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Bluedick

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  1. Like
    Bluedick reacted to vylqun in Realistic incentives for City building   
    To have a somewhat imersive experience in Dual Universe we definitely need to see cities. But why exactly would people create cities in DU if just use a vast amount of resources without any real benefit except for showing off?
     
    Normally city planning depends on  a lot of different factors, like the environment, available resources, especially food, the condition of the ground, expected industries etc. Those are mostly things that wont work in DU. On the other hand, building cities in DU has quite a lot of disadvantages, like being target for raiders, warmongers or just griefplayers. So without any real benefit or need to create cities we will at most have very few large organization building and maintaining a city as HQ and maybe one or two trading hubs. Mostly we'll see well hidden factories and bases which are statistically placed across the planets with nearly no clustering.
     
    There are two possible ways to facilitate cities. One is giving artificial benefits like production bonus or similar things, i wont advocate that as it is unrealistic and just shows a lack of creativity in the game design. The second way is giving realistic incentives. The only incentives that work on larger scales in a mmorpg are economic or security benefits or needs. Social or educational facilities can be mostly ignored (there could be University-Type elements that increase the speed of accumulating xp for the first 20% or something of the skilltree, with which organizations can cater to new players, but that wont be a real incentive for creating a city).
     
    In my mind there are three mechanics which would directly create the need for clustering buildings on a small area:
     
    1. Powergrid
    The first suggestion is, that all functional elements (Doors, electronics etc.) require electricity. Standard, small sized elements would need a marginal amount of power so, that a small generator that can easily be installed in every ship/building is sufficient to support them. More advanced facilities like factories, Elements with strong supporting effects (something like the University for example, or greenhouses), military elements (planetary turrets, shields, sensor units ...) however should have an exponential increase of the power required. Factory units for example should require enough power, that no stacking of small generators can support them.
    To support those power hungry elements players can build power plant elements which are extremely large on scale, like 64³m³. They would support buildings within a certain radius with a set amount of power and to increase that radius you could create power-relay stations. What does this do for city building? If players want to run a factory or other facilities they need to create a power plant. If a single power plant generates enough electricity to support several factories, then the economic way of action would be creating enough factories within the vicinity of a power plant to  effectively use the generated power. A large cluster of factories in turn needs military protection as it is a nice target for raiders, thus we have some kind of city growth. At the same time owners of those power plants could rent space in the effective radius for players which can afford to create a factory, but not the required power plant.
     
    This can be extended to every kind of large scale element which would be nice to have in a city, for example if we want a space port in the city. The simplest way would be to just create some flat areas for ships to land on. But what about quality of life services like refuelling or rearing constructs? Those actions can take ages. If we had large scale elements like a repair Dock, which repairs damaged ships in the vicinity if activated or refuelling stations, those can save a lot of time to players. Elements like that would also require a lot of power, thus the need for a power plant in the vicinity.
     
    In short, if every advanced element has a big size and a large power requirement, coupled with the need of power plants, we would by default see clusters of buildings which can be called cities.
     
    2. Resources
    We can see in some videos how the ground is removed with a tool, its fast, efficient and effortless. if we can mine resources in this way, then DU players will be like a big locust swarm, run across the surface of a planet, scanning and within hours mining all interesting resources. But a big influence on city-building is the need to create a permanent structure in specific places, thus mining resources should definitely not be near-instant. Optimally mining out a big underground ore vein should take years if done by hand or several months when done with elements for mining. If we have long term mining then locations get a certain economic and strategic importance. If an organization finds a large vein of a rare metal it can't just mine it and go away, it has to defend this place against other players. Thus they need to create defensive structures, which again need power plants. If you have defensive structures and power plants on a mining base and some power surplus due to it then its economic to just continue and create the needed refinery elements etc. too, which in turn leads to clusters of buildings again.
     
    3. Dependencies
    Similar as all functional elements require electricity there can be other dependencies which make it necessary to create several constructs at the same place. In the new content update we learn about market Bots, where resources can be sold for quanta and elements can be bought (probably very limited after crafting is implemented, but maybe some of the most basic elements can still be bought). Those Quanta and elements aren't created from void and the sold resources can't spontaneously vanish. So if someone wants to place market bots in his base, it would make sense to require a trading hub element in the vicinity. There are quite some heavy industries which are dependent on water as coolant, so some refinery elements could actually need water purification plants in the area, the same plants could be used to support greenhouses or other buildings with water. If several buildings depend on each other there is a huge potential to incline people to gather together and create cities. Especially as everyone has a limited amount of cores available.
     
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    I really think that those three points are absolutely necessary for a good experience in DU and will lead to some pretty interesting results.
  2. Like
    Bluedick got a reaction from DragonShadow in consequences of non-regenerating planets and ressources   
    This is not necessarily the case, in the real world for example ground resources in Europe are pretty much depleted, but it is still a main hub of activity as it has stable governments, high population, a lot of infrastructure, and can easily import what it needs raw material wise from abroad.
       If the right mechanics are in place, the same thing could arise in this game as well. As long as there is enough value in land and the infrastructure already built, and the cost of buying raw materials is not too high (depending on the ease of ferying materials from the ressource rich places to the resource depleted ones), people are not going to abandon depleted places.
       If all the mechanics are well designed, having depletable resources could create different places specialized in producing different things, which besides making the game world more interesting would be a great thing for trade gameplay, as it will be profitable for merchants to ferry ressources from the fringes to the core, and on the return trip to bring back manufactured stuff like ships, weapons, components, food or whatever is in need on the fringes due to the lack of efficient manufacturing/farming there.
       And more trade would mean more piracy, which in turn will provide a need of policing/protection of trade routes by government or mercenary forces, and the list goes on. 
     
       All this to say that places can still be important hubs of activity even after the depletion of their resources, if the gameplay mechanics are done right. And to be done right, the mechanics need to ensure that the cost of importing raw materials is not too high and that there are big incentives for people living in depleted areas to not move out.
  3. Like
    Bluedick got a reaction from Tumeden in Destroying Stargates   
    From what I've gathered, the main way of travelling between systems will be through stargates similarly to EVE, except here they will be player made. 
     
    Now I was wondering what would be the benefit for an organisation to build a stargate if anyone can use it after being constructed ? Will stargates be player controlled, or will they just become neutral entities once built ? And will they be destructible ?
     
    Having them player controlled would open up a number of gameplay possibilities such as taking over stargates, setting up tolls, limiting the use of the gate for enemies of the controlling corp, or if you're banned from using a gate, hacking into it to be able to use it... Of course even if the gates will be neutral, gameplay like that can arise, you just have to camp one side or the other with ships or a station.
     
    Moreover having destructible stargates would open up a lot of options for warfare, making it possible for a defender to slow an enemy down by destroying stargates on their path, as well as to allow an attacker to destroy gates between enemy systems to hinder their movements (that would be similar to blowing up bridges/railroads behind enemy lines to prevent reinforcement of the front line), or between enemy systems and the outside world to destroy their trade with the rest of the galaxy.
       
    Finally, having an evolving landscape of routes between places, would alongside spicing trading up a bit, give some use to the mechanic that has been mentioned several time of travelling between systems using FTL engines. They mentioned that the trip would last around a week, and you would need a very well built and expensive ship, so if stargates become public and indestructible after construction, the only use of this would be to travel to systems outside the network of gates. However, if some of the aforementioned mechanics are implemented, you might have a much better reason to do such a trip, for example to smuggle goods into an embargoed system or to make a strategic attack deep into enemy territory if you can't break through their stargate's defenses.
     
    What do you think ? Should stargates be neutral, or should they be player controlled ? And should they be destuctible ?
  4. Like
    Bluedick reacted to Arisilde in consequences of non-regenerating planets and ressources   
    While all of those are possible, and even probable, it's never a good idea to design a system that relies on player behavior to make it work out correctly. They need to design the game from the start with these issues in mind, and have a way to mitigate or remove them from the start. That way no matter what players decide to do or not do, the new players will always be ok. That's just a matter of the devs protecting their own interests. The new player experience is going to be vital for a game like this. Player retention is going to be vital. A game like this, with a fairly steep learning curve needs to have a good first hour or so. Ease the player in before dumping a bunch of heavy choices on them. Players will have a lot to figure out already. Not just game mechanics, but players will need to learn the current politics, expected behaviors, and everything else on top of it in order to get by in the game world. It's a known fact that most players are lost in the first few hours of their gameplay. It's vital those few hours be good enough to hook them, and again, the game needs to be designed from the start to do that, irregardless of how other players choose to play.
  5. Like
    Bluedick reacted to Violet in consequences of non-regenerating planets and ressources   
    You have this problem in minecraft because inventories are incredibly unrealistic and you can also destroy matter by dropping it in a fire or lava. So people tend to strip mine because there is no penalty for having tons of cobble stone in the inventory.
     
    I hope they go for the more space engineers type system, that you cant really destroy matter so you either have to build warehouses full of rock or dump it back into the world, people will still trash areas but having areas that are that "mined down the bedrock" would not happen because people would need to fill in the hole with waste material because otherwise they would have to take it with them.
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