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  1. 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! 🎖️
  2. 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. ❤️
  3. 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
  4. 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.
  5. _________________/ 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
  6. 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?
  7. 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.
  8. 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.
  9. 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.
  10. 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.
  11. 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.
  12. 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
  13. 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!
  14. 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
  15. 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
  16. 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.
  17. 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!
  18. 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.
  19. 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.
  20. JNDuval

    Rogue AI

    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.
  21. I'm sure there have been previous posts about PvE, but I want to share some of my ideas as to how PvE could work in Dual Universe. So in one of the early Dev Blogs, JC mentions NPCs in this quote: " At this stage, it is not clear if we will have enough time until the alpha to implement NPC animals to come and bother you during the night, as well as serve as hunting preys. But that’s the idea, because you will need to feed yourself, and the nanoformer cannot make wood-based lunch for you!" So based on this, it's clear that JC plans on the game to have a survival aspect to the game at some point, where hostile creatures will bother you in the night, like in Minecraft. I thought about how the PvE system would work if it was the same as it is in Minecraft, but the system of monsters spawning anywhere the light level is low wouldn't fit well with Dual Universe at all. Having monsters spawn in your skyscraper just because it's a little dark would be a huge annoyance, and would ruin the immersion that Dual Universe creates. So instead, I was thinking that hostile creatures could instead only be spawned in certain locations where a specific monster spawning block is generated. For example, this could be a giant nest that spawns a wasp-like creature that attacks players if they get too close to the nest. I think it would be interesting if these creatures behavior varied based on the species. For example you could have creatures that are extremely territorial, but are neutral otherwise. For other creatures, they could roam in packs like wolves, and attack anything they find. I think hostile creatures could become pretty important in various aspects of the game. For example, it creates an incentive to build shelters to survive the night, to build cities with walls protecting it, to create turrets to defend from monsters. It could also create a whole new profession, monster hunters. Maybe the game could spawn a nest of hostile monsters every couple weeks that creates a problem for a vulnerable settlement. These settlers don't have a group of powerful soldiers to eradicate the monster nest, so they hire a group to hunt these monsters and destroy them. (It could also create situations where you find abandoned towns due to monster infestation, which I think is pretty cool.) Also monster nests could be used as a rare material that's desirable, so monster hunter groups could also just hunt monster nests for the sake of getting the rare resource from it. (And of course the monster themselves could drop something somewhat useful, like food to help sustain the hunt.) Of course, many issues arise from this system. For example, there needs to be a system that prevents a planet from being covered in monster-spawning nests, so maybe it could be limited to spawning within a certain radius of players. Maybe the higher the density of players in an area, the more powerful of a monster spawn-nest is created. Another issue is making sure there isn't too many monsters, so you obviously don't want the monster nest to continually spawn monsters that flood up the game, so as long as the monsters despawn when players aren't around, it should be fine. So what are your guys thought? Assuming there will be monsters eventually, what kind of system for monsters do you want Dual Universe to have? Also, what kind of hostile creatures do you want to see that would fit well with the lore of Dual Universe?
  22. After watching the kickstarter video I have to admit that I´m impressed. I´m sure Dual Universe will be the better game compared to the direct rival Star Citizen. But there is one thing I miss deeply and that is PVE Content! Are you planning to add some kind of enemy races or mean spirited aliens? I mean the game looks awesome but exploring the universe without any risk is not very thrilling. Okay you got the other players who might troll you, but I think some PVE content and a pinch of mystery would make the game perfect. I think there are lots of ohter (not PVP) players out there thinking the same way. But I hope the kickstarter will be a success and wish you guys from Novaquark all the best! Otherwise if you plan to keep the alien races a secret until the first player gets in contact with them I have to admit you guys are brilliant!
  23. OUR VALUES We expect nothing of our members, other than a passion for coding and/or a desire to learn. Your time is your own, we will never try to manage our members in any way shape or form. Simply put, you have absolute freedom to do what you want in Dual Universe. OBJECTIVE To become a hub of individuals who love to code and game, and to make in-game money along the way. As a software developer, hacker or a scripting enthusiast you are in a unique position to make your mark in Dual Universe. You have skills that others do not posses, we are here to organize and focus our efforts and create world class code that will be used over and over again by Dual Universe players, willing to pay for the privilege. HOW WE OPERATE We will maintain a list of planned features. Any member is then free to contribute to those features. When we release a DPU, the lifetime profits will be shared amongst the contributors depending on the share of their contribution. So if you write half of a module that goes on to make in-game money, you'll get half the profit. You'll also get a cut for other contributions such as testing, or even for simply coming up with the idea in the first place. LEADERSHIP xNerox is the founder, however we are a self organizing meritocracy. You simply have to prove your worth, and could become the de-facto Leader until the next genius comes along and unseats you. NEWBIES PROGRAM Red Hat Systems recognizes the value of sharing knowledge with those who desire to learn. If you are thirsty for knowledge we will do our best to bring you on board and bring you up to speed. AFFILIATIONS Band Of Outlaws - We are proud members of the Band Of Outlaws. We are bound by one universal value: Freedom! The freedom to do what you want, where you want, when you want. We encourage all members and non-members alike to take a look and join Band Of Outlaws. There awaits your place in the dual universe.
  24. 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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