Jump to content

Sunrider44

Alpha Team Vanguard
  • Posts

    227
  • Joined

  • Last visited

Posts posted by Sunrider44

  1. Welcome, I've backed SC and I "drifted away" too, as you say. Mainly because I'm a builder first, and because SC is darker and longer to develop than I expected.

     

    I bought Elite Dangerous and Space Engineers too.

     

    Chris Roberts has said some kind words toward DU project and I hope that the good relationship between the 2 games communities (and all other communities) will clear any previous dramas and animosity.

  2. Welcome!

     

    All organisations are interested in smart builder/programmer profiles, and most of them let their members free to do what they want for now. So don't worry for that!

     

    French accent? tsss... JC Baillie gave it so much swag and sexy :D, who could say the contrary here?

     

    If you speak french, I invite you to join Communauté francophone de DU, which is an organisation I created with some other people to gather french speakers orgs and individuals in Dual Universe.

     

    Anyway, I think Alpha should be coming soon ;).

     

    cya!

  3. @Semproser There are no vaults in Dual Universe, every item looted ingame must be moved by hand (or ship ^^). So, like in real world, moving valuable is risky by nature.

    Moreover, IRL, well defended banks are not a main target. It's easier to attack a fund carrier or a depot in a remote area.

     

    And to answer your worries about STU and normal TU, they are items that you can buy and build ingame at anytime. But they are planned to be quite expensive, so it's a free valuable item included with some packs. Find more here: https://www.dualthegame.com/en/news/2018/03/02/more-info-on-sanctuary-territory-units/

     

    To come back to pvp, anyway from my experience, this kind of debate has no object and is an epiphenomenon of the stereotype war between PvP gamestyle and no-PvP gamestyle. And it's easy to illustrate that with a counter example:

     

    Take a free PvP server in Space Engineers.

     

    What happens? Nothing. Really Nothing.

     

    Why? Because valorous PvP players are hidding, they are completely afraid to lose their precious assets. So, nothing happens, not even trade or RP or anything because if you give your location, you are sure to be raided sooner or later. It's a big difference between a game simulating a huge virtual space like SE or DU and a calculating game like Ogame or maybe EVE Online.

    Thinking like this, it's logical to create safe zones if NQ wants to bring life in its game. Not to mention the fact that DU is not only a pvp game, it's also a crafting game, and with no creative mode, there are no other choices. Doing so, everyone has a better chance to find a place and make an interesting ingame economy.

     

    Hope it's more clear now.

  4. Hi and welcome @ImperatorFVV,

     

    First of all, the system currently used is a sketch, you can learn more about orgs here: Devblog

     

    But to answer your question, it's important to understand that orgs in DU do not work like "guilds" in other games. The main difference is that a membership in a DU org is not exclusive, so you can be member of as many orgs as you want. In your exemple, you can be member of "Space Industries" AND "Space Nation".

    So, depending on politics and diplomacy, Space Industries can be seen as a part of Space Nation because your membership is counted twice: one time in Space Nation org and one in Space Industries org.

    For now there are no real strong regulation in DU orgs about membership, it's more like: if an org A thinks that another org B is hostile, it asks to its members to resign membership from the hostile org B, or demands to choose between B and A membership.

     

    This way makes the whole system able to create any configurations. But, technically, it asks to manage the rights on an individual level and not on an org level.

  5. @Meumera, as Lethys said, you forgot that you can build new gates in DU. So why take over a heavily defended gate when you can build another one to do a surprise attack? Or make the fee more competitive?

     

    It does not depend on the gate system, but on the possibility to move or build new gates. As I said, strategy is different, but don't worry, you need patrols and warefare in a dialing-gate system too. And many opportunities to be a heros x). All dépends on the strategic equilibrium.

     

    Stargate series developped a lot those dialing-gate concepts. With very funny ideas.

     

    @Cybrex I don't know this novel. I see it's quite recent: 2008. How work gates in this Sci-Fi universe?

  6. @Meumera:

    Your idea is basically a dialing-gate model, with an automation on the dialing. That's what a "gate bridge" is, on a network level. It's purpose is to break the range limit.

     

    I don't see why it's unbalanced, as there are numerous ways to restrict a gate access. You can program your gate to refuse access to unfriendly gates for instance. And if not possible to control the access before transportation, you can stop it after: you can make a script to order your gate to close as soon as an unknown ship get through, preventing an entire fleet from getting through. An other solution is the stargate series one: put a way to make impossible to get in when the gate is activated.

     

    The thing is, that a fixed gate is a well known system, that makes people afraid of any new, as usual... And that encourages à military gameplay on all level: because it's not possible to control the device, it moves the strategic control in the surroundings.

     

    The dialing-gate gameplay invites to be interested into the technology behind it, that seems far more better to me. And it does not take away the military perspective, it just changes it. The contrary is not true.

     

    Moreover, is a military who can't adapt to new grounds a good military? I don't think so...

     

    On the other side, as Flow2606 and myself said, fixed gates make difficult for small or new orgs to use the gate potential, because they must use other's gates. And bulding their first gate, if fixed-gate, it will be quite useless. It's more worthy to get in a pre-existing network, like we connect a computer on the internet. So it allows new players to change the tide...

     

    Hey, do you actually know that the internet was created by USA army to keep their communication working after a nuclear strike?

     

    And why? because a classical com network, based on a hub center is easily destroyed in one strike...My, My, Poor large scale military strategy...

     

    Finally, why a fixed-gate network is efficient in games? Because they are impossible to shut down and put in place by devs in a fair way (to make their game possible to play and interesting). As far as I saw, I have serious doubts that players will make a fair fixed-gates grid. They will rather make a big gate hub around their main fleet or capital planet or station, or one gate away, because it's the most efficient way to proceed with (expensive) fixed gates.

×
×
  • Create New...