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Showing results for tags 'ownership'.
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Ship Copyright Infringement?
ATMLVE posted a topic in The Gameplay Mechanics AssemblyLets say I make an awesome ship and I sell it on the market for a certain amount. What's to stop some guy from buying it, saving it as his own blueprint, then selling it and making tons more currency because he is able to get more attention drawn towards it? Also, whats to stop someone from just saving a ship or construct I'm working on as a blueprint? I was thinking along the lines of constructs being owner specific, even if created from blueprints; so the first person to place a block for a construct permanently owns it and all copies of it. The only problem with that is, what if I take a piece of crap ship and make it 100 times better? Then I can't make a blueprint from it. I was also thinking there could be an "ownership block", where whoever places it on a construct owns that construct permanently. But then that could simply be broken and replaced by someone else to call the ship theirs.
Ownership - Housing/Apartments/Commercial BuildingsSo first of all i am very excited about this game, it almost sounds like a dream game to me in that the way this game is going to work. Now i apologise before if i have missed something that is like this already if its been mentioned. My question / Idea is that once say a Democracy/Dictatorship/Company say takes ownership of an area will there be a system in place to sell parts of this area to your population; basically how it works in real life. Examples: Resident: I am new to the Population and i would like to buy a place to live / store items and such. I look about knowing i do not have much money so i look for a low cost place like a player made high rise apartment complex I then look at my map menu system which indicates there is an apartment for sale at just the right price so i go ahead and buy it! A renting option could also be in place as well if the player knows he is not going to be here for long but needs a place to use for a while. Commercial: A business is growing from another colony and wants to spread its wings into another colony's area to try and gain more profit and publicity. One of the head members goes to this new colony to see if there is any warehouses or land to purchase or lease to start up shop. They have a choice either they can lease out a warehouse in the industrial district which is lower risk as the have less investment but the warehouse is not the size they were really looking, or they can take a bigger risk and buy out a plot of land and make the warehouse from scratch which would allow them to make the warehouse more fitting to what they need. I am aware that in the Organisation Dev blog section there was roles that members could be assigned to, being able to do certain things in certain areas and so i thought it would be great if there was a system like i suggested above as i really feel it will really help deepen the economy and organisation system that is going to be in place.
Encouraging PvPI have seen some talk lately of how exactly to make sure that there is consistent and balanced PvP within the Dual universe. One suggestion I have is seen is "PvP battlegrounds" or pre-determined areas that will create balanced matches between factions. I am not a fan of this idea because I think there are better ways of achieving this. One of the great things about this game that is that it has the potential to offer something for everyone. A large amount of those people will be looking to play this game for the PvP and will not want to spend all their time mining/designing/building guilds etc. Ideally, a player should be able to get in the game, buy a decent player-made ship, and head out to do some PvP without worrying about spending the entire day trying to find one. I think "battlegrounds" should be determined by scarcity of valuable resources, not a preset, static area. If you have ever played Space Engineers you know that PvP is rare and frustrating in survival servers. Why? 1. There aren't enough players in a single server 2. It quickly becomes extremely hard to actually find other players 3. All the resources are fairly abundant, meaning there is no need to fight over them 4. "Territory" is non-existent, beyond setting up a beacon on antenna saying "this here is mine" your faction wont have territory I believe that there are possible solutions to each of these problems: 1. As a single shard universe there will be as many players in the universe as are online which will (hopefully) be a lot! 2. Dual may need a galaxy map or some other system to show where the largest volume of players actually are. If you are a large organization of players you should not be able to hide it very well unless you are using stealth tech. Once you get to a system or planet, you should be able to detect ships that are relatively close by and intercept them similar to Elite Dangerous. Whether you will be able to intercept them depends on the capabilities of your ship. This will allow for piracy, bounty hunting, and mercenary work. 3. While some materials, like the ones that allow you to create a functioning ship, should be fairly accessible all across the universe, others should be very scarce. For example: the material used to refine fuel for FTL (assuming FTL is a thing), only exists in a handful of locations within a system. These will be the strategic locations that eventually become battlegrounds for factions to struggle over. So if you want to participate in more cooperative PvP, you join a warring organization of your choice and head to one of these contested locations. Will these locations always have balanced and fair fights? Of course not. It is the responsibility of factions as a whole to gain the unperhand strategically, not individual players. 4. Dual Universe already has a very solid territory system that makes it clear who owns land on planets. I don't know about Space/Asteroids ownership yet though. Let me know what you guys think!