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Now I know that we know VERY little about how weapons and pvp mechanics will work in the finished game, but that doesn't mean we can't make educated guesses about how battles will play out in the abstract. Here's my current idea about how things may work. My main idea revolves around the concept that there will likely be many "stages", or areas where a specific type of combat or ship is needed, in any battle. In a planetary battle, there would be 3 categories and 6 stages, outlined below: Category One: Space Stage One: Open/Deep space - Open space is (arbitrarily, at the moment) defined as being at least 5 times further away from a target planet as that planets diameter. On Earth for example, "Open Space" would be defined as being 40,000 miles (65,000 km) away from the planets surface or further. Open space would likely serve as a staging point for large invasions, as well as the location of the largest space-only battles. The key feature of Open Space is the difficulty or impossibility of ground or orbital defenses to assist in any conflict. Stage Two: High, Mid, and Low orbit - While the specifics about orbital mechanics in the game are still unknown (to me at least), they still have a large influence on how orbital fights would play out. If the system works similar to space engineers, where at a certain distance gravity no longer matters, then Orbit may be where the vast majority of large fights take place, as it would be easy to target an enemy, and fuel wouldn't be as much of a concern. If the system works more like Kerbal Space Program, with simulated orbital mechanics at any distance until you reach the influence of another body, then the largest ships would likely stray away from orbit, or at least they would not play a primary combat role. Due to the existence of antigrav generators, Orbit will likely play a smaller role than expected because you can bring very large ships much closer to the planets surface with antigrav. Category Two: Atmosphere Stage Three: High Atmosphere/ Antigrav generator area - This is the area where Antigrav generators play the largest role, and where ground-based defenses would likely become a serious threat. In addition, this is where fully-atmospheric fighters can be deployed by both sides, for cheap firepower. On the offensive side, High Atmosphere would likely contain large dropships and motherships, which release either smaller dropships, Atmospheric fighters, or Drop-pods. On the defensive side, High Atmosphere would be the most crucial point of defense. If an enemy can make it into High Atmosphere, they can reach the ground, where they can start doing serious damage to cities and infrastructure. Stage Four: Low Atmosphere - This is the area where Antigrav generators are either highly impractical or impossible. Ships in low atmosphere will be mostly smaller-atmosphere only fighters and corvettes that can only get high enough in the air to be picked up by an Antigrav mothership. In addition to those ships, dropships will land soldiers and ground-based vehicles like Hovertanks in areas where they are needed. In an offensive situation, it will be the fighters job to ensure a safe landing spot for the dropships, and on the defensive side it will be to prevent it. Category Three: Ground Stage Five: Open Ground - This is where the larger land-based vehicles will dominate, and air support from High-atmosphere is still feasible. Open Ground will likely serve mostly as a movement stage, where ground-based vehicles are moving from one important place to another. Stage Six: Relative Close Quarters - This is where the larger land-based vehicles will become impractical, like in urban areas and forests. From the perspective of a soldier this is still open-ground combat, but relative to the massive size of spaceships and the larger land vehicles, it is close quarters combat. RCQC (relative close quarters combat) will be the most important part of the occupation of a city. Securing this stage for a long period of time usually means victory, as long as the other stages are incapable of resupplying their fuel or numbers. Let me know if you have any ideas for how large-scale battles will play out on dual universe, or if you have anything to add or criticize about my "stages of battle" concept
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I feel like adding special shield elements (like in Avorion) for ships would add a cool aspect to PVP. Let's say you could have a shield module which enables you to use the shield and a couple shield emitters that you can divert power to, to add more shield strength to certain areas of your ship. It may be overpowered in some fields, so I am not entirely sure whether this is a good idea. What do you think?
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I’m not entirely sure if Novaquark has already addressed this, but it seems the voxel-destruction mechanic for the game is broken in its current state. If a player would exit his ship, the said player could simply dig through the enemy ship, and proceed completely disable it with his mining tool all within a good minute. It should take much longer to “mine” through powered voxels that are not from your own organization. Maybe thirty seconds to a minute every 5 cubic centimeters (Which I believe is the smallest voxel size). This protection system could be implemented as a sort of cheap “reinforcement module” to protect voxels and elements from irritating enemies. What do you guys think?
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I've seen several threads on criminal activities, usually involving weapons or drugs... While I find the smuggling aspect of a game extremely enticing (if you haven't ever wanted to be Han Solo are you even real!?), how can a developer set up a system that is balanced and not overwhelming for newcomers and underwhelming for established players? How do they create real reasons for a community ban on something, while simultaneously creating a hidden desire for said thing? Looking at the drugs & weapons arguments here I just see too many issues with creating balanced yet enticing game mechanics. For my answer, I pose something that threatens us IRL. And before you jump to conclusions and start battering me, please have enough respect to read out this entire post. I don't want this to be weighted heavily towards the criminals, I wan't this mechanic to create a multi-faceted game mechanic, that has a push and pull on both sides of the isle. Identity theft! (Well kind of...) What if there was a module that you could sneak into someones base, and secretly link it to their stored inventories, bypassing permissions and allowing you to steal a small amount of materials from them. It would of course be balanced and the module would "burn up" only after a few units of resources. Plus the process should take a while to complete. Ship/Cockpit modules could be available too. Maybe there could be a couple different module types. One that would stay in place allowing you to leach a very small amount of currency over time instead of resources, forcing the victim to find and destroy the module. Another to read and copy LUA codes so you could use and sell them as your own, this one might "burn up" just after a few lines of code, forcing the attacker to use many modules to get a whole code set. The modules would no doubt become highly illegal in certain sectors. Also the production of these modules would be expensive and require multiple process'. This would allow true manufacturing and smuggling of "illegal" components used in these modules. There could be an entire "underground" manufacturing network, being constantly raided by cops and other "criminal" enterprises. Also on the flip side, there could be an entire market of Anti-theft devices and coding being manufactured and sold. Think about infiltrating a group, pretending to be friends all the while slowly leaching resources and money. Think about the counter-intelligence operations that would be set up. It would create internal political and social security systems. It would also allow subterfuge between groups of players. I would not want this to be a get rich quick scheme for the "criminals", but could still be a lucrative enough to be worth the risk. At the same time this would create high risk situations during the manufacturing, shipping, selling, and installing of modules. Let me know what you guys think.
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Hey there, so I have recentlty been considering buying into alpha 1 and have been watching some more videos when I cam across this one: Where at 3:07 it is stated that there will be safe moons where players can build without risk. So heres my question, is this really the model they are going with? I thought that this was going to be an open world PvP game without any safezones asides from the starting areas/spawns, however having whole moons that are safe on which you could potential store resources and build etc will take away from the PvP aspect alot.
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(This post will get updated with personell needs from time to time) Want to be a part of a close knit team that shares your interests and focus in Dual Universe? Bladesin Mercenary Corporation is building more squads! We need a total of [46] new people in Bladesin! | Quality people over Quality players, you want a social group to play with? Hardcore gamers that are online all day every day? Then come over to our discord server. | We are a politically neutral Para Military group. We do mercenary and freelance work for the ones in need of an extra hand. Does it interest you to be a part of a small, tight-knit group? We provide it. Do you want a space free of toxicity? We provide it. Do you want to be challenged as a gamer and a person? We will do that. ---------------------------------------------------------------------------------------------- ---------------------------------------------------------------------------------------------- What will you get? -Adapted training for your in-game role -A team/squad of people to play with within your division -Full support in your endeavours, in game and in life -A space free of discrimination, sexism, elitism, where you can be yourself -As we are still very much a growing organisation and Community, a lot of seats are open, down the line you have a high chance of filling one out. If you are fit for it. -Community Game sessions (some of which are streamed on Twitch) Tons of awesome fun and laughter with amazing people with brilliant minds, a great sense of humor and the biggest hearts ever seen. | What Divisions and regions need you as reinforcements right now? -Crafting and Science (Building and coding) NA: 4 players -Mining and Gathering (Prospecting and mining) EU:3 Players NA:6 players -Logistics (transport and storage management) EU: 1 Players NA: 1 Player -Military ( Ground troops and Pilots) EU: 4 Players NA: 9 Players -Trade (Profit driving Trade and rare resource procurement) EU: 2 Players NA: 2 players -Communications (recruitment, contracting and content creation) EU: 6 Players NA: 12 Players What is expected of you? - You will automatically join the Gaming Community Bladesin Gaming - Follow our Codex - As you join you read the Codex Summary, and after you've been accepted you are expected to learn the whole thing over time and do everything you can to live up to what it means to be a Bladesinner. --------------------------------------------------------------------------------------------- --------------------------------------------------------------------------------------------- [COME TO OUR DISCORD TO JOIN] | Bladesin Trivia What kind of people are we? | A mix and match of gamers that are also entrepeneurs, soldiers, teachers, streamers, dreamers, students and so on. We share a common desire for a hospitable online community that takes care of each other instead of hurting each other. Mutual respect and a clear chain of command drives us forwards. We have extremely high standards of behaviour and if they are not met, there is a chance you will be asked to leave becuase of it, the reason for this is simple: - We provide a certain type of enviroment online for our members, toxicity of any kind is met with a 0 tolerance policy. - We welcome all decent human beings, we dont care what gender identity you have, sexuality, disabilities, alt life styles, none of that matters to us in any other way than we accept you for wh oyou are, as long as it does not hurt others by its nature. Trauma is met with respect here. | Honor - Duty - Dedication | These three words are our mantra, however you live life outside of Bladesin, with us, this is what we do. Honor Not to be confused with pride. Honour is a standard of behaviour that means you don’t humiliate others, you don’t demean them. At the same time, you stay true to your values and your integrity. You don't let others trample you or what you stand for. Duty If you say you will do something, you do it. You follow the chain of command and you do your best to be a useful member of Bladesin. In exchange, Bladesin does its best to be useful to you. That is Duty in Bladesin. Dedication Commit to Bladesins agenda as a member, be active, inside and outside of games. Always do your best, be loyal and in exchange, you will have the same from Bladesin. That is what Dedication is in Bladesin. This means you aspire to inspire. That is Honor in Bladesin | For more in depth explanations, please refer to our Codex which is found in our Discord Yu can also go to our Website to learn more about us.
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DARK STAR IMPERIUM “non absorbetur mors foedari” The Epitome of Military Might. Reshaping the Cosmos to a better place one world at a time. Responding, Reacting, Engaging and Providing Citizenship for all. METADATA: Language: English Timezone: All (Global Membership) Communication: Discord (https://discord.gg/2vkazux) Organization: Goals: Initial push into deepspace at launch to establish our own dominion over sovereign worlds and a staunch military meritocracy where any man with the ability can rise to fame and glory for the empire. Militaristic superiority. Conquest through all means. While also setting up strong alliances with worthy states and corporations. Core Values: Loyalty to the empire, fearlessness in the face of the enemy, and unmercifulness to those who oppose the Imperium. Origins: Decades after the arrival at Alioth, there was a corporate war on an interplanetary scale that thrust scores of organizations both large and small alike into all out chaos. Millions perished due to the collateral costs of such an expansive conflict. Having spent almost a century in deep rooted warfare and mistrust a half dozen groups both organizations and soveriegn nations alike joined together and ratified a new soveriegn state under one unified banner now known as the Dark Star Imperium. Want to know more? > Here < ORGANIZATION FOCUS: - Aggressive Expansion - Military Training - Completely Custom Ship building and design - Programming - Research and Development - Marketing / Propaganda Imperium Heads: Leadership The Leadership consists of the Heads of State whom are assisted by the department heads of each division along with thier appointed advisors. Being a military organization there is little room for debate if the Heads of State come to a decision. Ultimately thier main objective is to ensure the well being of the citizens of the Imperium as well as overseeing both military and industrial operations IMPERIUM OPERATIONS: OPERATIONAL EXCELLENCE The backbone of the Dark Star Imperium is composed of all operational departments that focus on the primary workload and purpose of the organization. Operations handles the scouting, mining, and refining steps of the industrial process while having dedicated teams working on research, construction, and element programming. The bulk of DSI’s workload is handled within Operations . IMPERIUM NAVY: IMPROVE PERFORMANCE, REDUCE COSTS The protection of our Imperium from all threats, internal and external, are handled by the various departments within the Imperium Navy. Security is tasked with protection of physical assets, personnel safety, and information integrity. Whether personally armed for combat at all times, or patrolling in state-of-the-art warships, they will be empowered to decisively defend the Dark Star Imperium from all aggressors. IMPERIUM LOGISTICS: OPTIMIZING OPERATIONS Responsibility for tracking, storing, selling, transporting, and predicting resource allocation needs falls to the logistics departments. Logistics crunches the numbers to distribute resources to the construction bays and markets they need to go, maintain competitive pricing at open and private markets, and provide feedback on market trends to optimize DSI's profits. Internal administration and strategic planning are conducted by Logistics personnel. MILITARY ALLIANCES: Dark Star Imperium is not alone! This means that members of DSI enjoy the protection and benefits of citizenship in the Imperium as well as knowing we are not alone on the field of battle whether it be in the trenches of our home world or off on some distant rock in the stars - The Eldrich Nation: https://community.dualthegame.com/organization/the-eldritch-nation - Terran Union: https://community.dualthegame.com/organization/terran-union - The Opean Federation: https://community.dualthegame.com/organization/the-opean-federation Agreements: As an Independent Sovereign Power, Dark Star Imperium is at liberty to make any decision it deems is necessary to protect its interests, its allies and that of its citizens. If you are interested in establishing a public or private agreement, contact one of our Heads of State or ambassadors on our Discord. Partners & Associates - Objective Drive Yards: https://community.dualthegame.com/organization/objective-driveyards - Meridian Jumpworks: https://community.dualthegame.com/organization/meridian-jumpworks - Rose Lotus: https://community.dualthegame.com/organization/rose-lotus - Alpha Federation: https://discord.gg/5meXpj7 CITIZEN ORGANIZATIONS: A citizen organization is an organization that has opted to either totally or partially join the Imperium as a part of it. If you are interested in becoming a citizen organization please contact us. - Alpha Federation: https://discord.gg/5meXpj7 -Trylon: https://community.dualthegame.com/organization/trylon -Rose Lotus: https://community.dualthegame.com/organization/rose-lotus -Chromion Industrial: https://community.dualthegame.com/organization/chromion-industrial -Meridian Jumpworks: https://community.dualthegame.com/organization/meridian-jumpworks ENLIST TODAY! The Dark Star Imperial Military is recruiting now! If you feel that you fill one or more roles listed above or have good ideas, apply today! Our discord server actively engages in planning, designing, and preparing for alpha, beta, and full releases! (Senior leadership level officers are selected from members demonstrating singular allegiance to the Dark Star Imperium.) https://gph.is/2JbIdBw
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EQUITEM means,, Rider ” in Latin. We are an army maily focused on pvp, there will be other Branches but this will be our main focus. We only accept members who are not in any other organization ( Neutral ones are fine ). Because the information that is discussed here is not for the public and must remain secret. The Riders of the Apocalypse have come to build an organization to maintain the balance in the Universe. Many secrets surround the riders, secrets they will share with the galaxy bit by bit, but if you like what you hear, you have to decide for yourself. Our organization focuses on extremely well trained special units which have different tasks and operate with deadly precision so that they reach their target unseen and do what must be done. We are not a nation but an army, dedicated to maintaining the balance in the galaxy, no matter what. The army of EQUITEM will be the best in the whole Galaxy to finish what Death has started on the Earth. There will be different areas of work such as Development and Construction or Logistic and of course the Special Forces that perform most of the operations, there will be 4 different units all having their own area of specialization. (To read more about the 4 units, see in the description) If you want to join write something about yourself and your goals here. Also if you are in another Organization you have to decide if you want to stay with them or join us. If you join us you will resive the best Training avalible. We will create Academies where you will train and grow along others. We have 4 different unites War,Famine, Conquest and Death. Each one of the unites have there own are of specialization. We are also creating a Quest line for every Rank, you will discover secrets that involve EQUITEM and the Riders themself. After you climbed to the Highest Rank you need to put all the Information you have discoverd together, so that you can see the full extent. Enlist today and be part The Riders army.
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Let's start this one by reiterating the first part of the title. This is all wild speculation on my part. Though some of it is, I feel, extrapolation and inference. A combination of what's been said about the combat in DU, (very little.) with my sense of game design and the probable best ways to make this work. Let's start with what we know and why. It's been well established that DU will have "Lock on combat." So what does this mean? There's no saying with any precision. But what it most certainly isn't is combat with active player involvement in aiming, physically modeled projectiles, or any of the other trappings of most high-end combat centric games. The why should be obvious: The difficulty of tracking all of these disparate elements is likely to overwhelm client and server both. While it might work with very large player counts, it isn't as scalable as the alternative. That alternative of course, is to remove the player's aimpoint and projectile modeling from the equation entirely. Instead we simply determine have the player choose something tos hoot, initiate the attack, and after some fairly simple math, the outcome takes effect. In most other games, the input scheme for this is rather banal. The player clicks on, or selects from a list, their intended target. The player selects the attack to initiate, usually by clicking it from a hotbar. The attack is calculated. This is a tried and true interface method. But it lacks engagement with the player, isn't terribly immersive, and would be awkward in DU's seemingly always-first-person gameplay. So. Provided we have to remain within this framework of "The player selects a target and attack, and everlasting else the system handles," what are some possibilities? Let's start with a potential case of on-foot combat between player avatars. (At this point, as an aside, I ask you to excuse my crude example visuals.) (Screen gratuitously ripped from one of the tutorial vids.) So in this example, we have a single potential target, and we have a black circle that represents the player's 'targeting area.' (It was translucent blue, but I am a smart man who collapsed the layers wrong.) Since the player has, we assume, his combat mode/weapon tool selected, the target zone appears. There's a potential target in that zone, so it's bracketed in red. We can assume, in the image above, that if the player clicks his LMB and fires the weapon, that this is the target he's going to be attacking. So what if there are more than a single target? Here another key. (Tab perhaps?) Could be used to cycle the brackets to another. Or the RMB used to 'aim' at the target closest to the center of the cursor. It's possible we can also determine if there are voxels or terrain in the way, to what extent, and flub the hit percentage (or disengage the lock entirely) if line of sight is lost, without any extreme levels of computational overhead. So, in this way, it's possible to essentially 'sneak' the lock on system the scope of the game requires it to use into something that has the surface appearance, and many of the gameplay loops and conventions, of a more typical shooter. The attacks hit chances could be modified by aiming down sights. Targets could take cover and benefit from it. Pretty much the whole nine yards. Since precision aiming isn't required as well, this also has the added effect of giving us the tactical elements of more conventional games. (Placement, cover, movement.) without requiring any snap reflexes from the participants. Let's move to a space combat example using some similar assumptions! (Also ripped shamelessly from the youtube channel) So here we have a very similar setup. There's a target out there. He's got brackets. And we have an aimpoint of some sort. But in space, we don't need that guy to be *in* our targeting zone. We've got sensors! So we resort to a target selection system more like a traditional space sim. T for nearest target. hold it to select the guy nearest the center of your aim point. All that good stuff. Once the target is within your aimpoint, and you pull the trigger, your attack is calculated just like above. This gets us, once again, all that positioning, flying skill, and maneuvering. Just sans the need for aiming skill, or the need to calculate all the business involved with manually aimed weapons. So ultimately I think the main point here is that I feel like, when NQ says that DU has a 'lock on combat system," there's still a wide amount of room to work within that frame. They could quite possibly make the system feel more action-oriented regardless with the right approach. A couple closing thoughts: A weapons stats coupled with a players stats could govern the size of their aim zone in AvA combat. There's a bit of an edge case when the target is obstructed by another valid target, or a friendly actor. We could possibly just assume that line of sight is broken in this case, or just choose to hit the obstruction. Gunners in larger ships would probably use basically the same system to operate their turrets as the pilot uses in the above example. Last thing, I'd like to keep this discussion as largely as possible about the possible implementations of combat, and their repercussions for the game and gamestate. So I'm politely asking we try to avoid the topics of the nature of weapons systems, (Although mechanics is of course fine.) appeals to realism, potential stats outside of mechanical necessity, and all those sundry topics. Unless you've got a Really Good Reason, of course.
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The safe areas that are being generated by Novaquark are a great idea, but I feel they may lead to some problematic game elements. Players will likely build in safe areas and only journey outside of them to mine. Players in safe areas will likely be neighbors with bitter enemies. Trolls could interrupt multi-hex building projects by claiming hexes in the path of development. There is less of a reason for people to band together to form protection if it is inherent to the game. I am a huge believer in emergent gameplay, and this game relies almost entirely on it. Emergent gameplay is the idea that rules and systems are established which sort of "Make sense," and then players find ways to extract value, power, and fun from them in ways that the devs may not have initially intended. An example is movement patterns in Starcraft 1, Wormhole pirate guilds in EVE online, and metagame strategies in almost every game. I propose a system which in a simple manner mimics the way real cities were formed. When a new hex territory is claimed grant it "Frontier" status which offers little or no protection. Once it is surrounded by other claimed hex tiles grant the center tile an upgraded protection status and a new name like Rural area. When all the frontier hexes bordering this rural area are surrounded by frontier hexes, they become rural and the center hex becomes suburban. Continue in this pattern for a number of layers, a progression such as: Frontier Rural Suburban Urban Metropolis Adding and removing layers, changing costs of territories, and modifying levels of protection at each status would give devs control over game balance while still feeling fair for pvp. In addition, this gives groups an incentive to build together as a troll or bad neighbor building near the city would only have frontier status and likely be soon destroyed. There may also need to be other controls like a minimum of a couple of days at each status level (so that a level 5 protected zone cant be sprung up instantly) This would be a simple system which mimics the way cities start small and grow. I also don't think this should replace safe zones, but be in addition to safe zones.
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The 47th Legion is a military themed, North American based player association. The 47th engages in a wide variety of in-game activities to include PvE, PvP, crafting/trading, exploration, and colonization. The 47th prides itself on professionalism and esprit de corps which are our core principles. We hold our Legionaries to a high standard and prohibit any and all types of exploiting and cheating. Teamwork and collective effort are mantras the 47th Legion lives by. We explore in a squad, move in a squad, and we all do what we can to contribute to the Legion. Our Legionaries provide materials for the crafters who in turn provide gear back to the Legionaries. If you like to go and do things your own way, then the 47th isn't for you. See our home pages below for more detail. o7 47th Legion - Dual Universe Organization 47th Legion - Gaming Community Home
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Here's a thought: no laser weapons. You know how in Halo games it is the 24th century, and the earthlings never mastered laser weapon technology, so they still used mainly bullets and gunpowder? So here's a thought: we could have something similar to that and not have lasers but rather bullet guns. It seems more realistic this way, because the people on earth would never have time to build on laser tech because of the whole "end of the world" thing. -Rhino
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Our most recent Devblog laid out NQ's plans for how base protections will work in non-savezone areas, and I've got to say I'm relieved. In summary... -Can use a Force Field Unit (I'd like it to be more of a structural integrity unit myself, as a forcefield implies it prevents entry, which so far the proposed mechanic does not). -Force field absorbs damage. When it gets below a certain threshold, it effectively freezes pvp for 24-48 hours, making everything temporally indestructible. You'll be able to predict when your defenses drop, and there will be a cool-down before turning it back on. -You get an Email notification when your stuff is under attack Yes, I know the EVE tryhards are going to cry and moan about this, but as an ex-eve player who really wants to participate in pvp in DU, I'm extremely relieved that there are solid protective measures like these. That being said, I don't expect these defenses to come cheap, they might require quite a bit of upkeep to maintain, and they might eat a ton of power or resources to turn-back-on after a cooldown. This means that not every rando player will be able to keep their stuff shielded 100% of the time. Pirates will have plenty to do while they wait on my shields to collapse. This also means that abandoned structures left by inactive players can eventually be purged, at the *worst* after about 48 hours. So what should this force-field be called?
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What part of PvP matters in this game? I want to be farming in a forest and see big space ships flying overhead and feel small. Not threatened. Is that possible?
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This public event idea can offer a lot of gameplay or strategic choice. For example: The arrival of IA ships in areas (random or not) Neutral IA contructions, with events of sieges, to defend. Or moving asteroids with valuable resources (example without AI). This is intended to diversify: -The harvest of resources (or others). -Add PvE and PvP content -An opportunist rating or specialty in this area. If this happens: At PvP level, I think that will regulate or limit the number of access to certain events, to limit large clans to crush small clans. At the PvE level, this can open new long-term goals at the level of an invasion story or other battles to be fought other than PvP. Many event ideas can be proposed or other point of view.
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Join the Bladesin Mercenary Corporation! Are you looking for an Organization that allows any play style? Then look no further! We are here! We want more members in our community, and if you are looking for a place that has zero tolerance for toxicity of any kind, BMC is the one! Currently we have open positions in these Divisions: - Crafting and Science - Mining and Gathering - Trading - Communications - Logistics - Military We are aiming to make a huge gaming community, with Dual Universe in the forefront! If you are interested go to our Community Page Or our Discord and send us a message!
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EDIT: 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).
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How fast Mining will works will be the Key factor in the game to how easy and fast Player can Build constructs and fight in PvP Fights. Its impotent that Resources are not completely worthless but at the same time not way to expensiv, that is an very impotent factor on how the game will play. I think the mining it self should go pretty fast so that the main cost of Resources will be the transportation and the Risk of transporting the Minerals and not the Minerals it self. So The main cost of Resources should be decided by the flowing factors: Risk for Mining, Risk of Transport, Defense of Transport, Finding Minerals, Claiming/Finding the Areas for Mining And not the time you need to Mine the Minerals, that would be boring farming that no one or most people do not want to do. What would be a Healthy for the Gameplay experience from my point of view. 1. Not every Resource should be found in masses on all planets, every planet should have a Resources the have way to much and such they have way to less. 2. Mining times should not be a problem, this gets annoying very fast. The problem on mining should be Finding the Resources not The process of Mining them. 3. Resources should be Cheap as possible not to cheap but so cheap that people don't risk a Lot of time/Money by Fighting in PVP.
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Hey I heard about the game Dual Universe a while back and have been lightly following it for almost a year, with the Pre-Alpha being released rather soon i'd like to get more 'into' the game and the community. Throughout this time I have been wondering about the PvP aspect of this game and what PvP will be like on release, which interests me the most and I have a few questions as to its functionality. 1) Is this game open world full loot PvP asides from the begining safe zone? 2) Is space craft combat free aim or assisted somehow? 3) Will there be weapons to be used by an individual on foot that can be crafted or obtained? Eg, a modern firearm or a futuristic adaptation of a modern firearm. That's all for now, thanks in advance
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PvP Mechanics and wrong gameplay direction ?
Aesir posted a topic in The Gameplay Mechanics Assembly
Hi Everyone, If you did gather all the info on this game you may have notice 3 things: - JC said (approximately) : "would be cool to have a lua script which make your ship doing an automatic front to back (180° turn) with one button so you can face a foe behind you" - The game will be first person view. - As everyone know, pvp will be lock then fight depending of characteristic of your ship, I guess he has EvE gameplay in mind. Problem: This 3 "things" belong to very different game design choices, because the first one is "arcade" or "simulation" gameplay, where you need to react fast to face your taget (and aim?) in order to shoot at it correctly. The second, FPS mode, is also arcade gameplay where you have the limitation of the view angle and camera, increasing the difficulty of finding your target compared to a third person. Last is tactical gameplay, where you certainly have to react fast as well, but more important, have to do choices giving a certain situation, you analyze and react, prepare the situation before it comes (design your fit). It is all but arcade mechanics, compare EvE online against Elite Dangerous and you'll get what I have in mind. Well, it is emergent gameplay ! Why not mix ? Well ... because you are manoeuvring your ship in an arcade way, you expect to eventually dodge, do nice things moves and enjoy a dogfight ... while the damage you do and you suffer are actually not dependent of this here... In a more technical way, the game is using position prediction to simulate smooth movement while the position information of player are updated not frequently enough to simulate a dogfight. You may say, it is not the goal of the game, indeed, so why would we even need "arcade" mechanics ? Just put a ship list on the right of your cockpit UI and click on "target" then "orbit at 10km" if you know what I mean. I could also add to this the concept of big ship with plenty of automatic weapons < big ship with plenty of manual weapons controlled by several players, (why would I ever want to sit on cockpit and click on "target" then "fire", then "target, then "fire", etc). I am not shooting at the game right now, I just want to expose my concern about the risk of such a gameplay, it could be very frustrating to have smooth and cool control of your ship but with no relevant impact in a fight. Overall, the mix is dangerous and could lead to unhappy or unpleasant gameplay feeling. And yes I know that there is technical reason underneath, but here we may need an emergent technology to solve this... (Lock then P2P to avoid Server overload, would be like P2P on the fly with your target ? I'm not really a specialist in that specific domain you probably thought of this already) That's an open topic, please throw your thoughts. Aesir- 26 replies
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Discord Link: https://discord.gg/sssmHbp “Come As You Are.” Link to old thread Band of Outlaws is a honey badger worshiping space cartel within Dual Universe. We plan to be the premiere organization for those who enjoy a less than serious organization, with a cartel/mafia theme to spice up our unique community culture. Our goal is to always enjoy the game, and to knock over as many sand castles as we can. We are happy to accept mercenaries, pirates, smugglers, traders, builders, explorers, and any other play style in this game. We want to encourage everyone in Dual Universe who has a heart for a sense of community and gaming to join us, whether as individuals or with your own group. Either way, we have a growing support network that anyone can benefit from. We also understand games can be hard to commit to, and acknowledge the fact that people have lives outside of the internet. We won't force you to do anything, the only thing we want you to do is to have fun and play the game your way, hopefully with us among friends. Already want to join? Scroll down to the bottom for the info. Unlike the majority of organizations within Dual Universe who want to create their own space empires or industrial mega corporations, we wanted to create the first Cartel for the game and its community. BOO will provide many services ranging from discreet goods transportation, a bounty hunters network, asset security, and everything else in between. All of which can be purchased for the right price of course. We wanted to create a community in DU that did not take itself seriously, but could still be a powerhouse organization through economics, industrial power, force if necessary, and memes. We intend to help with the construction of neutral, free trade player hubs like our Project: Tortuga. Tortuga is our code name for one of Dual Universe’s first planned neutral player hubs that will be created on a planet when the game releases. That is just a small portion of what our community is going to accomplish, as we have been steadily growing in several other games such as Destiny 2, Path of Exile, Hell Let Loose, Overwatch, and several more. We want members to join a family of fellow, like minded internet nerds than just some faction in a singular game. Strength in numbers: Being the 2nd largest organization in Dual Universe, we have more than enough manpower to protect our own assets and those of our members. PVP: Want to bathe in the blood of your enemies? Did that space trucker look at you sideways? Just like to see the galaxy burn? We can ensure you that we will do all of that and more. We love PVP, do you love PVP? PVE: Huh? Industrial Powerhouse: We have some of the brightest minds in the DU community theory-crafting our industrial process’ for churning out our ships and construction materials to keep you busy if building and production is your forte. Ship Replacement Program: We like PVP, did we tell you that yet? While we will be blowing holes in other players’ ships, some will be blown into ours as well. We can keep you in the fight with our organization funded SRP program where you will be given a free replacement for your ships if they are lost/destroyed on BOO business and operations. A true gaming community: DU isn’t our only game, join our Discord server of 400+ members to hang out with a community of somewhat likable nerds. Come for the memes, and stay for the memes. Memecrafting: We live by the meme, and we die by the meme. BOO is not a democracy, but we place our members as the number one focus of our community. Everything our leadership does is done with that goal in mind, and if it doesn’t work/fit our culture or it just chaffs the community in the wrong way, then we find something else that does work and keep moving forward. This keeps our foundation strong, and allows our community as a whole to adapt to whatever it needs to adapt to in order to keep everyone happy and having fun. Our leadership volunteers their free time to ensure that BOO is always at its best, and that our members are taken care of. Below is a quick diagram of our current leadership. Like any good space cartel, we are also home to several organizations within BOO. Groups like Vanguard, a private mercenary corporation, benefit from everything that BOO offers its core members without losing their own identity and autonomy. We like to call these groups SIGs, or Special Interest Groups. Special Interest Groups help to provide day-to-day content for their members. To apply to BOO as a SIG, go to this link and fill out the application: https://goo.gl/forms/OxVSpl69byEFLQN62 BOO is all about quality over quantity, and with that, we have some standards we put in place that we would like potential members to meet. Our Discord server and wherever else we hang out is always filled with the finest quality of meme’s in Dual Universe. Seriously, we’re home to some of the most iconic memes in DU already. Here is what we call "The Code", these are our community guidelines, and is what every member will follow in Dual Universe and other games. That’s really it. If you can meet those expectations, and feel that you would be a good fit in our community, then we want you. The recruitment process is simple, and you only need to submit an application to our group on the community portal, and to also be sure you join our Discord server to conduct a quick one-on-one interview with one of our recruiters where you will be asked a series of questions to make sure you are a good fit for us. NOTE: If you are wanting to apply as a SIG, contact Cybrex on the forums, or on our Discord server. Applying as an organization? Contact our Diplomacy Director, Cybrex, to inquire about joining BOO with your organization as a Special Interest Group. You can also join our Discord server, where someone on our Diplomacy team will get with you as soon as they can to get the process going. If you are ready to apply as a SIG, then please visit this link and fill out the application: https://goo.gl/forms/OxVSpl69byEFLQN62 Applying as a member? Sweet! Send your application to us on the community portal here, and be sure to join our Discord server so we can conduct your interview. You can also contact our Internal Affairs Director, Anslem Vry. NOTE: If you apply and do not join our Discord server after a week from submission, your application will be denied by default. “Come As You Are.” Discord Link: https://discord.gg/sssmHbp
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Dual Universe's general Avatar vs Avatar combat system is still a topic to be discussed as most of it also lies in the dark for the community. Nonthetheless, I'd like to discuss a related topic: How and if different tacical gameplay elements can benefit AvA combat and which elements can be used meaningful. Having said that, it's also important to think about if certain tactical elements even make sense at all in an MMO like Dual Universe, what is feasible and what may be too much. However, I personally felt it would be disappointing if ground combat only consisted of aiming and shooting around with different weapons with barely any features around. Seeing how many non-tactic games adapted features from tactic shooters, implementing certain elements can bring a lot more depth in combat situations. So I thought of different features that many tactic shooters implemented. Surely you wouldn't expect DU to feature a full list of these and become a full-fledged shooter by the way, but I'd like to list a few specific ones that I think could be discussed well. Advanced movement systems A good basic for most tactic shooters is a movement systems that allows the player to take on different stances and have the character interact with objects and world elements during movements. Usually, this consists at least of being able to stand, crouch and lie down as stances (Battlefield, Arma), some shooters go even further with additional stances in between these three or being able to sprint in different modes and combine them into slides or throwing yourself down. But another element of this feature is the interaction with the environement, for example being able to leap over obstacles (The Division, Ghost Recon), sometimes even climb on elements These elements can commonly be seen in third person shooters, but more first person shooter adapt them as well. First person shooters also sometimes feature the possibility to lean over to a side to look around corners. (R6 Siege, Squad) Does DU need this? Interacting with the world would be great, but DU is a Sci-fi game. Cimbing a building or being able to leap over small objects would not be necessary if we can use our jetpack for it. In fact, the jetpack allows for a far more complex movement system as it creates an larger, 3 dimensional space to fight in. Jetpacks are also found in modern action shooters more and more and open other options, such as walking on walls or power leaps. However, being able to go prone is something that a jetpack can't replace and what I personally like to see in any game. Games with advanced physics or cover systems also include the leaning automatically. Cover system Especially in recent years, cover systems have been implemented in a majority of tactic shooters. It allows the player to position his character to any surface large enough and "stick" to it, moving along its course. With this, you can peek out to shoot and largely avoid getting hit easily. The problem with these systems is that they don't blend well with 1st-person, which is why most games with cover systems are 3rd-person shooters or switch into 3rd person as long as the character stays in cover. Another problem is that games with cover systems usually revolve around these (The Division, Gears of War, Rainbow Six: Vegas). Having a full cover system in DU would likely mean more work for a possible 3rd-person perspective or that combat takes place behind cover, which is fun for many but can become tedious at times. This where the soft-cover system comes in: Some recent games have implemented a cover system, that doesn't require your character to stick to a surface. Instead, the player positions his character regularly behind cover. As soon as he aims, the character will automatically look over or around the cover. The recent Ghost Recon Wildlands mixed these systems through an animation that seemingly lets the character stick to the surface without actually entering a sperate cover mode. While it's questionable if DU needs this, it would certainly be a nice feature to get just a bit more depth in the overall combat system as it opens more possibilities in combat and prevents the rushed, senslessly action-rich gameplay seen in low-effort productions. Kits / Roles Typical for an MMORPG is a class system. Shooters feature them as well sometimes, although "kits" are used more often in modern shooters as the less static pendant to classes. Kits feature a set of equipment that can usually be changed in or between rounds. Together with these kits, certain roles of a player are associated, which are often similar to traditional classes in RPGs. We have healing kits like medics, damage dealers like the normal rifeman or assault, a subsitute for tanks are usually kits with heavy weaponry like rocket launchers or LMGs and engineering kits for what in any other RPG can be a summoner, tamer or an engineer as well. NQ already stated that DU will not feature a fixed class system, but a skill tree with which players can specialize in a certain direction. These may be associated with roles as well, but in terms of overall DU gameplay. That means that AvA combat would only be one direction for a role in the whole tree. By fanning this direction of the skill tree out, a role system could be integrated into the game instead of having players assume different combat roles themselves or be determined solely by weaponry, which would be another possibility as well. A broader skill tree would also mean stronger in-depth specialization, more directions to go and being able to combine skills and equipment effectively. Communication channels A working chain of command is essential for successful operations. A complex strategy needs to be executed correctly, which is why everbody has to know their part in it. But a single squad also needs to be able to adapt to the situation in the field, which is why higher ranks make decisions and forward them to the single members. Sadly, most games neglect this complex procedure and only give access to an all-chat and team-chat, traditional MMOs mostly also to guild / clan / alliance chats. This is good, but not enough for a working chain of command. Sadly, the commonly used 3rd party programs like TeamSpeak, Skype and Discord can't satisfy this problem either. Squad implemented a good first start for this - a Radio channel for Squad leaders, for the squads and for proxmity. Squad leaders can discuss plans and strategies together, forwards them to their squad, that can in turn confirm and report single events while members can talk to people outside their squad or their immediate group through the local channel. Additional, the chat window allows to send messages to the whole team. I wouldn't expect DU to include VoIP, but besides the regular chats of traditional MMOs at least being able to have multiple chat channels for use inside organizations could be a lot to work with. These channels could maybe even be linked to the RDMS to decide who can type or read in it. If we take this step a bit further, being able to create a certain amount of custom channels would come in handy for all possible situations. In that case maybe not only for use inside an organization, but even for creating prviate chat channels with password protection to invite people from everywhere in the game. Weapon customization Not neccesarily a tactical feautre itself, but brings with it a lot of tactical depth, similar to kits and roles. Most MMOs feature equipment customization to some extent, mostly by upgrading quality and / or level of the gear. Fantasy MMOs also often allow to insert gems in sockets to boost a certain stat of the weapon. This is a very basic level of customization, but being able to put mods, modules, upgrade chips or whatever you want to call it on a weapon would definitely be imaginable for Dual Universe. Advanced customization allows the players to choose various components of their weapons like scopes, barrels, magazines, triggers and stocks. Somtimes, this is done when assembling or crafting your weapon and will determine the end stats of the finished product. In some games, this is an option in menus or on a crafting station (Fallout, Ghost Recon) While this certainly is a lot of work on the development side, the result is always a fun feature that would be a great addition in a sandbox game like DU. In a game you can create your own buildings, cities, vessels and societies, why exclude weapons from it? Interactive maps The last and shortest feature on the list is interactive maps. There are only few games in which you can customize your maps. But like with communication channels, a complex strategy needs to be explained well. Being able to illustrate and visualise a strategy or tactic is a great help and makes for a fun feature. Having a map you can draw on and show other players can be a great help to communicate even without words, this doesn't even need to be in real time. It'd be enough to craft a map, edit its content, save it and pass on the next player. Seeing as this is already the case with the blueprints in DU, making maps similar to them might not be too difficult on the development end. Now you're asked. What do you think of these features? Would you like to see some of them in Dual Universe as well? What other elements would you prefer and what would you want to add to reach a deeper combat system?
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I've made this suggestion in another thread, but decided to break this specific suggestion into its own topic as per the Idea Box rules. Computing Power - How to balance Auto-Turrets on constructs EDIT: Before I define what I mean by Computing Power here, let me define what I mean by an Auto-Turret. Auto-Turret is a gun that can be manned by a player, but instead has an Auto-Fire module installed. When the Auto-Fire module is active, the turret with target and fire at attackers using its own gunnery and accuracy stats (no buff from a player) and will function even if there is no player online on the ship. It is a player weapon turned Automated Defense System. The purpose of this post is to describe a way where such a system could exist in a balanced way, in-line with the design intent of NQ. Let me define what I mean by Computing Power here. Computing Power would be a resource provided by core units of constructs. Each system that relies on computing power will occupy a static amount of your ship's total computing power, and only while it is "on" and in use. Flight systems, certain scripted elements, weapons, and auto turrets are examples of systems that would use Computing Power. This resource would be more or less a non-issue for most constructs and would mainly exist as a balance mechanic for PVP constructs. Here is a proposed example of the Computing Power resource at work. Medium ship core has a computing power of 80 Cells. Below is a breakdown of how my 1-2 player ship uses those cells. Flight control scripts require 40 cells. Flight controls might be a flat value, but with Lua scripting the door could be opened to have a more complex flight script that requires more cells. The ship's primary weapon (forward cannon) requires 25 Cells to aim and fire manually. The ship's secondary weapon (side-mounted gatling gun) requires 10 Cells to aim and fire manually. The ship's shield generator requires 5 cells to maintain, but requires 15 cells to re-boot if completely depleted. This means to re-boot the shields, the secondary weapon must be taken offline automatically, or manually. There is an auto-fire module attached to the primary weapon that requires another 45 cells to operate. I cannot turn this module on while the ship is flying, it must be parked. There is an auto-fire module attached to the primary weapon that requires another 25 cells to operate. I cannot turn this module on while the ship is flying and while the primary weapon is in use. This can be turned on if I'm flying solo and want to focus on maneuvering only. There are several ways the ship could be spending those 80 Cells of computing power, but I can't have it all. If I'm flying the ship solo, I can't use the Main and Secondary weapon simultaneously (since I'm just one player). I can alternate between the two, but I can't fire them simultaneously. I also don't have enough Computing Power to have my secondary weapon auto-fire while using the Cannons. If I had a 2nd player on-board, we could be using the cannons and gatling gun simultaneously, however if our shields drop completely, we would have to cease the use of one of our weapons to get our shields back. This creates some compelling pvp decisions as to when to turn off a system, when is the right opportunity to disable a weapon to re-boot the shields. If I park the ship, I can set the cannon to auto-mode, but if I do then the ship can't re-boot its own shields without taking the cannon offline. This gives the ship some means of defending itself while I'm AFK or logged off in a non safe zone, while also making it way less effective than if I were there to use the weapons. If I decided to put the Machine gun on auto mode instead of the cannon while parked, the shields could re-boot or re-charge without losing the gun's functionality, but it would be unable to drive-away a tough ship. Some other features of the Computing Power mechanic... Setting a hierarchy for use using scripting. Lets take the 2-player piloting example from above. If we are both using weapons and the shields drop, there is no longer enough Computing Power to re-boot the shields. With a scripted power-hierarchy, the ship could automatically disable certain systems to free up resources for essential ones (like shields or thrust). Sample or Default hierarchy... Shield - Passive maintenance Flight systems Shields - Reboot Primary Weapon Secondary Weapon Primary Weapon auto-system Secondary Weapon auto-system The hierarchy would disregard any system that is manually disabled. For example a Parked Ship would not consider flight systems when managing its hierarchy. That way the 2-player piloting example would immediately disable the Gatling gun when the shields drop and promptly re-boot the shields to recharge them. Similarly, when the ship is Parked, it could auto-fire the cannon and switch to the Gatling as soon as it needs the computing power to re-boot the shields. This same systems management would work for Static Construct defense systems as well, managing computing power for AFK shielding, managing which turrets should fire, etc. I envision that a large base might have an array of 12 auto-turrets defending the exterior and 6 anti-personal turrets defending the Interior. The interior turrets would be higher on the power hierarchy than the exterior turrets, since fighting off intruders would be more important than supplying Computing Power to the west side of the base (that isn't under attack). The base might only have enough Computing power to fire 3 of those exterior turrets at a time, but could power all 6 of the interior turrets (since antipersonell weapons are smaller, the targets are closer and not moving as fast). A Base might be unable to destroy a heavily armored troop transport ship, but the troops might not be able to overcome the anti-personel defenses and the Base would still be in fine shape. What happens when a player just sets up several constructs in a small area, each with automated defenses? is this haxx? Captaintwerkmotor brought up this issue. There are two environmental limiting factors on automated systems, mainly automated defensive weapons. Each Sector of Space, and each Territory on a Planet has a maximum number of entities (using a max of 3 for examples) that can have automated defenses "turned on" same time across all players (including logged-off, this removes the incentive to multibox or have alts set up stations next to yours). The server decides which entities' turrets get turned on based solely on the entity's type and size. -Mobile and Immobile entities are counted separately, but a parked ship could be counted as an immobile construct for this count. -The constructs with the largest core are counted first, ties in core size are then determined by which entity has the most cores, followed by who entered the sector/territory first. -Once an area has "counted" all of the entities that will be able to use their auto-turrets, anyone else that attempts to turn their auto turrets on will get a "too much interferance" error and they will not activate (nor will they use up computing power). -If a player owns a TU, they can unilaterally give out permissions as to which immobile constructs can turn on turrets. Even if they give out permission, the "max entities per territory" cap will kick in as it normally would. Again, parked ships could count as immobile constructs for this count (to prevent players from designing "ships" meant only to park and supplement a base's defenses). This system should help with server load, to prevent a hundred automated weapons all firing at once in a fleet engagement. It also perfectly prevents a player from setting up a ton of tiny structures with auto-turrets to protect an area.
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Any chance you can make a video on how combat actualy works and looks like? I mean sure you vaguly described it BUT Id like to see some actualy fight action of fighter vs fighter and at least small cruiser vs a cruiser are there hitpoints on the ship? or is it like space engeneers where bits and pieces fall apart? How does it go with loot after ship explodes.... repairs? Do you repair your ship manualy or is there a shipyard.
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... because Nomads cant be stopped. I'm Bobbylord. A Nomad who used to travel and conquer various virtual universes and who is looking to make DU his new home. Come and join me in endless space. Traveling wherever the "winds" will take us, fighting whoever tries to "break" us and making whatever we cant buy in "ToysRus". There's nothing bigger than you - this is DU. Bobbylord
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