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Warden

Alpha Team Vanguard
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Posts posted by Warden

  1. In Minecraft we made extra sure to keep unwanted tourists out:

     

     

    Our HQ was near the spawn city that was also "safe", the only safe place where no war or combat could happen. It was also a port city and we were just a minute down the coast on foot, so there were ... many random tourists. Not all friendly or neutral. It was located on a "spit" or "tongue of land". Water to three sides, one land reinforced access.

     

    It was a Skyscraper complex with three large towers. The main module was actually located in one of the skyscrapers (top) and safe from artillery. Below you had a ground perimeter with a little park, tool shed, access to the underground and the walls. There was also a bunker on the corner, looking almost exactly like this:

     

    ba8ff1ce1bda7e2cf568306359eca446.jpg

     

     

    It was like an office complex doomfort. It looked both nice and yet intimidating a bit, and this was necessary to keep people out. Some actually called it "FBI headquarters" in the game. How did the wall look like? Well, as you approached that "land tongue", you'd see it get gradually more flat. The first layer actually consisted of warning signs and red warning lights. To make it obvious that beyond that point it would be trespassing. Then, a water trench came with the current going outward, and in addition soul sand was deployed so you would be ultra slow in it and prone to being hit easily. After this, a lava trench came before you'd see the final wall. The only way to get there was ... well there wasn't any way, really.

     

    Most of the time we rather saw artillery fire than people trying to physically get in.

     

    As for taking photos: Anything in their right mind would mask anything vital properly or put that inside ... or below ground (that is kind of inside, too). Some structures may be required to be topside (radar, etc?) but that wouldn't really be a big thing in my book.

     

    And don't get me started on "fake targets". Our skyscrapers were often the target of enemy artillery. It was rather amusing because it was basically a shell that was relatively easy to repair with little resource impact while the enemy had to waste costly shells for nothing.

  2. However Ghoster, I would guess even if urban centers pop up, most will have their HQ or something somewhere remote for secrecy and/or safety.

    I'd argue the other way around: if your (fancy) HQ is in the middle of nowhere and under siege no one may be in reach to help but you and your people. Attacking it in the middle of a policed major or moderately sized population center would be somewhat harder I like to think. It would be known by location but other than that could have the same security standards.

     

    Let people put their bases or HQs, rather, where they want. But we will put it straight in some city. Getting in, I'm not sure. But getting out again with potential goods? Not as easy as potential trespasser or attacker.

     

    So while having some installation or say HQ elsewhere may favor secrecy, I'm not sure on the safety assumption.

  3. Perhaps not mines. I think the general idea is noble and we will work in that direction, but it should not so much be a direct copy of our own reality as we have no idea how the future or thinking in the future is. Humanity or those who left it lost their cradle. I can perfectly envision mines or even superweapons - as long as humanity does not slaughter itself to extinction with it.

     

    But what of hostile xenofauna or possible hostile alien civilizations that may not be abstract theory or RP fluff thinking but actually find their way into the game at a later time?

     

    In short, finding the right uses, restrictions or restraints is the thing.

  4. All should keep in mind however: the larger or bigger you build, the more likely it becomes that someone will eventually try to damage that. Even if it's just a small group.

     

    Creators should therefore not just plan all their nice designs and whatnot but how to defend these when it really comes down, too. And even then calculate that a major or total loss could still happen. At least mentally prepare for that.

     

    I expect some of the notable stations, settlements or cities to see war or lie in ruins over a prolonged time.

  5. I think it depends, if you have a few bigger organizations that are allied building near or next to one another, for security, support, or the combined goal of building a big settlement, you could have urbanization forming. For me it comes back to how willing are people and organizations to work together, instead of against each other.

     

    That said, resources will get used up, so large urbanized areas may or may not be ideal.

    If you have some cold rock in space in relative vicinity you can mine, it should be fine. Rhyme.

  6. Fight the power! The man is trying to just keep us down!

     

    Good stuff though, excited to see how this will play out on release. :D

     

    In all seriousness (I chuckled at the joke by the way ... that was a joke right ... right?), when in doubt wait and see how it later plays out. We have some experience in fighting "very bad people" in a roughly comparable Minecraft environment with faction politics and some sort of economy to create some sort of stability in the region. One organization actually managed to create some sort of "city" but it sadly fell apart quickly and was looted once they left or became inactive.

     

    Meanwhile, the actual main city in that server community was protected by hard code. I don't see the same "luxury" (or in a weaker form at best) for player made cities so I suppose they require some sort of policing or defense. If we look at a bustling city hub for all kinds of people, expect it to be at danger in some abstract or real form. I'm sure even or especially COPS should appreciate a bustling city with a notable trade hub where they can get their wares to or from. But that place needs some kind of protection.

     

    If the place was made or if it's run by an alliance, in theory they could dedicate a part of their security forces to that. But I like to think a joint police force (perhaps consisting of alliance members and so on) may be kind of interesting or possibly better.

     

    In the end, time will tell. We're ready to do our part to the extend possible.

  7. Y158Pwm.png

     

    Greetings. The board informed me about the following [DU] changes that I share with you here now:

     

    ▶ A "pact entity" may be created to aid in mission goals and long-term stability

    ▶ Given the outlook on the future, "Vulture Corp Central" (this very entity) is permitted to create a police force or assign its security force personnel to any existing police force temporarily or for a prolonged time - in turn, contract work or outsourcing via the existing security force is also possible

     

    ▶ Specifications are to be handled by the Central entity itself. The Board reserves the right to revoke any rights associated with this update or demand changes at a later date.

     

     

     

     

    Why this change?

    Perception. While protection duties can in theory also be covered by private security forces, aiming for a professional and dedicated unit or entity seems preferable and the terms can help in how such a force is perceived, outfitted, trained or generally governed - and by whom exactly.

     

    These changes now basically allow us to either create our own police force sub-unit or entity for our own public settlements or cities, should we ever create or maintain any, or outsource said units to willing groups, organizations or more specifically nations or alliances. In turn, another possibility is that we "lend" our security (or police) units to these groups and formally integrate them into their own public security forces. In this scenario, as they remain part of Vulture Corporation (unless they quit) they will be subject to the laws, protocols and rights of any existing force they join to prevent any unintended influence or conflict of interest.

     

    This can be worked out in greater detail for any interested party. This step on paper basically allows us to either spearhead some kind of joint police force for specific areas or assist any existing (or to come) by adding / lending members to it that would, at that point, already have some kind of combat capability from other scenarios.

     

    Details on how to accomplish or govern this in the future may be released over time.

     

     

    For public inquiry or criticism, feel free to reply here or send a private message. If you generally consider creating or assisting a major player made public city, consider this offered support for it. CSYN I'm blinking at you here to some extend, too.

  8. In the end, while many factors will play into this until then and with the start of the project (and the game) and of course the time after it started and went public, I still like to think: If people want it to happen and make it happen, it will work. At least for a time.

     

    From what we can glimpse at already, the game design will make it likely to work in the first place. The rest is human interaction and willpower to initiate something like this. The rest is action-reaction or open. It can work well, it can fail.

    If you are curious and interested, do not worry too much about how it could fail. Worry about how you can kick this off and make it happen. Does anyone remember RTCW (the old game, but not the first)? The MP part has a classic team deathmatch component. Comparable to any other old or modern game with said component. On one map we were once able to enact a ceasefire for the heck of it. In a game or mode where the purpose is to combat the other team, we somehow enacted a ceasefire, met up in some place and "hung around" for the duration of the round.

     

    Perhaps that is a little example for motivation in tackling things that seem "exotic" or similar.

  9. If the game will allow it, a lot will be possible.

     

    I see a lot of talk about specifics and the hardships. A lot of questions about detail. And these are vital and to be considered.

     

    But in the end, one has to try and see how it goes. If people want some order or stability, they have to create it out of a potential chaos. In the end I believe you can create such a zone or policed area, no matter the name or who runs it. I also like to think some kind of Alioth police force (or at least one for some kind of main city there) is possible. You can try to create a dedicated organization or group for it when the time is right and if there is ideally a notable city made by players for all.

     

    Alternatively you have some alliance try to manage some kind of loose police force. Can be part of emergent gameplay, so it's possible. How easy or hard in turn? Depends. But not impossible. If you want it done, tackle it. There will be enough volunteers at least.

  10. If it can be comparable to Minecraft, where "Civcraft" had a large map and encouraged player organizations or civilizations, then yes. Then again while the map was large there, it was used over many years and a lot was constructed or changed in the landscape. Many things were explored over time. If we consider a single shard and a lot more, then the galaxy or universe would have to be vastly bigger in comparison to spread out the potentially large playerbase.

     

    In short, if it will be big enough yes. Then again if there's ever some end or rim, expect others to go for those too. You will eventually encounter others.

  11. I think it is too early to really or safely make commitments in that direction. But then again, a lot could be.

     

    But if nothing prevents us from doing so when the time is right, then we are interested in assisting with one of the aspects mentioned above. We've had some experience and one contract in creating public infrastructure, most notably in the area of public transportation.

     

    Ironically, we even had a Swiss employee who was in charge of the project. You know, tunnel builders and all that. Of course, adding some area to the commercial district (you have to fill it somehow over time after all) would also be nice.

  12. Many people have been pretty jealous of your animated logo! I'm also a fan.

     

    How have things been going for Vulture, is StarC somewhat playable now?

     

    And hey, come and poke us sometime in discord you crazy birds.

     

    I'd blush. But Vultures don't blush. I think.

     

    In all seriousness, I consider that a positive statement again and it shows us that we can't be that bad with multimedia. I should actually be happy we get any notable public feedback at all - Star Citizen is a stark contrast, as you are just a sand grain by the sheer numbers. But alas, it is not everything.

     

    I like to think or note that you (not the literal you) have certain positive aspects in an organization that others don't have. Others may have things you don't have (yet?). I think it's vital to note what good things you have and what you may lack and then work on it. If it's even perceived as a problem.

     

    Let me tell you that we didn't have as fancy multimedia back in our first campaign - in the end it was not needed, a mere small bonus at best. The real experience is the one we saw in the game. If you have that or think you will have it at release, then you are all set in my opinion. Perhaps it is even the most vital thing. The rest is superficial or a bonus. A good team is the primary component I like to think.

     

    As for SC, I currently do not consider gameplay a priority. I keep new developments in mind but think that the more relevant parts will come way later, perhaps in half a year or a year. I'm rather forum than game based there at the moment.

  13. "This thread should if stopped after it hit page 2 when all the arguments were exhausted..."

    No, everyone should express their thoughts. And many pages shows the subject is important to many people...

    It becomes rather useless if it turns into a back and forth where the same arguments are expressed over and over again, perhaps by the same people, like a "yes - no - yes - no - yes - no - yes - no" etc, however.

     

    Debate is good, but it should not turn into a "circle jerk" or a repeating one as that can exhaust a topic.

     

    Or perhaps that is just me and how I imagine certain debates in a more ideal useful fashion, where others may prefer something different.

  14. I must say, I've never been a fan of trailer-like player org promotion videos. Most of the time at least, I see game trailer footage that is "rehashed" and some music or a few text pieces are added. While one could say that's better than nothing, I am not really sure.

     

    But here comes the great but(t).

     

    That doesn't mean I dislike the whole idea, don't get me wrong. Even using game trailer footage is fine if "done right". Perhaps I'm simply "overfed" from seeing above-average use from remixed game trailer footage in another game (SC).

     

    And while this org trailer has the general "movie trailer theme" I must say it is very well done.

     

    I guess in the end the footage you used is simply fitting and right while the additional editing is good, too. Perhaps I can also relate a bit because I tried a similar thing once, but prefer more "minimalistic approaches".

     

     

    To summarize: I think people can do a lot wrong with the format you have chosen - you have done a lot if not everything right however. I also like the "symbolic footage approach" that I can relate to - it seems like a movie trailer now and that is a big plus for a player org to build some world around it via believable or symbolic footage.

  15. If, you don't mind, I would like to know more about how the best experiences are formed for alliance members. Any useful piece of advice would do. I've got some myself, but would love to hear anything I don't already know.

     

    I would start before this: First pick the right alliance if you are not already in one. When in doubt, wait or filter more rather than going for the next best alliance you see, as picking one can define a long time. It better is a good or relatively good and sound choice then.

     

    Afterwards, there isn't really magic advice or a recipe for guaranteed success, as too many factors come into play including dynamic social human interaction.

     

    In the end it just has to "fit" or work somehow. It helps if people within this alliance have a general identity or similar ideas. If interaction is higher among the individual members, chances are people will be more motivated or effective rather than loose alliances where you only really start to call when you need cannon fodder.

     

    "Luck" also plays a large role. In the end you can plan all you want - while that may increase your chances or lower risks, in the end anything can still happen.

  16. Exceptionally well- thought through... I dare say, I'm much impressed! 

    Although, I hope you can keep up with this (not for the sake of competition: you've blown or scared most us away already), but the theme gives an idea of something huge and well-organised (new players love something shiny and promising). I doubt it will take long for you to come up with a more unique theme, given the amount of effort you put into this post here. Just make sure, you don't take them all, eh?

    Good luck in Dual Universe, Vulture Corp. I hope to see you in the near future.

    Pax Vobiscum.

     

    Thanks for the feedback.

     

    But as I like to say: Multimedia isn't everything. As the first of us, many years ago, were roleplayers or influenced by it somehow, we eventually started putting the focus on certain videos, news reports etc. to add immersion. Or I did, rather. This included rather basic ads that I should actually throw in here later so you can compare with "back then <-> today". It also included basic briefing videos showing the AI. The tools were quite basic (movie maker...) but back then people liked it. The idea was to not just play a game in your limited or ample free time but to immerse yourself in it a bit more, and frankly, multimedia is probably one of the better options, if not the best.

     

    But to get back to my initial statement, multimedia isn't everything and we make sure to highlight where we currently stand to potential applicants, what they sign up for (now and later) and that multimedia isn't everything. This means that in the end, you can put on the nicest looking suit but your behaviour and input matters more than this beyond first impression.

     

    This should also allow for a more natural healthy growth. I'm no friend of simply trying to amass numbers no matter what. It boils down to the "quantity or quality" question to some extend. But regardless in the end we will just be one of many organizations and in turn concepts. We are in Star Citizen and if this game gets more interest and attracts more people, then it will be the same here. The main thing is that we have the right people by then to work on our goals as intended - and of course all who join us for this ride have fun along the way and experience something unique.

     

     

     

     

    We had one successful campaign in a modded Minecraft community already years ago. It had PvP but also an economy, player faction politics and more. And I can tell you it was one hell of a ride. I usually do not exaggerate like this but I really mean it. Perhaps the feeling of nostalgia and looking back amplifies the positive emotion, but there were really very notable and fun events in that time. This included a ten hour war against a major raider group where we had fierce ranged combat and it also included fighting a major uprising within just 26 hours or a day in essence.

     

    So to summarize everything said, in the end it's about going a little extra mile to try to deliver a fun experience to not just members but allies and partners as well ... and perhaps the occasional enemy, depending on how they take certain things.

     

    That raider group we fought for ten straight hours (5AM to 3 PM in my time with our alliance, in shifts basically) were fierce enemies then but after this we actually patted our shoulders. We agreed that no one wanted to have another massive ten hour war and became allies. We started making announcements or related videos about these events to further highlight how special they were.

     

    All who had this feeling know it's worth pursuing again and that's basically our motivation.

  17. ...and we definetly need better supervision in community portal or at last some kind of teporting tool - I just stumbled upon on corp with... "questionable content" in description and I cannot report it directly to mods ;(

     

    I found two, actually, and sent one of them (by the time I did, two members max in that group) even a PM asking what they were thinking. Glancing over the rules it's obvious these groups would not persist long.

  18.  

    Damn. I take my hat off (If I was to own one). An amazing and professional looking effort for a game that is not even in beta. Do you have any spots left? : D

     

    The Idea of representing a corporation/guild/group organization with music as well as logos seems like something for a real world business (not meaning to be devaluing here) – don't see it often in this context.

    Although – I don't quite see how the feel of the theme fits with the impression the visual (logo) and description gives here... might just be me though. : )

     

     

    First off, thank you for written feedback. It always helps judge whether the direction we move in is "spot on" or relatively good or whether we should apply a course correction. Of course what some like, others dislike but we can only go by the feedback that reaches us; just like yours in this case.

     

    --- --- --- ---

     

    We are always open and in fact require some more backup. However one should take it (us) for what it is so far: Despite having quite a few assets and contacts (here and elsewhere) already, as we're still building assets and creating and writing our content, we rather look for those who don't mind lending an active helping hand or even those with a bit of RP experience or focus on immersion.

     

    Given the yet small number all in all, that also means that certain elevated positions can be obtained more easily if one is interested in this and deemed valid. All in all this seems lucrative - for the right people. Others favor to join an already active and moderate to large group. Given both the size and that the two official games we wait for (Dual Universe and Star Citizen) are and will be in development for quite some time, there will rather be more focus on web or forum based work rather than gameplay.

     

    So if potential applicants don't mind this - and if you don't mind this: Send me a PM and we can discuss it with greater detail. I roughly like to compare to "Early Access" - be the first among us and benefit early on. If you have any questions, also add them in the PM.

     

    --- --- --- ---

     

    As for the theme, it was more of a "test" and playing around a bit. It's less of a general organization theme and rather specific to a certain entity within. There will be another "general" theme soon that may be more representative while trying to keep a "future vibe" in mind.

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