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  1. From mining and transport to battle and information, robots are huge parts of sci-fi and futuristic television shows and movies, so why not bring them into Dual Universe? Being a solo player can seem nearly impossible if faced against larger pirate groups, or even managing larger ships, but if you had a hard working team of steel companions with you, it would be an even match! Host an industrial company and don't want to fork out thousands of your hard earned credits to pay for defense? Worry not! For you may manufacture hundreds of honest and loyal machines to keep your business in running order! C'mon, who hasn't wanted their own private army of battle droids? Robotics can be a fantastic and unique addition to the universe that Novaquark is creating. Just like other technological skill trees, robotics can have it's own, unlocking you different components to make robots that are elite in fighting, mining, transporting goods, repairing, or other utilities. There are many possibilities for this addition, if you care to, feel free to add on any ideas to this post ????
  2. Hey, I'm PurpleAnt. I own the UDF(Universal Defensive Force). The UDF is partnered with the JSDF(Joint Syndicate Defense Force), the JSDF is the military branch of the Cinderfall Syndicate, the 4th biggest organization in the game so far. And we are working to expand our partnerships to other organizations such as SilverLight Ind. But what you might be asking is "What is the UDF?" The UDF is the SWAT of Dual Universe. Unlike branches of big organizations such as the JSDF or the TUSC(Terran Union Strike Command), the UDF ventures across the universe protecting client's ships/constructs and leaves behind claimed territory. The UDF is not an empire, and we do not have and do not take territory for ourselves, though if a client hires us to take territory, then that is what we will do. We will also fight in wars if the pay is high enough. Basically, the UDF is an army-for-hire. We also go on bounty hunts and hunt down known threats if there are no jobs open. Join, and find more info here
  3. I have seen some talk lately of how exactly to make sure that there is consistent and balanced PvP within the Dual universe. One suggestion I have is seen is "PvP battlegrounds" or pre-determined areas that will create balanced matches between factions. I am not a fan of this idea because I think there are better ways of achieving this. One of the great things about this game that is that it has the potential to offer something for everyone. A large amount of those people will be looking to play this game for the PvP and will not want to spend all their time mining/designing/building guilds etc. Ideally, a player should be able to get in the game, buy a decent player-made ship, and head out to do some PvP without worrying about spending the entire day trying to find one. I think "battlegrounds" should be determined by scarcity of valuable resources, not a preset, static area. If you have ever played Space Engineers you know that PvP is rare and frustrating in survival servers. Why? 1. There aren't enough players in a single server 2. It quickly becomes extremely hard to actually find other players 3. All the resources are fairly abundant, meaning there is no need to fight over them 4. "Territory" is non-existent, beyond setting up a beacon on antenna saying "this here is mine" your faction wont have territory I believe that there are possible solutions to each of these problems: 1. As a single shard universe there will be as many players in the universe as are online which will (hopefully) be a lot! 2. Dual may need a galaxy map or some other system to show where the largest volume of players actually are. If you are a large organization of players you should not be able to hide it very well unless you are using stealth tech. Once you get to a system or planet, you should be able to detect ships that are relatively close by and intercept them similar to Elite Dangerous. Whether you will be able to intercept them depends on the capabilities of your ship. This will allow for piracy, bounty hunting, and mercenary work. 3. While some materials, like the ones that allow you to create a functioning ship, should be fairly accessible all across the universe, others should be very scarce. For example: the material used to refine fuel for FTL (assuming FTL is a thing), only exists in a handful of locations within a system. These will be the strategic locations that eventually become battlegrounds for factions to struggle over. So if you want to participate in more cooperative PvP, you join a warring organization of your choice and head to one of these contested locations. Will these locations always have balanced and fair fights? Of course not. It is the responsibility of factions as a whole to gain the unperhand strategically, not individual players. 4. Dual Universe already has a very solid territory system that makes it clear who owns land on planets. I don't know about Space/Asteroids ownership yet though. Let me know what you guys think!
  4. I think this is a very important game design issue that needs to be addressed and re-addressed. How to avoid the single strategy that more numbers = win. Now, there is nothing wrong with the zergling strategy - it should be as viable as the next and I don't think the game should prevent organisations from adopting it. The problem occurs when it becomes the onlycounter to itself. A game that has only one viable strategy is either broken or boring. The key is in providing variability and making combat complex enough that the difficulty in leading players into a battle becomes exponentially higher with larger and larger groups. Here are some specific features that I think would ensure that wars and battles remain dynamic. Each topic could probably have an entire thread to itself so I'll try to be brief. Friendly Fire If you accidentally shoot your guildmate, he is shot and takes no less damage than an enemy would have. Ideally, this would be implemented by making projectiles, missiles, lasers, etc actually have to travel to their target, and if they hit something else on the way, then so be it. Manual Targetting If weapons have some kind of auto-targetting feature, it should be sub-optimal and unreliable. If there is some way for weapon designers to increase auto-targetting effectiveness it should come at a large cost of compromising with damage, range, mass, etc. Bigger Means More Complex There should be nothing from stopping players building a massive mothership with thousands of players and dozens of capabilities, but piloting and maintaining such a ship should be extremely difficult, and the ship itself should have weaknesses and be very far from invulnerable. Terrain This is less of an issue on planets as there will always be hills, forests, mountains, rivers, etc, etc that make natural choke points and affect what kind of tactics will be most effective. In space it is less obvious, but equally doable. Have vast regions of space encompassing multiple star systems that are saturated by nebulae. Include dense asteroid clusters, regions of space that are more rocky, planets with immense rings. There could also be regions affected by strong gravitational fields caused by black holes or neutron stars, and many other possibilities, and they could all be intertwined and overlapping. Each of these features would have some effect on travel and/or weaponry and defences just like "normal" geographical features do. Terrain on the battlefield and on the meta-scale creates opportunities for inventive leaders to shine and take a larger force by surprise. Resource Distribution My thought on this is to avoid static, infinite, and clustered sets of resources, particularly high-end resources. If there is a portion of the map that contains a lot of one particular type of resource then this will encourage "turtling" and make the acquisition of more players unto a single organisation easier. At the same time, a perfectly even distribution means trade between regions is less profitable, perhaps even not required, so this is a tough topic. One option is to have resources be finite at their given sources, but to have sources re-spawn elsewhere in the universe keeping the meta-game dynamic and ever changing. Arms Diversity and Rock/Paper/Scissors/Lizard/Spock Something that DU already has going for it is that all ships will be designed by individual players/organisations so we should expect a lot of diversity. However, there are bound to be certain a types of weapon and defences that can be mounted. I like GalCiv's system of having weapon types lasers/missiles/projectiles and their corresponding defences shields/point defence/armour. In addition to that, adding in mines, mine sweepers, cloaking devices, stealth detection, more and less effective propulsion systems, hangars for carrier capability, and Death Star type weaponry are all elements which can be included, each with their own advantages and drawbacks not just on the battlefield but in including them in a given ship design. And that's before mentioning ground weaponry (although I'm sure there will be a lot of overlapping) and the possibility of space-ground/ground-space interaction in battles. This kind of diversity provides more opportunities for inventive leaders to do something special against a superior force. Now, with these elements I believe it becomes much more difficult to adopt a zerg strategy. A massive army/fleet necessarily requires a practical chain of command, training drills, and disciplined soldiers who have been briefed by competent commanders who have a plan and can think on their feet. The more players in the fleet, the more difficult management of it becomes and large numbers of inexperienced and undisciplined soldiers will be a liability. Knowing and understanding the terrain gives a kind of "home advantage" for smart generals, and appropriate use of a variety of different kinds of ships/weapons, or having intelligence on the enemy's new ship designs could be put to devastating use. A quick note: we tend to think of a blob as lots of little ships, but in DU a blob could be a single super-massive ship with hundreds or thousands of players on board. In this thread when I say "zerglings" I mean massive numbers of players, but not necessarily massive numbers of ships.
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