Search the Community
Showing results for tags 'Battle'.
From mining and transport to battle and information, robots are huge parts of sci-fi and futuristic television shows and movies, so why not bring them into Dual Universe? Being a solo player can seem nearly impossible if faced against larger pirate groups, or even managing larger ships, but if you had a hard working team of steel companions with you, it would be an even match! Host an industrial company and don't want to fork out thousands of your hard earned credits to pay for defense? Worry not! For you may manufacture hundreds of honest and loyal machines to keep your business in running or
Hey, I'm PurpleAnt. I own the UDF(Universal Defensive Force). The UDF is partnered with the JSDF(Joint Syndicate Defense Force), the JSDF is the military branch of the Cinderfall Syndicate, the 4th biggest organization in the game so far. And we are working to expand our partnerships to other organizations such as SilverLight Ind. But what you might be asking is "What is the UDF?" The UDF is the SWAT of Dual Universe. Unlike branches of big organizations such as the JSDF or the TUSC(Terran Union Strike Command), the UDF ventures across the universe protecting client's ships/constructs and leav
I have seen some talk lately of how exactly to make sure that there is consistent and balanced PvP within the Dual universe. One suggestion I have is seen is "PvP battlegrounds" or pre-determined areas that will create balanced matches between factions. I am not a fan of this idea because I think there are better ways of achieving this. One of the great things about this game that is that it has the potential to offer something for everyone. A large amount of those people will be looking to play this game for the PvP and will not want to spend all their time mining/designing/building g
I think this is a very important game design issue that needs to be addressed and re-addressed. How to avoid the single strategy that more numbers = win. Now, there is nothing wrong with the zergling strategy - it should be as viable as the next and I don't think the game should prevent organisations from adopting it. The problem occurs when it becomes the onlycounter to itself. A game that has only one viable strategy is either broken or boring. The key is in providing variability and making combat complex enough that the difficulty in leading players into a battle becomes exponentially