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Noveans! The much-anticipated rewards for the first chapter of PvE Missions are now ready to be revealed. Your hard work, dedication, and tenacity are just some of the strengths that helped you achieve victory, and we will honor your achievements. Here is the list of the brave Noveans being honored: Novark Elite These are the top damage dealer contribution throughout the whole campaign. This includes the top 20 damage dealers in the epic boss fight, as well as keeping up the fight during the campaign. Rewards: In-game Title: Novark Elite Along with the in-game title, Novark Elites will receive one (1) Exotic large shield and 50 million quanta for their efforts. List of players that will receive the Novark Elite rewards (in alphabetical order): _DNeo_ Barbecue95 Canuckl3head Ch3w8a2 copperlein CptMarlin Debrin Dronko Eisenstein ElusiveMrD EternalDreamer Fogger goldman541 Goobam Hellica Ignads JohnnyBravo Kitpoe Koffye Krengus LaPleureuse Matarulo MrShady Nayropux Nicholiae Porkchop Sekhmet Shairun SpinCaTx Suunto Tialoc Tional Tonvor Treach UntalkativeBob VelaDeAche Voracious W1zard Walter Zeiffer Reliable Soldiers These Noveans proved their worth by having the strength to never give up, no matter how many times they failed or how long it took. They persevered and pushed hard, and we will honor their contributions. Rewards: In-game Title: Reliable Solider Along with the in-game title, Reliable Soldiers will receive one (1) Rare medium shield and 15 million quanta for their efforts. List of players that will receive the Reliable Soldier rewards (in alphabetical order): Canuckl3head CaptMarlin CptMarlin Damian_Firecaster DominoSugar Dronko ElusiveMrD Goldman541 IndigaterJones JohnnyBravo Kitpoe Krengus LaPleureuse Lynkon Mercurius Metsys Mistery Nicholiae OMADAWN Ralpheon Raven81 Seawing SpinCaTx Suunto Tional UntalkativeBob Zeiffer The titles and rewards above will be available within 24-48 hours following this announcement. Well fought Noveans, but the fight isn't over yet. The Astrophage threat remains, and we must stand ready to face it. Onwards to victory! 🎖️
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Greetings Noveans! Welcome to Ask Aphelia, where we answer your Dual Universe questions. This is a special PvE dedicated episode, where we tackle many of the questions that were sent in by our community. Are you ready to hear all about PvE? Please listen/watch to our podcast here. Please let us know your feedback about this special PvE episode in the comments below. ❤️
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Ok, so finished products weigh less than materials, so that is one good reason why it makes sense to build in situ, which however makes hauling all the more important. For example if you had a secondary territory with decent T1 concentration, you would spend less fuel hauling locally-made Frames, to your main base, than hauling the raw ore to build them at main base. Coz the equivalent ore to build them weighs a lot more than the Frames. But player driven hauling market has always been hampered by collateral. Regardless of how generous you would be in rewarding a haul, if the haul involves 100 million quanta worth of product, you would need 100 mil quanta collateral from the hauler to make sure he doesn't keep it for himself, or just deny you of it regardless if he can use it (for those extra-evil inclined or even truthfully accidents do happen) Now a haul that takes 15 mins and rewards even 10mil, which is a good price (just making up numbers here), always seems not as great if you have to put up 100mil to earn the 10mil. It means new players, that might have the capability but not the cash, won't be able come up through the game, using such emergent-pve/mission stuff. Coz nobody has 100mil that early on. Which means more work for game designers, to make sure newbs earn some other way, i.e pre-worked/designed missions/ content. So what if there was a way to disengage collateral, so that it doesn't matter, it's not needed, while still, making it believable in how it's done? I.e. not lose from immersion. Enter quantum entanglement, which is, after all, accepted science "fiction" So the idea is, that spooky action at a distance basically instantly connects stuff that are far away. But you have to get them there to start with, both from the source. Therethree: instead of hauling actual cargo, the cargo is quantum entangled. It stays as it is, and also makes a pair. 'Alice' which stays at the source, and 'Bob' which is getting hauled. We don't eliminate the need for hauling mass/volume, Alice and Bob weigh and take up the same space as the actual cargo would. Once Bob arrives at the destination, we now have our entangled pair at a distance and then apply the actual cargo to it, so that it disappears from source and appears at destination. This is done by the owner and only the owner, once Bob is delivered. Therefour: if hauler runs away or loses Bob in transit, the cargo is still safe at source. Alice doesn't get used by the owner to insta-transfer the cargo. Therefive: Collateral becomes a matter of taste/ preference - can be associated with the cost of making Alice and Bob, but is no longer needed to insure against loss of goods. (It gets disentangled from the hauling process by using quantum entanglement ) Theresix : Game developers are happy coz they don't have to make up that much more made-up content for players to earn money. Thereseven: players are happy, coz even if you lose it all, you can always get back on the saddle quickly coz u no longer need to have collateral to earn from hauls. In terms of game mechanics we already have things like packages (not sure only done the two tutorial missions of hauling and they didn't have any) so there is not much tweeking needed. A 'package' becomes a quantised state. Let's not call it a 'quackage', maybe a questate, whatever. [ You can call it a quackage if you like, after all, a ducks call is kinda unique in the sense that it's resilient to echoes, practically gave rise to the myth that "a ducks call does not echo", so this lends to the unique pairing idea] Cargo remains at source. Owner creates the two quackages, Alice and Bob. Alice is 'tied' to cargo. Bob is 'tied' to Alice. Then, once contractor is happy Bob has arrived at destination by contractee/hauler, the owner activates Alice. Alice connects with Bob and cargo connected to Alice instantly gets transferred to Bob's location, in place of Bob. So in terms of storage we do need the extra stuff, albeit temporary, but we do need it. If you want to move 100 tons you need to be able to store another 200 tons, coz to start with you create Alice and Bob which are quantised states which look feel taste etc i.e. weigh and take up as much space as the offending erhmm desired to be hauled cargo. Thereeight: The end of the beginning:) Go forth and prosper! Disclaimer: Although this particular eyed deer is mine, all mine, my precious, if anyone wants to use it in this game or another, as is, in part, or modified, you can do so with no requirement of credit or recognition for me myself and I, therenine, this idea is herewith not mine anymore. WTCOOO
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A while ago there was a discussion in the discord about limiting access to certain resources to the PvP space as well as the importance of PvE-players for PvP-players and vice versa. My conclusion to improve this interaction, is to improve the PvE aspect, because only if PvE-players hold a value to PvP players (besides target practice), a meaningful interaction can exist. Currently PvP-orgs require barely any purely PvE-players, because everything from resource acquisition to crafting can be more or less automated. The solution is a more active and specialized PvE gameplay. 1. Mining Pre-MU planetary mining was in a pretty good state if you ignore its lack of excitement (which could be introduced with rare minerals/gems as random encounters). It required active play and every successful org had at least some dedicated miners to supply them with ore. With MUs now that completely changed. Ore can be acquired passively, and especially the yield for higher tier ores (T3+), which you mostly need in smaller quantities, can easily support a large org. No active input besides the calibration by an alt once every 5 days is required. For miners to be valuable again, mining has to consume active playtime. For that i suggest a few changes: significantly reduce the MU output, especially for higher tier ores. Without indepth calculations, i'd suggest to reduce the yields to 50%/40%/20%/10%/5% for T1/T2/T3/T4/T5, respectively. randomize the spawn time and increase the spawn rate of the current asteroids in the safe zone, make the ore node size more variable (no meganodes necessary, but the occasional supernode would be a nice find) place a few copies of Thades moonlets (or moonlets generated similarly) at a region outside the safe-zone and have a significantly increased spawn rate for asteroids in that region to create a more or less dense asteroid belt for mining and PvP base building randomly (time and location) spawn large amounts of surface rocks of a single ore (5000%+ of MU-mini-game generated ones) on the surface of planets (T1-T2 in safe-zone, T1-T4 in PvP space), with a rarity of the spawn relative to the tier of the ore. This enables repeated scouting of planet surfaces for surface rock deposits, gives new players the ability to start mining without neglect able initial costs and adds to the importance of surface rock picking talents. These changes require nearly no new mechanic that isn't already in game, but would improve the value of active mining and thus the value of dedicated miners for orgs immensely. 2. Industry Industry is a bit harder to tackle, because its automated by definition. The schematics update is a step into the correct direction, even tho i would prefer to have a proper CPU/Power system which would have similar and more effects. One way to increase the importance of active game time in industry (as well as other aspects of PvE) could be the introduction of a job system that is based on a players ingame activity and provides boni to cores or elements. Each job has an activity bar, which fills whenever a player does certain ingame activities. The amount of actions to fill the bar should be relatively low (fill-able with 2-4h standard game time) and reduces over time (exponentially dependent on the fill status, very slow when its full, faster when nearly empty, from full to 50% without any actions it should take a week). The maximum job bonus should be kept as long as the bar is over 50%. In addition you can only have a single job active at any given time, and changing jobs will reset the job-bar to 0. Let me give four examples: Job: Miner Actions to fill job bar : calibrate MUs, mine/harvest any ore Effects : Increased mining efficiency with hand tool and calibrated MUs (0-30% depending on job-bar) Job: Industry Manager Actions to fill job bar : interact with any industry unit (limited to once per day and unit) Effects : decreased ore, pures and product consumption (0-10%) and craft time (0-20%) (applied to a core, not to individual elements, limited to a low number of cores) Job: Pilot Actions to fill job bar: fly any mobile core Effects: improved handling of flight elements (0-20%) Job: Soldier Actions to fill job bar: shoot&hit other mobile constructs Effects: improved hit chance, improved radar range (not a PvP guy, so no values suggested) With this system we could encourage specialized and especially active game play. As a bonus the impact of alts on industry would be reduced as well. Due to the core-limitations for the Industry Manager boost, every org with several factories would require several players that focus on doing industry related activities ingame to have an efficient production that can compete with market prices. If we get a CPU&Power system that would limit the maximum amount of industry units per core, so you can't place 5 or 6 large production lines on the same L-Core, in the future the effects of the job system would be even better. With the following increase of importance for PvE-centric gameplay, DU could then start to put up higher incentives or stakes for PvP-space, like adding exclusive resources that you can't get in the safe-zone. Bcause the new incentive for trade between the safe-zone inhabitants and the PvP-space occupants, a good and enjoyable interaction between those two pillars of gameplay should be possible.
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_________________/ I N T R O D U C T I O N \_________________ The Empire is a conglomerate, a multitude of Corporations working together. A conglomerate working together to provide goods and services to other organisations. Whether it be entire ships, buildings, ore supplies, elements and parts - there will be a space for you. We will also have a dedicated branch to help new DU denizens. STARS (Special Tactics and Rescue Service) will come back as well, to help and assist everyone. "you can do what you have only dreamed of, but now you are contributing to an Empire. " _______________________/ L I N K S \_______________________ D I S C O R D
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I would like to discuss the near future of DU. It's no secret to either the players or the developers (as I see it) that DU will fail immediately upon release with the current mechanics. As it stands now, it's a mining and production simulator with pretty weak economics. It's so sad to see this great idea go to hell. What is DU now? It's a construction, manufacturing, and peaceful flight simulator. What is the current course? To make a combat flight simulator and maybe a shooter. Who plays this game? Most of us are pretty close to nerds (sorry if that hurts your feelings). I am interested in playing DU even in excel. Do graphics make a significant difference to me? Probably not. Who will the developers attract? Looks like shooter players who definitely don't like excel. What will they find here? Obviously, nothing. That means anger and, of course, nasty posts everywhere. I don't see how ping and pendings can be reduced to an acceptable 30-60ms. Thus, pvp as we know it from Fortnite and similar games is hardly possible in the near future on a single server. NPCs are also unlikely to be possible due to the architecture of the game. But I love this game, I want to play this game, I don't want this game to die. How can this situation be improved? I'm already playing this game. Sure, I'm waiting for additional content, but do I really need an atmo combat simulator here? No. It makes it impossible to live on the planet. Do I need a PvP area in space everywhere? No. It suppresses the idea of peaceful gameplay for construction and production. Do I really need PvP? Yes, I do. However, if you remember, I am a nerd, I'll be more than happy to fight you in excel. I think we can leave the space as it is. It works more or less acceptably. Of course, it needs to be improved, but at this stage it's more or less fine. The focus should be on the economy and the planets. I believe we can realise territory wars without shooting. There are a lot of strategy games that don't require a good ping and reaction. I want to be able to occupy any tile I like if my corporation is strong enough. My territorial and border integrity should play an important role in the mechanics of territorial wars. So my proposal is a flight simulation in space and a solid strategy game without the rush of the surface. Should we ignore reality and just hope for a happy future? Or should we perhaps change course and help the game survive? What do you think?
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A lot of you guys have been asking for NPC enemies in space to fight against. I see why you would want that added, but in my opinion they won't be worth the dev time. Here are some counter arguments: Novaquarks intentions with the game is to have a "common, shared virtual world, controlled by the players." Adding a second party of aliens / other humans breaks this rule. Unlike in EvE, movement is (relatively) much slower, which means that escaping danger is a lot harder, especially if you don't have much thrust. That may be good for PvP lovers, but could be an unescapable death sentence for unlucky haulers, which brings me to my next point: Having enemies scattered in space further encourages players to warp to their destination, making pirating (and counter-pirating) even harder since there will be nobody to fight. Even if NPC's are restricted to certain areas like asteroids will be, most haulers would rather warp than risk bumping into one and dying. With the way that PvP works, NPC's would have to match the damage of L cores if they want to have a chance against them, meaning that <L cores will have a hard time fighting , if they don't just simply die in one shot. The cost of running, fueling, and repairing L core constructs can cost in the millions, and so unless every NPC is carrying 10kl of gold nuggets or something it will be a net loss trying to fight them, not to mention the 50-100 million paywall to get a good L core in the first place. Unless you are in a specialised org, you will be mining for many hours to get a good PvE ship in the first place, so what's the point? Thank you for coming to my TED talk.
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Dear ladies and gentlemen, this offer is for German speaking players only, please respect that. Hyperion - gegründet mit dem Ziel ein Wirtschafts-Imperium aufzubauen, dessen Name, Produkte und Entwicklungen auch in den entlegenen Winkeln des Dual Universe bekannt sind. Als Teil starker Allianzen bietet Hyperion den Rahmen, um in Sicherheit und mit Rückhalt Neues zu kreieren und wirtschaftlich zu handeln. Die derzeit größte und aktivste deutschsprachige Community sammelt, erforscht und baut bereits heute - gemeinsam - Großes. Werde auch du Teil dieser Gemeinschaft und lerne uns kennen: ÜBER UNS Hyperion bietet euch das größte deutschsprachige Netzwerk in Dual Universe von Handel, Missionen, Kopfgeldjagd bis zu Rettungsmissionen. Mit der Mitgliedschaft bei Hyperion erhältst du Zugang zu allen Einrichtungen von Hyperion, ein eigenes vQuanta Konto, Lehrgänge mit Betreuung und vieles mehr! WAS IST UNSER ZIEL? Mittelfristig möchten wir gemeinsam eine Heimat aufbauen, um weitere, spannende Projekte voranzutreiben. In mehreren Teams aufgeteilt, realisieren wir Raumschiffe, Stadtkonstrukte und diverse, andere Bauprojekte. Die Möglichkeiten für andere Geschäftszweige sind schier grenzenlos und somit liegt es auch an Dir, welchen Weg du beschreiten wirst. WAS BIETEN WIR? Eine freundliche Gemeinschaft deutschsprachiger Spieler und den Zugang zum Hyperion Netzwerk. Erhalte die Möglichkeit an großen und spannenden Projekten teilzunehmen. Hol dir Aufträge vom schwarzen Brett oder nutze unseren eigenen Markt. Bei uns kann sich jeder frei entfalten und seiner Kreativität freien Lauf lassen, solange es dem Wohl der Gemeinschaft nicht schadet und die Gesetze/Richtlinien von Hyperion, sowie auch der Ascendancy eingehalten werden. Des Weiteren bieten wir Sicherheit und Territorium durch die Ascendancy. Dies ist die größte Allianz im Spiel. WAS SUCHEN WIR? Jeder deutschsprachige Spieler von Dual Universe der keine Augenklappe trägt und sich Pirat schimpfen lässt ist bei uns willkommen. Wir fordern lediglich eine geistige Reife und die Einhaltung einiger Regeln. Solltest du bei der Hyperion Corporation mitmachen wollen, dann solltest du vor allem teamfähig sein. Ein gutes Betriebsklima ist uns sehr wichtig. Wir haben uns außerdem für ein Mindestaufnahmealter von 16 Jahren entschieden. WAS MUSS ICH TUN, UM BEIZUTRETEN? Du kannst dich förmlich auf unserer Homepage bei uns bewerben oder besuche uns auf unserem Discord und schreib uns persönlich! Dort kannst du uns weitere Fragen stellen, gerne auch im Voice. Wir freuen uns auf dich!
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First off, I just want to say that I hope this comes off as a coherent and easy to understand thread. In this, my goal is to try brainstorm with you guys how NPC pirates might be implemented. I'll put forth my ideas first, of course, but feel free to put your own suggestions and also what you disagree on below. I'm not certain if this has been suggested before, and if it has, sorry... Hopefully, if so, I've at least added something new to the mix. Let's start with the why. I'll be upfront, I don't have a whole lot of experience with pirates or combat in general. But, I'll take an educated guess at the current situation. Space is quite vast and the number of pirates, relatively small. This is my first assumption. If I were to guess, 99.99% of pirates will patrol the pipes to planets since this is the most likely place for people to go. But even then, I doubt every pipe has someone waiting in it 24/7. Therefor, the purpose of NPC pirates is to fill in the gap and add more life to the pretty much lifeless space. Good point, we've just made it more difficult to transport goods around the solar system. However, I'm not saying the threat of NPC pirates appearing should be ever-present. (I'll discuss this a little more later) This comes back to the "Why do we need NPC pirates?", one thing you can say is just an extra source of loot, but the other is to provide a need for other elements of the game. Right now, the lack of a threat, this is purely an assumption, means there isn't a need for escorts, or branches of an organization built around combat. I'll take the example of of the organization I'm in, the Imperial Military, a branch of the Empire. Right now, we're on fairly neutral terms with other organizations, so the military doesn't have much to do aside from designing ships. We advertise our services to the Empire as a whole to assist in hauling escorts, but we haven't had any requests as of yet. It could be because of other reasons, but it could also be because there isn't a need for a service like that because the cost of the one out of 10 times you actually lose a ship—this is another assumption—out weights the cost of hiring us 10 times out. But, if that ratio was more like 1:2, where the chance of a pirate encounter is far higher, the need for a military/contract organization for protection becomes necessary. TL;DR Upside—It will possibly introduce the need for escorts, thus involving more people to participate. Downside—Introduces the necessity to actually have escorts, increasing the cost to the hauler pilot. The nitty-gritty details... First off, there should be a FOB and/or a headquarters of an NPC pirate organization. As to why it should, I'll explain shortly. At these FOBs, they should have stations which act as both storage and a drydock, along with multiple ships used to defend those. These FOBs will act as single entities, producing its own ships using the resources it gathers from miners that it has hunted or as small base income. Optionally, the drydocks can have their own factory. But for the sake of simplicity, the ships can just be spawned in once the AI controlling it has enough resources for it. From the FOBs, ships will be sent out in raiding parties to hunt down miners and get more resources. This is probably the largest thing to tackle programming wise, but is critical nonetheless. Naturally, a FOB will be difficult to find and slowly gain in threat-level. By this, I mean it will gather resources over time; the more resources, the more it will send out raiding parties because it can afford to lose them. It will eventually become a problem, and until it is dealt with completely by attacking the FOB, some of these resources will also be shared to the HQ, where it would deploy more FOBs. The vision of this is that it will create a persistent, but seasonal threat that will require either escorts for haulers, and eventually peaceful alliances or even other pirate organizations could launch an assault on these FOBs for their resources and to reduce the threat of haulers being engaged. Idealistic as it might sound, it could happen like that. Of course, this all relies on the ability of NQ to produce an AI capable of everything I've said. NPCs are classically done poorly in most games, especially when done by a studio who hasn't done it before. But I'll just toss in my ideas here. So, what kind of AI would be any good in this case? For the FOB/HQ, that's simple, the 4X type. Like in the game Stellaris, ships are with a predefined layout will be modified slightly with different weapons and configurations. I won't claim to know AI well at all, but it's been done before, so it could be done here. For the sake of simplicity, the AI will know multiple all ships within a certain area and be able to look at the cargo. A basic threat value could be determined by what guns it has and the size of the ship and the ships close to it. If the AI believes it could raid them, it will send out its own ship or ships to try and attack. Each ship will be controlled by a different AI. This somewhat of a key point I can't imagine myself, but the AI should react to what type of guns, if any, the ship it faces has and, depending on it's own armament, attack differently. In the case that the pirate fleet is heavily damaged, if their warp drives are still operational, they will warp back to their FOB. This would mean, if you know the direction they warped in, you could estimate the position and have a cone to search for the FOB. With that, I think my suggestion for AI is done.
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When the game was first pushed out to the public, it was everything that No Man's Sky wasn't and more. However, with how is the game has been developing over the course of 2020 the picture of DU that was painted is completely opposite from the reality of the game in it's current state. As a result, those who've walked away from the game are either gone due to overwhelming burnout, resentment from disappointment, or are simply waiting for Novaquark to get this game back on track. While this game provides "Unprecedented Freedom" (per the latest youtube commercial) the path to getting there and the grind feels ... nearly fruitless. While most content is player created, Novaquark seriously needs to consider taking a more active role in making NPC content, bots to help bolster activity on both PVE and PVP front and create more for a burned out community to engage in. Sure, there's still people who play the game and use the markets and enjoy the game for where it's at. However, the .23 patch rubbed a sizable portion of the populous the wrong way. Now, you have bad word of mouth and a larger sullied populous of people unhappy with what's been done to the game. Asteroids are a great start, however it is similar to giving a hungry 12 year old kid a lolly pop expecting the child to not be hungry for real food later. The real food resides in creating: Frequently Randomly generated NPC PVP ships and haulers that people can attack Activity is low and the remaining PVPers are beginning to fade out the door because the fullfillment and drive just isn't there. Giving us constant food will keep us around longer than Randomly generated asteroids ever could It will be the first legitimate source of continuous content for the community and something worth playing the game for It will be something worth advertising as you will see more and more battles take place in space on much larger scales than ever before People will begin to believe you're turning the game around for the better and the Positive word of mouth will begin to spread Frequent and plentiful NPC Generated Missions for the Mission System Again, another source of content to engage in because the community is too burnt out to create the content on a continuous basis. In addition there's not enough activity, drive or even sources of income to support making missions all the time It will be yet another legitimate source of content for people to get immersion in better word of mouth More stuff to advertise Asteroids Regularly patrolled by NPCs Players are burning themselves out by having to mine more than they PVP. As a result they get pissed and walk away. Break the vicious cycle by auto-generating NPC ships that keep people busy and that way we can salvage them instead of eachother. Again more content for us to engage in more to advertise about People will definitely come back to the game New system Event Make events that will allow us to discover parts to construct a galactic probe for probing new systems and even parts to construct a Stargate. Don't do like you've normally done and lean so extreme to one side and make it next to impossible for people to engage in or have fun. If you start any feature on holy $#!7 mode then only 10 out of 1000 people will try it. Too hard or too tedious = not fun = not profitable = no money for NQ and no subscribers. NO LOCK AND FIRE FOR AVA Starbase and many other games do not use it. Lock and fire method of PVP was fun for ships at first but then just became excessively boring. Seeing the same crap for AVA will only stand to piss people off and drive them away. This WILL hurt your notoriety and eventually your $$$. Find a way to make a real 1st person shooter possible and this game will have more activity than NQ knows what to deal with. It may even lead to another round of investing because of the increase level of activity NQ has to deal with. Please please please get away from Lock-n-Fire for AvA for the Love of all things holy DON'T DO IT.
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Round 3!..... FIGHT! Hello... After having laid out a fairly thorough and indepth posts about Energy Management much of the feedback was related to how much information overload and extensive walls of texts there were. To that, I understand completely. It was exhausting for me to even write it all out but as you saw, I had a lot to say about the feature that I believe NQ are probably working on. With this forum post I will do 2 things: Summarize Energy Management forum posts Parts 1 and 2 Dive into organizing the final part, which is how to attack this beast from a project management standpoint (this is where it gets heavy) Keep in mind I'm of the assumption that NQ may read this but some managers may or may not look at this and think "This guy has no idea what he's talking about or how we work". Quite frankly, I don't have a single clue about how they operate, the systems they use, the languages they write in, nor the task manager software employed at NQ to organize each featured release. If I did have an understanding then yes I'd have a write-up ready and tailored specifically to how NQ could employ energy management from start to finish just to make their jobs easier. ======================================================================================================================================= Summary of Energy Management: Key Aspects The Rule of Three Almost every aspect of energy management will have 3 key aspects or components to make it all work At the heart of the whole system rests 3 key characteristics Energy Generation (Max Energy) Energy Regeneration The Redzone The above characteristics apply to 3 key sources of energy Cores Generators Batteries The above sources of energy are interconnected by 3 key components Inlets Outlets Purifiers The above interconnecting components allow for 3 key actions introducing batteries recharging batteries cooling various types of generators with cooling rods Quick descriptions and outlines Energy Generation - The combined baseline storage of available energy for the construct provided by the Core and Generators (static and dynamic) Energy Regeneration - The combined rate at which energy is regenerated by the Core and the Generators The Redzone - The combined condensed section of the available energy (typically shown in red at the end of the energy bar) that, when reached, results in a number of negative effects occuring to the lights, engines, adjusters, brakes, weapons, doors, and even radar. The deeper you are in the red, the worse the effects become. Cores - Central primary producer of energy for the construct. Only allowed to have Generators connect to the core Number of available slots vary depending on size of core Generators - 2ndary source of energy for the core Acts as an augmenter to Core's Energy Generation, Regeneration and Redzone. Allows for the connection of Inlets and outlets and containers Number of available in/outlet slots varies based on tier, type (or tech) and size of the generator Can be buffed with talent points Batteries - tertiary source of energy for the construct Only able to interact with generators via in/outlets Provides temporary source of energy No energy regen No redzone Can act as the first source of energy pulled, backup energy or reserve energy when your construct's eng. level is about to hit the redzone. Allows your generators to go into overdrive mode and provides temporary boosters for the engines damages batteries/capacitors/crystals ect. forcing them to be recycled. Has a set number of recharges that varies in type and tier of the battery can be increased with talent points Inlets - Act as connectors to generators for batteries and cooling rods The connection is 1 to 1 (one battery or cooling rod per inlet) Allows for the battery to inject it's energy into the construct's energy store Allows for a cooling rod to be "injected" into Nuclear type generators Outlets - Act as output connectors from generators to batteries Allows you to recharge or energize batteries, crystals and cooling rods. The connection is 1 to 1 The Project... coming soon (Dun dun Duuuuuuun) Place holder because I just started my next batch of physics classes. So this will get updated in pieces daily.
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I get the sense that the rush of beta interest is starting to fade. Many people have gotten a taste for the game but now are starting to re-focus on real life issues. To keep DU sustainable long term, we have to look at what a game can provide to a player. 1. A sense of accomplishment: - this is fulfilled by the building aspect of the game and I think is well covered, no urgent needs here. 2. A sense of comraderie, friendship building, and belonging to a purpose greater than oneself: - while building large and or intricate constructs with a team can do this to some extent, I don't think it can be a primary motivator by itself. - hunting as a lone wolf doesn't satisfy most people long term, sure fun to try but that can fade away. For me, I would like to be part of a combat based team that can overcome high odds to prevail against a tough enemy, without stirring up a lot of negativity. Too much of that going on in the world right now. So, here is the problem: - Right now, PvP is architected around people stealing from other people and the defending against that. I don't think that kind of negative experience is going to help the game in the long run. For the pirate, it is a short term adrenaline rush but ultimately gets boring if it is too easy or repetitious. For the victim, they get tired of mining for a week and having it all disappear instantly along with their ship and they start to question their commitment to DU itself. What I think is needed: - A common enemy that is not only other players. Other players have real-life schedules and getting two large opposing groups to be online at the same time is not going to happen very easily. I don't think there really is any alternative to having swarms of low level AI bots protecting something that is highly desired by most PvP players. What is that thing that everybody wants? Is it treasure, rare ores, or bragging rights? Sure, but even more important is having an memorable experience - that's the real treasure. The swarms of low level AI bots are just the guards at the door, but the group that can prove they can work together to defeat them will get access to some real, story-based battles. Hire some real professional writers that have successfully published some sci-fi books and have them create content that is only available to orgs that can enter that zone. Now, what should naturally happen is that an alliance of orgs will try to protect access to those story-based rich hunting grounds, and other alliances will form to wrest control of that gate from them. Now THAT would be worth staying active in the game for.
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With Beta now out for several weeks, I have been inundated with requests about my simple way to plan factory production lines, that I had shown off during the games Alpha. Needless to say, since the Beta release, I have been hard at work as a Community Helper and also as the Super Legate of my Guild. But alas, I have finally found some free time to sit down and share a way to make the Industry designing of DU go from Hellish to Simple! First off: Firstly I just want to say that this method I will be sharing does NOT replace building calculators, but instead works in tangent with them. A crafting calculator may well tell you all the numbers you need, but it doesn't help organise it all. That is where this will come in to play. Also it is important that I credit Juvenious, who initially inspired me to make this and showcase it off in Alpha, which garnered more attention than I ever thought possible, and would like to thank him for his encouragement and help in laying out the ground work. Be sure to visit his Discord *HERE* where he is collecting / making up further standards to help simplify tasks. So what is it? The idea was to create a unique set of shapes, that represent one of the industrial factory units in the game, whilst keeping them simple, elegant and familiar in some way to their related task. Then they are placed into a Legend, something that shows you their representation, along with other information as how to interpret the diagrams fully and easily. In essence, we get this, the SL Factory Standard Legend: As you can see, a lot of the shapes will either look like a basic silhouette of the industry unit they represent or have some other relation to their purpose. The colour coding is also a massive addition to helping keep things simple, as it then allows you to categorise the industrial units together, helping you keep track of the production line in game, with the colours & their order chosen to mimic that of popular MMO games item grades. * Please note: The Tier system for the Standard is different to that of the one shown in game. Simply put, the differences are: - In DU, the level of components and subcomponents is broken down into: Intermediary -> Complex -> Functional -> Exceptional. With there being Basic, Uncommon, Advanced, Rare & Exotic tiers. - In the Standard, it is broken down simply by what the requirements are of the component. i.e. Al-Fe Alloy would be Tier 1, as it requires just Pure to make, which is Tier 0. A Warp Cell would be Tier 5, as the highest tier subcomponent needed to make them, is a Tier 4. Basic, Uncommon etc can be seen as a Grade of item, but does not hold any weight in the Legend or diagrams. This is all very well, but how can I get it? So to get started, you will want to head over to https://diagrams.net which is completely free and does not need an account. All your documents are saved in real time, to your Google Drive. The other thing you will need is a copy of the Standard Legend I have created. Luckily, I can easily share this with you on here through an XML file that can be imported into the website, allowing you full access to all the shapes and their formatting that I use. The Legend has gone under several updates already and may change to improve functionality so do keep checking back. SL Standard 1.5.xml * There is currently an issue with downloading attachments on Forums. You can PM me or visit: Novean Institute of Standards discord Planet DU To upload the XML file, you will want to follow this image below: (Please note: Select Device if you downloaded the XML file) This is all great, but how do you use it, exactly? Once you have the XML file uploaded, a blank page waiting for you to start populating, the next thing you're going to want to do is start putting down the relevant icons needed for each individual, unique blueprint that is required, and group them into the Tier colouring system. Once this is done, simply link the icons together, to show where they need to feed into. This may sound simple... But it could still be absolutely hell, with a plate of spaghetti in the middle. So here's an example: So as you can see above, this is how anyone without talents would want to make TCUs for themselves. For individuals, you could simply remove one of the Assembly Line M units and half the numbers to be able to make 1 TCU for your personal endeavours. There are some simple, but profound guidelines I follow when making diagrams which I can share with you. These are: 1) Never cross over any lines. If you find yourself boxed in, put the supply in later on, with the containers name for reference to the source. i.e. "Tier 1C" 2) Ensure that your lines always feed from left to right. This will stop any confusion in what is feeding into where. An exception can be seen in the image above, where a feed is coming from Tier 3A, up and looping into the Uncommon Power Transformer, which is fine as the only other connections its joining onto are from other containers, which a container cannot feed into another container without the help of a transfer unit. And we can see there is no transfer unit on the diagram. 3) Always name your containers and keep track of how many links they need to output to. If you find you are over the limit of 10 links out, look into either splitting up your base production to feed into a 2nd container, use a transfer unit for a 2nd container and/or increase your talents to reduce the build times, resulting in needing less industry units for efficiency. So? What are you waiting for? Get drawing! Practice makes perfect, after all And speaking of such, if you have any feedback or issues with this post, the XML file itself or have any other concerns or questions, please post them here without reservation! -Soulinks
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Pushing the boundaries of technology. Paving the way for tomorrows solutions. "We are committed to bringing the greatest value to our customers, by providing them with great services at affordable prices." Kronos Galactic Industries Metadata: Organizational focuses: Core Values: Languages: English (primary) - Ship building and design - We perpetually strive to increase our Timezone: All (global membership) - Research and Development efficiency throughout our Discord: https://discord.gg/MtNZMUN - Architectural design organization; by consistently - Resource discovery, mining, and management improving our performance and - Employment of all skill sets and skill levels optimizing our practices. Organizational Structure: Kronos Galactic Industries Management: Promoting Success The Chairman of Kronos Galactic Industries is the Chief Executive Officer of the organization and presides over the board of directors. The board of directors in turn is made up of the departmental heads who are in charge of the organization's departments, as well as advisors and the Chief Financial Officer and the Chief Operations Officer. The combined board of directors is responsible for the efficient running and oversight the organization as a whole and the divisions found within. Organizational Divisions: Our Structural Skeleton Kronos Galactic Industries is made up of multiple departments in which our organizational operations are divided for greater efficiency. Each department is lead by a a department head who is responsible for all aspects of their respective department ensuring personnel are productive, and satisfied. Each department head is given the freedom to create subdivisions in their department whether to tackle unforeseen challenges or to further increase departmental efficiency. Major Departments: Ship Production & Design: From mighty warships, to humble transport vessels the ship production and design department does it all. Building the ships of tomorrow and creating blueprints that are constantly on the cutting edge. Architectural Design: The architectural design department draws designs for structures, whether they are mining stations found in the lonely depths of space; or offices, and HQ's found at the heart of a thriving metropolis. They construct blueprints for our clients to express our clients' natures and ideals to their public. Research & Development: Research & Development are the thinkers and the dreamers of Kronos Galactic Industries. They are tasked with developing newer methods of construction, and more efficient processes required to keep our organization at the forefront of technology. Resource & Material Management: Resource & Material Management searches for, secures, and exploits material deposits found across the galaxy. Once the materials are bought or mined, this department will refine and process the materials as needed for either sale, or use within the organization by the other departments. Logistics: Logistics is responsible for the tracking, selling, transporting, and storing, of all Kronos Galactic Industry goods, as well as predicting the resource allocation needs for the entire organization. Logistics analyzes the figures to distribute needed resources to the many construction bays and stations of our organization and to the markets where our goods and products need to be sold. The logistics department maintains competitive pricing at all open as well as private markets, and provide feedback on market trends to optimize sales. Human Resources: Human Resources safeguards our organizations life blood; It's employees. The department of human resources is responsible for the continued happiness of our workforce by making sure that they are satisfied and fairly compensated for their hard work. It is the job of human resources to make sure that any arguments between parties in the organization are resolved and that moral is maintained. Security: The security department and it's sub-divisions is tasked with the protection of all asserts within the organization against threats both internal and external. Whether they are protecting our physical assets such as organization ships, or protecting our factories and HQ's, or protecting our intellectual property and information. The security department has absolute authority to do what it takes to protect the organization and answers only to their department head and the board of directors. Public Relations: The face of Kronos Galactic industries; the Public relations department are the people whom our customers meet with generally. Whether a client is making a sale to our organization, or buying the latest blueprint from within our offices; this department ensures that business and meetings between parties run smoothly. Now Hiring! Kronos Galactic Industries is now hiring! If any of the above departments interest you, If you feel that you fill one or more roles listed above or have good ideas, please apply! (Senior Executive and Corporate level officers are selected from members demonstrating singular allegiance to Kronos Galactic Industries.) We don't exclude anyone based on nationality. If interested please join the discord link: https://discord.gg/MtNZMUN
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General overview Vulture Corporation intends to provide work, products and services in the following categories listed below. With former root in another contested region (competitive Minecraft, formerly), we look to the stars in the Exodus from Earth to regain a stable footing and to offer our customers and members a lasting experience they can look at with pride. More information can be found on »vulturecorp.space and »vulturecorporation.com. You can also interact with us via Discord at: »Link Career? Career starts here. For people from all over the galaxy. It does not matter where you are from, but often, we have or had members from the places shown above, with a focus on but not restricted to European heritages. We're dynamic and next to qualified motivated employees, we also look for contractors and partners. You are interested in working with us? Simply contact us - while our promotional hubs listed above offer more information and serve as central spectrum presence and hub for us, we prefer to actively engage in conversation with potential future employees, contractors and partners. This is the best way to find your place here and to ask any questions before submitting an application! But why consider signing up? Our central team is currently small but growing and we want to offer our employees an optimized experience. Dynamic profit distribution is one thing, but the most vital part is that our employees can take responsibility. You think you're team leader or department management material? If you can prove it, the spot can be yours. You prefer to specialize in specific tasks? No problem, specialists are our backbone. Who do we look for? With our new strategic goals provided by the board, we first and foremost look for potential leadership and management material to establish a working foundation for the Corporation. While we wouldn't say no to fitting specialists who focus on specific tasks, in the long run we need a competent number of managing staff that help shape the style and direction of the Corporation. You should therefore apply with this in mind. How can you apply? The first step here is simple: Contact us via »private message to find out if and how we can move forward together. While we currently overhaul and generally offer an application system, at this time we prefer the direct interaction with potential applicants. ⚠ So what is Vulture Corporation in a nutshell? Vulture Corporation is a small but slowly growing player organization, formerly in Star Citizen and now Dual Universe. Most current members are from European timezones but it should not be a deterrent for others as we want to recruit internationally for a broader coverage and experience - we did this before after all in a Minecraft server community years ago where we were very successful, with members from the US to Europe and Russia. Dual Universe could be the perfect "reboot" for us in terms of sandbox roots. We want to highlight the fact that we want to support and engage in roughly moderate levels of RP and have an immersive experience. After all, this group was created by roleplayers initially. Initial members had broad RP experiences with both elements of active and passive RP so today we strive for "immersion". An immersive experience is vital for us and can contain active and passive RP alike. We want to bridge worlds where people that are not fully and those that are fully into RP can get along just fine and enjoy what is to come in Dual Universe. While I consider myself as modest person I think the best example of how we feel about RP and what effort we want to invest is our multimedia such as promotional videos or AI contact videos. Feedback so far seems to tell us that we're on a good path regarding that. There is a lot of interesting and even great groups and multimedia out there but I did not see the same style elsewhere so far, so I think we're somewhat unique in that area. We currently have a few members in reserve and do not specifically focus on Dual Universe at this time - obviously, given the lack of content or accessibility yet, but we always look for alternatives. In between members can play what they have together, for example we recently dipped into "7 days to die" where a member provided a small dedicated server. Perhaps you can bring a new addition on the table as we wait for DU or you assist us with multimedia and specifying company lore more. To stress it, however, our "primary games" we wait for are still being developed, we have no hard alternatives. We so far have a flat hierarchy on an OOC basis and prefer a healthy inner social climate where de-escalation is key to preventing notable conflicts in the first place. Chances are you're ultimately not interested or part of a group already and simply taking a look, but in either case we're happy about feedback. What should change? What is right just the way it is? Let us know. You might just get it back later when it matters to you. I believe this should suffice for a more or less solid overview so far. If something is unclear, simply ask. We don't bite, and with that said, I thank you for your attention. - Subject to change -
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The 47th Legion is a military themed, North American based player association. The 47th engages in a wide variety of in-game activities to include PvE, PvP, crafting/trading, exploration, and colonization. The 47th prides itself on professionalism and esprit de corps which are our core principles. We hold our Legionaries to a high standard and prohibit any and all types of exploiting and cheating. Teamwork and collective effort are mantras the 47th Legion lives by. We explore in a squad, move in a squad, and we all do what we can to contribute to the Legion. Our Legionaries provide materials for the crafters who in turn provide gear back to the Legionaries. If you like to go and do things your own way, then the 47th isn't for you. See our home pages below for more detail. o7 47th Legion - Dual Universe Organization 47th Legion - Gaming Community Home
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Join the Bladesin Mercenary Corporation! Are you looking for an Organization that allows any play style? Then look no further! We are here! We want more members in our community, and if you are looking for a place that has zero tolerance for toxicity of any kind, BMC is the one! Currently we have open positions in these Divisions: - Crafting and Science - Mining and Gathering - Trading - Communications - Logistics - Military We are aiming to make a huge gaming community, with Dual Universe in the forefront! If you are interested go to our Community Page Or our Discord and send us a message!
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This public event idea can offer a lot of gameplay or strategic choice. For example: The arrival of IA ships in areas (random or not) Neutral IA contructions, with events of sieges, to defend. Or moving asteroids with valuable resources (example without AI). This is intended to diversify: -The harvest of resources (or others). -Add PvE and PvP content -An opportunist rating or specialty in this area. If this happens: At PvP level, I think that will regulate or limit the number of access to certain events, to limit large clans to crush small clans. At the PvE level, this can open new long-term goals at the level of an invasion story or other battles to be fought other than PvP. Many event ideas can be proposed or other point of view.
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CHROMION INDUSTRIAL Credit to Aetherios/Infinity for the artwork above During the late pre-Arkship era, an organization rose up to challenge the UN's selection process for the Arkship Program. This organization is known as the Cinderfall Syndicate. Within the Syndicate, there were a few members who branched off into another direction: Industry. With a new goal, these men and women founded Chromion Industrial in hopes of advancing human technology. A SUMMARY Chromion Industrial is a Corporation with an emphasis on Mining and Engineering. We recognize the importance of freedom and creativity, and are looking for creative minds who think outside the box. It should be noted that we are members of Cinderfall Syndicate, and we will respect their authority on political matters. The only requirement to join is that you must be polite. STRUCTURE This corporation has one leader, the Head Director, and below that person, it is structured into three Divisions: MINING DIVISION The Mining Division is in charge of acquiring, refining, and distributing raw materials. This will be led by a Mining Director and two Assistant Mining Directors. The lower command structure of this Division will be determined in the near future. Mining Director- This person is responsible for handling all mining, refining, and distribution of raw materials Assistant Mining Directors- These persons are responsible for the individual aspects of the Mining Division (Mining, Refining, and Distributing) RESEARCH AND DEVELOPMENT DIVISION The R&D Division is in charge of manufacturing and producing parts and ships, as well as researching new technologies. This Division will be led by three area directors; The Director of Production, The Director of Research, and The Director of Special Projects; the lower command structure of the individual branches will be completed in the near future. Director of Production- This person's job is to handle the mass production of Chromion Industrial's ships, vehicles, and parts. Director of Research- This person's job is to handle the research of new technologies within Chromion Industrial Director or Special Projects- This person's job is to handle any special orders from specific Organizations, and the research regarding them, should it not already be complete. CHROMION INDUSTRIAL NAVY (CIN) Chromion Industrial offers a place for those who would like to spend their time fighting as well. The Chromion Industrial Navy will be tasked with protecting the members of Chromion Industrial and hunting down any who would attack us. This Division will be led by a Commander and a Lieutenant Commander. The lower command structure of this Division will be left up to these two positions. Commander- Leader of all Chromion Industrial Navy (CIN) forces Lieutenant Commander- assists the Commander in his or her duties SHIPBUILDING Chromion Industrial sponsors it's members ship building efforts. What does that mean? Any ship that a Chromion Industrial member designed will be featured in Chromion Industrial markets, if that member wants them to be featured. In exchange for being featured, Chromion will enact a 60/40 profit ratio: Chromion keeping 40% of the profit, the designer keeping 60% There will be a line/brand of ships that are Chromion Industrial make, meaning they are designs created and produced specifically as Chromion Industrial ships, and not designed by a second party, i.e. Individual Members of Chromion Industrial. Every month or so, the R&D department as a collective will be given the task of designing such ships. Occasionally, CI might petition one of it's members to add one of their ship designs to this line, basically buying the design from said member. FUNDS There is no base salary as of yet, however every member of Chromion Industrial will receive a weekly salary. The Directors of each Division will be paid by the Head Director. Each Division will receive a budgeted amount of credits every week, and it is the responsibility of the Directors to distribute some of these funds to each member of their Division at the beginning of each week as their salary. In addition to your base salary, certain accomplishments within the organization will grant you pay bonuses. If a player remains with Chromion Industrial for a particular amount of time, they will be eligible for a raise to their base salary. They will also be eligible for discounts on ships and items produced by Chromion Industrial. Note: If you are offline/not doing your job for an entire week, you will not receive salary for that week, rather than being let go by the organization. DISPUTES Internal Disputes between members will be handled by their respective Division Directors. The Division Directors' say is final on any matters. If any Directors have a dispute with one another, the Head Director will handle it. The Head Director's say is final on any matters. DIRECTOR POSITIONS The current list of Director Positions: Head Director~ Halo381 Mining Director~ Assistant Mining Director~ Assistant Mining Director~ Director of Production~ Director of Research~ Director of Special Projects~ Commander of Security Forces~ Commander Trailblazer Lieutenant Commander of Security Forces~ CINDERFALL SYNDICATE Chromion Industrial is a member of the Cinderfall Syndicate. As a member of the Cinderfall Syndicate, we are apart of a coalition of nations and corporations. As such, we have allies we can count on to help us in times of need; be it to complete a difficult research project or to defend our institutions. As members, we offer the same camaraderie to our allies, and we will not tolerate undue hostilities between our members and theirs. JSDF Within the Cinderfall Syndicate is the JSDF; a group of fighters who would come to the aid of any Syndicate asset in need of protection. Any Syndicate member (that means us) can join this defense force; it's a purely voluntary organization. QUESTIONS How will war be handled? Chromion Industrial will allow it's members to participate in wars of other organizations they are apart of. If Chromion Industrial itself goes to war, we will muster up a fleet composed of members from every Division, with the Security Division as our lead. War on other Cinderfall Syndicate members and organizations is prohibited. ________________________________________________________________________________________________________________________________________________ I can be a member of a different organization too? Yes! This is not the only organization you are allowed to join. We will not prohibit you from joining or creating another organization, so long as it is not an enemy of either Chromion Industrial or Cinderfall Syndicate, and so long as you fulfill your duties within Chromion Industrial. ________________________________________________________________________________________________________________________________________________ The link to our page on the community website~ https://community.dualthegame.com/organization/chromion-industrial You can also find us on Discord, at this link here: https://discord.gg/uckarBz Any further questions can be sent via PM to Halo381 That's all the information you'll need to know. Thank you kindly for taking the time to read this topic! Before you leave, I'd like for you to take these words of inspiration with you: Aspire for greatness. Rise high, and cast your shadow upon the world. Stay frosty, yall
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Okay, so this idea hit me the other day and it is not fully fleshed out, but I think it is a good start of something. First, here are a few assumptions: There is a finite amount of each material to be mined in a given system. Systems will be depleted over time. When a ship is destroyed or a person is killed some material is "lost" forever, while some can be salvaged/reclaimed. The economy needs some sinks and faucets in order to prevent excessive inflation or deflation over time. Now, my idea to address some of this. Basically, when ships are destroyed or people are killed and some of the material is "lost" the amount can get added to a system-wide tally. Material sold to the Market Bots that JC mentioned would also get added to this tally. The game could then pull from this tally to generate material asteroids in deserted parts of the system which could be scanned down and mined, thus restoring the resources to circulation and conserving the mass. These materials could then be used or sold to market bots again, bringing currency into the game. In addition to preserving mass and providing a currency faucet, this would provide some basic "PvE" content and help prevent systems from becoming depleted. To provide a currency sink to counter the currency faucet: the market bots could also sell the materials directly from the tally but for a fairly high price relative to what they buy it for.
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BOO IS ACTIVELY RECRUITING PLAYERS AND ORGANIZATIONS BOO WEBSITE LINK BAND OF OUTLAWS COMMUNITY PORTAL LINK A WORD FROM OUR FANS (LINK) Discord: https://discord.gg/mhAaKmA ________________________________________________________________________ WHO ARE WE? Band of Outlaws is a growing community of gamer's within Dual Universe. Our goal when the game launches is to provide a community environment for all play styles. While our theme and preference leans towards the renegades and outlaws, we are also happy to accept traders, builders, and anything else in between. We want to encourage everyone in Dual Universe who has a heart for a sense of community and gaming to join us, whether as individuals or with your own group. Either way, we have a growing support network that anyone can benefit from. We understand games can be hard to commit to, and acknowledge the fact that people have lives outside of the internet. We won't force you to do anything, the only thing we want you to do is to have fun and play the game your way, hopefully with us among friends. ________________________________________________________________________ THE PLAN: Band of Outlaws wants to create a community for those who wish to play out their inner rebel, whether that be through pirating, smuggling, being a mercenary, a bounty hunter, and everything else in between. That is just a small portion of what our community is going to accomplish, as we have been steadily growing in several other games such as Battlefield 1, Conan Exiles, and several more. We want members to join a family of fellow, like minded internet nerds than just some faction in a singular game. That said, we certainly plan to have Dual Universe as our focus when the game launches, and we have several projects in our development pipeline for our community to participate in when the time comes. I'll list an example of such below. • Project Tortuga: Band of Outlaws plans to accomplish many tasks within Dual Universe with the help of volunteers within our community. We want to create a safe haven for outlaws like you and I, and are planning to construct a free port away from prying organizations who seek to control everything. Dubbed "Project Tortuga", our free port will be available for anyone to use, not just the Band of Outlaws. This project has also been extended to the greater Dual Universe community, and with the help of the Band of Outlaws, we can all have a place to call home. _________________________________________________________ THE OVERVIEW: • Primary language: English primarily. • Time zone: We accept anyone from around the globe. • Goal: To create a support network for players in DU, providing benefits for mercenaries, bounty hunters, you name it. We plan to have several internal services established to let you play out your character in DU. Also, blow things up and make money. _________________________________________________________ WHAT CAN BAND OF OUTLAWS PROVIDE FOR YOU? • Security in numbers: Our safety network will you keep you and your assets safe. • Community: We have a vast network of players with a wide array of goals in the game, we all support each other in and outside of the game world. • Trade: We plan to have a vast trade network, where you can get the best deals by being in Band of Outlaws. • PVP: BOO will need to protect its assets, and we plan to be very aggressive. We will teach you how to fight, and provide you with the ships to do so. • PVE: We're not sure how PVE will be in the game, but we certainly plan to be apart of it as we know many players may not want to do PVP. • Exploring: There is a big galaxy out there, so of course we're going to explore it! _________________________________________________________ WHAT OTHER SERVICES DO BAND OF OUTLAWS PROVIDE? • A discord server that is managed 24/7 with hundreds of members playing various games. • Website/Forums to hang out with other BOO members. (WIP) • An actual gaming community of internet nerds, with the number one focus being fun. This family is open to all. • A chance to help create something unique and inspiring. Come make history with us! _________________________________________________________ HOW DO WE OPERATE? Band of Outlaws is not out to be the next mega corporation with an umbrella controlling every sub-organization within our community. We operate under a general community management system with our Managers and Moderators doing all of the admin work so everyone else can enjoy whatever game we are playing. Within the context of Dual Universe, right now our management for this game is open ended until the game launches and we can see where we need certain positions filled. _________________________________________________________ DBAD CLAUSE - RULE: Band of Outlaws will not drag you down with rule after rule. To sum up how we expect members to behave - don’t be a dick. We’re all here to have fun, and there is no reason to be rude to each other. This includes flaming, hate speech, starting drama etc. Let’s act like grown men and women. This also extends to how members are expected to act towards other organizations/communities. Be respectful, regardless of affiliations. _________________________________________________________ INTERESTED? We are always looking to recruit new players, or organizations within the Band of Outlaws. If living the outlaw life is for you, then this is the best alliance to be apart of. We encourage you to apply immediately, and be apart of the greatest organization made for rebels and outlaws like you. Below will list minor details to help you when you apply to Band of Outlaws. • Applying by yourself as a player? Simply head on over to our community portal and submit an application. Your application will be reviewed, and a voice interview with yourself before we finalize your enrollment. This is simply to make sure we can maintain some sense of security within Band of Outlaws, and that we can both get to know each other and be sure that not only you would be a good fit for us, but that we would be a good fit for you. If you are interested, just apply on our community portal - Band of Outlaws Portal Link • Applying as an organization? We are always looking for other player organizations to join the Band of Outlaws alliance. Being a member of our alliance has benefits that are listed in this post above. Among those, you will benefit mainly from a wide market audience and support network. Band of Outlaws members and organizations are forbidden from openly attacking each other. We are all allies here with the same idea, and we want you to be apart of that. Simply send a private message to Cybrex, and negotiations will be made. If you have any questions regarding Band of Outlaws, please contact Cybrex. BAND OF OUTLAWS COMMUNITY PORTAL LINK
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Terran Union on the Community Website Terran Union Surgere, Aedificare, Conservare War, Chaos, Desolation, Despair this is our history and in this state we left Earth, Terra, birthplace of Mankind, our beloved Mother and we had almost destroyed her in our greed and envy, but a Neutron Star was faster. And now we're lost, drifting in space, aimlessly, alone. Delight, Relief, Beauty, Hope our first thoughts and feelings as we saw her, our new home, our new Mother, Alioth. We gave a promise to ourselves, this time we will make it better, we will build a Civilization, greater, better, more beautiful then everything that Mankind has seen till now. And we will take good care of our new Mother. The Union Immigration: Allowed Government: Hiring Military: Recruiting Elections: After Beta Launch Official Languages: English, German Time zone: All Communication: Discord (link to get on the Server) Nation Colors: Blue, Silver, Gold Member of the Cinderfall Syndicate Organization The Union is a Federal Nation and is organized in four administrative levels: National, Planetary, Regional and City Each Level is more or less self-regulating and has an own parliament. Government Leader The Leader is the head of the National Parliament and the Ministerial Council, he is also in direct control over the Military, together with the Supreme Commander. A Successor and Second-in-command is elected by the National Parliament. Candidates for this Position can be proposed by the retiring Leader, the Military Council and the National Parliament. Parliaments The National Parliament is made up of the Leader, the Ministers, five representatives elected direct from the citizenship and at least one representative from each planet. With the growth of population, the planets are granted additional seats in the Parliament, 1 for every 2,500 citizens (Numbers may change after game launch). The Parliament also makes laws that are valid for the entire nation and decide together with the leader and ministers on the future course of the nation. The Parliament will meet at least once a month. The Planetary Parliaments are made up of at least one representative from each Region and one from each City that exceeds 500 citizens. With the growth of population, the regions are granted additional seats in the Parliament, 1 for every 500 citizens (Numbers may change after game launch). The Parliament also makes laws that are valid for the entire planet and elect its representatives for the National Parliament. The Regional Parliaments are made up of at least one representative from each City in the Region. With the growth of population, the cities are granted additional seats in the Parliament, 1 for every 200 citizens (Numbers may change after game launch). The Parliament also makes laws that are valid for the entire region and elect its representatives for the Planetary Parliament. The City Parliaments are made up of at least five elected representatives from the Citizenship. With the growth of population, the Parliament gets additional seats, 1 for every 100 citizens, up to a maximum of 30 seats (Numbers may change after game launch). The Parliament also makes laws that are valid for the City and elect its representatives for the Regional Parliament. The Parliaments will be able to choose their meeting cycle, recommended is once a month, the elections are held once a year. Ministries The Ministries are the Administration of the Nation and are operating on all administrative levels. The only administrative level that will have all ministries, is the National Level. Depending on the tasks of the ministries, they will have branches in the various administrative levels. Tasks that have the ministries, for example, are: Nomination of judges and ambassadors, operating Stargates owned by the government, city and infrastructural planning, tax collection and distribution, i.e. the everyday tasks. Ministries that are likely to arise are: Ministry of Economy Ministry of Finance Ministry of Trade Ministry of Justice Ministry of Internal Affairs Ministry of Foreign Affairs Ministry of Exploration Ministry of Expansion and Colonization Ministry of Research and Development Ministry of Military Ministry of Defense Each Ministry will be led by a Minister, chosen by the Leader and approved by the National Parliament, the Minister will choose a Second-in-command. There will be also Ministers without official ministries. The Ministerial Council will meet once a week to discuss the current affairs of the nation and to consult. This Council consist only of the leader, his Second-in-command and the ministers. Military The Military is led by the Leader, the Supreme Commander and a Military Council. The Military Council consist of the Leader, the Supreme Commander, the Minister of Military, the Minister of Defense, the Minister for Special Tasks and high ranking Officers such as the General of the national planetary Forces, the Admiral of the national orbital Forces, the Admiral of the national deep-space Forces and the highest ranking Admirals and Generals of the planetary and orbital defense Forces. The Military Council is in charge of all military facilities, including the Military Intelligence Service and the Military Academy. The Council also makes laws which only apply to the Military and provides the judges for the Military Court. A majority vote of at least 75% in the National Parliament is automatically a superior order and the military has to follow this order, neither the Leader nor the Supreme Commander can revoke this order. Supreme Commander The Supreme Commander has in great military decisions, like war and peace, equal power to the Leader, but in the overall military structure he is superior to the Leader. The Successor of the Supreme Commander is elected by the Military Council and must be acknowledged by the National Parliament, when this not happens the election is held again. Candidates for this position can be proposed by the Leader, the retiring Supreme Commander and the Military Council. The Military is organized as following: National Forces: This Forces are stationed all over the Nation, they are the offensive Forces of the Nation, are responsible for the national space and are financed and maintained by the whole nation. The National Forces are split in 3 sub-commands and 4 Support Units, Engineer-Corps, Medic-Corps, Pioneer-Corps and Military Police National Planetary Forces: (aka. Planetary Operations) Leader: General of the National Planetary Forces Headquarter: Location currently unknown Tasks: Protection of military and civilian facilities on planets, which are controlled by the national level of administration, Invasion of Enemy Planets, Combat support for Locale Planetary Defense Forces, if requested or necessary. Military Units: Army, Air Force, Navy, Special Forces, Troop transporters National Orbital Forces: (aka. Orbital Operations) Leader: Admiral of the National Orbital Forces Headquarter: Location currently unknown Tasks: Protection of military and civilian facilities in Orbit around colonized planets, which are controlled by the national level of administration, blockading and bombardment of enemy planets, ground-support for planetary troops, Combat support for Locale Orbital Defense Forces, if requested or necessary. Fleet Parts: (all ships are fitted to be short-range and without Jump drives) Heavy Siege Ships, Blockade Frigates and Corvettes, Anti-Fighter Frigates, Capital ship Hunter (Cruiser), Carriers for space to atmosphere fighters, bombers and transporters, also a small contingent of standard fighters National Deep-Space Forces: (aka. Deep Space Operations) Leader: Admiral of the National Deep Space Forces Headquarter: Location currently unknown Tasks: Protection of military and civilian facilities in Orbit around uncolonized planets and in deep space, which are controlled by the national level of administration, Border Patrol and Defense, Pirate hunting, Escort Missions, Search-and-Destroy-Missions in- and outside of national territory Fleet Parts: (all ships are fitted to be long-range and with Jump drives, if possible) Titan-Class Battleships and Carriers, Battlecruisers, Cruisers, Destroyer, Frigates, Corvettes, Small Carriers and Corvettes fitted for pirate hunting and functioning as packs, Patrol ships Local Defense Forces: This Forces are stationed only on their planets, they are the defensive Forces of the Planets, they are responsible for their planets and the orbits of them and are financed and maintained by the local planetary government. The Local Defense Forces are split in 2 sub-commands. Local Planetary Defense Forces: (aka. Planetary Defense) Leader: General of the [planet name] Planetary Defense Forces Headquarter: in the capital of their planet Tasks: Protection of military and civilian facilities on their planet, which are controlled by the planetary level of administration Military Units: Army, Air Force, Navy Local Orbital Defense Forces: (aka. Orbital Defense) Leader: Admiral of the [planet name] Orbital Defense Forces Headquarter: in the capital of their planet Tasks: Protection of military and civilian facilities in Orbit of their planet, which are controlled by the planetary level of administration, ground-support for planetary troops Fleet Parts: (all ships are fitted to be short-range and without Jump drives) Anti-Fighter Frigates, Capital ship Hunter (Cruiser), Carriers for space to atmosphere fighters, bombers and transporters, also a small contingent of standard fighters Cinderfall Syndicate As a member of the Cinderfall Syndicate, the government of the Terran Union will actively work with the Authority Council, so that the citizens of the Union and members of Cinderfall will have a pleasant time in the universe. Economy The Economy of the Terran Union will mainly be consisting of private ruled companies, but there will also be government ruled facilities, such as shipyards and trade posts. Companies Be a Company in the Union (means the headquarters will be on TU territory) Your Company will be part of the Union and it would be gladly seen if your employees would also be Citizens of the Union. The Company will follow the law, pay taxes and sometimes the company will be offered contracts by the government (conditions in Gameplay/PvE/Building | Designing | Scripting | Engineering). Military contracts are mostly given to companies that are within the Union. Your company will be allowed to have contracts with other factions and even branches in other faction’s territory, you can also call for help by the TU, be it diplomatically help to establish trade routes or military help to defend your property. Companies in the Union: Be a Company that works with the Union (means the headquarters will not be on TU territory) You will be an independent company and the company and their employees can make whatever they want. If you want to work with us you can ask for a contract or we offer you one, we will also search for friendly relations and offer to establish branches or mining rights in our territory. You will have no rights to call for help by the TU, but any kind of help can be part of a contract. Companies with a friendly relation to the Union: (having a branch/multiple branches in TU territory) SilverLight Industries Chromion Industrial Companies that are currently working with the Union: Vulture Corporation (Relation will probably change with time) National Bank Banks are important facilities in the economy, so the Union will provide a National Bank, that will offer following services: Rentable Safes The protection of your valuables is an important task, so the National bank is offering safes for a small fee. Here you can store whatever you want and it will be under the protection of the government. Loans The National Bank will offer loans for Citizens and Companies in the Union. Markets Basic Markets An item market for the everyday needs. Established in cities exceeding 50 Citizens. Advanced Markets An item market for advanced elements and materials. Established in cities exceeding 200 Citizens. Capital Markets A market for everything your heart desires. Only established in planetary and regional capitals. Ship market included. Will have Government Trader. Orbital Markets A market for everything and in huge amounts. One per planet. Ship market included. Will have Government Trader. Society Libraries Public Libraries We will have public libraries, where all the unclassified knowledge, exploration data and recipes, that are gathered by the Union, will be stored for the access of the Citizens. Government Library This Library will be containing all the information that are be considered as classified by the government. Including recipes/blueprints for weapons of mass destruction, blueprints for military ships, locations of important/very valuable resources and so on. Access to this information’s are only granted to employees of the government with corresponding release level. Schools Public Schools We will have public schools accessible by Citizens of the Union. Here you can learn a profession of your choice. Experienced players will teach you what is important for your chosen profession, providing recipes and blueprints and will help you to increase your skills to a certain degree. Government Schools We will have schools accessible only by employees of the government. Here is the choice of profession more specific and more challenging. Experienced employees will teach you what is important for your chosen profession, providing recipes, blueprints and resources and will help you to increase your skills to a degree of your liking. New Employees of the Administration will be also trained here. They are taught how the government works, what their duties and if necessary the handling of tools outside of the game, for example Excel. Military Academy Here will be trained the military personal in courses such as, basic training, advanced tactics, fleet maneuver or advanced officer training. News Public Service Announcements We will provide Public Service Announcements for each administrative level, in our forum (once it is released) and on in game bulletin-boards. Newspaper We will provide a nation-wide newspaper, published by opinion independent journalists (I hope this makes sense, what I mean is that they will get a salary from the government, but they will be free to write whatever they want, would I write “opinion-free” it would probably indicate the exact opposite. Terminology is really difficult please help me someone with this). About what the newspaper will report, will depend on the news priority for the nation. It is also possible that there will be more local-oriented newspapers. Newscast We will provide a Newscast with the most important news regarding the Union and the galaxy, such as wars, peace treaties, politics (mostly TU but also galaxy), government decisions, new colonies and sometimes a bit propaganda for example the completion of a new TU Capital ship. The newscast will be provided via YouTube and in game functions. Gameplay PvE Exploration We will finance exploration missions of different sizes, reaching from single ship missions, to long journey convoys with multiple ships. The only we are asking for is, to share your data and discoveries first with us, before you sell it to others. Mining We will offer regular trips to different mining locations, including a military escort. Depending on where the location is, how valuable are the mineable resources and how often the trip is made, the size of the convoy will reach from just a few, to dozens of ships with hundreds of players. But we require for the protection we provide 10% (5% for citizens of the TU) of the resources which you have mined. We will also have continuous mining missions with Motherships or Stations, of course also under the protection of our Military. If you're a freelancer, you can mine in the region where the mission is and give us 10% (5% for citizens of the TU) of your mined resources or we could buy the resources but for a slightly cheaper price as on the free market. If you're a Newbie or just need some cash, we offer salaries to mine for us and you can decide if you prefer your own ship to mine with or if you want to borrow a ship from us for free. (this will probably be limited due to the limited space on board the motherships and stations) Building | Designing | Scripting | Engineering We will offer different contracts to make something for us, that could be a Script, a Design Concept, a Mechanical Contraption, a Ship, a Building, a Megaproject or just a simple beautification of a city. The contracts are split in 3 main categories: 1. Employee-Contract: We'll pay you a salary and providing the resources for the work, to which we assign you. 2. Freelancer-Contract: We'll pay you a fixed amount and provide or pay for the used materials. 3. Company-Contract: These contracts are awarded only to companies and will be negotiated. After the completion of the contracts, the created blueprints are passed to the Terran Union. Trade | Transportation We will regular offer escorts to trade posts that are far away from the TU Territory. To participate, a fixed price is estimated, depending on the duration and dangerousness of the journey. We will also offer missions and long-term contracts, to transport goods and people for us. Science We will offer positions in our research facilities for scientists and engineers who are more in development than maintenance. As an employed researcher you are free in your choice of research, but sometimes you will get requests, which you can reject, but consider your reputation. In case of war, a rejected request can lead to a dismissal, depending on the importance of the request and your current research. This will be an employment; you will get a salary but your discoveries will belong to the Union. We will also offer Freelancer and Company-Contracts, if we need some specific tech to be researched fast. Maintenance We will have a lot of civilian buildings, ships and stations and they must be maintained. If you considering such work, we will offer you an employment and a salary. Other As the development of the game is progressing, there will be probably other career branches and as soon as we know it we will offer employments, contracts and missions. PvP Mercenaries We will offer missions and contracts to people who don't want to join the military, but be prepared this work will be dirty and probably more on the unofficial side of things. Events We will organize different kinds of competitions, for example building competitions in various classes reaching from art, to fighters, and we will probably have dog fights. We are open for suggestions. Interplanetary Tournaments Once a year we will organize a great national tournament, where every citizen of the Union can show his skills. The participants will compete in various disciplines, such as building, dog fight, racing, strategy, and so on. The tournament will start in the cities and every citizen can register there. The winner on city level will then compete on the regional level, the winner of this are going on the planetary level and after this we will have the grand final on the national level. General/Social/RP Holiday Events We will try to organize Events timed and themed to real-life holidays and we will try to get other factions and maybe even the devs on board for this. Roleplaying RP is welcome but not necessary. We will try to create events and special areas for roleplaying and we look forward to receive ideas and suggestions from you. Joining the Union Warning If you want a position as high ranking official (Minister, Parliament representative, General and Admiral) you should be aware that this means a lot of work for you and you will probably receive phone calls in the middle of the night, because of some catastrophe or enemy attack. If you want to be a member of the administration, you should be aware that this means work and you should have some skills in office software. Even after you finished your work you will be a contact person for the citizens of the TU. If you want a position in the military, you should be aware that this means discipline and to follow orders. If an officer ordering you to jump, you will jump and not ask why. You will us also tell fixed times in which you are online and at least half this time you are on duty; in the other half you can do what you want. Next topic is that you've committed yourself, just leaving is desert and will have consequences, but you aren't bound forever. The Contract will have a runtime of 3 months, 10 deaths on duty or 50 dead enemies. I know this whole thing sounds not really good, but here is the good part, you will get a very generous salary and we will take good care of you. The above mentioned jobs are 18+ exceptions considered on case by case basis. Ranks (currently available. with time it will be more | To pay taxes and to follow the law, are duties for all ranks) Citizen: Your only duties are to pay taxes and to follow the law, otherwise your freedom is boundless and well protected by military and law enforcement. Government employed: You are an employee of the faction and as such you get a salary and you have in some cases access to the resources of the faction, but your work will belong to the faction. Soldier: Pretty good description above in the warning. Who we accept We are a Nation we accept all as long as they follow the law. How to join If you want to join, simply leave a post that says that you wanna join and we will contact you. (this method will probably change later) At the moment we are searching for a capable artist for emblems and pictures for the description, if someone feels like "I want to help" please send a PM to Darius Sanguna !ATTENTION! This Site awaits further refinement in the future. All numbers mentioned here are subjects to changes, till the Union is fully established. All features mentioned here, will only applying, if they corresponding with the game mechanics and we can find someone who is willing to take the job. The Terran Union isn’t related to any other Terran Union outside of Dual Universe. Version 3.4.5
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I would definitely like to see some kind of AI enemy that shares the universe with us. The "AIs" could be player designed ships or bases that have been abandoned for a long period of time driving the ship's AI to malfunction with catastrophic consequences. They would be hostile to everything organic and squishy so it gives the players that want to be moral a way to experience combat and boarding without needing to harm other players. Eventually there could even be fleets of these ship traveling through the universe like some kind of cosmic natural disaster to anyone that can't properly defend themselves. To stop this force of nature a military Org with sufficient firepower could be hired to deal with them, in other words a Raid created by players and destroyed by players. The frequency of these raids will be rare due to the method in which they are created, but if this process is too slow the Devs could implement the ability for AIs to capture the ships of their fallen enemies. I know the Machine vs Creator card isn't the most original concept in Sci-fi, but I really think that this could be a good fit i Dual Universe since it would all be player-made, it gives purpose to an Org's military that isn't the small threat of pirate attacks or the full-scale Org v Org war. Let me know what you think about this topic, I'd love to flesh this out a bit more.
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Shadow Corporation: Overview: Welcome Shadow Corporation. We are private contractor company that provides quality service that is fast, reliable, and trustworthy. Our goal is to fulfill a custom's expectations, needs, and wants while still providing service as cheap as possible. Additionally, the corporation has its own product line of ships, and building designs and offers a variety of training. If you wish to learn more then read on and if you have any questions or are interested in joining then please contact me. Details: Colors: Black and Red Language: English Communication: Discord (Others may open up in the future) Services: What kind of contracts will we accept? The answer to that is practically anything. You require a ship build? We have that covered. Need a mining operation set up? We can do that. Maybe its something a little more sensitive, like spying on someone or tracking down a person of interest. We can most defiantly handle that. If you need it done than we most likely can get it done. Now you might be asking, why would I chose Shadow Corporation when I can just do it myself? Well that's easy, we are here to save you both time, and money while providing a service that is top of the line. Instead of doing it yourself and having to spend your precious time doing something why not just have us do it and then you have more time to do other things. Thus meaning double the productivity. But why Shadow Corporation and not the competition? First off, we are not going to rip you off. Gaining boat loads of money is not the goal. The goal is to provide you with the best price possible and to give options, like providing materials in order to further reduce cost on your side. Secondly, Shadow Corporation will ensure that all your expectations, and desires are meet or are above and beyond. We will ensure detail in everything and will inspect all work done before presenting it to the customer. if we miss something then we will fix it at no additional cost. We strive to provide the best customer service and products around. Product Line: We possess a small product line of ship, buildings, and training Ships: Our mass produced ships are primarily fighter class. Ranging form light, and highly maneuverable, to heavier, and overwhelming firepower. If we don't have what your looking for then we will happily custom build one for you. Buildings: Our building designs range from small houses, to large sky scrapers, to production plants. This product line is present so that we can quickly and easily proved services when the customer doesn't want something unique but purely something that works. These designs help us reduce prices because we have ensured that we only include the necessities while keeping it looking nice. Additionally, we know exactly what materials we require, how much man power we need, and how much time it will take to complete. Thus allowing us to accurately tell the customer what to expect. Training: We provide a variety of trainings. From a beginner class to help teach new players the basics. To more advanced classes, like learning how to program basic AI or learning how to best fly a fighter in a dog fight to gain the best odds of survival. If we happen to not offer training in something that you are interested then let us know and we will happily find someone for you that can tutor you. Security: Many customers might be concerned about the security of both their products and contracts. We understand that many customers expect secretiveness so do not fear. We provide on-site-security, ensure contract information is kept secret, and keep things on a need to know basis. On-site-security: Shadow Corporation provides minimal security, free of charge, on all building projects. This is to both protect the project and the employees working. Additionally, if a customer feels that they want more security then that is an option provided. Additionally, depending on the project, we can build items off world and transport it in order to provide both additionally security and secretiveness about the recipient. Contracts: All of our contracts are between the customer and company. We make sure that all information is kept secret in order to protect both the customer and the company form threats. Need to know: All employees are on a need to know basis regarding any business. This is to both continue to prevent information form spreading and to protect the customer. Plans for the Future: There are three phases planed for Shadow Corporation. Each phase is based off how many employees the company possess and allows for additionally expansion. These are subject to change/modification. Phase One: This phase is the begging state of Shadow Corporation. The minimum of the corporation will be an HQ, some outposts, and a small team. Phase one will end when there are enough employees and contracts to need expansion. Phase Two: This phase is a middle phase and will most likely be the longest phase. This phase will be a time when Shadow Corporation will grow quite a bit and hopefully have good standings with many customers. This phase will be one of growth and refinement. Phase Three: This phase is the ultimate phase. This is when Shadow Corporation reaches a point where it almost runs itself. There are plenty of employees, contacts, customers, and outposts to properly support everything. Joining: If you are interested in joining Shadow Corporation then you have two options: Member or Employee. Member: If you choose to join as a member then it means that you can not join other organizations (This helps to ensure trustworthiness). Members will be the core of the company and will help keep everything running. Additionally, because they are the core this means they will be the candidates for higher jobs. Employee: As an employee, you are welcome to be apart of other organizations. However this primarily means you will not have as high of a job. Do not take that in a bad way though as there will be more than enough job options that will fit you just fine. It just means that if your wanting to be a top guy then you wont be able to. If you are wanting to join then message me and we can talk. Thank You: Thank you for taking the time to read through this description and overview of Shadow Corporation. If you have any questions, or wish to discuss anything then please message me. With eyes on the future, -Shadow
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Any chance you can make a video on how combat actualy works and looks like? I mean sure you vaguly described it BUT Id like to see some actualy fight action of fighter vs fighter and at least small cruiser vs a cruiser are there hitpoints on the ship? or is it like space engeneers where bits and pieces fall apart? How does it go with loot after ship explodes.... repairs? Do you repair your ship manualy or is there a shipyard.