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Alpha

Found 4 results

  1. Less of a gameplay, more of a forum idea. We currently have both player and organization introductions in one category. I suggest that we (well, mods / admins that is) create a new category for player organizations, alliances, etc. This may be more useful sooner or later in my book and may eventually make finding them easier. It also looks a bit better. Of course the sooner this would be considered and implemented, the less work you have later on as you move threads over. If we assume people are for this idea, how could one execute it as we have threads in the category already? Perhaps users are allowed to move their own threads between categories. If that's not yet possible (I didn't try so far) or not intended then mods could move threads upon request. There aren't that many organizations yet so that should also not be too much of a hassle.
  2. 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?
  3. Code24

    Encouraging PvP

    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 guilds etc. Ideally, a player should be able to get in the game, buy a decent player-made ship, and head out to do some PvP without worrying about spending the entire day trying to find one. I think "battlegrounds" should be determined by scarcity of valuable resources, not a preset, static area. If you have ever played Space Engineers you know that PvP is rare and frustrating in survival servers. Why? 1. There aren't enough players in a single server 2. It quickly becomes extremely hard to actually find other players 3. All the resources are fairly abundant, meaning there is no need to fight over them 4. "Territory" is non-existent, beyond setting up a beacon on antenna saying "this here is mine" your faction wont have territory I believe that there are possible solutions to each of these problems: 1. As a single shard universe there will be as many players in the universe as are online which will (hopefully) be a lot! 2. Dual may need a galaxy map or some other system to show where the largest volume of players actually are. If you are a large organization of players you should not be able to hide it very well unless you are using stealth tech. Once you get to a system or planet, you should be able to detect ships that are relatively close by and intercept them similar to Elite Dangerous. Whether you will be able to intercept them depends on the capabilities of your ship. This will allow for piracy, bounty hunting, and mercenary work. 3. While some materials, like the ones that allow you to create a functioning ship, should be fairly accessible all across the universe, others should be very scarce. For example: the material used to refine fuel for FTL (assuming FTL is a thing), only exists in a handful of locations within a system. These will be the strategic locations that eventually become battlegrounds for factions to struggle over. So if you want to participate in more cooperative PvP, you join a warring organization of your choice and head to one of these contested locations. Will these locations always have balanced and fair fights? Of course not. It is the responsibility of factions as a whole to gain the unperhand strategically, not individual players. 4. Dual Universe already has a very solid territory system that makes it clear who owns land on planets. I don't know about Space/Asteroids ownership yet though. Let me know what you guys think!
  4. I have been thinking about a way to do communication without teamspeak and thought about a number of ways to do it, some ways would be via voice and chat channely deicated to local area, groups, factions, global (system), galaxy/universe wide the second way would be allowing you to create completly custom chatrooms both for typing and voice chat (like teampspeak where you can create extra rooms on a server another possibility would be a basic chat completly used via chat commands (minecraft chat/stellaris chat) the last and in my opinion best way would be to do it like the "acre" (advance combar radio enviorment) mod for arma, creating a itam that allows you to join specific frequencies and even using speciall encoding procedures to avoid being spied on, this would allow for a great diversity of gameplay from factions using multiple frequencies to have a strictly organised comm system, for example group a has 2 comm officers a and b, a is responsible for commands from the higher ups and relaying them to the group leader, b responsible for leading orders further down the command chain. Or a radio station opening on a frequencie broadcasting news and playing music all COMPLETELY player driven. Basic functions of acre demonstrated: wow ingore this while i edit it
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