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  1. 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
  2. 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?
  3. BOO IS ACTIVELY RECRUITING PLAYERS AND ORGANIZATIONS BOO WEBSITE LINK BAND OF OUTLAWS COMMUNITY PORTAL LINK A WORD FROM OUR FANS (LINK) Discord: https://discord.gg/mhAaKmA ________________________________________________________________________ WHO ARE WE? Band of Outlaws is a growing community of gamer's within Dual Universe. Our goal when the game launches is to provide a community environment for all play styles. While our theme and preference leans towards the renegades and outlaws, we are also happy to accept traders, builders, and anything else in between. 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 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. ________________________________________________________________________ THE PLAN: Band of Outlaws wants to create a community for those who wish to play out their inner rebel, whether that be through pirating, smuggling, being a mercenary, a bounty hunter, and everything else in between. 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 Battlefield 1, Conan Exiles, and several more. We want members to join a family of fellow, like minded internet nerds than just some faction in a singular game. That said, we certainly plan to have Dual Universe as our focus when the game launches, and we have several projects in our development pipeline for our community to participate in when the time comes. I'll list an example of such below. • Project Tortuga: Band of Outlaws plans to accomplish many tasks within Dual Universe with the help of volunteers within our community. We want to create a safe haven for outlaws like you and I, and are planning to construct a free port away from prying organizations who seek to control everything. Dubbed "Project Tortuga", our free port will be available for anyone to use, not just the Band of Outlaws. This project has also been extended to the greater Dual Universe community, and with the help of the Band of Outlaws, we can all have a place to call home. _________________________________________________________ THE OVERVIEW: • Primary language: English primarily. • Time zone: We accept anyone from around the globe. • Goal: To create a support network for players in DU, providing benefits for mercenaries, bounty hunters, you name it. We plan to have several internal services established to let you play out your character in DU. Also, blow things up and make money. _________________________________________________________ WHAT CAN BAND OF OUTLAWS PROVIDE FOR YOU? • Security in numbers: Our safety network will you keep you and your assets safe. • Community: We have a vast network of players with a wide array of goals in the game, we all support each other in and outside of the game world. • Trade: We plan to have a vast trade network, where you can get the best deals by being in Band of Outlaws. • PVP: BOO will need to protect its assets, and we plan to be very aggressive. We will teach you how to fight, and provide you with the ships to do so. • PVE: We're not sure how PVE will be in the game, but we certainly plan to be apart of it as we know many players may not want to do PVP. • Exploring: There is a big galaxy out there, so of course we're going to explore it! _________________________________________________________ WHAT OTHER SERVICES DO BAND OF OUTLAWS PROVIDE? • A discord server that is managed 24/7 with hundreds of members playing various games. • Website/Forums to hang out with other BOO members. (WIP) • An actual gaming community of internet nerds, with the number one focus being fun. This family is open to all. • A chance to help create something unique and inspiring. Come make history with us! _________________________________________________________ HOW DO WE OPERATE? Band of Outlaws is not out to be the next mega corporation with an umbrella controlling every sub-organization within our community. We operate under a general community management system with our Managers and Moderators doing all of the admin work so everyone else can enjoy whatever game we are playing. Within the context of Dual Universe, right now our management for this game is open ended until the game launches and we can see where we need certain positions filled. _________________________________________________________ DBAD CLAUSE - RULE: Band of Outlaws will not drag you down with rule after rule. To sum up how we expect members to behave - don’t be a dick. We’re all here to have fun, and there is no reason to be rude to each other. This includes flaming, hate speech, starting drama etc. Let’s act like grown men and women. This also extends to how members are expected to act towards other organizations/communities. Be respectful, regardless of affiliations. _________________________________________________________ INTERESTED? We are always looking to recruit new players, or organizations within the Band of Outlaws. If living the outlaw life is for you, then this is the best alliance to be apart of. We encourage you to apply immediately, and be apart of the greatest organization made for rebels and outlaws like you. Below will list minor details to help you when you apply to Band of Outlaws. • Applying by yourself as a player? Simply head on over to our community portal and submit an application. Your application will be reviewed, and a voice interview with yourself before we finalize your enrollment. This is simply to make sure we can maintain some sense of security within Band of Outlaws, and that we can both get to know each other and be sure that not only you would be a good fit for us, but that we would be a good fit for you. If you are interested, just apply on our community portal - Band of Outlaws Portal Link • Applying as an organization? We are always looking for other player organizations to join the Band of Outlaws alliance. Being a member of our alliance has benefits that are listed in this post above. Among those, you will benefit mainly from a wide market audience and support network. Band of Outlaws members and organizations are forbidden from openly attacking each other. We are all allies here with the same idea, and we want you to be apart of that. Simply send a private message to Cybrex, and negotiations will be made. If you have any questions regarding Band of Outlaws, please contact Cybrex. BAND OF OUTLAWS COMMUNITY PORTAL LINK
  4. Terran Union on the Community Website Terran Union Surgere, Aedificare, Conservare War, Chaos, Desolation, Despair this is our history and in this state we left Earth, Terra, birthplace of Mankind, our beloved Mother and we had almost destroyed her in our greed and envy, but a Neutron Star was faster. And now we're lost, drifting in space, aimlessly, alone. Delight, Relief, Beauty, Hope our first thoughts and feelings as we saw her, our new home, our new Mother, Alioth. We gave a promise to ourselves, this time we will make it better, we will build a Civilization, greater, better, more beautiful then everything that Mankind has seen till now. And we will take good care of our new Mother. The Union Immigration: Allowed Government: Hiring Military: Recruiting Elections: After Beta Launch Official Languages: English, German Time zone: All Communication: Discord (link to get on the Server) Nation Colors: Blue, Silver, Gold Member of the Cinderfall Syndicate Organization The Union is a Federal Nation and is organized in four administrative levels: National, Planetary, Regional and City Each Level is more or less self-regulating and has an own parliament. Government Leader The Leader is the head of the National Parliament and the Ministerial Council, he is also in direct control over the Military, together with the Supreme Commander. A Successor and Second-in-command is elected by the National Parliament. Candidates for this Position can be proposed by the retiring Leader, the Military Council and the National Parliament. Parliaments The National Parliament is made up of the Leader, the Ministers, five representatives elected direct from the citizenship and at least one representative from each planet. With the growth of population, the planets are granted additional seats in the Parliament, 1 for every 2,500 citizens (Numbers may change after game launch). The Parliament also makes laws that are valid for the entire nation and decide together with the leader and ministers on the future course of the nation. The Parliament will meet at least once a month. The Planetary Parliaments are made up of at least one representative from each Region and one from each City that exceeds 500 citizens. With the growth of population, the regions are granted additional seats in the Parliament, 1 for every 500 citizens (Numbers may change after game launch). The Parliament also makes laws that are valid for the entire planet and elect its representatives for the National Parliament. The Regional Parliaments are made up of at least one representative from each City in the Region. With the growth of population, the cities are granted additional seats in the Parliament, 1 for every 200 citizens (Numbers may change after game launch). The Parliament also makes laws that are valid for the entire region and elect its representatives for the Planetary Parliament. The City Parliaments are made up of at least five elected representatives from the Citizenship. With the growth of population, the Parliament gets additional seats, 1 for every 100 citizens, up to a maximum of 30 seats (Numbers may change after game launch). The Parliament also makes laws that are valid for the City and elect its representatives for the Regional Parliament. The Parliaments will be able to choose their meeting cycle, recommended is once a month, the elections are held once a year. Ministries The Ministries are the Administration of the Nation and are operating on all administrative levels. The only administrative level that will have all ministries, is the National Level. Depending on the tasks of the ministries, they will have branches in the various administrative levels. Tasks that have the ministries, for example, are: Nomination of judges and ambassadors, operating Stargates owned by the government, city and infrastructural planning, tax collection and distribution, i.e. the everyday tasks. Ministries that are likely to arise are: Ministry of Economy Ministry of Finance Ministry of Trade Ministry of Justice Ministry of Internal Affairs Ministry of Foreign Affairs Ministry of Exploration Ministry of Expansion and Colonization Ministry of Research and Development Ministry of Military Ministry of Defense Each Ministry will be led by a Minister, chosen by the Leader and approved by the National Parliament, the Minister will choose a Second-in-command. There will be also Ministers without official ministries. The Ministerial Council will meet once a week to discuss the current affairs of the nation and to consult. This Council consist only of the leader, his Second-in-command and the ministers. Military The Military is led by the Leader, the Supreme Commander and a Military Council. The Military Council consist of the Leader, the Supreme Commander, the Minister of Military, the Minister of Defense, the Minister for Special Tasks and high ranking Officers such as the General of the national planetary Forces, the Admiral of the national orbital Forces, the Admiral of the national deep-space Forces and the highest ranking Admirals and Generals of the planetary and orbital defense Forces. The Military Council is in charge of all military facilities, including the Military Intelligence Service and the Military Academy. The Council also makes laws which only apply to the Military and provides the judges for the Military Court. A majority vote of at least 75% in the National Parliament is automatically a superior order and the military has to follow this order, neither the Leader nor the Supreme Commander can revoke this order. Supreme Commander The Supreme Commander has in great military decisions, like war and peace, equal power to the Leader, but in the overall military structure he is superior to the Leader. The Successor of the Supreme Commander is elected by the Military Council and must be acknowledged by the National Parliament, when this not happens the election is held again. Candidates for this position can be proposed by the Leader, the retiring Supreme Commander and the Military Council. The Military is organized as following: National Forces: This Forces are stationed all over the Nation, they are the offensive Forces of the Nation, are responsible for the national space and are financed and maintained by the whole nation. The National Forces are split in 3 sub-commands and 4 Support Units, Engineer-Corps, Medic-Corps, Pioneer-Corps and Military Police National Planetary Forces: (aka. Planetary Operations) Leader: General of the National Planetary Forces Headquarter: Location currently unknown Tasks: Protection of military and civilian facilities on planets, which are controlled by the national level of administration, Invasion of Enemy Planets, Combat support for Locale Planetary Defense Forces, if requested or necessary. Military Units: Army, Air Force, Navy, Special Forces, Troop transporters National Orbital Forces: (aka. Orbital Operations) Leader: Admiral of the National Orbital Forces Headquarter: Location currently unknown Tasks: Protection of military and civilian facilities in Orbit around colonized planets, which are controlled by the national level of administration, blockading and bombardment of enemy planets, ground-support for planetary troops, Combat support for Locale Orbital Defense Forces, if requested or necessary. Fleet Parts: (all ships are fitted to be short-range and without Jump drives) Heavy Siege Ships, Blockade Frigates and Corvettes, Anti-Fighter Frigates, Capital ship Hunter (Cruiser), Carriers for space to atmosphere fighters, bombers and transporters, also a small contingent of standard fighters National Deep-Space Forces: (aka. Deep Space Operations) Leader: Admiral of the National Deep Space Forces Headquarter: Location currently unknown Tasks: Protection of military and civilian facilities in Orbit around uncolonized planets and in deep space, which are controlled by the national level of administration, Border Patrol and Defense, Pirate hunting, Escort Missions, Search-and-Destroy-Missions in- and outside of national territory Fleet Parts: (all ships are fitted to be long-range and with Jump drives, if possible) Titan-Class Battleships and Carriers, Battlecruisers, Cruisers, Destroyer, Frigates, Corvettes, Small Carriers and Corvettes fitted for pirate hunting and functioning as packs, Patrol ships Local Defense Forces: This Forces are stationed only on their planets, they are the defensive Forces of the Planets, they are responsible for their planets and the orbits of them and are financed and maintained by the local planetary government. The Local Defense Forces are split in 2 sub-commands. Local Planetary Defense Forces: (aka. Planetary Defense) Leader: General of the [planet name] Planetary Defense Forces Headquarter: in the capital of their planet Tasks: Protection of military and civilian facilities on their planet, which are controlled by the planetary level of administration Military Units: Army, Air Force, Navy Local Orbital Defense Forces: (aka. Orbital Defense) Leader: Admiral of the [planet name] Orbital Defense Forces Headquarter: in the capital of their planet Tasks: Protection of military and civilian facilities in Orbit of their planet, which are controlled by the planetary level of administration, ground-support for planetary troops Fleet Parts: (all ships are fitted to be short-range and without Jump drives) Anti-Fighter Frigates, Capital ship Hunter (Cruiser), Carriers for space to atmosphere fighters, bombers and transporters, also a small contingent of standard fighters Cinderfall Syndicate As a member of the Cinderfall Syndicate, the government of the Terran Union will actively work with the Authority Council, so that the citizens of the Union and members of Cinderfall will have a pleasant time in the universe. Economy The Economy of the Terran Union will mainly be consisting of private ruled companies, but there will also be government ruled facilities, such as shipyards and trade posts. Companies Be a Company in the Union (means the headquarters will be on TU territory) Your Company will be part of the Union and it would be gladly seen if your employees would also be Citizens of the Union. The Company will follow the law, pay taxes and sometimes the company will be offered contracts by the government (conditions in Gameplay/PvE/Building | Designing | Scripting | Engineering). Military contracts are mostly given to companies that are within the Union. Your company will be allowed to have contracts with other factions and even branches in other faction’s territory, you can also call for help by the TU, be it diplomatically help to establish trade routes or military help to defend your property. Companies in the Union: Be a Company that works with the Union (means the headquarters will not be on TU territory) You will be an independent company and the company and their employees can make whatever they want. If you want to work with us you can ask for a contract or we offer you one, we will also search for friendly relations and offer to establish branches or mining rights in our territory. You will have no rights to call for help by the TU, but any kind of help can be part of a contract. Companies with a friendly relation to the Union: (having a branch/multiple branches in TU territory) SilverLight Industries Chromion Industrial Companies that are currently working with the Union: Vulture Corporation (Relation will probably change with time) National Bank Banks are important facilities in the economy, so the Union will provide a National Bank, that will offer following services: Rentable Safes The protection of your valuables is an important task, so the National bank is offering safes for a small fee. Here you can store whatever you want and it will be under the protection of the government. Loans The National Bank will offer loans for Citizens and Companies in the Union. Markets Basic Markets An item market for the everyday needs. Established in cities exceeding 50 Citizens. Advanced Markets An item market for advanced elements and materials. Established in cities exceeding 200 Citizens. Capital Markets A market for everything your heart desires. Only established in planetary and regional capitals. Ship market included. Will have Government Trader. Orbital Markets A market for everything and in huge amounts. One per planet. Ship market included. Will have Government Trader. Society Libraries Public Libraries We will have public libraries, where all the unclassified knowledge, exploration data and recipes, that are gathered by the Union, will be stored for the access of the Citizens. Government Library This Library will be containing all the information that are be considered as classified by the government. Including recipes/blueprints for weapons of mass destruction, blueprints for military ships, locations of important/very valuable resources and so on. Access to this information’s are only granted to employees of the government with corresponding release level. Schools Public Schools We will have public schools accessible by Citizens of the Union. Here you can learn a profession of your choice. Experienced players will teach you what is important for your chosen profession, providing recipes and blueprints and will help you to increase your skills to a certain degree. Government Schools We will have schools accessible only by employees of the government. Here is the choice of profession more specific and more challenging. Experienced employees will teach you what is important for your chosen profession, providing recipes, blueprints and resources and will help you to increase your skills to a degree of your liking. New Employees of the Administration will be also trained here. They are taught how the government works, what their duties and if necessary the handling of tools outside of the game, for example Excel. Military Academy Here will be trained the military personal in courses such as, basic training, advanced tactics, fleet maneuver or advanced officer training. News Public Service Announcements We will provide Public Service Announcements for each administrative level, in our forum (once it is released) and on in game bulletin-boards. Newspaper We will provide a nation-wide newspaper, published by opinion independent journalists (I hope this makes sense, what I mean is that they will get a salary from the government, but they will be free to write whatever they want, would I write “opinion-free” it would probably indicate the exact opposite. Terminology is really difficult please help me someone with this). About what the newspaper will report, will depend on the news priority for the nation. It is also possible that there will be more local-oriented newspapers. Newscast We will provide a Newscast with the most important news regarding the Union and the galaxy, such as wars, peace treaties, politics (mostly TU but also galaxy), government decisions, new colonies and sometimes a bit propaganda for example the completion of a new TU Capital ship. The newscast will be provided via YouTube and in game functions. Gameplay PvE Exploration We will finance exploration missions of different sizes, reaching from single ship missions, to long journey convoys with multiple ships. The only we are asking for is, to share your data and discoveries first with us, before you sell it to others. Mining We will offer regular trips to different mining locations, including a military escort. Depending on where the location is, how valuable are the mineable resources and how often the trip is made, the size of the convoy will reach from just a few, to dozens of ships with hundreds of players. But we require for the protection we provide 10% (5% for citizens of the TU) of the resources which you have mined. We will also have continuous mining missions with Motherships or Stations, of course also under the protection of our Military. If you're a freelancer, you can mine in the region where the mission is and give us 10% (5% for citizens of the TU) of your mined resources or we could buy the resources but for a slightly cheaper price as on the free market. If you're a Newbie or just need some cash, we offer salaries to mine for us and you can decide if you prefer your own ship to mine with or if you want to borrow a ship from us for free. (this will probably be limited due to the limited space on board the motherships and stations) Building | Designing | Scripting | Engineering We will offer different contracts to make something for us, that could be a Script, a Design Concept, a Mechanical Contraption, a Ship, a Building, a Megaproject or just a simple beautification of a city. The contracts are split in 3 main categories: 1. Employee-Contract: We'll pay you a salary and providing the resources for the work, to which we assign you. 2. Freelancer-Contract: We'll pay you a fixed amount and provide or pay for the used materials. 3. Company-Contract: These contracts are awarded only to companies and will be negotiated. After the completion of the contracts, the created blueprints are passed to the Terran Union. Trade | Transportation We will regular offer escorts to trade posts that are far away from the TU Territory. To participate, a fixed price is estimated, depending on the duration and dangerousness of the journey. We will also offer missions and long-term contracts, to transport goods and people for us. Science We will offer positions in our research facilities for scientists and engineers who are more in development than maintenance. As an employed researcher you are free in your choice of research, but sometimes you will get requests, which you can reject, but consider your reputation. In case of war, a rejected request can lead to a dismissal, depending on the importance of the request and your current research. This will be an employment; you will get a salary but your discoveries will belong to the Union. We will also offer Freelancer and Company-Contracts, if we need some specific tech to be researched fast. Maintenance We will have a lot of civilian buildings, ships and stations and they must be maintained. If you considering such work, we will offer you an employment and a salary. Other As the development of the game is progressing, there will be probably other career branches and as soon as we know it we will offer employments, contracts and missions. PvP Mercenaries We will offer missions and contracts to people who don't want to join the military, but be prepared this work will be dirty and probably more on the unofficial side of things. Events We will organize different kinds of competitions, for example building competitions in various classes reaching from art, to fighters, and we will probably have dog fights. We are open for suggestions. Interplanetary Tournaments Once a year we will organize a great national tournament, where every citizen of the Union can show his skills. The participants will compete in various disciplines, such as building, dog fight, racing, strategy, and so on. The tournament will start in the cities and every citizen can register there. The winner on city level will then compete on the regional level, the winner of this are going on the planetary level and after this we will have the grand final on the national level. General/Social/RP Holiday Events We will try to organize Events timed and themed to real-life holidays and we will try to get other factions and maybe even the devs on board for this. Roleplaying RP is welcome but not necessary. We will try to create events and special areas for roleplaying and we look forward to receive ideas and suggestions from you. Joining the Union Warning If you want a position as high ranking official (Minister, Parliament representative, General and Admiral) you should be aware that this means a lot of work for you and you will probably receive phone calls in the middle of the night, because of some catastrophe or enemy attack. If you want to be a member of the administration, you should be aware that this means work and you should have some skills in office software. Even after you finished your work you will be a contact person for the citizens of the TU. If you want a position in the military, you should be aware that this means discipline and to follow orders. If an officer ordering you to jump, you will jump and not ask why. You will us also tell fixed times in which you are online and at least half this time you are on duty; in the other half you can do what you want. Next topic is that you've committed yourself, just leaving is desert and will have consequences, but you aren't bound forever. The Contract will have a runtime of 3 months, 10 deaths on duty or 50 dead enemies. I know this whole thing sounds not really good, but here is the good part, you will get a very generous salary and we will take good care of you. The above mentioned jobs are 18+ exceptions considered on case by case basis. Ranks (currently available. with time it will be more | To pay taxes and to follow the law, are duties for all ranks) Citizen: Your only duties are to pay taxes and to follow the law, otherwise your freedom is boundless and well protected by military and law enforcement. Government employed: You are an employee of the faction and as such you get a salary and you have in some cases access to the resources of the faction, but your work will belong to the faction. Soldier: Pretty good description above in the warning. Who we accept We are a Nation we accept all as long as they follow the law. How to join If you want to join, simply leave a post that says that you wanna join and we will contact you. (this method will probably change later) At the moment we are searching for a capable artist for emblems and pictures for the description, if someone feels like "I want to help" please send a PM to Darius Sanguna !ATTENTION! This Site awaits further refinement in the future. All numbers mentioned here are subjects to changes, till the Union is fully established. All features mentioned here, will only applying, if they corresponding with the game mechanics and we can find someone who is willing to take the job. The Terran Union isn’t related to any other Terran Union outside of Dual Universe. Version 3.4.5
  5. 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.
  6. Shadow Corporation: Overview: Welcome Shadow Corporation. We are private contractor company that provides quality service that is fast, reliable, and trustworthy. Our goal is to fulfill a custom's expectations, needs, and wants while still providing service as cheap as possible. Additionally, the corporation has its own product line of ships, and building designs and offers a variety of training. If you wish to learn more then read on and if you have any questions or are interested in joining then please contact me. Details: Colors: Black and Red Language: English Communication: Discord (Others may open up in the future) Services: What kind of contracts will we accept? The answer to that is practically anything. You require a ship build? We have that covered. Need a mining operation set up? We can do that. Maybe its something a little more sensitive, like spying on someone or tracking down a person of interest. We can most defiantly handle that. If you need it done than we most likely can get it done. Now you might be asking, why would I chose Shadow Corporation when I can just do it myself? Well that's easy, we are here to save you both time, and money while providing a service that is top of the line. Instead of doing it yourself and having to spend your precious time doing something why not just have us do it and then you have more time to do other things. Thus meaning double the productivity. But why Shadow Corporation and not the competition? First off, we are not going to rip you off. Gaining boat loads of money is not the goal. The goal is to provide you with the best price possible and to give options, like providing materials in order to further reduce cost on your side. Secondly, Shadow Corporation will ensure that all your expectations, and desires are meet or are above and beyond. We will ensure detail in everything and will inspect all work done before presenting it to the customer. if we miss something then we will fix it at no additional cost. We strive to provide the best customer service and products around. Product Line: We possess a small product line of ship, buildings, and training Ships: Our mass produced ships are primarily fighter class. Ranging form light, and highly maneuverable, to heavier, and overwhelming firepower. If we don't have what your looking for then we will happily custom build one for you. Buildings: Our building designs range from small houses, to large sky scrapers, to production plants. This product line is present so that we can quickly and easily proved services when the customer doesn't want something unique but purely something that works. These designs help us reduce prices because we have ensured that we only include the necessities while keeping it looking nice. Additionally, we know exactly what materials we require, how much man power we need, and how much time it will take to complete. Thus allowing us to accurately tell the customer what to expect. Training: We provide a variety of trainings. From a beginner class to help teach new players the basics. To more advanced classes, like learning how to program basic AI or learning how to best fly a fighter in a dog fight to gain the best odds of survival. If we happen to not offer training in something that you are interested then let us know and we will happily find someone for you that can tutor you. Security: Many customers might be concerned about the security of both their products and contracts. We understand that many customers expect secretiveness so do not fear. We provide on-site-security, ensure contract information is kept secret, and keep things on a need to know basis. On-site-security: Shadow Corporation provides minimal security, free of charge, on all building projects. This is to both protect the project and the employees working. Additionally, if a customer feels that they want more security then that is an option provided. Additionally, depending on the project, we can build items off world and transport it in order to provide both additionally security and secretiveness about the recipient. Contracts: All of our contracts are between the customer and company. We make sure that all information is kept secret in order to protect both the customer and the company form threats. Need to know: All employees are on a need to know basis regarding any business. This is to both continue to prevent information form spreading and to protect the customer. Plans for the Future: There are three phases planed for Shadow Corporation. Each phase is based off how many employees the company possess and allows for additionally expansion. These are subject to change/modification. Phase One: This phase is the begging state of Shadow Corporation. The minimum of the corporation will be an HQ, some outposts, and a small team. Phase one will end when there are enough employees and contracts to need expansion. Phase Two: This phase is a middle phase and will most likely be the longest phase. This phase will be a time when Shadow Corporation will grow quite a bit and hopefully have good standings with many customers. This phase will be one of growth and refinement. Phase Three: This phase is the ultimate phase. This is when Shadow Corporation reaches a point where it almost runs itself. There are plenty of employees, contacts, customers, and outposts to properly support everything. Joining: If you are interested in joining Shadow Corporation then you have two options: Member or Employee. Member: If you choose to join as a member then it means that you can not join other organizations (This helps to ensure trustworthiness). Members will be the core of the company and will help keep everything running. Additionally, because they are the core this means they will be the candidates for higher jobs. Employee: As an employee, you are welcome to be apart of other organizations. However this primarily means you will not have as high of a job. Do not take that in a bad way though as there will be more than enough job options that will fit you just fine. It just means that if your wanting to be a top guy then you wont be able to. If you are wanting to join then message me and we can talk. Thank You: Thank you for taking the time to read through this description and overview of Shadow Corporation. If you have any questions, or wish to discuss anything then please message me. With eyes on the future, -Shadow
  7. 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.
  8. ... 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
  9. Terran Union Terran Union National Space Force "Among The Stars, We Roam" Who are the TUNSF? We are the national space forces of the Terran Union, The NSF is an Offensive force and is focused on attacking the enemy more than defence, however that does not restrict us from protecting civilian and military assets and from also conducting border patrol and defence. Our Mission - Security of TU assets and citizens outside of the TU orbit. - Patrol of high value trading routes - Anti piracy operations - Conduct offensive operations Why Join the TUNSF? The TUNSF is in need of people from all over the world to work together as a team to get the job done, by doing so, you will earn a rank in the TUNSF (Listed below) and you will also become a citizen in the Terran Union as well, when joining the the navy, you will also receive the appropriate pay check according to your rank. There are two sets of rankings in the TUNSF, the first being 'Enlisted' (E) which covers the backbone and the manpower of the TUNSF, and the other being 'Officer' (O) which covers the leaders of the TUNSF, these ranks require more responsibility, authority, and leadership compared to the enlisted ranks. O1-O5 leadership skills are recommended and communication skills are required, candidates aiming to fulfill a commander's position without prior leadership skills will be evaluated by the Fleet Admiral if deserving of a waiver. E1-E3 are the lowest in the fleet, they are mainly new recruits and the core of the fighting manpower of the NSF. E4-E6 are considered “organizational” in the NSF, they implement strategies and policies from Strategic and are the first “leadership” rank within the enlisted corps. E7-E9 are the highest ranks in the NSF for Enlisted. They are considered strategic leaders and work with higher echelon in ensuring tasks and operations are executed effectively. Officer Ranks Commander – O5 Officer tasked with commanding small ships such as Cruisers or transport vessels. Lieutenant Commander - O4 First rank with command of a ship, commands small sized ships and usually acts as an XO for a Captain. Lieutenant First Class - O3 Lieutenant with longer time in service and experience. Lieutenant – O2 Junior Officer tasked with commanding small ships such as reconnaissance Corvettes or leading Fighter squadrons. Ensign – O1 Lowest of the officer corps, primarily tasked with operating transport ships or piloting fighter jets, bombers. Enlisted Ranks Master Chief Petty Officer - E9 Senior Chief Petty Officer - E8 Chief Petty Officer - E7 Petty Officer Second Class - E5 Petty Officer Third Class - E4 NSF Corporal - E3 NSF Lance Corporal - E2 NSF Recruit - E1 Requirements for joining - Have and use a microphone. - Speak (understandable) English. - Be of 16 years or older. -Younger people may apply however you will need to discus with a high ranking personnel such as Imperator or myself. - Be willing to act *Mature* when it's needed. If you have questions regarding the TU, TUN, or the TUNSF, please don't hesitate to contact either Imperator or Myself with your queries.
  10. Website Organization: Military Corporation. Objective Driveyards is a leading security and industrial corporation-state providing innovative spacecraft, solutions in autonomous systems, command, surveillance, strike, and logistics to government and private customers on Alioth and beyond. We hold ourselves to a high standard of quality, both in the products we deliver and in the way we conduct ourselves from fleet operations to customer service. We are in the business of securing a great deal more than just our place in the market, we are here to secure our customers future in Dual Universe. Our mission is to be at the forefront of technology and innovation, delivering superior capability in tandem with maximized cost efficiencies. The security solutions we provide help secure freedoms for our Corporation as well as those of our allies within the Cinderfall Syndicate. Squarely meeting our obligations, fiscally and technologically, isn't just a business goal, but a moral imperative. To that end, as we evolve as a corporation, the responsibility we feel for our customers and our members grows with us. O.D.Y. focuses: -Organized PvP/ Fleet Ops -Industry/supply -Ship/Weapon Contracting -Security Contracting -R&D O.D.Y. Provides: -Organization and cooperation -Command structure -Voice comms Structure The Corporation relies on organization to succeed, and is thus a strict meritocracy. The corporation is controlled by the CEO and a Council of three directors. Corporate assets are divided into three main branches; each responsible for a major aspect of Corporate operations, and manned by specialists with appropriate skills. Each branch is independent to a degree as each is controlled by one of the three directors, but ultimately answer to the CEO. The branches are: Objective Navy: As the military branch, the Navy is responsible for protecting Corporate interests from external threats. The Navy is lead by the Strategos, one of the members of the Corporate Council and the highest ranking officer within the fleet. The Navy controls the majority of the Corporate Fleet, and draws from Corporate personnel with skills particular to any and all aspects of combat. These roles can include: Pilot - Pilot specializing in either strike craft or larger warships. Commander - Officer in command of a large, crewed warship. Crew - Entry level warship crew, manning the critical stations on larger vessels. Security - Infantry unit skilled in ground combat. Combat Engineer - Field engineer skilled in building/repairing constructs in combat situations. Intelligence Agent - *REDACTED* Objective Industries: The circulatory and digestive system of the Corporation, controlled by a Director who is part of the Corporate Council. This branch is responsible for mining and refining raw materials, manufacturing components and equipment, and ultimately constructing ships. While the Navy controls most of the Corporate fleet, Indi Ops controls most of the Corporate shipyards. Ships and equipment produced by this branch are first researched and designed by the R&D branch. Indi Ops can also manufacture hulls and equipment to be sold on contract to other factions. Indi Ops personnel fill the follow roles: Miner - Raw resource extraction. Technician - Refining and manufacturing. Engineer - Industrial construction/development. Shipwright - Shipyard operation, starship construction. Objective Dynamics (R&D: The scientific branch of the Corporation, lead by a head Technocrat who is part of the Corporate Council. This branch develops tech and designs blueprints, conducts exploration, and tech mining. Blueprints can be designed on contract to be sold to other factions, or strictly for corporate use. Roles include: Researcher - Develops new designs and blueprints to be tested and refined. Explorer - Lone wolf pilots looking to explore under a Corporate Charter. Tech Agent - Specialist skilled in capturing and reverse-engineering tech and blueprints. Recruitment O.D.Y. is currently recruiting players interested in flying under a Corporate Charter, and eventually becoming full members. The lucky few who prove yourselves in the early days of the game will go on to shape the organization that Objective Driveyards will come to be! If you are interested in one or more of the roles described above, and feel you have the vigor and ambition to forge this path, contact one of the Corporate Council members: CEO: Code24 Strategos: SgtToothpaste Director of Industry: BliitzTheFox
  11. Terran Union Terran Union Strike Command 'We Pave The Way' The Terran Union Strike Command is currently Recruiting! Founded: 14th of September, 2016 Current Leader: Alexander 'Dark' Drake Open Positions: 40 Troopers, 3 Engineers Who are we? The Terran Union Strike Command is the men and women dedicated to fighting for the Terran Union. Our job is simple, to Pave the way. TUSC is the dedicated shock troopers of the TU, hailing from all around the globe we aim to give everything our all and not give up. We are the front lines of the Terran Union Military, making first contact on assaults. The TUSC is tasked with clearing out any obstacles that may hinder the advance of the military, this may involve anything, from clearing out orbital defence stations to neutralising anti air or anti tank emplacements. Why TUSC? We need men and women not only willing to work together, but to give their lives together. Ever wanted to be the part of the first wave? Dropping in from high orbit and clearing the way for your fellow soldiers? Fighting side by side with you brothers and sisters in arms. By joining TUSC, and therefore the Terran Union, you'll gain all the benefits that a citizen of the TU will gain (Link to the TU page is at the top of reference). We offer a close-knit group of friends looking forward to working together and helping each other. In down times we'll be kicking back chatting and mucking around with each other. During Operations we will have a more serious tone, focused on winning and completing our task. We currently looking for 41 shock troopers to join TUSC. The Troopers are the front line of the Terran Union and the backbone of the TUSC. These men and women are the ones to go head first into combat, risking their lives in dangerous situations to begin the first assault. We are looking for men and women willing to fight alongside and cooperate with others, we will not tolerate lone wolves, those who believe they do not need anyone else. Teamwork and coordination will play a key part in the success of our operations. We are also looking for 6 engineers to manage the TUS Invictus. These engineers are going to play a key role within TUSC. Headed by Owe, the engineers will manage everything aboard the cruiser. From repairing and rebuilding the drop pods and drop ships to piloting the Invictus herself, the engineers will be a hard working, dedicated group. Engineers will not be stuck in one role, but will be able to fluidly move around the ship, helping where needed. While the troopers are on mission, the Invictus will be running a skeleton crew, which is where the teamwork and dedication will pay off. While within TUSC your are not simply restricted to your role. In our down times you are free to do what ever you want, wether it be coding, building or mucking around. But make sure you're ready! When DU comes out we will have organised training sessions but untill then I'm happy to organise game nights so we can get to know each other. Requirements -Have a mic and is willing to use it. -Speak English. -Be of 16 years or older. --Although we would prefer members to be 16 or older, anyone younger can still apply. Applications will take longer and we will need to see if you are mature enough to sign aboard. -Willing and able to act mature when we need it. The members of TUSC are projected to have the highest mortality rate within the TU, but do not let that throw you off, we will reap in the glory from our position and know that we are fighting the hardest. If you have any questions about TUSC feel free to pm me on Discord (Name is Dark, and you can find me on the DU discord), ask in this thread or pm me on the forums. I'll endeavor to answer as much as I can.
  12. OUR VALUES We expect nothing of our members, other than a passion for coding and/or a desire to learn. Your time is your own, we will never try to manage our members in any way shape or form. Simply put, you have absolute freedom to do what you want in Dual Universe. OBJECTIVE To become a hub of individuals who love to code and game, and to make in-game money along the way. As a software developer, hacker or a scripting enthusiast you are in a unique position to make your mark in Dual Universe. You have skills that others do not posses, we are here to organize and focus our efforts and create world class code that will be used over and over again by Dual Universe players, willing to pay for the privilege. HOW WE OPERATE We will maintain a list of planned features. Any member is then free to contribute to those features. When we release a DPU, the lifetime profits will be shared amongst the contributors depending on the share of their contribution. So if you write half of a module that goes on to make in-game money, you'll get half the profit. You'll also get a cut for other contributions such as testing, or even for simply coming up with the idea in the first place. LEADERSHIP xNerox is the founder, however we are a self organizing meritocracy. You simply have to prove your worth, and could become the de-facto Leader until the next genius comes along and unseats you. NEWBIES PROGRAM Red Hat Systems recognizes the value of sharing knowledge with those who desire to learn. If you are thirsty for knowledge we will do our best to bring you on board and bring you up to speed. AFFILIATIONS Band Of Outlaws - We are proud members of the Band Of Outlaws. We are bound by one universal value: Freedom! The freedom to do what you want, where you want, when you want. We encourage all members and non-members alike to take a look and join Band Of Outlaws. There awaits your place in the dual universe.
  13. Hi all. I am accepting apps for the organization I am planning on having in the game. It is called the Arcadian Fleet and we are accepting members who will be dedicated and interesting in trade, empire building, and the protection of organization assets. If you are interested at all please feel free to check us out in the organization section or send me a pm. I hope to see this organization grow and take a foothold as a nation in the game. Thanks!
  14. We just got an official heads-up that built ships cannot be taken back apart, and that purchased ships cannot be modified (but can be repaired). Before people simply assume that the prospect of Salvaging ships is dead, lets consider for a moment the following proposed mechanic. Destroyed Constructs drop some of the materials and items used to build them, plus "scrap" which must be re-refined. For one, this gives players something to do with that cheap jump-ship they used to reach the next planet after it has become totally obsolete. You won't be able to pull apart the jump ship, and unless you built it, you won't be able to upgrade it. Being able to destroy it for some portion of what it took to build (maybe 1/4th of its materials? perhaps a skill could increase your efficiency here) would prevent players from abandoning old ships or cluttering the market with them. Pirates will love this, since killed players drop some of their items, why wouldn't a destroyed ship drop some of its cargo? Why wouldn't a destroyed ship be worth SOMETHING?
  15. For the purpose of this thread we will assume that tracking works as advertised by NQ, as in far away targets are updated less frequently so they will have some sort of lock on; however, closer targets it is almost unnoticeable. Let's throw up a hypothetical situation, You and your crew of pirates have detected a freighter moving at high speed, luckily for you he hasn't noticed your approach. Since we don't have construct vs construct weapons quite yet we'll have to board them. Silently approaching the ship and matching their speed, your team of highly trained marines enters the freighter. Then they turn the corner and find an enemy security team. What are you going to do? Shoot at them with your Nanoformer? What good is that going to do, No you are going to use a brand new weapon you designed personally as a high rate of fire CQC to give your marines the edge. Alright so here is the idea, we can't just go around shooting each other with nanoformers we need real guns and energy weapons. I propose an in game designer for guns and energy weapons that give those weapons different abilities depending on what and how they are created. Now I'm thinking we do this with tiny voxels, voxels smaller than 25cm that make up hand held objects such as a rifle, shovel, tool, grenade launcher, etc. But I'm no game designer I do not know if this will be technically possible. Changing different abilities has drawbacks; for instance: You could increase your rate of fire by adding wheels to the firing pin; however, this will increase cost, recoil, manufacturing time, and reduce damage. You could improve the handling of the gun in close quarters by reducing the barrel length; however, this will reduce the effective range and muzzle velocity. You could make the gun deal with recoil better by making it larger and heavier and thus slower. You could add extra batteries to your energy rifle to increase them magazine size, or add a recharger that will recharge after time, but reduce effective damage and increase reload time. This opens up new gun markets, new manufacturing, and more immersion. This would require a in game design unit for designing small objects, which could lead to designing tools with unique abilities. If this systems existed their would be potential for durability, ammo types, and various complicated gun related markets. Also there would be different resistances for different ammo types. Questions/Comments/Concerns?
  16. T h e A l c h e m i s t s -A Profession-Level Org -Not a Government -Does NOT require loyalty or Sovereignty -Not a Mutually-Exclusive Org -Not a bunch of jerks! If you consider yourself mainly a builder, then you belong in the Alchemists. We are a profession-level org, that means memberships indicate to potential employers that you are a specialist. I will be managing contracts with other orgs to craft and design Blueprints for military or civilian tech, and members of the guild will be welcome to collaborate on these contracts or form contracts of their own. In essence this is more like a Crafting Guild. There will be some shared resources, some shared workspaces, and every opportunity to cooperate. There will be a bank of org-owned blueprints and elements that each member of the guild can use and incorporate into their own designs. As the Legate of 4 interconnected orgs, the Alchemists will benefit from the protection of the Free Lancers (Mercenary guild), the resources of the Squires (resources-for-DAC's guild), and will have bases of operation located safely within Terran Union space and Cinderfall. And we will start in Alpha. Yep, blueprints for constructs and elements that a player creates in Alpha and Beta will all transfer over to the actual release. It will be essential for Builder's guilds like the Alchemists to have access to the earlier builds of the game, and I'll have that access. I will make ALL of my Blueprints available to the Alchemists, including the ones I develop during Alpha and Beta, and if curious Alchemists don't have access to those earlier builds of the game, I will be happy to test out and draft constructs based on notes and sketches by request. You have nothing to lose, build with us!
  17. As a fan of similar sandbox games, it always burns me up that raiding people's base while they are offline is the primary means of aggression. Rust, Space Engineers PvP servers, minecraft etc each provide some potection against players looking to raid your base while you are logged off, but it usually is not enough. Some space engineers servers had a rule of not attacking/greifing people while they aren't logged on to defend it, but it often went uninforced. With Rust, you needed either several small huts with your gear equally split up and hidden to mitigate losses, or have a huge team maintaining giant walls 24/7. From an immersion standpoint sure, it makes sense that it would be easier to raid a zone if no one is guarding it, however scifi characters don't physically dissapear from their empites to work a 9-5. In a traditional MMO, your character doesn't exist while you aren't loged on, however with controlled zone, there should be some type of protection. I'm guessing this is where the territory system sets in?
  18. You're all doomed! I just figured out how to do player zombies in this game without breaking the lore. If early or later game play gets a bit uninteresting and grindy this may spice things up. Hint defective resurrection nodes. No you won't be a super zombie ... at first. A low tech variant spawns you without a suit, nanopack and nanoformer but there is a build path to making them. Again late late gameplay if interest wains. I await the dev's comments eagerly. Let the flames begin.
  19. I m opening this topic to share a global game structure point of view that i think will make the difference with other similar games, going point by point through the different game mechanics. First of all this game appear to be the greatest of all, maybe because its unfinished yet and not full of promisses, that allow us to still make dreams about it, far from founded and unfounded critics. (I think we all waited No Mans Sky and been extremly disapointed) - First point will be the "sandbox" term i would like to review: As few of us might probably know and played, but one, and probably the first sandbox game (if we can call it a game), that still exist, is "Second Life". A infinite flat world in a free to play game, divided into square regions that are subdivided and sold by parcels for real money. It has its own ingame building and scripting system (with a language simplified from c++), and possibilities are absolutly endless. The only problem is that graphics are not good looking, its not really a game, it is ful of greifers and everything ingame cost real money, but in the creation part, there isnt any game, sandbox like game that can do better in terms of freedom. - I ll continue then on the "ingame building" and "objects creations" mechanics: To talk again about Second Life, because i think its viewer should be considered as an inspiration source, i m not sure how Voxel works properly yet. But as simple as is it, having a third person view, as a 3d modeling software, and few editable prims, such as cube, sphere, cone, tube, pyramids etc... as base objects, allow an infinite possibility of creations and isnt ressource demanding for the future servers. Objects would have a tree structure, with a main prim and sub prims. Server side, and gameplay side, the freedom of Second Life, makes it not be a game with any goal, I ll refere to Antoine de Lavoisier who said: "Nothing can be lost, nothing is created, but everything can be transformed" In that way the ressource gathering and creation part can take its sens, and significantly limit the memory usage of servers: to be more concrete, the volume of what ever you would wanna build/shape, you will have to gather it. you wanna make a spaceship, you ll have to gather meter cubes of iron to build it (and not stacks of 64 irons as in Minecraft...). Each planet will have a certain volume of each ressources that can be gathered, and players will team up to gather faster and more. Beside that is also the texturing of those creations, and the uploading of any images onto the server could be a payable service, so one of the source of revenue for the developers, for the case of a buy to play service and spend a bit more to customize it a lot better. I think aswell the crafting system must be forgotten (unless its for a device that will let you fusion 2 materials together, but this can be integrated into the UI), and let any created objects, fully designed and built by players themselves, and have a kind of dematerialisation device, that will let you pick up your creation, store it in your inventory, and drop it somewhere else (like Bulma and her capsules in DBZ) Material creation volume limitation might aswell propbably limit greifing, since as any sandbox open world games, griefe is a serious issue - Next i ll talk about "scripting" and animating created objects and give interaction with players: A script doesnt take much space on a server, since it is only a text file, but beeing able to script our own creations, adding movement, functions, interaction, particules etc... would trully give life to your creation and not having them just standing motionless in the air. Second Life as this system too, and that give a greater value to your creations, aswell will start to engage relationship between players and for some will push them to regroup for beeing stronger. The roleplay will be at the rendez-vous, some will be helping for building, some for coding, some for gathering, some for exploring, some for fighting etc... and the community will become more dependant and stronger. Some people dont like to travel but will be impatiently waiting for the scout teams bringing back goods for the community. Here are some example functions that could be available for script creation: /say /tell /wisper /shout /moveto /follow /rotate /lookat /particules /light /sensor /detector /rez /unrez /timer /onpress /onchatcommand etc... not limited to only those, but will need a little work on a simple and proper coding language to make this all work Would open possibility to build and script defens turrets, following bots, UI huds and mods, automation houses, cars, other kind of vehicules etc... And wikis will appear on the web to share all this knowledge about scripting in Dual Univers - Now some other ideas about "trading" and "interaction betwen players": Gathered ressources, created objects all could be a money change through a trading menu, and gold maybe or any other valuable extraterian material could be used as a global univers market money, since gold doesnt have much use in construction, and would be great for making coins right? But i m not sure if a local money proper to the game is a good idea. Once more, let the players decide the way they wanna trade. This super Stark signed lazer gun or this premade space house for 100kg of gold and 10kg of titaprominium etc... Or maybe why not an online market displaying ingame players creation that could be purchassed with real money Aswell i think PVP combat, hunting, flight chassing... should be always enable outside safe areas. A previoulsy saved location would teleport the died player and his spawned objects such as spacecraft, dematerialized and returned back to inventory, maybe with dammages that will need material to be fixed and reused. Traveling in the unknow will become exiting and scary, as it should be! Maybe a player age system (ingame days/years age without dieing) could be integrated for some popularity and community recognition. And the counter would reset on death, unless a freindly player revive before respawn. - Ideas about how could be the environment and terra forming: Inspiration isnt far, but "Minecraft" did it well. days and nights times, each planets with its own type of weather, planets with none, few or only hostile mobs... we want all. It should be for example impossible to build anything night time without a proper lighting. Exploration could still be continued, with stress, with a portable torch light. Terraforming and mining, should be smooth, and not make huge perfectly spheric holes in the ground and not as simple as just pointing a gun here and there and making everything flat. For preservation of randomly generated beauties and strong limitation of griefs. Can check on the "Minecraft" like "7 Days to Die", that have done it well but still very buggy. - To finish, the subscription fee! Developpers might only like this part but we also need to like it to start and continue playing I personnally dont mind paying for it, as long as it stays at a reasonnable price and not become a fiasco full of promisses. Better do it well and take time than beeing in a hurry to make money. As any multiplayers open world games, developpers are looking for long term revenues to reward their years of labor and incoming years of updates. There is no center in this dual univers, but the developpers. They wont sell us one of their planet but here are few points i would personnally agree to buy after purchassing the game: 1- An additionnal configurable device that once put on a land will secure it, from grieifing, from pvp, entering. With different prices, and different size of secured volume, from 100m radius to the planet size (communities might collect donation for buying bigger devices), and would look like a giant spheric force field. 2- Additionnal engines, turbos, guns part, equipments pieces, unscriptable by players essential parts for builds 3- Online offgame univers market objects selling commisions 4- Materials/ressources packs (for the lazier) 5- Textures uploading fee 6- Premade by developpers, objects, buildings, scripts... Didnt talk about travelling, flying system, it might be too early, but of what i have seen, there is nothing to add, looks great! Now i just hope some of those would be criticized and taken in consideration! Cheers!
  20. juvenius

    Arena PVP

    The Idea here is to have ARENA PVP in space or in land....be it a coliseum, or a field or a space area.....ARENA PVP should have a block to start.....this block will have an area. This is diferent than contested territories since in Arena PVP you don't lose your ship or armor or what not....just to test your abilites....a fee in currency or in materials to enter....tax it....the winner takes the rest.
  21. This is a response to this Devblog: https://devblog.dualthegame.com/2016/02/20/builder-gameplay-voxel-tools-elements/ Specifically this section: Beyond the safety of the Arkship, as players explore the universe, we are currently evaluating other possibilities for additional secure areas in the game to protect builders and their creations, as the number of players in game grows and they spread across the universe. We know that each possibility comes with Pros and Cons. Expect the final decision to be announced more or less at the same time we’ll communicate in detail about the PvP gameplay. Here is a brief outline to some safe building zone ideas: Arkification Token: the ability to find tokens (alien relics?) for the players while exploring or mining. They could be used wherever the owner want, and will be destroyed upon use. This would then create an indestructible safe area and anything in it become untouchable by PvP Mechanisms. Alien Ruins: areas on planets containing lost, deactivated alien technology that could be rebuilt/reactivated by players. Once the area is rebuild/reactivated, the area becomes safe and anything in it becomes untouchable by PvP Mechanisms. Virtual Simulator: enabling player to enter a virtual world (call it “inception syndrome”!). While in that virtual space, the player would be able to design any construct, in a completely peaceful setting. This would help builders to design their construct and create their blueprints safely, without being interrupted by any PvP action. For ships, it will also be possible to test their flight mode, without risking a crash or wasting resources! I think that the Virtual Simulator is ultimately the best choice, as having the ability to turn areas into invincible PvE zones seems like it will have a negative impact on the sovereignty and territorial aspects of DU. In my opinion, players who want to be protected should live on planets that are heavily defended by alliances, and should build suitable defenses for their own bases as necessary. I think that if players are going to be able to build zones that are PvE locked, anywhere that is PvE locked should be able to have its defenses destroyed and ultimately turned into a PvP zone. It seems like players who want to build in peace generally will be able to without anyone bothering them. The screenshots make it clear how big planets are, and how heavily forested some of them are. I think that the Virtual Simulator solves the builder protection issue, while eliminating the possibility of introducing a mechanic that players may ultimately end up abusing ("invincible" PvE locked zones). Ideally players wouldn't even be able to build in the Ark PvE zone, it would only exist as a safe area for players to return to while they are learning how the game works before being able to set off on their own to build wherever they went. Does anyone have any suggestions for how a player created PvE zone might work? Ideally, one that could be destroyed by players with enough time and effort (hacking, explosions, etc.)...
  22. Bit of a trivial topic, but seeing as projectile weapons are a thing, there are a couple ways one could go about supplying ammo for such a weapon. You could use: A) a Mass Effect style system, where your ammo comes from a wedge of steel inside the weapon; the top layer is shaved off and used as a projectile. This means you'll only have to replace the item once in a blue moon, though you're still limited by thermal energy produced within the weapon. B ) a normal ballistic weapon system, with the ammo being stored within clips and magazines, and loaded into the weapon separately. This means you'll have to produce bullets and the like, and magazines for them. Could become another market within the game. A bit less limited by thermal energy, but it could potentially prove a problem. C) a conveyor system, like in Space Engineers, where if they're in your inventory, or a ship's cargo hold, they feed directly into the weapon. Simpler than the other two, but less realistic, and thus less immersive. Commence deliberation!
  23. WIP, rebuilding, role-playing is fun but not sure if that's what I want to do in DU.
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