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[Founding Member of the Lodestar Alliance] ƊƛƦƘ SƬƛƦ ƖMƤЄƦƖƲM Forging the Warrior Spirit ƠƲƦ ƇƠMMƲƝƖƬƳ - A Community formed and managed by current and prior military, we are an open and blunt community that promotes free speech. The Dark Star Imperium is an meritocratic empire, What that means is that if you put in the effort, you WILL advance in the ranks. We are a brotherhood with a passion for not just PvP, but creative Design and originality. Our Members are our greatest asset and as such those that earn their place within our ranks can take solace that we care of our own. - We specialize in faction PvP, engineering, and tech with all sections having many experienced veterans from other games. No matter your playstyle, we have a place for You! Our philosophy on all aspects is going beyond the competition by overwhelming levels. When it comes to establishing supremacy on the virtual battlefield we strive to excel in all aspects of warfare as the premiere professional armada! ƠƲƦ ƇƲԼƬƲƦЄ - An open forum where anyone can speak their mind and affect change. Maturity and Thick skin is required to handle our sense of humor as most military vets and those like us see the world differently and as such this community has a vary obvious warrior culture vibe to it, as is what we intended. Rich Lore and a unique art style have also been created in parallel with DSI's evolution. Do you want to KNOW MORE? ƜHƛƬ ƜЄ ƛƦЄ ԼƠƠƘƖƝƓ ƑƠƦ - We're looking for PvPers, Industrialists, ship designers and programmers of any skill level with a genuine interest in being a part of something greater! Apply on our Discord: https://discord.gg/SyDKAk9Xs5
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For all industrialist players and organizations here, I don’t know how you feel about the new schematics system. But for me it is a huge disappointment because it turns the gameplay experience into just a “click, check, drag and drop schematics” game… Explanations In the Beta version we have gone from one extreme to another in the industry: no schematics → everyone can produce whatever they want without constraint - to very expensive schematics which only allow players of larger or wealthy organizations to get them. In the release version, the introduction of a new system for the use and management of schematics is in between. What I completely understand. On the other hand, the current system will gradually stifle any org that wants to specialize as an industrialist. Because if you take the slightest expansion, you will only do one thing in the game: click on each industry and pour schematics into it. Even if you pour a good amount of schematics they melt quickly and you will have to recheck, constantly reload all industries, manually. Think about it: schematics in each refiner, smelter, chemical industry, glass furnace, 3D printer, electronics industry, metalwork, assembly line, honeycomb factory that you have to constantly check and manually feed! It just becomes an annoying and time consuming task. I'm all for using schematics but not that way because it just makes a game a boring and tedious experience. And the impression of progression is much less present because everyone can finally make what they want quite easily, it's just a question of available ore finally. I believe that it is possible to adjust the use of schematics to balance the game experience, so that it remains a game and that there is always a challenge in the progression. Some examples : no schematic for anything T1 more expensive schematics just for final objects (ex. engine, elevator, etc.) from T1 to T5, but not for parts a combination of more expensive “one time buy and use forever” schematics as in the beta for intermediary parts or elements, and “single use only” schematics for final objects (ex. wing) as in the release a deployment cost for any industry and “one-use-only schematics” only for the final objects (ex. wing), but not for parts etc. In short, a solution that saves the player engaged in industrialism from having to spend his time clicking on each industry to drag and drop a bunch of new schematics. And to have more time to accomplish other things like collecting resources, negotiating contracts with other players, creating constructions that give content to the game, etc. The actual system probably benefits light industry orgs or players. And it is probably sustainable for big orgs where each player is only responsible to feed just a small bunch of industries. But for the small orgs that want to go in the heavy industrial way it’s just a pain. Industrial orgs are important for several reasons in this game. They feed other orgs with objects that allow them to build content (ex. ships, cities, piracy, fights, etc.). And they feed the markets. If only big industrial orgs survive, with this new system of schematics management, they will have the monopoly on the market and the price of the objects. I heard about new talents coming in the December update. Eight talents for the schematics... Well, it will probably ease the crafting cost / time / batch size of schem and that’s a good thing for players and orgs that want to go the industrial way. But the main problem - and my biggest complaint - will probably persist : players will have to feed all the industries one by one, manually and spend so much time doing it instead of interacting with their mates or other players, or creating content. And the feeling of progression won’t probably be there much more. Maybe I’m wrong and most of the players are happy with the new schematic system. I would be interested in hearing from the players that play the industrial way in this game to know what they think about it.
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I appreciate the addition of HQ tiles to the game to give a player some room to breath but the current implementation seems somewhat arbitrary. I propose that each player gets one free tile as their HQ and to have more HQ tiles this would need to be done via an organization. It is thematically and functionally odd for an individual to have up to 5 HQ tiles while an organization has non. I would think HQ tile max limits would be tied to a set of talents in the Organization Management category. A player can only ever have one HQ tile (maybe per planet but that may be a bit much) but an Org starts with one HQ tile and can train talents allowing them to get somewhere between 3-10 tiles maximum much like the Core Max Limit talents currently in the game. Again, this makes more sense for lore/thematic and balance reasons. As it is currently, a single player with many alts can land-grab large swaths of land with zero upkeep. Once the "infinite" organization creation loophole is closed having this ability relegated to organizations only will help mitigate massive landgrabs by small numbers of solo players (with alts). This also has implications for Organization Alliances when territory warfare comes into the game. I would love to hear your thoughts, ideas and feedback. Thanks!
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I tried searching for this topic and didn't find anything but I have been thinking of this for awhile now. When I first started playing, community was everything. Helped me advance faster and helped me get started in the aspects of the game i was interested in. After playing for a few months I found the game a bit too easy and i can now do most things by myself and not need an org at all if i wanted to play by myself. The org no longer really benefits my game play other than to provide a community to talk to, which is great on its own and I would never leave it. I have been thinking about how the org game play in this game is missing something to make it really worth while to play with an org. So I had thought about Org talents. As an individual, I can train up talents to produce fuel at high efficiency after just a few weeks of playing and some mining talents to help me collect my own resources. Schematics are cheap enough and machines are not bad either to buy from players / markets. To produces a few 100k fuel a day does not take much time at all to train talents for. This is just one example of how easy it is to start producing on your own for better profits. What if organizations can extend the talents for players by offering a talent training system that essentially brings you from a level 5 max for a talent to level 10. These talents from the org should be very long to train so that one org cannot specialize in all branches so make them a too powerful of an org. Over time this will happen though as over years of playing every org will likely be good at everything talent wise. A player who is super legate of multiple orgs can only train one org talent tree at a time to keep from one player having may sub orgs to train at once to keep from a single player being too powerful as well. I think that this could add a great benefit to the game and for organizations.
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i came back after a long period of inactivity to find that all my orgs are completely gone, deleted. yet it still says on my profile that i am a legate of said 3 orgs. here is the link to one of the orgs since it no longer lets you in any other way: https://community.dualthegame.com/organization/steel-imperium So you noticed the 404? well thats why im here. what happened?
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Now I know that we know VERY little about how weapons and pvp mechanics will work in the finished game, but that doesn't mean we can't make educated guesses about how battles will play out in the abstract. Here's my current idea about how things may work. My main idea revolves around the concept that there will likely be many "stages", or areas where a specific type of combat or ship is needed, in any battle. In a planetary battle, there would be 3 categories and 6 stages, outlined below: Category One: Space Stage One: Open/Deep space - Open space is (arbitrarily, at the moment) defined as being at least 5 times further away from a target planet as that planets diameter. On Earth for example, "Open Space" would be defined as being 40,000 miles (65,000 km) away from the planets surface or further. Open space would likely serve as a staging point for large invasions, as well as the location of the largest space-only battles. The key feature of Open Space is the difficulty or impossibility of ground or orbital defenses to assist in any conflict. Stage Two: High, Mid, and Low orbit - While the specifics about orbital mechanics in the game are still unknown (to me at least), they still have a large influence on how orbital fights would play out. If the system works similar to space engineers, where at a certain distance gravity no longer matters, then Orbit may be where the vast majority of large fights take place, as it would be easy to target an enemy, and fuel wouldn't be as much of a concern. If the system works more like Kerbal Space Program, with simulated orbital mechanics at any distance until you reach the influence of another body, then the largest ships would likely stray away from orbit, or at least they would not play a primary combat role. Due to the existence of antigrav generators, Orbit will likely play a smaller role than expected because you can bring very large ships much closer to the planets surface with antigrav. Category Two: Atmosphere Stage Three: High Atmosphere/ Antigrav generator area - This is the area where Antigrav generators play the largest role, and where ground-based defenses would likely become a serious threat. In addition, this is where fully-atmospheric fighters can be deployed by both sides, for cheap firepower. On the offensive side, High Atmosphere would likely contain large dropships and motherships, which release either smaller dropships, Atmospheric fighters, or Drop-pods. On the defensive side, High Atmosphere would be the most crucial point of defense. If an enemy can make it into High Atmosphere, they can reach the ground, where they can start doing serious damage to cities and infrastructure. Stage Four: Low Atmosphere - This is the area where Antigrav generators are either highly impractical or impossible. Ships in low atmosphere will be mostly smaller-atmosphere only fighters and corvettes that can only get high enough in the air to be picked up by an Antigrav mothership. In addition to those ships, dropships will land soldiers and ground-based vehicles like Hovertanks in areas where they are needed. In an offensive situation, it will be the fighters job to ensure a safe landing spot for the dropships, and on the defensive side it will be to prevent it. Category Three: Ground Stage Five: Open Ground - This is where the larger land-based vehicles will dominate, and air support from High-atmosphere is still feasible. Open Ground will likely serve mostly as a movement stage, where ground-based vehicles are moving from one important place to another. Stage Six: Relative Close Quarters - This is where the larger land-based vehicles will become impractical, like in urban areas and forests. From the perspective of a soldier this is still open-ground combat, but relative to the massive size of spaceships and the larger land vehicles, it is close quarters combat. RCQC (relative close quarters combat) will be the most important part of the occupation of a city. Securing this stage for a long period of time usually means victory, as long as the other stages are incapable of resupplying their fuel or numbers. Let me know if you have any ideas for how large-scale battles will play out on dual universe, or if you have anything to add or criticize about my "stages of battle" concept
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I've been paying attention to the development of this game for several months now and finally purchased the contributor pack. Me and two of my friends are very interested in this game and in particular the process of developing organizations, colonies, and the like from scratch. For the moment, most of the itching questions I've had are related to organizations themselves and I'd be very grateful to anyone who might be able to help with these. 1. Will organizations you make be able to be deleted by you? 2. Will organizations have any in-game ability to create more ranks than just 2 or is that something for organizations to do in private? 3. Will organizations be able to outright list allies and enemies or is that also something for organizations to do in private? Thanks in advance to anyone who can help!
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Are "neutrality orgs" really neutral? After looking at some of them they feel more like their own political faction rather then a group committed to neutrality. While it can be argued that not taking a side is taking a side in and of itself, the term "neutrality orgs" becomes a misnomer. Abother facor impacting the orgs in question is given the general community's stance on in-game unsanctioned hostilities, these orgs may be forced to become military alliances against their wishes.
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Less of a gameplay, more of a forum idea. We currently have both player and organization introductions in one category. I suggest that we (well, mods / admins that is) create a new category for player organizations, alliances, etc. This may be more useful sooner or later in my book and may eventually make finding them easier. It also looks a bit better. Of course the sooner this would be considered and implemented, the less work you have later on as you move threads over. If we assume people are for this idea, how could one execute it as we have threads in the category already? Perhaps users are allowed to move their own threads between categories. If that's not yet possible (I didn't try so far) or not intended then mods could move threads upon request. There aren't that many organizations yet so that should also not be too much of a hassle.
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Dual Universe State of Affairs This is a quick overview of some of the oldest and current Top 20 organisations in Dual Universe. Dual Universe State of Affairs - Pre-alpha (part 1) can be found in Outpost Zebra Dual Universe State of Affairs - Pre-alpha (part 2) also available. Many eyes were cast over this document to double check its accuracy, so many thanks to all those contributors. Also special thanks to the Outpost Zebra team especially @Falstaf that slaved away at getting it formatted so well. Follow the Outpost Zebra thread here or register to Outpost Zebra directly to be updated with the latest in quality articles.
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So, recently, I thought that there are a lot of organizations who aren't really what we would call "future countries". There are plenty of them, such as companies, political parties, institutions... that are focused on certain game aspects rather than being an actual community of players with a common purpose. It is pretty obvious, that most of those orgs, in their search of protection, profit or greater good, will tend to align with bigger orgs, being part of them, but at the same time, being somewhat "independent". It is curious that there is no actual game mechanic to handle this. Say, if a company wants to be registered within a certain country, there is no official way to prove they are part of them, so here is where the Sub-Organizations make their appearance. Basically, it would be a very simple system, which would allow little orgs to be integrated into bigger ones, with the approval of both of them. They would appear as a sub-org in the main organization entry, and their players would automatically be added into the main org. This would allow a better management of all the companies, satellites, parties and institutions within a certain nation, giving each of them specific permissions or privileges depending on their status. A very simple example would be this: Imagine that Silverlight Industries (which is a company), wanted to be part of Terran Union (which is a nation), but also wanted to mantain their status, their page... everything. They would just make an agreement with them, they would become a sub-org, their page would appear inside TU's page and TU would have 200 more members. I obviously understand that this mechanic may be very complex to implement, and that I am missing a lot of little details, but anyways, what do you think? Would it be useful? Give me your opinions. Thank you very much.
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Trade is often beneficial to everyone involved. However, unless they want to limit themselves to tossing goods across the border, it means an organization must allow outsiders into their territory. Some organizations may be reluctant to open their territory to everyone without restriction, so the Blue Moon Crew would like to introduce a concept we call the transient license for trade and transport. We are not talking about a trade organization or either organization becoming a member of the other. The license is simply an agreement between two organizations that allows one to conduct a trade and transport business in territory that belongs to the other. Since this is a transient license, their presence for that business would only be temporary. Both to illustrate our idea and to serve as a first step toward what we hope will become a common practice, the Blue Moon Crew proposes the following agreement to any organization that would like to grant us such a license. Of course, we are willing to consider any modifications to the terms of this agreement that the licensing organization suggests. For now these will only be verbal agreements, but we hope to use the RDMS as much as possible to implement them when it becomes available. Please, contact us if your organization would like to grant the Blue Moon Crew a license. We hope to post a list in the Community Portal of organizations that do. ---Transient License for Trade and Transport--- This is an agreement between the Blue Moon Crew (BMC) and the __________ organization (ORG). The ORG agrees to allow the BMC, their ship and any support vehicles to enter and travel through their territory. The ORG agrees that none of their members will attack any member of the BMC, nor will they damage or steal their property or any goods they are transporting. The ORG agrees to allow the BMC to sell goods and provide transport services to members of the ORG and any other individuals permitted in the ORG's territory. This does not obligate the BMC to provide any specific goods or services. The ORG agrees to allow the BMC to purchase goods or services offered by members of the ORG and any other individuals permitted in the ORG's territory. This does not obligate the ORG to provide any specific goods or services. The ORG agrees to allow the BMC to leave their territory whenever the BMC chooses to. The BMC agrees to remain in those areas of ORG's territory that the ORG designates as accessible and stay out of those areas the ORG designates as restricted. The ORG must inform the BMC of these designations before the BMC enters the ORG's territory. The BMC agrees its members will not attack any members of the ORG or any other individuals the ORG permits in their territory, nor will the BMC members damage or steal their property or any goods they are transporting. The BMC agrees to pay any fees the ORG has established for entering, travelling through or remaining in their territory, for transporting goods in or out of their territory and for buying or selling goods or services within their territory. The ORG must inform the BMC of these fees before the BMC enters the ORG's territory. The BMC agrees to not transport any goods in or out of the ORG's territory that the ORG has forbidden. The ORG must inform the BMC what goods are forbidden before the BMC enters the ORG's territory. The BMC agrees to not buy or sell any goods or services in the ORG's territory that the ORG has forbidden. The ORG must inform the BMC what goods and services are forbidden before the BMC enters the ORG's territory. The BMC agrees to leave the ORG's territory whenever the ORG requests them to. The ORG must allow the BMC to leave peacefully if BMC does so within a reasonable time. The BMC agrees to follow any other regulations the ORG has established for individuals in their territory. The ORG must inform the BMC of these regulations before the BMC enters the ORG's territory. The BMC may benefit from the ORG's efforts to protect their territory while the BMC is in that territory, but the ORG is not obligated to specifically protect the BMC from outsiders, nor will the ORG be responsible for any damage done by individuals who are not members of the ORG to members of the BMC, their property or goods they are transporting while the BMC is in the ORG's territory. The ORG may provide protection services if they choose, but they are not required by this license. The BMC is not required to participate in any efforts to protect the ORG or its territory from any attack. Either BMC or the ORG may end this agreement at any time by informing the other party. If the BMC is in the ORG's territory when the agreement ends, the ORG must allow the BMC to leave peacefully if the BMC does so within a reasonable time. This license is a non-exclusive agreement. Both the BMC and ORG are free to establish similar agreements with any other organizations.
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I remember a while back reading about the Bloodbath of B-R5RB, which was the biggest battle ever fought in EVE Online, occuring in early 2014 and consisting of thousands and thousands of ships from two opposing alliances fighting over a single system. Upon looking up these factions recently, I was intrigued to find that some of them apparently no longer exist. I then watched some related EVE videos, surfing comments, and found a really neat story of a guy who randomly met a pretty big faction leader and got invited to join that faction; someone else commented asking about the faction, but the guy responded that the faction had long since disbanded. This stuff really got me interested in the mechanics of long-term organizations in Dual Universe. Why do factions rise and fall in EVE; what causes large forces to disband, and might those same causes affect organizations in DU? What is the main cause? Is it players getting bored, or traitors, or crap leadership, or people just wanting something new, that results in once fearsome coalitions falling apart into nothing? The current numbers in DU orgs have been pretty steady; the largest orgs have stayed the largest, biggest names always on top. Nothing really changes, but that's because we don't have the game. Can we expect to see the Terran Union even in existence six months after launch? Or could it still be the largest ten years later; and regardless of whatever happens to it, what lead to it's lifespan being as long as it was? TL;DR: What causes huge factions in EVE to fall, and how are those forces relatable to Dual Universe? What forces could cause DU empires to crumble away?
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There doesn't seem to be any practical way to create a secret in-game society. These look like my only options: I can create an org on the community website, but any org members would have there name displayed for everyone to see... not very secret. I could use a different platform to host and organize the org, but then advertising would be an inefficient pain. I'd love it if the devs would make the "members" tab (that displays everyone's names) optional. Until then, any ideas for hosting an org with anonymous members? Any support or criticism of having an optional "members" tab?
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How do i post images to a new post in my organization? ive tried a million time a hundred diffrent ways and got one image to post but i cant do it again
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If you are looking for an org, take a minute to check out mine - https://community.dualthegame.com/organization/the-79th-stratocracy - :-)
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Give legates the power to place buy/sell offers on behalf of an orgization, where sale money and purchase money is taken from the organization's money stores. This way trusted sellers may include a organization as a whole.
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On the community site, we should have the ability to make orgs that are members of orgs. Numbers of members is calculated by adding up the total number of members of each org. To my knowledge this will be possible in game and then we could more accurately represent larger organizations. For instance, Cinderfall Syndicate would include all cinderfall organizations and staff, rather than relying on players to join multiple orgs, they are automatically added to the count of both when they join a cinderfall organization.
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I suggest organization creation window (meaning this one) to also include basic information about: Copyright infringement (and maybe how to avoid it) Disapproved types of org names (Apple, Microsoft, etc.) Currently, creating an organization does not require one to even visit the forums. Since NQ's statements about aforementioned things are hidden inside certain topics (as far as I know), I feel they go unnoticed by many organization founders. Also, the org creation page only offers a link to the early devblog post about orgs that mentions nothing about copyright. I do not know how the copyright-wise problematic orgs are officially dealt with, but have seen some other forum users politely notifying newfound orgs about clear issues. It is admirable, but in my opinion should not be relied upon. I realise we have not even hit alpha test yet, but still believe that adding the suggested information into mandatory text every organization founder should read would reduce unnecessary frustration. Thanks for your time, and hopefully the text was readable enough.
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I was just thinking if there were a few defined organization types that could be assigned to orgs it would be helpful in seeing at a glance what the org is. For examples: Alliances or Nations: Organization of organizations Corporation: Private organization Guild: Open or public organization
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We knew that the end was coming for centuries, and we realized at some point that we would never be able to finish enough arkships for all the Earth's populatoin. The wealthy sought to purchase legacy berths for their great grandchildren, the politicians fought to place their power structures into the design of the post-Earth societies, and corporations developed breeding programs for their employees, paying bonuses to people who married based on recommendations from their predictive genetics algorithms. And the poor despaired. The teeming billions of crowded Earth, suddenly forgotten as the rich world tore resources from the ground and pumped poisons into the air, heedless of damage done to a doomed biosphere. War was inevitable as poor nations without the technical capabilities to build their own ships insisted that their resources would only be used for arkships built for their own populations. The rich world shrugged and looked upward, tearing up space resources treaties as they tore the moon and asteroids asunder, plunging the third world into chaos as the markets for lithium, cobolt, platinum and gold went into freefall after a massive metallic asteroid inclusion was discovered a few hundred meters under the Sea of Tranquility. Faced with the near total loss of their populations in a hundred years, nations in Africa, South America and the subcontinent formed an alliance and demanded that space-based mineral extraction be shared equally by all nations based on population. Chinasia, however, with a near monopoly on rare earth elements needed for superconductor manufacturing and their own technical capabilities, sided with Normerica, Europa and Russia, calculating that they'd get more arkships that way. Desperation knows no morality. When the arkships under construction at Chonquing and Hangzhou vanished in blinding flashes of nuclear fire, Indians and Pakistanis danced together in the streets, while their governments disavowed all knowledge of the actions of the Humanity Front, a terrorist organization that demanded global distribution of arkship construction. Nobody knows if the nations of the subcontinent were behind the attack, and nobody ever will know, as the resulting regional nuclear exchange reduced the populations of India and Pakistan by 80% and of China by 50%. The waves of desperate refugees quickly overwhelmed hastily assembled UN facilities, and millions died of starvation and from disease. When the brain plague struck, it was truly a shock to a reeling world. A novel virus, not recognized by the nanomeds that swam in every human's bloodstream, that did irreparable damage to the brain within days. It started in the refugee camps, where millions huddled in misery. The first symptoms were lassitude and depression, so it was hardly recognizable as a disease, until the sufferers slipped into catatonia, stopped eating and drinking, then died. In the Mashhad camp, 70% of the refugees perished within a week. Aid workers returning to their homes carried the disease back with them to their crowded megacities. Before the WHO was able to identify the virus and publish an update to the global nanomed network, seven billion people, more than half the Earth's remaining population, succumbed to the illness. Arkship construction halted as corporations desperately sought out people with the skills necessary to continue the projects, making promises of dozens, even hundreds of berths to the descendants of surviving engineers and project managers. One of those engineers was my grandmother, Ethel Dinkman, to whom I am forever personally indebted. Most berths were assigned by lottery among those who's test scores and skillsets met the requirements defined by the UN's Colonization Commission algorithms, but I was raised inside the forbidding plascrete walls of the Nueva York shipyard, one of the several million legacies of that desperate time when men and women were able to make the corporations bend to their will. If the AI driving the mighty arkship feels that the legacies have been betrayed by the board, when the time comes for the launch, the ship will just sit there. So here I am, raised and trained to be a survivor, a legacy stockholder in SilverLight Industries, a berth guaranteed to me and several cousins, no doubt to the consternation of management, who see us as nothing but bodies taking up space that could be used to save better trained, more intelligent, and no doubt more closely related men, women and children. Well, neener-neener. The ship AI, using my grandmother's voice, will do more than scold them if I'm not here when it's showtime, so the company takes good care of me indeed. Frighteningly good. I feel like I'm kept safe in a cocoon of resentful passive-aggression. I wonder what will happen when we get to our destination. I'm a legacy stockholder, after all. I have a considerable energy share for my resurrection node, the wealth of any twenty random colonists. And anyway, no matter how resentful they may be, the AI won't let them touch me inside the ship shields. And they'll need me. I'm a good coder, a good shot, a well adjusted sociopath with a stifling upbringing, perfect for a weapons designer. I'll keep my eye on the bottom line and show the company I'm value-added. I better, or I'll wind up cleaning other's spaghetti code in a cubicle at the bottom of the arkcity pile. How can I let that happen, when there's a whole universe out there, one without plascrete walls and guardian drones? I'll get the company rolling, and then I'll take my odd habits, my verbal tics and my curious obsession with early 21st century Normerican cartoons and see what's out there.
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Hello DU Community Yesterday, I had my first encounter with the dark side of any internet community within the Discord server. It was a statement of overt racial vilification - that is - a public act that encourages or incites others to hate people because of their race, nationality, country of origin, colour or ethnic origin. To my own shame I did not deal well with these comments as, to me, they were personal and extremely offensive by any reasonable person test. And I decided then and there to do something about it here. And therein lies the problem. I, indeed none of us, can stop others from acting in a certain way. Nor do I feel that we should as players hold NovaQuark as being responsible for policing our actions as a community. The promise of the game is that it is community driven, so this is our mantle to bear. However - what I, and you, can do, is make a commitment; an unambiguous statement; on the kind of community we want this to be, and the kind of behavior which we, as a community, see as appropriate. At the same time - this is a game about rebuilding humanity. And from a pre-alpha thematic perspective, I do feel that there is one document which may well have traveled with us to Alioth, or conceivably would be something the first colonists would create, especially when one reads the preamble. This is an semi-edited document to make it for MMO use, and Dual Universe-ish, without changing the intent of the original. That said, please send feedback or concerns so it can be shaped. And so it is that I present to you the Dual Univers(al) Declaration of Human Rights and Community Charter. All organisations, characters, and especially PLAYERS, are invited to "sign" via reply to this thread in the manner I do. Organisations and characters should not feel compelled to sign if it does not fit their background - this in no way means that you as a PLAYER should not want to make this commitment however. Suggested edits are, of course, welcome - I do not anticipate that changes would change the spirit of the intent. Some articles have been removed where I could see no relevance in DU. EDIT 1: Based on feedback so far - please think about how this would apply as an IN GAME background piece, as we trust that NQ and the EULA will address player behavior. *Should* further feedback suggest otherwise - we can revisit as a player code of conduct. Oh - and this is only meant as a starting point. The end product should be "plain english" and simple to understand, able to be adopted by any org, group etc for use as a starting point for the same. ------------------------------------------------------ PREAMBLE Whereas recognition of the inherent dignity and of the equal and inalienable rights of all members of the human family is the foundation of freedom, justice and peace in the world, Whereas disregard and contempt for human rights have resulted in barbarous acts which have outraged the conscience of humanity, and the advent of a new world in which human beings shall enjoy freedom of speech and belief and freedom from fear and want has been proclaimed as the highest aspiration of the common people, Whereas it is essential, if humanity is not to be compelled to have recourse, as a last resort, to rebellion against tyranny and oppression, that human rights should be protected by the rule of law, Whereas it is essential to promote the development of friendly relations between nations, Whereas the Dual Universe community have in the Charter reaffirmed their faith in fundamental human rights, in the dignity and worth of the human person and in the equal rights of men and women and have determined to promote social progress and better standards of life in larger freedom, Whereas signatories - be they players, characters or organizations, have pledged themselves to achieve, in co-operation with NovaQuark, the Developers, the promotion of universal respect for and observance of human rights and fundamental freedoms, Whereas a common understanding of these rights and freedoms is of the greatest importance for the full realization of this pledge, Now, Therefore THE COMMUNITY proclaims THIS UNIVERSAL DECLARATION OF HUMAN RIGHTS as a common standard of achievement for all peoples and all organizations, to the end that every individual and every organ of society, keeping this Declaration constantly in mind, shall strive by teaching and education to promote respect for these rights and freedoms and by progressive measures, organisational and community, to secure their universal and effective recognition and observance, both among the players themselves and among the characters and organizations under their control. Article 1. All human beings are born free and equal in dignity and rights. They are endowed with reason and conscience and should act towards one another in a spirit of family. Article 2. Everyone is entitled to all the rights and freedoms set forth in this Declaration, without distinction of any kind, such as race, colour, sex, language, religion, political or other opinion, national or social origin, property, birth or other status. Furthermore, no distinction shall be made on the basis of the political, jurisdictional or international status of the country or territory to which a person belongs, whether it be independent, trust, non-self-governing or under any other limitation of sovereignty. Article 3. Everyone has the right to life, liberty and security of person. Article 4. No one shall be held in slavery or servitude; slavery and the slave trade shall be prohibited in all their forms. Article 5. No one shall be subjected to torture or to cruel, inhuman or degrading treatment or punishment. Article 6. Everyone has the right to recognition everywhere as a person before the law. Article 7. All are equal before the law and are entitled without any discrimination to equal protection of the law. All are entitled to equal protection against any discrimination in violation of this Declaration and against any incitement to such discrimination. Article 8. Everyone has the right to an effective remedy through the Community and Developers for acts violating the fundamental rights granted them by the Community constitution or by law. Article 9. No one shall be subjected to arbitrary arrest, detention or exile. In-game clarification : No one shall be prevented from playing through acts of "spawn camping", nor shall players be prevented from participation in the game through deliberate means restricting their freedom of movement such as respawn points placed in spaces which cannot be exited. Article 10. Everyone is entitled in full equality to a fair and public hearing by the Community and as required, if out of game, NovaQuark, in the determination of his rights and obligations and of any criminal charge against them. Article 11. Everyone charged with a penal offence has the right to be presumed innocent until proved guilty according to law in a public trial at which he has had all the guarantees necessary for their defence. No one shall be held guilty of any penal offence on account of any act or omission which did not constitute a penal offence, under national or international law, at the time when it was committed. Nor shall a heavier penalty be imposed than the one that was applicable at the time the penal offence was committed. In-game clarification - no organization shall create a legal and / or judicial system by which characters can be held indefinitely, and players effectively prevented from playing the game. Article 12. No one shall be subjected to arbitrary interference with his privacy, family, home or correspondence, nor to attacks upon their honour and reputation. Everyone has the right to the protection of the law against such interference or attacks. Community note: Account hacking, doxxing, cyber-bullying and other such activities which prevent players from enjoying the game, or discourage immersive, inclusive, community based play are covered within this Article. Article 13. Everyone has the right to freedom of movement and residence within the borders of each territory. Everyone has the right to leave any organization, including their own, and to return to their organization, territory, or the common safe zone. Article 14. Everyone has the right to seek and to enjoy in other organizations asylum from persecution. This right may not be invoked in the case of prosecutions genuinely arising from non-political crimes or from acts contrary to the purposes and principles of the Community and NovaQuark, including griefing. Article 15. Everyone has the right to join an organization. No one shall be arbitrarily deprived of organization membership as a means to seize assets or property, nor denied the right to change organizations. Article 16. Players and/or characters of full age, without any limitation due to race, nationality or religion, have the right to form relationships. Relationships shall be entered into only with the free and full consent of the intending partners. Article 17. Everyone has the right to own property alone as well as in association with others. No one shall be arbitrarily deprived of their property by means other than in-game role play or legitimate game actions. Article 18. Everyone has the right to freedom of thought, conscience and religion; this right includes freedom to change religion or belief, and freedom, either alone or in community with others and in public or private, to manifest their religion or belief in teaching, practice, worship and observance. Article 19. Everyone has the right to freedom of opinion and expression; this right includes freedom to hold opinions without interference and to seek, receive and impart information and ideas through any media and regardless of frontiers. Article 20. Everyone has the right to freedom of peaceful assembly and association. No one may be compelled to belong to an association. Article 21. Everyone has the right to take part in the governing of the Community, directly or through freely chosen representatives. Everyone has the right of equal access to the public services of the Community, and the Community safe-zones in game. The will of the people shall be the basis of the authority of government; this will shall be expressed in periodic and genuine Community elections which shall be by universal and equal suffrage and shall be held by secret vote or by equivalent free voting procedures. Article 23. Everyone has the right to work, to free choice of employment, to just and favourable conditions of work and to protection against unemployment. Everyone, without any discrimination, has the right to equal pay for equal work. Everyone who works has the right to just and favourable remuneration ensuring for themselves and group an existence worthy of human dignity, and supplemented, if necessary, by other means of social protection. Everyone has the right to form and to join trade unions for the protection of their interests. Article 24. Everyone has the right to rest and leisure, including reasonable limitation of working hours and periodic holidays with pay. No player should feel that they cannot log-out and enjoy real life as they require. Article 27. Everyone has the right freely to participate in the cultural life of the community, to enjoy the arts and to share in scientific advancement and its benefits. Everyone has the right to the protection of the moral and material interests resulting from any scientific, literary or artistic production of which they are the author. Article 28. Everyone is entitled to a social and international order (the COMMUNITY) in which the rights and freedoms set forth in this Declaration can be fully realized. Article 29. Everyone has duties to the community in which alone the free and full development of his personality is possible. In the exercise of their rights and freedoms, everyone shall be subject only to such limitations as are determined by law solely for the purpose of securing due recognition and respect for the rights and freedoms of others and of meeting the just requirements of morality, public order and the general welfare in a democratic society. These rights and freedoms may in no case be exercised contrary to the purposes and principles of the Community. Article 30. Nothing in this Declaration may be interpreted as implying for any State, group or person any right to engage in any activity or to perform any act aimed at the destruction of any of the rights and freedoms set forth herein.
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Would a stock market analogue work in a game like this? In the real world, it always seemed to me like stocks are only worth anything to someone because everyone else wants them. That's how it always seemed to me anyway, I've never been big into the stock market. However, in the game, what with organizations and how big a role it seems they'll play along with player-driven content, I feel like a stock market system, albeit on a small scale, could be something that would work in Dual Universe. I could also see it NOT working of course, like someone who owns tons of stock just stops playing. Or, no one is ever really interested in it and it becomes a mechanic no one pays attention to. I feel like it could go either way but I'm rather unfamiliar with the real stock market. Does anyone else have thoughts on this?
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THE PROCLAMATION OF THE FEDEARTION THE PROCLAMATION The united federatred nations of the Uneivers enjoy the the new age, the new time. To day are the federation, a military and economy galactic alliance founded in the glory of all gods and men, to confess, to survive, the world, its danger, its love. We come all as nations, organisations, inviduals and companies. All to toghether deffend whats ours, all what is. This we do to the sun fade to. United and stong! THE FEDERATION The federation is a military economy alliance accross the univers. A alliance who share constitusion, military and economy. Its a new dream in this dark corrupted world. A dream where everyone is free, safe and with rights. Find your nation and their goal, togehter, with the federations help isnt it a nation enymore, it is a empire, a gloriose star on the banner of victoriouse nations, organistations and companies. The banner of The Federation. Ruled by publick elected goverment is the nations military and officially politicks kept in order along with their interest. All is voted over in the senate and sat to action. It is three things to say about The Federation is. Stability, order and frendship. We are a huge family, citizen. Start under our protection, wether your a criminal, engineer or a worker. You are welcome. Organization come and build your glory under or fundations, support and saftyness. Nations come and build yor empires under our armies, economy and diplomats. You are all welcome! So join us today at. HISTORY OF THE FEDERATION THE WORLD WAS SLOWLY fading into corruption and selfinnes. No man was free from mankinds greed to power, the world was shatthered and grey. It was in the year of earth 400ef.kr. 4 billions and 5441 millions year after it creation. The Roman empire was dominating the western world. It was speaked of the end of the world, the end of everything. Where they scared, of course!. They where hoping for the light, the prayed yelled and screamed after it! But only darkness answered. They where near to give up, their God didnt love them enymore. 200 years passed, and then! Out of fire and ice came they. The Titans. They spreaded their life their help to the humans. Leaded their armies to vicory after victory. Now 600 years after is they gone, one remains. And the world has faded once again. The humans cant pray. The gods are deaf. They must save them self. The Titan rises his banner. Will you follow! On this ¨gloriouse way to victory, together, for ever should we make history! The mankind stepped out in the new world, and it was saved once again. The rest is yours to explore. THE ADMINISTRATION OF THE FEDERATION The Federation has one main capital, here lays the foundations of the allance and main offices of it. The first thing the federation ensure f or you is safty, after that, freedom and last oppertunetises. To do that have we a administration, laws and police to insure these goals. We are verey up to personal and public freedom. The alliance is leaded by the people, to secure that their wishes fulfilled. We will have a huge admistration to ensure that the best and only the best comes out. The Federation is ruled by the cansell, each seat ( department) has its own chancellor and administration, the cancell is led by the Lord chancellor, every chancellor is chosen by the senate, who is chosen by the nation they represent, 30% of the senate's senatores are elected independet of nations. Each nation has it own way to rule or ideal to follow, the only law thats is a like everywhere is the constitution. ECONOMIAL SUPPORT Since the federation is a military and economial alliance after all, has it some financial support programm. Each nation and organization. inside the terretori of The federeation has to pay taxses to it. No joy without work guyes. Well the money goes to diffrent fonds wich will be listed below. Each person hold up the comunity, so that the comunity help them. It would be procent taxses so noone could claim someone has smaller taxses than others, based on that nation's fortune. Togehter, untied and strong would we survive this univers. Here are the following fonds. NATION ECONOMIAL SUPPORT -national public decoration support (to a nation's decoration) -national public financial support (if the nation is in lack of money or to concurances etc.) -national education support (to scools and acadamics) ORGANIZATION ECONOMIAL SUPPORT -company and organization support (every new funding gets financial support) -employer support ( The federation pays a procent of the emploise's wage) -innovative support (every innovative product get financial support) INDIVIDUAL ECONOMIAL SUPPORT -education support (finiancial support for education) -fun support ( financial support for facilities, such as concurances, festivals etc. When almost broke) -home support (financial support for a home, when you cant afford it) MILITARY SUPPORT Well almost all money goes to the military, some goes to the seat of Deffensiv Affairs Military programm. Since The Federation is a military alliance to, must The Federation have a military force to protect and defend its allied nations and its own intrest. Under a possible attack on one of our nation will always the The military forces stand up. We want to make a world of light and gold, but that can't be made without blood too. Each nation can (if they want to) have their own military, but we would have our own, so its no need for one. The military are of course free to join and we expect many pvp'ers to join this force, as it is fun, full with action and frustrating THE CAPITOL THE DREAM OF A BETTER WORLD The Capitol, raising scyscapers, thousends of humans and rising over it all, the symbol of the federation. The Senate. We hope that the Capitol is going to bee the numer one city, with all that follows. Well as it is in reality, it is going to be in the Capitol, to make the eye of all eyes, must you find all of them in a singel place. That means that the capitol is not going to be one city, but thousendes spread out on one single planet. That means if you want to make a floating city in a district, you can do it! Or if you want, you can make a underground city in a district. Well here we want organisations to set their bases, companies their offices and players there home. It shall be a place fore everyone. The fighter, the smuggler, the carpenter, the trader, the politician, and so one. Therefor shall we try our best to give you the best city, with events every week. Although its going to be a wonderfull city with a place for everyone have the council sat some guidlines you can follow or not. This means city layers and buidings. We suggesst that big block shaped buildings are buildt on the ground level in a radius of 1 kilometer. This buildingcan be used for storage, as factory. (basicly what you do not want in your house) or just be rented out. On top of that comes the building you want to be seen, this could be a scyscraper, a inn. You do not need to use the whole space, you can rent or sell oout the space you not use to others, but we do recomand that the building is high and big. But it is your choice, for the world is at your feet. Here are the following layers of the city. GROUND LEVEL The ground level is a low security zone and will not be as protected as the other levels, here can you raid without getting catched by the police drones. This would be a fine place to do shady bussness and build small houses in the streets,with big factories throwing shit at the streets and the light glooming shady from above,between the the scyscrapers in the middle level would this level be perfect for: Smugglers, nasty traders, people on the wong side ofthe law, people that need to hide, pirats and wepon glad players. Pleas try to not kill everyone. Ha aha ha MIDDLE LEVEL Thislevel is right over the ground level, here are the scyscrapers rising to the sky, plattforms with ships redy to take players up to the univers, here lays the public buildings and administrantion building. All secured by the police. Guyes, do not pull upp a gun here, i am sirouse. Ha ha ha this is the perfect place to: traders, people (without the plan to kill everyone), offices and appartmens. Basicly, the population of the capitol. UPPER LEVEL As spotted on the name. This is the uppper level. Luxeriouse lounges and appartments, feasts and drinks. All to enourmous amounts of money. Here right under the sky lives the elite, the richest, the talented, the famouse. Fare away frome the sounds of the underground could the company owner relax, the politican intrgue and the general practise. Here lives the rich people. Is it moreto say? All these are just how we wnat it to look, but it is your dream that shuld visulise here, isnt it? But it is something you should be awere of you get 25% off the cost of the building you build if it is block shaped and 1 kilometer in radius. You get 25% of the cost of the scysraper if you build one on top of the other. That means 50% of the cost of the entire building if you build it as we recomand! We are howerver free at this point, as long as it fits come and chec us out! we are here for you!!