute lie that only they offer this!
     
    I have more though.
     
    Are you really that strong?
     
    Are you BOO? Are you? I don't think you are. See I've been doing research and have found something interesting. If you do your research, you'll find that BOO has been getting a lot of members lately. It's not normal but Cybrex just went onto say that it was a group from EvE that he knew. I'm calling bull on that one.
     

     
    from https://docs.google.com/spreadsheets/d/14M2KXq3tUylCSgnYsViqYssQVh904-yClEmo3lQ6FNA/pubchart?oid=407259346&format=interactive on 13/9/2016
     
    We see an numerous of amount of members join here. What's strange though is that they are pretty consistent in their spike. An average of about 15 members join each day over 6 days. That's a lot of members and shouldn't normally be suspicious in my opinion. Unless you take a look at something.
     
    These members consist of names that are a little too generic. What's more? Most of these members joined on the same day that their accounts were created!
     

     
    Not only does it not fit with any normal pattern, it also means that they are getting members that just join Dual Universe community site. Now I tried to contact them, but most of the accounts are solely based on the community site. That means that they didn't even bother to join the forum site!
     
    Even if Cybrex's claim is true, that these are members from EvE, that doesn't mean they'll be active. As you saw, most of these people didn't join the forums, so why would they join the game? Now, I'm going to list some other accounts that joined BOO on the same day that they were created.
     
    -StrykerJohn
    -Potatowalker
    -emeraldcobal
    -SmittyButler
    -Zodiac
    -Professionalmidget
    -Pheonixend
    -jacketmongol
    -Morticious
    -DariusJohnson
    -Henry_Scott
    -Sphinx
    -DukeBaromoore
    -Cafeteriasoup
    -PrettySliced
    -Candetta
    -thestOrm
    -Ironstahli
    -Porkins
     
    And there's plenty more. All of those accounts had no bio, no location, no profile pic and joined BOO on the same day they were created. Also to my knowledge, none of them joined the forums. 
     
    The Conclusion :: BOO, you idiots!
     
    You are going to fail to make your claims in your current state. You are going to fail to provide safety for your members. You are going to fail to become an actual org. Fix yourself while you still can, or get out of here! 
     
    You've given us reason to doubt you and we all know that this is super suspicious! Even if you, Cybrex, didn't cause all this trouble, you're responsible for it. Fix it, make things decent again, and I'll fully relinquish my claims. Give me actual evidence though.
     
    Thank you all and if your an organization leader and make mistakes like this, I won't hold back anything against you.
     
     
×
×
  • Create New...