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pvp Fixing PVP in DU
cs44697 posted a topic in General DiscussionsWarp: -make it so you have to warp from 5-10 SU outside of the safe zone (excluding the 3 inner planets) and leave warp at a similar distance. this adds risk to warp unlike the current system where you can just reap rewards from. -make it so your warp bring you out to a random position. this adds variation to warping and still gives players a chance of not dying instantly after leaving warp. -add the ability to warp as a group. This will solve a problem if you have all of the same size core or don't want to bring a bigger ship to be able to warp multiple ships out. Core sizes: -revert the radar changes to how they behaved before .23. this is a controversial point but one I believe is necessary as it will add variation to what cores people use for PVP. -give a ship with 10 gunners on it a place in a fight along with a ship that has 1. Reasons to fight: -xs cores should be used for fun with your friends, s cores should be a cheap entry level, m's should be the main stream core size and L's should be what you pull out for a big fight that you need to win. The game needs central point to fight over that aren't near safe zones. This could be: -Asteroids (supplies the game with ore) -stations (could have resources on the station or maybe a double talent point buff for a week for the org that controls it) -more rewards other than a fun experience to take away from combat. Armour: -nerf voxels. voxel armour is insanely good for tanking damage and not too expensive. -remove build mode when in PVP (could easily be triggered along with the warp drive cooldown at the begging of firing). This causes players to keep regenerating their armour throughout a fight further more making it harder to kill an already hard to kill enemy. -give a reason to not pile on more and more and even more armour onto your PVP ships. add reason to have the fastest ship on the field and reason to be the tankiest or reason to be a hybrid variant. -fix element obstruction, I shouldn't be able to sink an element in voxels to limit the damage it takes. weapons: -close the gap between different weapon sizes a little. smalls may hit an L core 100% of the time but their damage is so negligible your basically tickling the other ship. -the new weapon types are a good step in the right direction but I want to feel as though I'm using a different weapon not a buffed/nerfed variant of one that already exists. Overall this is just a list of changes i would like to see and believe will be best for the game.
Nova_Lord posted a topic in General DiscussionsWhat is the combat going to be like ( if any) when one is not in a ship? Will we have rifles/pistols to use? or even swords/spears? I can imagine a huge war of to factions fights on the ground and in the sky to space. Thanks
How Will Conquest Work
Jegleebow20 posted a topic in General DiscussionsI was wondering, if group-A stumbled upon group-B's base and B banned A from building/mining on their land. So would group-A only be able to destroy/take over group-B's land claimer or will they not be able to do anything about it
Require a Declaration of War to Attack a TU
wizardoftrash posted a topic in Idea BoxEDIT: To preface this, I'm aware that currently the plan for protecting constructs is with some kind of "bubble". For the purposes of this discussion I referred to a potential function of a TU to be protecting constructs in the space from damage. I consider these to be interchangeable, since we've got no idea what the "bubble" is or how it works, needless to say this suggestion revolves around a method to nullify those defenses that takes hours and notifies the defending player of when they will be vulnerable. The other backbone suggestion here is that both tiles become vulnerable not just the defender, but they become vulnerable only to each-other. This turns the "cyber-warfare module" into a raiding or conquest tool instead of a griefing tool. It has already been hinted by NQ that in order to attack and claim a tile controlled by a TU, that the attacker might need to own an adjacent tile with a TU as well. Since this is a function meant to make taking territories more like a war and less like a raid or grieving run, lets keep that ball rolling. How about also requiring a declaration of war? This would serve as both a warning and a raid timer for the defending player, setting it so that a player must declare their intentions to attack the adjacent tile basically 24 hours in advance, opening a fixed window of time to actually raid and attempt to secure the adjacent tile. That the defender has time to gather a militia or hire mercenaries (since otherwise the attacker could mass a group and attack the defender while they are afk, like rust, which is not really what DU is striving to be). Some factors Each group of controlled adjacent territories would contribute to an overall score that would be a factor in the amount of notice and length of window permitted to attack. If the attacking side is attacking from a single hex, and the defending side is 5 or 6 hexes that are continuously adjacent, then the attacker would have to provide a lot of notice, and would be granted a narrow window to secure their first hex (narrow being a couple of hours or something), and if the attacker is able to successfully secure the hex, their window would be extended for attacking other adjacent hexes until they capture another hex (extending the window further) or the window expires. If the attacker and defender each had roughly the same number of hexes, it could be around 24 hours of notice for something like a 4 hour window. Once you reach a point where the attacker's tiles outnumber the defender's tiles by a wide margin, you might get 12 hours notice for a 6 hour window or something. What would this look like implemented? When a rival org might try to invade a planet, they would be forced to start by claiming an unclaimed hex to use as a "staging area" effectively. Even if for some reason a planet ends up 100% claimed, then the attacker could claim a space-hex (if that end up getting implemented) and launch their attack from orbit. If the attacker starts by claiming a tile that's adjacent to the enemy right away, they risk getting preemptively attacked is high because of the short window for being badly outnumbered. The attacker might instead claim a hex that is 1 or 2 spaces away to construct a base of operations, claim tiles leading to the territory they wish to conquer and go from there. Battles for large territories could take weeks (if the attacker declares war, waits the wait period, then claims only 1 or 2 hexes and repeats), or it could be done in a weekend (if the attacker declares war, waits the wait period, and systematically and successfully claims all of the interconnected hexes 1 by 1 extending their raid window enough to continue, but this would require overwhelming force, organization, and supplies in the part of the attacker. To take hexes from other players in this proposal, you'd have to be really committed to making it happen since it is unlikely that you'd be able to place your TU and also attack all in one play session (due to the wait period). The TU's would then serve their purpose very effectively in protecting structures and ships from random acts of looting. Some of the nitty gritty here, to ensure that you'll actually be online during the attack window as the attacker, when you declare war, you basically schedule a time for that attack window to start and the system would send the warning to the defending player 24 hours in-advance of the window set by the attacker (and of course, it wouldn't let you set a window for sooner than you'd have to wait based on the number of hexes). Some variations to consider -After the declaration of war timer is over and the window starts, it could mean that both the attacking and defending hexes are up for grabs, meaning that if someone attempts to steal a tile from you and you defeat them, you could use the time remaining in the window to launch an attack on their hex, preventing continued harassment and attacks. This is probably the best way to go. -This system could use different timer lengths for TU's owned by individual players vs TU's owned by organizations. Organizations might benefit from shorter or longer attack windows, or it might be that Orgs with at least 10 players get a slight boost (but not beyond 10 to limit dead alts, and not counting trial characters for the same reason). -Players might be able to raise temporary shields to affect the length of that attack window, or prevent the attack from spilling over into more adjacent hexes. That or it would come down to how they physically built the structures on those hexes, its possible for a player to make it very difficult to take more than one hex at a time. -Player count in those hexes might affect the length of the window as well, it would check to see how many players are present on the "smallest" of the two teams and scale the length of the window accordingly, more players means more time. -Raid windows could instead be determined solely by actual static-core elements (such as temporary shields or siege weapons).
Hi all, I've been a long time lurker here and decided to finally register to ask a question that's been bothering me. I understand that there's a lot, if not most of this game that isn't quite set in stone. There's a lot of questions I want to ask but I know most of then can't really be answered yet. What I do want to ask is about the so called "persistent universe". Now in the F.A.Q. it's a little vague about how it describes the way the universe functions. It is implied that it is infinite but it never directly says it either so I'm left unsure about how that will all work. I'm pretty interested in the political concepts that are being looked at. It seems to be possibly derivitve of EVE Politics which is to me a good thing, politics in EVE are probably the most interesting part about that game. However it should be know that often times what drives political conflicts and wars in EVE and even in our own history is landgrabs, there's always some peice of land or territory that somebody else wants to get their hands on. My question is that if there is no limit to how much territory there can be, what value does it even really have? I've read plenty already and I see it being said that it will take a long time to even claim territory and try to spread out amongst the stars which is all well and good but let's be real here nobody outside the dev team really has anyway to measure that. In EVE territory is limited, and with low supply comes high demand and spectacular conflicts ensue as a result. If it's easy to just explore some more and get more land why would anybody fight over it? Obviously the idea of a never ending MMO universe sounds cool but is it really the best thing to do? Or will politics not really matter as much in this game. If this question has already been answered then I apologize, I searched but didn't find anything anywhere. Tl;Dr basically what the title says
Link: BLADESIN MERCENARY CORPORATION A Mercenary Corporation with one purpose: the Art of War. We exist simply to facilitate an honorable way to do battle on all fronts. We always abide by three values: Duty -To our comrades -To ourselves -To War Honor -If it makes you question your value, don’t do it -If others question their path, inspire them -Make others proud to have met you Dedication -Take the time to do the job well -Put it all on the line -Be proud of the profession Introduction video We are mercenaries but we do not destroy without cause, we work for the ones who we deem worthy, and the payment is always fair. If we find someone worthy of the honor we will invite them to join, no matter from where they originate. The duty of any member is to train, learn and experience all they can about war, to further develop the Art of Bladesin through it. This will always be done with honor and respect, and with complete dedication to the Art of War. Currently working on: -Creating a 24/7 active organisation, -Bladesin Corps need leaders: 5 Grand Masters (1 from each continent), As well as Directors for the divisions of Logistics, Mining and Trade -At least 4 regular members from each continent. New associates: DICE We will also be joining the Alioth Aerospace Expo! --------------------------------------------------------------------------------------------------------------------------------- BMC Guidelines: - A Bladesinner should at all times develop oneself and aim to become more powerful, but at the same time view the Corps as oneself, and aim to develop it the same way one develop oneself. If doubts arise as to how this is accomplished, seek guidance in the higher ranks. - If you dedicate yourself to War, you dedicate yourself to the Bladesin Corps. - Unless the Corps is officially taking a job that entails it, a Bladesinner should stay out of the business of Good vs Evil and Right or Wrong, though the Bladesinner's own nature should not be denied or suppressed. Instead a Bladesinner should be true to their personality, using their own personal dispositions to make themselves more powerful. - We demand respect from you. Disrespect and arrogance can gravely hurt you and your allies. --------------------------------- Rules --------------------------------- 1. you may never do anything to damage the reputation of the Bladesin Corps or any of its members. This includes acting in a way that reflects badly on BMC, like bullying, piracy, and other actions that does not follow our guidelines and lead words. Rulebreakers will be Exiled. 2. A Bladesinner may never, ever kill or seriously hurt another Bladesinner, either directly or indirectly, The only time this is ignored is during Training sessions. Breaking this rule results in being Exiled. 3. The Corps position on good and evil is neutral, members who are good or evil are accepted either way, but Honour, Duty and Dedication is always top priorities, if we have a rampager that think it is fun to wipe out entire cities to take out one target and in the process kills millions of non combatant civilians that in no way have anything to do with the battle at hand, he breaks this Rule of Alignment, sure be evil, but with Honor, Duty and Dedication. And on the other hand, if we have a hero type player that because of him being good choose to take a path that endangers the success of his or hers mission, he or she has also broken the Rule of Alignment. The rulebreakers are Exiled. (If you see anyone breaking any of these rules, screenshot everything and send to leadership so we can handle it. If it includes destruction of property, you will be compensated.) SALARY FOR BMC MEMBERS: The first few months BMC will keep a majority of the revenue to build up the org. Thats why 40% of the revenue is divided between the BMC members that carried out the mission. When we get to the point where we have gotten off the ground and start doing bigger jobs, we will divide a larger part to the BMC members who carried out the mission, specifics will come when we know how much. If any members want to use BMC resources and personnel to build something and sell, 25% of the revenue will go to BMC for using its resources to create and distribute it. A specific contract will be drawn up for such occasions. Ranks system Troop Ranks (all ranks except Stepper will include more privileges, as well as responsibilities): ----------------- Stepper: Entry rank, pass application --------- Weapons Apprentice: Went through Basic Training, is now Equipped with BMC standard gear. Survived 3 missions that were completed --------- Bladesin Warrior: Went through Advanced training Completed at least 20 missions, 5 of those must be Solo Missions Bladesin Creator: Went through Basic Training, is now equipped with BMC standard gear. Went through Basic Utilities Training for Specialisation (chosen division) ----------- Officer ranks (these ranks are based on recommendation from Commaning Officers and must be given by a Grandmaster or Director): ---------- Guardian: Squad leader for Infantry Troops Hunter: Squad leader for Navy Sinner: Team Leader for Utilities Team ----- Master Guardian: Tactical leader and coordinator for several Squads, plans mission execution Master Hunter: Tactical leader and coordinator for several Squads, plans mission execution Master Sinner: Coordinates several Utilities Teams to streamline and raise efficiency for projects ----- Bladesin Masters: Commands a geographical section of BMC, all projects and missions, in a solar system for example There are always two Masters for every section, one Utilities and one Military (Will be implemented when relevant) ----- Leadership ranks (all except Founder is equal and works as a council): ----- Grandmaster: Commands the combined armed forces of the BMC with the other Grandmasters BMC Aims to have at least 5 GMs at all times Director of Crafting and Science: Oversees, plans and ensures high quality execution of all construction and research projects within BMC Director of Mining: Controller of all mining operations owned and done by BMC Director of Communications: Is in charge of all marketing, diplomacy and recruitment within BMC Director of Trade: Is in charge of buying all necessary resources for BMC and selling all of the unnecessary ones and commercial constructs and such Director of Logistics: In charge of making sure all resources equipment and ships are where they are needed, for constructions, repairs, missions and so forth Founder: The big Boss, Jack Blade, in charge of overall strategies, corporation wide changes, executive orders, Leadership oversight, and have final say in all matters concerning BMC
DU Politics - Current State of Affairs
Saul Retav posted a topic in General DiscussionsHello, Humans! Since I've been away from the forum recently the community has grown substantially. Being slightly OCD, I thought it would be a good idea to chart the "state of affairs" of DU's organizations. I may periodically update the chart so current, and new, members can stay informed about the "big picture" of org development. Due to the rapid creation and abandonment of smaller orgs, I've only picked those with at least 30 members (smaller orgs will be considered upon request). As smaller orgs grow to that size and interact with others, I can add them too. Numbers beneath the org names approximate the number of members. Green lines represent alliances between orgs. Blue lines represent trade agreements between orgs. Grey curved lines represent membership between orgs. I'd love some feedback and/or recommendations on the following post(s):
Imperium is Recruiting!
Grimlight posted a topic in Org Updates & AnnouncementsImperium is a faction that aims to be one of the top organizations in terms of military. Military is Imperium's #1 priority, however our main goal is to be powerful all around. We hope to have a strong sense of community within our organization as well. So if you want to be a part of an organization like that, then go ahead and apply here: https://community.dualthegame.com/organization/imperium#post_2217 Our arms are open to anyone who is interested in joining our organization. We don't have any certain specifications for applications right now, so just give us some information about yourself, and maybe why you want to join Imperium. Anyone who applies will most likely be accepted as long as they take their application seriously. Thank you for your time.
TranquilClaws posted a topic in The Gameplay Mechanics AssemblyHere are all the things I'd like to see on the battlefields of Dual Universe, whether in space or at your base. -Weapons- Cannons Lasers Missiles Mines Flak Electromagnetic Pulses (including ion cannons) Railguns Plasma Rockets Corrosive Cryo Bombs Tesla -Defenses- Solid Armor Reactive Armor Magnetic Shielding Energized Armor Deflector Shields Absorbing Shields Stealth Self Mending Armor -Mechanics- Cannons require ammo and are versatile yet slightly less powerful than more specialized weapons, coming in all shapes and sizes from automatic rifle caliber guns to large mortars Lasers require a constant input of energy and deal scaled damage over time with energy consumption, distance from the target lessens the effectiveness of the laser and absorbing shields will almost completely nullify it, however any light craft will be devastated by lasers Missiles require more materials to produce and can be intercepted, however they are able to home in on enemies, deal a lot of damage, and be filled with different lethal ingredients Mines are multipurpose bombs left in space or on a surface that can be used for ambush of an enemy, defense against projectiles, drones, fighters, or even restricting the movement of an enemy, the only downside to mines being that they sacrifice other factors for utility such as cost or movement Flak are a subclass of cannon that is more costly for the ability to explode and still deal damage to nearby targets EMP's effectively take the form of any weapon that is capable of disabling a ship's systems if they are unprotected, however, they take a lot of power to fire when emitted directly from the ship (in the form of an ion cannon), the advantage there being that they cannot be intercepted Railguns take a lot of energy and a solid slug to punch through multiple layers of armor and do critical damage in a thin straight line Plasma cannons accelerate a magnetically contained packet of super heated gas that bursts on contact, melting everything it touches, but coming at the cost of a significant amount of energy Rockets are unguided missiles that are cheaper and capable of packing a larger punch than missiles Corrosive elements can be added to any container of explosives for a less powerful explosion but a constant stream of damage over time Cryo weapons work by filling a container with an extremely cold gas and dispersing it into small fissures in hard metals, causing them to become brittle and freeze up mechanical systems, allowing a followup shot of sufficient force to shatter the material, the trade off being that cryo weapons on their own do next to no damage Bombs are powerful explosives that are cheap to produce and only work with the presence of gravity Solid armor is extremely effective against smaller caliber weapons and lasers while not being that effective against piercing, explosive, corrosive, cryo, or melting weapons, with stronger armor materials allowing for higher defense against larger projectiles Reactive armor is extremely effective against explosive and kinetic weapons but is partially used up in the process, allowing a few hits to be absorbed fully before becoming ineffective, meaning that lasers and high fire rate weapons can quickly use it up Magnetic shielding protects against EMP's so long as it completely surrounds the system it is protecting, meaning that any large enough gaps will make that shielding ineffective Energized armor is armor that is strengthened by a stored electrical charge, meaning that it will sustain all damage thrown at it by drawing on the charge of energized armor connected to it (the more damaging the projectile, the larger the area drawn from), weakening itself and the armor from which the charge was drawn from until becoming a very weak solid armor Deflector shields are dome shaped shields that block all types of incoming damage at the cost of a lot of energy for every impact, meaning that large kinetic weapons do additional damage, whereas smaller weapons deal less Absorbing shields nullify energy based damage (lasers and plasma) and conform to the shape of the object they are protecting, effectively reducing the overall damage of energy based weapons at the cost of a constant stream of energy scaled with the percentage of damage nullified Self mending armor draws on a ship's power to mend itself (up to a fixed rate of health regained per second) and is otherwise a slightly less powerful solid armor Tesla weapons fire arks of electricity that, while not so useful against enclosed ships, will devastate unprotected electronics and personnel Feel free to point out any flaws with this and share your own ideas on what features space combat should have.
What kind of Community is this?
Xplosiv posted a topic in General DiscussionsJust trying to see what kind of community this will be. Are the majority of players wanting to live a live of peace, or do they have a lust for blood?
The Universal Defence Force(Now Hiring)
PurpleAnt posted a topic in Org Updates & AnnouncementsHey, I'm PurpleAnt. I own the UDF(Universal Defensive Force). The UDF is partnered with the JSDF(Joint Syndicate Defense Force), the JSDF is the military branch of the Cinderfall Syndicate, the 4th biggest organization in the game so far. And we are working to expand our partnerships to other organizations such as SilverLight Ind. But what you might be asking is "What is the UDF?" The UDF is the SWAT of Dual Universe. Unlike branches of big organizations such as the JSDF or the TUSC(Terran Union Strike Command), the UDF ventures across the universe protecting client's ships/constructs and leaves behind claimed territory. The UDF is not an empire, and we do not have and do not take territory for ourselves, though if a client hires us to take territory, then that is what we will do. We will also fight in wars if the pay is high enough. Basically, the UDF is an army-for-hire. We also go on bounty hunts and hunt down known threats if there are no jobs open. Join, and find more info here
Grafando posted a topic in Org Updates & AnnouncementsWe are a new private military organization now recruiting!!! You will start as a recruit, and work your way up. Our ranks are in order from lowest rank to highest, going from 1= lowest, 7= highest. Income levels increase per rank, to be determined. 1. Recruit 2. Lieutenant 3. Captain 4. Major 5. Colonel 6. General 7. General of the Army Apply now: https://community.dualthegame.com/organization/sky-soldiers If any legion is looking for protection, contact me (username: Grafando). We will NOT provide protection to conflicting legions. We take a very small part in politics. More information can be found at the link I provided above.
Diversity of Battles and Wars
KlatuSatori posted a topic in General DiscussionsI think this is a very important game design issue that needs to be addressed and re-addressed. How to avoid the single strategy that more numbers = win. Now, there is nothing wrong with the zergling strategy - it should be as viable as the next and I don't think the game should prevent organisations from adopting it. The problem occurs when it becomes the onlycounter to itself. A game that has only one viable strategy is either broken or boring. The key is in providing variability and making combat complex enough that the difficulty in leading players into a battle becomes exponentially higher with larger and larger groups. Here are some specific features that I think would ensure that wars and battles remain dynamic. Each topic could probably have an entire thread to itself so I'll try to be brief. Friendly Fire If you accidentally shoot your guildmate, he is shot and takes no less damage than an enemy would have. Ideally, this would be implemented by making projectiles, missiles, lasers, etc actually have to travel to their target, and if they hit something else on the way, then so be it. Manual Targetting If weapons have some kind of auto-targetting feature, it should be sub-optimal and unreliable. If there is some way for weapon designers to increase auto-targetting effectiveness it should come at a large cost of compromising with damage, range, mass, etc. Bigger Means More Complex There should be nothing from stopping players building a massive mothership with thousands of players and dozens of capabilities, but piloting and maintaining such a ship should be extremely difficult, and the ship itself should have weaknesses and be very far from invulnerable. Terrain This is less of an issue on planets as there will always be hills, forests, mountains, rivers, etc, etc that make natural choke points and affect what kind of tactics will be most effective. In space it is less obvious, but equally doable. Have vast regions of space encompassing multiple star systems that are saturated by nebulae. Include dense asteroid clusters, regions of space that are more rocky, planets with immense rings. There could also be regions affected by strong gravitational fields caused by black holes or neutron stars, and many other possibilities, and they could all be intertwined and overlapping. Each of these features would have some effect on travel and/or weaponry and defences just like "normal" geographical features do. Terrain on the battlefield and on the meta-scale creates opportunities for inventive leaders to shine and take a larger force by surprise. Resource Distribution My thought on this is to avoid static, infinite, and clustered sets of resources, particularly high-end resources. If there is a portion of the map that contains a lot of one particular type of resource then this will encourage "turtling" and make the acquisition of more players unto a single organisation easier. At the same time, a perfectly even distribution means trade between regions is less profitable, perhaps even not required, so this is a tough topic. One option is to have resources be finite at their given sources, but to have sources re-spawn elsewhere in the universe keeping the meta-game dynamic and ever changing. Arms Diversity and Rock/Paper/Scissors/Lizard/Spock Something that DU already has going for it is that all ships will be designed by individual players/organisations so we should expect a lot of diversity. However, there are bound to be certain a types of weapon and defences that can be mounted. I like GalCiv's system of having weapon types lasers/missiles/projectiles and their corresponding defences shields/point defence/armour. In addition to that, adding in mines, mine sweepers, cloaking devices, stealth detection, more and less effective propulsion systems, hangars for carrier capability, and Death Star type weaponry are all elements which can be included, each with their own advantages and drawbacks not just on the battlefield but in including them in a given ship design. And that's before mentioning ground weaponry (although I'm sure there will be a lot of overlapping) and the possibility of space-ground/ground-space interaction in battles. This kind of diversity provides more opportunities for inventive leaders to do something special against a superior force. Now, with these elements I believe it becomes much more difficult to adopt a zerg strategy. A massive army/fleet necessarily requires a practical chain of command, training drills, and disciplined soldiers who have been briefed by competent commanders who have a plan and can think on their feet. The more players in the fleet, the more difficult management of it becomes and large numbers of inexperienced and undisciplined soldiers will be a liability. Knowing and understanding the terrain gives a kind of "home advantage" for smart generals, and appropriate use of a variety of different kinds of ships/weapons, or having intelligence on the enemy's new ship designs could be put to devastating use. A quick note: we tend to think of a blob as lots of little ships, but in DU a blob could be a single super-massive ship with hundreds or thousands of players on board. In this thread when I say "zerglings" I mean massive numbers of players, but not necessarily massive numbers of ships.