Search the Community
Showing results for tags 'management'.
Me again ...? After I pumped out that gem of a post and have received raving feedback from the DU community I decided to give NQ a break from me for 1 day. But that doesn't mean I wasn't mentally prepping to write the next beast. So brace yourself because I'm far from done with ripping apart this game's current and future gutts and sharing it here. Reference to previous post: https://board.dualthegame.com/index.php?/topic/22000-energy-consumption-and-how-it-can-be-properly-executed/ Disclaimer: If NQ were to actually implement anything from any of my posts I'd assume no ownership of any intellectual property written within anything here. In fact, I encourage them to use as much of it as possible because again, I REALLY want this damn game to blow up... and yes I already know the disclaimer of the game and forums. I'm just reitterating it here, because at least one person has already approached me about this topic. Keep in mind, I'm only doing this because I received confirmation that NQ does in fact read these forums more so than any other platform. If I get confirmation in the next patch (maybe even the one after) that NONE of what's being said from myself and others wasn't even considered, then I'll consider the exit door to Starbase and StarCitizen, with high chance of never returning... and yes I will take others with me... Count on it. The earlier bullet is not a threat nor meant to be taken in any negative light. It's a statement meant to be taken seriously. Because I and many others still around from Alpha 1 deeply care about this game, spent some decent money on it as an investment and really want it to succeed. I also understand that families and friends working at NQ are being fed by this game's development and lives are made easier because it's in operation. So looking at it from a more human perspective, food being put on the table, now and in the future is determined by how successful this game becomes. This may not be true for everyone employed at NQ but there's at least 1 person struggling to ensure they can make it to the next paycheck or dinner plate and they're just not making it public from embarrassment or other personal reasons. Maybe even due to COVID-19 effects on people's finances, who knows... so do consider that JC, if you hadn't already. To all those PVP hating carebears out there, if you don't want to see more posts about stuff related to PVP or PVE or anything with a P in it then just close the tab out. I don't plan on stopping until I see in the next patch(es) that all this was in vain and NQ only hears the community when they realize there's barely a community left. Unless you're going to offer up actual critics on how to help this game get better from a player's EXPERIENCED perspective then I give ZERO F&^*s about what you have to say lmao One final bullet here for ALL OF NQ. I'm well that no one likes hearing that they're fucking up. From the worker bees on up to management and even the great JC himself. It is somewhat natural for everyone to not enjoy rejection or anything negative for that matter. However, it's the intelligent individuals that are able to disect these posts and take the good and silver linings out of them and apply them to be better today than their yesterday's best. I believe that's practically all of NQ employees, intellectuals striving for better. So yes, I'm harsh, I'm a bit unprofessional when not at my actual job (because I'm not getting paid to write this) and my feedback is REALLY raw and real. I'm not a "yes man" and I'm going to tell it to your face that you dun fucked up and how. So please don't take any of this personal, but more as a the community wants better of/from/for you all and while we're VERY disappointed we expect nothing but greatness from each and every one of you (even when you're burnt out) because you're making something that we've been wanting for decades. Now after having laid that heavy load onto people's thoughts I'm going to get into the post itself. (Note: I plan on writing up a full fledged path of execution... sort-of touching on project management level on how each piece of this new feature could be planned, developed, tested, implemented to beta with deadlines and all... I'm not seeking a job, but I will do the whole damn thing if that's what it takes for this game to make it. Because yes, I want this game to succeed lol. I'm not sure if I'll use JIRA or Github or Monday or Trello w/e other system is out there ... Yes we use these at G.E Aviation) Don't worry marketing team, I have something in the works for you too... you aren't getting out of this unscathed lol For this post I'm going to jump into the elements from the previous post and how they would theoretically work if NQ was to actually implement something like this. Again, I'm going to structure this similar to the previous so you get a full understanding of how each element would correspond to the mechanics already in DU. ================================Table of Contents=============================== Power Management The importance How it could work in DU Power usage types New types of Power Coal Hydro Magnetic Nuclear Advanced Magnetic (slightly made up) Fusion Fission Cold Fusion Gravatron (this is made up ... it's a game) Thoramine (Finally a use for it??) Tachyon Zero Point Energy The New Elements Generators Backup Generators Coolant Pumps Rods Air System Batteries Outlets How they work for Ships (hopefully I don't get tired this time) XS Small Medium Large X-Large (I'm going to actually try it this time) How they work for Static/Space Structures XS Small Medium Large X-Large Tiles - Newest Addition Limitations of each power generation & Coolant element Generators Backup Generators Coolant Pumps Rods Air System Batteries Outlets Limitations on Weapons ... yes, PVP for all you carebears out there >=) Cannons Missiles Lasers Rail-guns ==================================The Deep Dive====================================================== (Buckle up) Power Management The importance When it comes to a building or ship properly managing power is extremely critical. In order for a vessel or structure to maintain operation or even life there is typically 3 sources (or faucets) for power: Primary - Something that provides the bulk of the power needed for the vessel, vehicle or structure. Example: The two jet engines on a UH60 - Black-hawk Example: The Nuclear Power Plant on an aircraft Carrier, or Nuclear Submarine Example: The Power Plant(s) that provide(s) power to a whole city Auxiliary - Something that provides power for smaller utilities of the vessel or vehicle or structure. Backup - Something that kicks in when both primary and Auxiliary fail and provides enough power to maintain critical functions of both main and utility functions for vessels, vehicles or structures. How it could work in DU Generation As mentioned in the previous post, the main source of power would come from the core at a set level which would change based on the various sizes of the core. THERE WOULD BE NO TALENTS THAT WOULD BE ABLE TO ModiFY THE MAX POWER CAP OF THE CORE NO MATTER WHAT. The only way to increase the core's maximum power cap would be to use generators and/or batteries. Talents can be applied to only batteries, outlets and generators in order to affect the following characteristics of the constructs power: Power capacity (permenant and temporary) Power regeneration speed (in MegaWatts/s or GigaWatts/second) Red-zone level Overclock (or Overdrive or Booster numbers... naming convention is debatable) The reason for only being able to place talents on the new elements over the core is because you can pick up and replace those elements on the ship, where as the core cannot be so easily picked up and put down unless you want to start all over at dropping the core from the start... which no one will do for ships already made. Maybe you can add a talent for core placement that will increase it's max power and power regen and lower the red-zone... idk but this is definitely a way to go for talents. Regeneration This would be gauged in MegaWatts/second and if need be you can convert up to Gigawatts/second. Regeneration is only done by The core and the various generators. Batteries would only be used as a source of temporary power and must require recharging when depleted. Batteries would would be interchangeable on ships and there are more than just 1 type of battery (Tier 1 through Tier 5) The Red Zone This is a condensed area of your energy bar Power usage types Instantaneous Instantaneous power usage type is mainly for weapons and a few other elements. All weapons would use some modicome of power. Some very noticable and others barely would make a dent. Power usage of this type would only occur when: a weapon is fired a door is opened or closed Passive Passive power usage applies to numerous other elements and requires far more attention when building/designing the construct and when in flight or combat Passive power usage applies to: While a laser is active (because lasers are suppose to be continuous fire... not instantaneous) While a force field is activated While lights are on (don't worry, these would be drawing power on the KiloWatt/s level and should have near ZERO affect on the ship's power generation While a ship's engines are spooling up and barely a lot while the engines are running. It should take more energy to spool the engines vs. maintaining them at various levels. While the ship is being piloted While a gun is in use... more like when the player attempts to target an enemy ship. WITH WEAPONS ATTACHED to the gunner chair (Not the chair itself) The reason for this is because we have news reporters sitting in gunner chairs using radar to review the action on the battle field and are using just a gunner chair and radar to see what's going on. Having them drain power on the ship would discourage having reporters on the field and streaming entirely. None .... if you don't get what kind of power usage type this is then you shouldn't be working at NQ. New types of Power Description: With the new system should come a variety of different types of power generation. Each with their own unique benefits and drawbacks. This provides a new environment for the player/designer to maintain a new sense of "attention to detail" on how he/she designs their ship. For medium and large core ships and on (we hope) this creates a new role on the ship I like to call "The Scottie" whose sole job is to maintain the power on board larger ships: "I'M GIVEN HER ALL SHE'S GOT CAPTAIN!!!" Coal Coal is well... the most basic form of power generation in the game. As such it's only seen as a T-1 tech. This would be primarily for static constructs as Coal would not possibly be able to produce anything for ships. So you could make up something for ships to use as a power source especially for newbies... it's a game. Not everything has to be 100% real... lol Hydro Another rather basic power gen type that is primarily seen in Static constructs but also can be seen in XS and Small core ships. Using the highly volatile oxygen atoms of water (Oxygen and Hydrogen to make water to stabilize the Oxygen and then using the water as fuel for the T-1 Hydro generator... because it just makes total sense lmao) The drawback is that it produces hydrogen by-product so all hydro generators would require an output container. This would be a T1 and T2 power type... this is progression for power generation tech. Magnetic This generator type would take advantage of the Magnetic field to create electricity... similar to how a stater works in a generator. Copper coils wrapped around a physical cyclindar and around a rod that will spin internally to generate/induce electricity into the rod to be used by the vessel or building... yes that's roughly how it works in real life. There can be more advanced version where you would only use magnets so this has 2 different types, one being more advanced than the other. This type would not require an output container This is seen as only T2 and the Advanced version would also be a T2 & T3 Nuclear (basic) T3 Only This is the basic Nuclear tech. Yes, we're making up a Basic version of Nuclear before going into Fusion and Fission. It's a game, deal with it. This would require an input container and output container. This would also require an Outlet/Inlet hookup... these elements are discussed further down the post The input container would house Water, or Oxygen and Hydrogen The output container would collect waste/radioactive water The player can use "purifier" units to recycle the contaminated water through and back to pure water again for reuse. The purifier is a new element discussed below Advanced Magnetic (slightly made up) Already spoken about but again, you'd use magnets instead of some basic means to generate electricity This would mainly be used for Smaller sized ships that are aiming to have their own power generation and can't take all the extra weight and space that a medium and Large core can for Nuclear applications Fusion (advanced) A T3 generation type and more advanced than pure Nuclear and slightly less wasteful than the basic Nuclear Because it's a slightly more advanced version than the basic Nuclear it would require more elements to be properly applied Would require: Inlet - for the cooling rods Cooling rods Input container Output container Water or Oxygen and Hydrogen Purifier - to recycle, purify and transfer waste water back into the input container Fission (more advanced) A T4 Generation Type Would require: Inlet - for the cooling rods Cooling rods Input container Output container Water or Oxygen and Hydrogen Purifier - to recycle, purify and transfer waste water back into the input container Cold Fusion A T4 Generation Type and more Advanced than Fusion and Fission Would require: Inlet - for the cooling rods Absolute Zero Cooling rods Input container Output container Water or Oxygen and Hydrogen Purifier - to recycle, purify and transfer waste water back into the input container This would be the most efficient out of the Nuclear series of generators. It produces the least waste water and have the highest power output and regeneration. The problem with this type of power is that it will randomly fluctuate the red-zone lol thus forcing the "scottie" to really pay attention otherwise it would cause a meltdown if the ship suddenly slips into the red-zone and stays there for too long. Gravatron (this is made up ... it's a game) A T4 and T5 Generation Type Would require: Inlet - for Gravatron rods Gravatron rods No input container No output container No need for water or Oxygen/Hydrogen No need for a purifier This type of power generation would have an extremely high power cap and a really low regeneration rate. Thus forcing the crew to put more reliance on the core's ability to regenerate power. The red-zone would mainly come from the core itself. The Generator would produce the most regeneration energy when in orbit around a celestial body. The amount of energy regeneration it would gain per second would increase the higher the gravitational pull the construct has. So this type of generation would be ideal for Static construct but can be used on ships that are planning for an extremely long voyage. The fun and immersion would kick in when a person has to use an L-core and manage a stable orbit around a moon or planet or star to regen the energy of the gravatron generator. The T4 version would be the more basic version of the two tiers. The T5 version would regen more energy at a greater/safer orbital distance. Thoramine (Finally a use for it??) A T5 only Would require: Input Container No output container This type would use like 5-100L of thoramine/hr on passive use. Regardless, the weight of this and thoramine would be the offsetting factor to using this type however, the amount of power output would really make someone considering using it since it would be roughly 1/8th more power than Gravatron. Tachyon A T5 only Would require: Inlet - for something I haven't thought of Container for quantum Magnets This type would be one of the best energy types available in the game. It would use some random BS approach to producing tachyon energy for the base or ship and features the highest energy cap but one of the lowest red-zones. The regen would be insanely fast but the "Scottie" has to use Quantum magnets to ensure the energy doesn't regen too fast or the generator will blow it's own top. In this case, it forces the Scottie to have to play a balancing game of his own during combat. To ensure the Generator doesn't kill itself. Zero Point Energy A T5 only Would require: Container - For Quantum Magnets This generator type would have the highest energy cap of every one of them in the game. It's mainly seen on Bases and few Large ships. This would have zero red-zone This would have Zero energy regeneration This type of generator would be hailed for it's ability to literally pull energy out of nothing. It would feature an ability to do an Energy Pull which would regen a large portion of it's max energy. Each pull damages the element by maybe 5%-10% depending on how much energy is pulled. This would force the Scottie to keep an eye on the unit's health and repair it so it doesn't destroy itself It would have a cap or recharge abilities that would regenerate over time if the unit is left alone for a minute or two. The New Elements Generators Generators are the secondary source of energy and allow for the person or crew of a ship to not rely entirely on the core for a power source. As the ship sizes scale up the reliance for power generation scales linearly with it. Number of outlet/inlet slots scales up with size, tier, tech and type. A Nuclear (Basic, Fusion, Fission, Cold Fusion) generator will have more inlets for rods than it would outlets to recharge batteries. Backup Generators As previously mentioned, these generators are 2ndary generators that will kick on only when the main generators go out from either catastrophic damage, overload, meltdown, or a mismanagement of power allowing the ship to operate too long in the red-zone. They will provide just enough energy for the adjusters to turn the ship, the engines to run at about 10-30%, the core to have a chance to regen the power. The power from the core will not kick back on until the power has been fully restored. Weapons will not be able to fire Doors will not be able to open Elevators will not be accessible/usable Space brakes will only function at about 30-40% Lights will flicker Coolant Coolant is a feature used mainly on Nuclear and other more advanced Generators to help maintain power and keep the generator from ripping itself apart. Purifiers (old name used to be pumps) Purifiers act as transfer units for ships. They only transfer waste water They're only used for Nuclear type Generators Rods Inserted into Inlets Only 1 Rod per Inlet Is used to make Nuclear generators generate power Takes a ridiculously long time to deplete Takes a ridiculously long time to re-enrich Can be re-enriched via Outlets Air System Very basic type of cooling Usually found on bases Batteries Batteries are similar to rods Provides Temporary addition to max power cap on constructs Is the first thing power is drawn from on a ship unless the Scottie sets the generator/core to pull from it's own stores Can be used to Overclock/Overdrive/Boost the constructs power regen. This will damage the battery and force it to be recycled Damaged batteries are a simple True/False status no health points required Can be inserted into an outlet to be recharged Features a set number of recharges before needing to be recycled T1 - 10 T2 - 20 T3 - 30 T4 - 40 T5 - 55 Talent points can boost the number of recharges by 25% when placed into a recharge outlet (5% per tier) One battery can be recharged per 1 outlet Must be placed into an inlet to provide the boosts for the construct's main power system Types of Batteries: Duracell ... lmfao just kidding Basic Capacitor Magnetic Capacitors (made up) Di-lithium Crystals T-3 T4 and T5 Because Scottie needs to say it "The Di-lithium Crystals are breakin' up! She's GONNA BLOW!" Outlets/Inlets Outlets... similar to sockets in the wall of a house are elements used for: Recharging batteries Will draw passive power from the generator when in use Will stop when the battery is fully recharged Inlets are meant to serve as an interacting element for rods and batteries. Allows charged batteries to boost the generators max capacity Allows for charged batteries to overclock the regeneration of the generator's regen ability Allows for the Generator to blow through the batteries when switched into overdrive mode This will blow out the batteries but allows generators to push engines past their max thrust outputs so you can go faster than 30km/hr in space How they work for Ships (hopefully I don't get tired this time) XS .... I'm already tired... So for XS they'd mostly go with Hydro type generators and basic batteries or capacitors for addition power boosts. This direction would take up the least amount of room on the ship and allow the ship to take on long distance space/atmo scouting/hauling runs. Due to the Core having a set number of slots the Generator(s) would follow a similar pattern as well. However, in this case, the number of slots for inlets and outlets would be the 2 variables that would change based on generator size. For XS generators: 2 inlet slots 1 outlet slots (to recharge batteries or energize crystals) 10 containers Small This type of ship would stem into the T2 and lower ends of the T3 power gen. Tech. Since there's slightly more room for the components it can comfortably house the needed elements For Small generators: 4 inlet slots 2 outlet slots (to recharge batteries or energize crystals) 10 containers Medium here's where T3 - T4 and T5 start to shine For Medium sized generators: 8 inlet slots 4 outlet slots (to recharge batteries or energize crystals) 10 containers Large Mostly T4 and T5 would be sought after here For Large size generators: 16 inlet slots 8 outlet slots (to recharge batteries or energize crystals) 10 containers X-Large (I'm going to actually try it this time) Only for T5 since it's the only kind of energy gens. that could support such demand How they work for Static/Space Structures As Static and Space constructs are not moving the generators can afford to have far more slots available... unless NQ decides to keep it universal and just use the same slot numbers for both static and dynamic constructs... it might just be easier that way and allow for people to add in more generators per their ship's designed power demands. Either way, you would see more frequent use of nuclear type generators on static constructs vs the dynamics XS - erergae Small erergae Medium erergae Large erergae X-Large Tiles on planets, moons and asteroids (if Asteroids have tiles that is) Tiles on a planet or moon or asteroid would affect the three basic characteristics of the static cores placed. Max Energy (This would only be an addition) Larger Increase for barren planets Larger increase for Asteroids or moons Smaller increase for Cold planets Smaller Increase for Hotter Planets Energy Regeneration (This could be a +/- to the energy regeneration) Larger regeneration for Hotter planets (This gives hot planets like Sicarri, Sinnon or Madis an increase in land value) Smaller Regeneration for Colder planets Red-zone Larger red-zones for hotter planets Smaller red-zones for colder planets (this gives ice planets an increase in interest value) Limitations of each power generation & Coolant element Generators Naturally, generators would come with their own natural limitations: Max power cap The power cap can be modified by placement talent points Regen rate This can be modified by talent points and assisted with Overclocking/Over-driving with batteries Red-zone Level This is a condensed area of the energy of the generators This area can cause damage to the generators if the energy level stays in this zone for too long This can be increased if the generator keeps diving into the red-zone constantly and for extended periods of time Backup Generators These are Generators that are switched over using logic gates Once the power of the primary generators has been knocked out the backups will kick on Backups will only supply enough power for the elements to perform at a substandard level Engines would be 20-30% max output Adjusters at 30-40% brakes at 40-50% Coolant Coolant is used for mainly Nuclear type generator techs and adds a new element for the "Scottie" to pay attention to on board larger ships and large facilities. Purifiers Purifiers can only pump, purify and output a certain amount of water over time. Purifiers can be buffed with placement talents Purifiers can only work on waste water Rods Rods only work with Inlets Take a long time to deplete Take a long time to re-enriched/recharged Become hazardous if not dealt with Primary source of producing waste water Air System Weakest form of cooling... haven't fully figured out a use yet... but I know it's somewhere in my head Batteries/Capacitors Has a set number of recharges Is destroyed or damaged when used for overdrive/overclocking Has to be recycled after recharges are exhausted Has to be recycled if used in an overdrive/overclocking situation Is not a permanent source of power Can be used for weapons Outlets Is a one-to-one element... one outlet for one battery or capacitor. Inlets Is a one-to-one element... one battery/capacitor/rod per inlet. only hooks into generators and weapons as an auxiliary power source Limitations on Weapons and other Elements ... yes, PVP for all you carebears out there >=) Lights Lights will pull a small amount of energy passively on the power source. Small enough to where it's barely noticeable Lights will flicker and dim when the energy level hits the red-zone Cannons Instantaneous power draw when fired Uses the least amount of energy when fired since cannons are more mechanical than they are electrical Missiles Uses instantaneous power when fired Uses a little more power when fired since it requires some electricity to signal and activate the missiles. Lasers Uses passive energy when fired Much more noticeable pull of regeneration energy while firing So when this weapon is active, the regeneration of energy is slowed This will cause the Scottie to kick into action and use batteries to mitigate the draw of power from the ship's main power source Rail-guns Uses instantaneous power when fired Has the highest power pull of all 4 weapon types Noticeable when fired forcing the crew to modulate how often they fire Batteries would probably be used the most on Rail-guns to help mitigate how much power they would pull per shot. This weapon would probably deplete the most batteries forcing the Scottie to run back and forth swapping and recharging batteries constantly while managing the ship's power. Conclusion: Currently the roles on a ship are: Pilot/FC - calls the targets Gunners - Open fire on the target Red-shirts - guys who repair the ship With this approach to power management you'll create the new role of "The Scotties" who will have to handle the tasks of: Power management for the weapons Swapping batteries charging batteries making sure the generators don't blow checking the coolant systems Keeping the ship's power out of the redzone With this approach, noted in #7 the game takes on a more natural stance for power consumption and generation. Instead of setting hard numbers to limit players on how many weapons they can put on their ship or even what sizes they can place on their ships this will force players to make more informed decisions on how many to place based on how much energy the ship has and can maintain. This would lead to the ultimate end of Borg cubes as some players would try to make min/maxed cubes not realizing that spooling up their own engines while trying to fire massive rail guns or lasers at a distance pushes the core into the redzone too much thus shutting down the ship and making it inoperable for combat. With this in mind, you can remove the core sized limitation of weapons for all sized weapons and cores. Because now an XS core can no longer support Large or too many medium weapons from an energy front! Needless to say the Scottie would have a critical and equally important job on the ship.
Dear NQ, this is not really an idea but more a kind request. As a lot of us (players) are going to gather in the Dual Universe adventure, the need to decently manage our corporation will come. At FrogSwarm we are a bit elitist about security and corporation management and so, we already kindly asked for web API to be able to manage our members using our tools. So in the wait of the API, can you at least, since there is no private information to be hidden here, make the user account publicly available instead of restricting it with a dual id logon (ie: https://community.dualthegame.com/accounts/profile/Silmerias)? Then we could crawl it with our tool to start using some identity security check like we do with Star Citizen since the citizen dossier is public available (https://robertsspaceindustries.com/citizens/Silmerias) The tool behind the scene is asking a player to add a temporary code in the 'About me' section to be able to validate his account under our tool and ensure us he's the owner of the dual universe account. The idea was any
A list which lets us define who can not interact with an element. With only a permission list no combination of sensors can distinguish between: Only an authorized person is in range Both an authorized and any other person are in range For example, you can not have a door which automatically opens only when you're alone. It would also help attempts at starting civilizations, since it would allow having public spaces by default and banning particular people from interacting or building in them.
(Posted Friday 31th of March 2017 on the DevBlog) Hi everyone! Today we are going to talk about the organizations in a more detailed way! As usual, keep in mind this is how the organizations are planned to be implemented for the official release of Dual Universe, not for the Alpha. As it is still work in progress, some mechanics might change based on community feedback and/or for technical reasons. For the Alpha (currently planned for September), we will most likely have a basic version similar to what we currently have on the Community Portal*. Veteran MMORPG players will undoubtedly be familiar with the basic concepts of guilds and clans from other games so some of this information might feel like a review to you. However, we wanted to give a complete overview of Organizations so that even players new to Massively Multiplayer games would understand what Organizations are, the benefits of joining one, and why you might choose to create one. If you have friends who like building games but haven’t ventured into MMORPGs yet, then they might be interested in this Blog post. (*we are talking here of the current version on the Community Portal + an update scheduled to add a Super-Legate rank and many changes for Members and Legates rights) What exactly is an Organization in Dual Universe? It’s a Moral Entity able to: - accumulate “Quanta” (the in-game currency) - own Assets (Items and Constructs) - gather Player Characters under the same flag for a common goal. - create a hierarchy, with ranks and roles for all Player Characters gathered in it. - be a member of another Organization, just like a Player Character. What are the purpose and benefits of an Organization? - It enables players to accomplish greater goals than what a player could do alone: The ability to pool resources and in-game currency will help a lot. - It consolidates the continuity of a long-term project: Players can enter and leave an organization without heavily impacting long-term projects supported by the group. - It gives a political dimension to the game: Rights & Duties can be transferred from one Player to another, and Powers are decided by the Legates through a vote (if the Organization is a democratic one). - It legitimizes conflicts between several group of Players: This will enable members of different Organizations to fight between themselves and kill each other, without being the target of reprisal mechanics (like bounty hunting) if a war has been declared between the said Organizations. RDMS (Rights & Duties Management System) in an Organization: - Different actions can be done on each Asset: each possible action is defined as a Power. - Access to a Power on an Asset is given by a Tag. - Each Power has a list of Tags associated to it. - Each Player Character has a “wallet” of Tags. Here is a quick example illustrating the system: Here we have an Asset having 3 Powers: Use, Sell and Edit. The Organization is composed of 3 Player Characters: Alice, Bob and Warren. In this situation: - Only Bob can edit the Asset. - Only Warren can sell the Asset. - All three can use the Asset: 1) Alice can use the Asset through the Tag “alice” 2) Bob can use the Asset through the Tag “bob” and “squad1” 3) Warren can use the Asset through the Tag “squad2” But that’s not all: you will be able to create more complex administration rights by creating a hierarchy between Tags! Let’s say “stock_management” is the parent Tag of “ammo_management” and “raw_materials_management”. If a player has the Tag “stock_management” in his wallet of Tags, he will be able to use or manage any of the Organization’s Assets having the Tag “ammo_management” or “raw_materials_management” depending on which powers are associated with those tags. The Rights and Duties Management System is also used to create the Functions. A Function will contain various Tags defining an assignment. Let’s say that Warren gets the Function “President” in the Organization “MyOrg”. Now his Tag Wallet in “MyOrg” looks like as follow: As the President, Warren will have the ability to declare war to another Organization. A Treasurer will manage the Organization bank account , a Gunman will be able to use some (or even all) weapons and military Elements to defend the Organization, etc. Of course, we will provide standard, ready-to-use Functions such as President, Treasurer, Miner, Industrialist, Gunman, and Military Officer to save time and allow players to quickly get their Organization operational. Acting in your name or in the name of an Organization: A Player Character can be a member of several Organizations. Therefore knowing whether they are acting on their own behalf or on behalf of an Organization (and which one) is very important. We call “Role” the state where a Player Character represents an Organisation (or just himself). By default, a Player Character has at least the Role where he can represent himself. Under each role, the Player Character has a Tag Wallet. When a Player Character is accepted into an Organization, the Player Character automatically gets an additional Role where he can represent the Organization. While under the Role representing the Organization, all the actions can affect the Organization. For example: - Receive Quanta on behalf of the Organization: Quanta are transferred to the Organization - Craft an Element: the Element is owned by the Organization (not the Player) as a result. - Harvesting resources: The resources are owned by the Organization (not the Player) as a result. Example: After declaring a war that displeased most of the members in “MyOrg” (which has a democratic system), Warren has been demoted from his function of President and kicked out (Warren, what have you done? You should have consulted your guildmates before doing that!). He has now joined a new organization, “Corpo1”, as a miner and has just discovered he can act in the name of “Corpo1” or act just for himself. In the windows where he could choose his active Role for the time being, it will look a bit like this: However, keep in mind this is a simplified view of the Tags: as it will probably become quite common to have the same name for a Tag in different Organizations, the Tags will be “scoped” to avoid conflicts. Let’s say Warren is accepted again in “MyOrg” and gets the Tag “miner”, just like in “Corpo1”. To avoid conflicts, the Tags will be scoped as follow: Political Action (Vote) in an Organization: Only Legates will be able to vote. Votes could be used for administrative decisions like: - Accepting a new Member in the Organization - Excluding a Member from the Organization. - Giving a Function to a Member - Changing of the Vote rules Of course, the list of administrative decisions above is far from exhaustive. A Legate can also give his/her ability to vote to a representative (another Legate) Above, the Organization “MyOrg” has 5 Legates: Kim, Bob, Alice, John, Steve. John and Steve give their right to vote to Alice. Alice now counts as 3 votes. However, she will be absent for the next vote so she delegates her right to vote to Kim. Bob also gives his right to vote to Kim as he trusts her completely. In the end Kim will have all the votes so she will be able to make important decisions for the Organization without involving the other Legates. Big responsibility for Kim! We hope this has given you a better grasp of how an Organization will work in Dual Universe. Not all related game mechanics have been explained as it’s still currently in development, so there will be probably a second part later. As always we can’t wait to read your feedback of what we’ve discussed so far! The Novaquark team