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Davis

Alpha Tester
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  1. Like
    Davis reacted to Abatos in [Recruiting] United Earth Space Corps [UESC]   
    United Earth Space Corps [UESC]

    The United Earth Space Corps is a military faction with a lawful good alignment.
    We are courageous warriors, and we are wolves, and together our wolfpack will be unstoppable.
    Initially the U.E.S.C. aims to be a small to medium (20-100) player faction focusing on friendship and teamwork.
    We strive to be the best of the best in military combat and military ship design.
    Warriors of the U.E.S.C. have the freedom to build and upgrade their own ships.
    If you are in a wolfpack (party) the reward is split evenly between all warriors in the wolfpack regardless of rank.
    If you go hunting as a lone wolf you keep all of the reward.
    For larger projects members can choose to donate credits and materials to expand our military.
    Weekly events will be held once full server persistence is available.

    Members will receive :
    Training in all forms of combat. An Elite Fighter craft. Armour, Rifle, and other ordinance for small arms combat. A Hangar for your Fighter craft with personal storage. Personal residential apartment with personal storage.
        With Courage we will fight for Freedom!

        Will you join the wolfpack of the U.E.S.C.?

    https://community.dualthegame.com/organization/united-earth-space-corps#tab-description

    https://discord.gg/4hxk98Y
     
     
     
  2. Like
    Davis got a reaction from Abatos in Active Gamer in Search of a Organization   
    Hello Everyone, 
     
    My name is Davis and I am in search of an active organization to join. I myself come from a heavy role-play background and have lead various "factions" within this niche realm of gaming. I was originally going to start my own organization here with friends, but unfortunately a lot of them are skeptical that NQ can achieve what they claim they will achieve and have decided not to commit to the game. I however am a firm believer this game is going to be everything I've ever wanted and would like to play with people who also are huge fans of this game!
     
    Like a resume I'll list a few things below that I think make me attractive as a prospect for an existing organization;
    I understand and believe in abiding by a hierarchy in order to achieve goals.  I have strong communication skills and understand the importance of diplomacy.  I am adult with a job, and therefore have a at least 12-15 hours a week to sink into gaming.  I have 4 years experience in a leadership position which involved a faction of 35+ real people.  I understand the importance of resource management and allocation, and that games like this requires a team effort, not a selfish approach.   
    As a side note, I'm not particularly interested in joining the massive organizations that exist. I'm looking for a small to medium sized group, that way I can contribute more actively to the growth of said organization. 
     
    Not much else to add, I look forward to any future conversations we may have! 
     
    Discord Tag - Davis#3285
     
    Best Regards, 
    Davis 
  3. Like
    Davis got a reaction from Bambino in Player Jobs/Businesses   
    Neat idea for a thread!
     
    While I won't go into listing a massive amount of job titles, I do think this economy will create something more real than we've ever seen before. With that being said, job titles of all kinds will come to surface. Everything from civilian, professional and military based roles and perhaps even religious? 
     
    I come from a heavy role-play organization and we see this game as the first in our history of playing games that has been made to cater to all types of players, including role-players. The  reason I bring up role-play is because that's essentially what we're all doing when we assume this artificial role in-game, and those titles will vary with what role we take on. 
     
    In regards to wages, I think it's much too early to determine that. That will completely depend on the actual supply of quanta, along with how easy it is for a player to profit, either alone or in an organization. But wages in my opinion will be a thing most organizations take up. Depending on the job of course, and more importantly, it will depend on the tools NQ gives us as organizations to pool and collect money from our markets, trade routes, and citizens. The latest market video was great, it's basic with a hint of genius and it will provide an excellent way for organizations to collect money. 
     
    What I'd like to see is a sort of organization bank (maybe something people have to build similar to a market that can be robbed by invading factions) where money is pooled outside the direct wallet of the leaders. It could function with an automatic payment system of some sort that could be set up via a UI and payments can be made singular or periodic. I suggest this system because I've gotten the impression that quanta will not be a item that is dropped, but merely a number in your inventory. This could help organizations efficiently manage payments to players, and proper separation of organization funds from personal funds. 
     
    Finally, on your last point I think it's great that dual has incorporated the LUA script feature. It adds a rarity to the ability to create cool constructs and will generate a niche market for advanced ships. 
     
    Sorry if I was a bit off topic, just wanted to throw my two cents in!
  4. Like
    Davis reacted to virtuozzo in Neutrality Signs?   
    Never underestimate the level of organisation and preparation people will invest in for nefarious purposes. In truth, because a sandbox is a behavioural ecosystem there's strong stimuli for people to overcompensate in this. For some that will mean morality, for others shortcuts - which tends to present choices which can conflict with morality - of others or self. 
     
    Only the very few seek the mud in all that. But a large segment will simply forego moral choices ... remember the gratification pull  
  5. Like
    Davis reacted to Reborn in Looking for Graphic Artists   
    I can try, I'm pretty well versed in modern online logos. I'll shoot you a PM!
  6. Like
    Davis reacted to BliitzTheFox in ! Better elements !   
    Everyone who made spelling and grammatical errors in your arguments have no argument, that is all.
  7. Like
    Davis reacted to Warden in In-game voice.   
    It's always worth it, most notably in first person based games I suspect where you can run into people and potentially attack anyone without artificial restrictions (safe zones aside) - in my view or book anyway, that is. Whether it is worth it for NQ, time will tell.
     
    What would ARMA (any title, with or without RPG modes), DayZ, Squad, countless other comparable games be without local VOIP to give an example.
     
    Mumble, Teamspeak, Discord, all useless if you run into someone where the next or immediate communication might matter or decide the outcome. You can't always type or always have the luxury of typing. And one should not always think so limited to only consider group play where you sit in your (insert third party software here) channel with your pals or allies. Even then I could argue that in larger operations where you have to have people split among different channels (opposed to all being in one), it could be beneficial if you run into other teams. Instead of having to tab around to switch channels and be distracted, you could simply speak to them locally as you run into them. Or just use some appropriate in-game text channel where you can reach 'em.
     
    "Squad" (the game) is a good example. You join a squad and unless you are the squad leader, you can only communicate in your squad. As SL, you can communicate with the commander and other squads (their SLs), in turn. Naturally there are situations where different units from various squads meet or have to interact, and for that you can use local voice chat, which works well.
     
    Call me biased, but given the vast tactical advantages or potential immersion or simply quick responses and interactions that can stem out of a voice chat feature, "cost factor" should not be a general reason to say "no".
     
    With that, I mean: If it is considered and they try to see how they could implement it into the general framework, and whether it is possible and would work later on, and they come to the conclusion that it won't work well or is an obstacle too big at that time and they won't do it, then it is what it is.
     
    Just saying "Well it could cost them time and they could spend that elsewhere" isn't a convincing reason to me who'd like to see some feature like that, however.
     
    On a closing note, I'm no real development expert. Will it cost them time and maybe result in a few sleepless nights or headaches? Probably. But other games offer this. Of course, "other games" might not be as vast in scope or have that many components you have to consider and "harmonize", but this would be exactly the argument I see to justify it: The big scope of the game. If games with smaller scales have it and have it "justified", would this not be justified here the most?
     
    I also think no one is really saying "Drop anything else and work on integrated voice features!" It's just that I (and not just me) see a huge potential and demand for this, and many people would benefit from it. In turn if you don't want it, you could mute it or lower the volume.
  8. Like
    Davis got a reaction from Warden in In-game voice.   
    It's not really a learning curve, that suggests it can be mastered with time. Without a way to communicate with you troops, squads and fleets instantly then you are putting your players at a disadvantage. If this was your average MMO with questing with a max of 10 players in your squad then I'd agree, Discord is fine. But what happens when the Terrain Union mobalizes it's entire fleet of (just guessing) 300 enlisted troops and flies out with 190 ships? You can't slap them all in one discord channel, and you can't tab to switch between channels and honestly typing just isn't a viable communication channel in a PVP situation where every second counts. Have direct voice comms with either just people in your organization or people in proximity is a must for a game like this, it's completely about efficient communication. 
  9. Like
    Davis reacted to dw_ace_918 in In-game voice.   
    I think having voice chat feature in game is a good thing. From a user standpoint, having a single application running will give me a better experience as opposed to using outside applications in tandem with the game.
    Group chat also provides me with a real time communication solution that doesn't distract from what I am doing in the game.
  10. Like
    Davis reacted to Warden in In-game voice.   
    In a nutshell and my book, the technical obstacles or effort of implementing such features (with, perhaps, additional customization or scaling options for the user to decide or set) is worth it as many players would benefit from some sort of integrated voice feature.
     
    While NQ surely has bigger fish to catch (problems to solve) right now, it is vital to speak about this early as, as soon as possible, and bring it up on the plate, as this (assuming it will be accepted) allows you to integrate or plan integration early on into the general framework of the game.
     
    Furthermore, I am happy to see that all the "lobbying work" wasn't futile - thanks to all bringing it up:
    *

     
    That's no definite "approval", there's no time-frame, but it is on the plate (being considered), and that is what counts.
     
     
     
    * The picture wasn't taken recently, so it's not literally yesterday. It was sent to me some time ago via Discord, around May 13.
  11. Like
    Davis got a reaction from dw_ace_918 in In-game voice.   
    In-game voice would be nice to have for battle. People will say discord is the way to go, but when you get fleets of 100 plus kids it'll be hard to communicate clearly.
     
    Something similar to Squad would be ideal, but I'm not sure on how applicable that is in this games coding. 
     
    Or just local voice comms would be good to talk to people outside of your discord channel when you see them. Text is great and mandatory but in my experience having comms allows for fast communication versus typing it all out. 
  12. Like
    Davis got a reaction from dw_ace_918 in Politics, Government and Player Voting Power   
    The idea behind a player driven sandbox game is that the players build the world, from the ground up. With that said of course the developers will need to provide tools to the players in order to allow them to build their ideal governments and organizations. But forcing any system is contradictory to the game's core mechanic of being an open sandbox game.
     
    When it comes to the political landscape and tools we'll be provided to help run our organizations, there are a few that I personally feel are important. Things like;
    - Setting a political stance that can be seen by all other organizations ( At War, Neutral, Ally) that pertains to organizations of choice.
    - An optional voting system (that could be toggled on and off by the current head of the organization at anytime) that would physically remove people from the head of their organization and replace them with the most popular vote.
    - A possible revolt functionality for vassal states or nations. (I haven't been able to find exaclty how vassalization will work so if anyone can enlighten me, please do so)
    - The ability to assign roles to players (something along the lines of having 20 slots and being able to make custom titles and give them to players within your organization) but this could also be achieved by creating different outfits, which they're doing now. Just adds a deeper level of role-play.
     
    Those are just a few actual game features, inside of the political script as a whole, that I think are necessary to allow for any government type to take form. As well as provide mechanics for uprising and government change by popular decision. 
  13. Like
    Davis reacted to seennotheard in Looking For a Graphic Artist!   
    Damn, that looks nice.
  14. Like
    Davis got a reaction from Armedwithwings in Looking For a Graphic Artist!   
    Hope everyone has had a happy holidays and a nice New Years. This sketch is the best I've got at the moment, when it comes to colour scheme, we said we'd like it to be a sort of dark grey/with some dark red and white mixed in. It'd be nice if it had a metallic shine to it, to make it look more like an emblem/insignia. 
     
    https://www.upload.ee/image/7841425/11111111111111111111111.png
     
    Let me know if anyone is willing to help out!
  15. Like
    Davis got a reaction from 0something0 in Debate 10: Weapons modules   
    Despite what others have said, this idea is fantastic and I always love added customization. Plus I agree that it opens up an industry for players to take advantage of. You could even make some of these modules expire over time (say a month or a week or X amount of hrs of use) so that there is continuous demand for them.
  16. Like
    Davis reacted to Wilks Checkov in Sub-Organizations?   
    I know with the setup we have with our structure at the current moment this would make defining memberships far easier. As well as open up other possibilities for other types of communities to develop. I am also fairly sure I can speak for several other groups that would love to have this, but with how NQ are focusing on the game at the moment, it will likely be a while until any such rdms features are added to the community site. 
  17. Like
    Davis got a reaction from namco in Automated Weapons Systems   
    I think having automated base defense is necessary to prevent issues that plague games like Rust and other builder pvp sandboxes. That issue being offline raiding!
     
    All of you have made great points but I think what it comes down to is balance. Automated turrets for a base allows for players to plan defenses while they are offline. There shouldn’t be a limit on the amount of automated turrets or anything simply because attacking a base should never be easy. It should be something you have to plan for and maybe even fail at a couple of times. Automated turrets will bolster defences and make that a reality.
     
    Whether you are a 1000 strong army or a 10 man invading force, whomever you are attacking has the right to defend themselves to the point where it might make cost you more than it’s worth. This helps the small orgs against the big ones. Don’t get me wrong though, if a 100 people attacked 10 people, it should be balanced so that those 100 people with the right planning and resources should pretty much always trump what 10 people could hope to invest in defences. 
     
    I think it just comes down to if you’re willing to invest large amounts of resources into defences then it should be really hard to take your base. That’s the trade off and it means they wouldn’t have invested anywhere else or not as much in areas like fleets, colonies, mining operations and then you can target those areas as a way to weaken them.
     
    Maybe even an upkeep system for autoturrets would make it fair so that it’s costly to maintain large amounts of them!
  18. Like
    Davis got a reaction from DragonShadow in Clothing Customization   
    Hey everyone,
     
    My suggestion is that we give the option to change out of our space suits and into regular clothing. This could be military uniforms (NQ could add various types of military uniforms and we could customize colors to make unique military uniforms for our organizations), regular civilian clothes, and that sort of thing. I think this could add to the role-play style and maybe could even be a commodity that is traded on the markets?(Military uniforms, civilian clothing etc). 
     
    Obviously this would only be possible inside of closed spaces that have oxygen support, otherwise we'd need our space suits. Might even be cool if NQ could develop some sort of system that lets organizations port in their organizations emblem or sigil and have it printed somewhere on the uniforms or even painted on the side of vehicles, spaceships and constructs. Just adds to the aesthetics and role-play element and will make organizations more unique.  
  19. Like
    Davis got a reaction from Warden in Clothing Customization   
    Hey everyone,
     
    My suggestion is that we give the option to change out of our space suits and into regular clothing. This could be military uniforms (NQ could add various types of military uniforms and we could customize colors to make unique military uniforms for our organizations), regular civilian clothes, and that sort of thing. I think this could add to the role-play style and maybe could even be a commodity that is traded on the markets?(Military uniforms, civilian clothing etc). 
     
    Obviously this would only be possible inside of closed spaces that have oxygen support, otherwise we'd need our space suits. Might even be cool if NQ could develop some sort of system that lets organizations port in their organizations emblem or sigil and have it printed somewhere on the uniforms or even painted on the side of vehicles, spaceships and constructs. Just adds to the aesthetics and role-play element and will make organizations more unique.  
  20. Like
    Davis got a reaction from Supermega in Faster Travel   
    I agree, making the travel times longer just adds to immersion, for myself at least. It'd be epic to set out with group on a transport ship in search of a new star system to call home and have it take days to weeks. It makes it feel like a real accomplishment. I also think by making it take longer, it will keep the exploration side of the game a lasting mechanic that people will always dump time into, which is awesome.
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