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Alpha 1

Found 9 results

  1. The Federation Alpha is a political entity with an autocratic government form and an aggressive-expansive mindset. We exist with the aim to help our citizens and build up a civilization, so our citizens can live freely. We strive to unite others with us to help promote production and a favourable lifestyle. We offer protection, asylum and citizenship to everybody. We, the people of The Federation Alpha, want to unify the galaxy to make it a better place! Allow me to explain a bit more. The power of The Federation Alpha is divided into 11 ministries, one Prime Minister and the President. Every minister is leading a specific department which consists of coordinating and initiating projects no matter if proposed by a citizen or the president. Onto the more specific job descriptions of the government: The President: He's the head of the state, makes most of the decisions and is the head of the council of ministers. The Prime Minister: They are the right hand of the president, but take the president’s place in his absence, they are the second head of the council of ministers and responsible for the infrastructure. The Minister of Defence: They regulate the armed forces, oversee the military budget matters and procurement of equipment. The Minister of Finance: They're in charge of government finances, economic policy and financial regulation. The Minister of Commerce: They're responsible for regulating external/internal trade and promoting economic growth. The Minister of Immigration: They have the capability to grant citizenship, but also take care of immigration issues, and asylum for refugees. The Minister of Industry: They're in charge of the industry, which includes engineering, employment, and trading. The Minister of Resources: They look after the natural resources (The own resources are kept for emergency situations, instead we go mine somewhere else) The Minister of Development: They oversee innovation, science and economic development. The Minister of Internal Affairs: They're responsible for policing, emergency management and national security. The Minister of Foreign Affairs: They take care of the state’s foreign policy and manage external relations (ex.: Alliances, Peace treaty, truce, …) The Minister of Transport: They're in charge of the transportation within the country. Their responsibilities are road safety, civil aviation, public transport and maintenance of infrastructural projects. (road, bridges, tunnels, …) The Minister of Health: They're responsible for protecting and promoting public health, providing welfare and other social security services. The Admiral: They put the orders of the Minister of Defence into motion, coordinate and supervise the Space Force of the Army. The General: They put the orders of the Minister of Defence into motion, coordinate and supervise the Air and Ground Force of the Army. Governor: They execute the plans of a minister, at least one Governor is assigned to a minister. Their other duties are to oversee their sector and to do quality inspections. Alpha Police Department: It is empowered by the state to enforce the law, protect property and limit civil disorder. They are allowed to use force if necessary. Captain: They command a ship and coordinate the battles in space. Colonel: They command the battles in the air and on the ground. Fighter Pilot: They're trained pilots, who will dominate the sky and space with their comrades, fighting the enemy. There are two categories of Fighter Pilots: Class A (atmosphere) and Class S (space). Trooper: They're disciplined and skilled soldiers, who will be on the front and fight the battles for the Federation Alpha. Those were the main jobs that will be provided by the Federation Alpha. (there are more) Military structure: The military is separated into three sections: The Ground Force, the Air Force and Space Force. The Alpha Ground Force (AGF) and the Alpha Air Force (AAF) is commanded by the General, who is the highest ranking of the Ground and Air Force. The Ground and Air Force consist of the General, Colonels, Majors, Troop Commanders/Air Commanders, Squad Leaders/Air Squadron Leaders and Troopers/Air Fighter Pilots. The Admiral is the highest ranking of the Alpha Space Force (ASF). The Alpha Space Force consists of the Admiral, Captains, Commanders, Lieutenants, Squadron Leaders/Ensigns and Fighter Pilots/Crewmen. In the chain of command, the General and Admiral are equals, those above them are the Minister of Defence, the Prime Minister and the President. The first members of the military will be Troopers and Fighter Pilots because they are the most important part, after recruiting enough man power, we will provide personal training for those who want to rank up. In order to provide a fun environment for every player (citizen of Federation Alpha) and have a frame of ideals to be considered when meeting decisions, we have created a few fundamental rules that compose the general code of conduct for every member. These are the basic laws that will be operating in the federation. LAWS: 1. Human dignity; the human dignity shall be respected. 2. Personal Freedoms; personal freedoms shall be respected. 3. Equality before the law; every individual will be treated the same way. 4. Freedom of faith, conscience and creed; every individual has the right to believe in something, this shall be respected. 5. Freedom of expression; every individual has the right to have his own opinion and to express it. 6. Freedom of assembly; every individual has the right to freely meet up with other people. 7. Freedom of association; any individual can create or join a group/corporation. 8. Privacy of correspondence, post and telecommunications; a conversation between different individuals of the Federation Alpha should not be disclosed without the consent of every participating party. 9. Freedom of movement; every individual has the right to move freely, where- and whenever he wants, if it doesn’t violate any other laws. 10. Occupational Freedom, prohibition of forced labour; each individual has the right to choose their profession and shall not be forced into labour. 11. Compulsory military or alternative service; in case of war or conflict, the military has the possibility to conscript an individual to fight. This individual has the right to refuse, but in that case, they will have to sign up for an alternative service. 12. Inviolability of the home; no individual has the right to enter a private building without the owner’s permission, but if a police officer presents a warrant from a Judge then he has the right to enter. 13. Property, inheritance, expropriation; no one has the right to take away your property, but if it violates any other laws then the state will take actions. 14. Citizenship, extradition; every individual has the right to obtain the Federation Alpha’s nationality. No one has the right to remove their citizenship except the state if it has a valid reason. 15. Right of asylum; if an individual is being chased/followed, they have the right to get asylum until the threat is over. 16. Right of petition; every individual has the right to organize a petition, if they collect enough votes the petition will be considered by the state. THE FINANCE SYSTEM OUR PLANS: The aim of the federation alpha is to build a nation that stays competitive throughout its existence, provides for its citizens and is always capable of growing and improving in order to provide a fun experience for every member. We start this off by focusing on the core of our nation, a capital city that we want to see become a meaningful spot and landmark in the Dual Universe history. Naturally, this will need a lot of hard work that we start of by gathering resources, what will likely fill our schedule for the first days and weeks. After this, the team would be split up into two separate groups one of them will be focusing on building spaceships to get off Alioth and the other one will need to continue mining resources. Once away from Alioth, we will search for a suitable location to begin with the building process of the capital. The first building of the capital will be the HQ, where everything will be managed from. Later on, we will start to build up different sectors like the market, storage and landing areas. For the future, there are naturally more projects, for example we planned to build apartments, roads, stores, a subway system and more. The military has also a role in this, it’s purpose is to protect the Federation Alpha, to fight the enemy, to conquer new land and even sometimes to explore. Morality: The Federation will be kind to everybody, but if we want/need something we will take it. As an example, if we conquer a territory where somebody lives, we will give its inhabitants a choice: they can leave without getting harmed or they can choose to become a citizen of The Federation Alpha and enjoy all advantages that the federation offers, which should be preferable for them. Jobs that the state will provide, will be well paid and the workers get a free living area in exchange for their work. Our priority is the well-being of our citizen, that everyone is treated the same good way. Farewell: Every opinion is welcome. Our current status is 90 members, I hope you consider joining us or just even talk with us. If you want to know more about this project, just join our discord. https://discord.gg/5meXpj7 Our website: http://ogy.de/FederationALPHA My team and I would love to answer your questions. Kind regards Ginger
  2. Orius

    Warping

    How will the players travel to another star system? I've heard of star gates, but would ships also have warp drives to travel to other star systems in space?
  3. Hello everyone, I would like to present the community with the opportunity to join us as we start our Alpha testing for Scabra Metallum. Scabra is setting out to be a secure financial institution where anyone can bank their money, take out a loan or mortgage, and even participate in a stock exchange type market where resources can be traded for stock in a company or player. The system will be a bot program on discord, but reflect in game transfers of resources and money. Any questions on this system are welcome and will be answered to the best of our knowledge. The link for the discord server is: https://discord.gg/cqWA733 I hope to see some of you there.
  4. DirectorRose

    CCTV and System Requirements

    So will you guys be adding anything in terms of CCTV cameras, so if someone wanted to add a security station in their facility, they could place cameras to watch over their facility from one room? Also, do you guys have an estimate on the system requirements yet? Great work on the game so far I can't wait to play!
  5. CharlesAugustus

    Ship Weapon systems?

    I'm here wondering what weapon systems for ships will be available in game? I have a few idea's and I'll discuss their uses but I do not know if these kinds of weapons will be in the final game these ideas are my own theories. Plasma Weaponry - Now if your an Avid Sci-Fi reader like my self you'll know Plasma is a popular idea, Although in space i wouldn't say it is, Plasma is let's say essentially super heated Gas and Space is a Vacuum, no air and very very cold so over distance the Plasma is going to lose heat and disperse which will at best make it only a decent short range weapon, and in space you want long range weapons so Plasma weaponry on a ship i think would be best for just Point Defense, in fact it'd be great as an Infantry weapon as well. Missiles - A classic piece of weaponry which could have many different types and uses, you could have your usual explosive ones to destroy targets or you could have ECM ones to confuse the enemy scanners and make them think you have more missiles than you launched, In fact you could have a load of very small missiles used for point defense purposes taking down large enemy missiles. Lasers - Light Amplification by Stimulated Emission of Radiation, this is what Laser stands for so it is essentially concentrated light to form a very hot beam (How many of us have gotten a Magnifying glass on a sunny day and murdered thousands of bugs?) And it has an effect on Earth but what would it be like in space with no Atmosphere to block most of the Radiation and refract the sun light? Why you'd get a 100% certified death beam and since Light travels very fast you have a great Point defense system and if the enemy don't have some strong ceramic armor then Lasers would be devastating in ship to ship combat. Rail guns - A classic weapon, compared to the others listed so far its simple and easy and if enemy ships do have ceramic armor to prevent lasers then Missiles and Rail guns are the way to go, the great thing is once the rail gun round reaches top speed it's not going to stop until it hits some thing, so i guess Rail gun's are simple but what about their Rounds? Why you could stuff explosives in the middle of one so once it pierces enemy armor it explodes inside doing untold damage! (Essentially a Smart round.) Mass Driver - A cousin of the Rail gun, this could be used to launch very large objects at an enemy ship. Now i did this post on a whim and there may be more weapons that i did not mention (Torpedo's, but no idea how these would work in space?) if you can think of some just leave a post!
  6. (Posted Friday 31th of March 2017 on the DevBlog) Hi everyone! Today we are going to talk about the organizations in a more detailed way! As usual, keep in mind this is how the organizations are planned to be implemented for the official release of Dual Universe, not for the Alpha. As it is still work in progress, some mechanics might change based on community feedback and/or for technical reasons. For the Alpha (currently planned for September), we will most likely have a basic version similar to what we currently have on the Community Portal*. Veteran MMORPG players will undoubtedly be familiar with the basic concepts of guilds and clans from other games so some of this information might feel like a review to you. However, we wanted to give a complete overview of Organizations so that even players new to Massively Multiplayer games would understand what Organizations are, the benefits of joining one, and why you might choose to create one. If you have friends who like building games but haven’t ventured into MMORPGs yet, then they might be interested in this Blog post. (*we are talking here of the current version on the Community Portal + an update scheduled to add a Super-Legate rank and many changes for Members and Legates rights) What exactly is an Organization in Dual Universe? It’s a Moral Entity able to: - accumulate “Quanta” (the in-game currency) - own Assets (Items and Constructs) - gather Player Characters under the same flag for a common goal. - create a hierarchy, with ranks and roles for all Player Characters gathered in it. - be a member of another Organization, just like a Player Character. What are the purpose and benefits of an Organization? - It enables players to accomplish greater goals than what a player could do alone: The ability to pool resources and in-game currency will help a lot. - It consolidates the continuity of a long-term project: Players can enter and leave an organization without heavily impacting long-term projects supported by the group. - It gives a political dimension to the game: Rights & Duties can be transferred from one Player to another, and Powers are decided by the Legates through a vote (if the Organization is a democratic one). - It legitimizes conflicts between several group of Players: This will enable members of different Organizations to fight between themselves and kill each other, without being the target of reprisal mechanics (like bounty hunting) if a war has been declared between the said Organizations. RDMS (Rights & Duties Management System) in an Organization: - Different actions can be done on each Asset: each possible action is defined as a Power. - Access to a Power on an Asset is given by a Tag. - Each Power has a list of Tags associated to it. - Each Player Character has a “wallet” of Tags. Here is a quick example illustrating the system: Here we have an Asset having 3 Powers: Use, Sell and Edit. The Organization is composed of 3 Player Characters: Alice, Bob and Warren. In this situation: - Only Bob can edit the Asset. - Only Warren can sell the Asset. - All three can use the Asset: 1) Alice can use the Asset through the Tag “alice” 2) Bob can use the Asset through the Tag “bob” and “squad1” 3) Warren can use the Asset through the Tag “squad2” But that’s not all: you will be able to create more complex administration rights by creating a hierarchy between Tags! Let’s say “stock_management” is the parent Tag of “ammo_management” and “raw_materials_management”. If a player has the Tag “stock_management” in his wallet of Tags, he will be able to use or manage any of the Organization’s Assets having the Tag “ammo_management” or “raw_materials_management” depending on which powers are associated with those tags. The Rights and Duties Management System is also used to create the Functions. A Function will contain various Tags defining an assignment. Let’s say that Warren gets the Function “President” in the Organization “MyOrg”. Now his Tag Wallet in “MyOrg” looks like as follow: As the President, Warren will have the ability to declare war to another Organization. A Treasurer will manage the Organization bank account , a Gunman will be able to use some (or even all) weapons and military Elements to defend the Organization, etc. Of course, we will provide standard, ready-to-use Functions such as President, Treasurer, Miner, Industrialist, Gunman, and Military Officer to save time and allow players to quickly get their Organization operational. Acting in your name or in the name of an Organization: A Player Character can be a member of several Organizations. Therefore knowing whether they are acting on their own behalf or on behalf of an Organization (and which one) is very important. We call “Role” the state where a Player Character represents an Organisation (or just himself). By default, a Player Character has at least the Role where he can represent himself. Under each role, the Player Character has a Tag Wallet. When a Player Character is accepted into an Organization, the Player Character automatically gets an additional Role where he can represent the Organization. While under the Role representing the Organization, all the actions can affect the Organization. For example: - Receive Quanta on behalf of the Organization: Quanta are transferred to the Organization - Craft an Element: the Element is owned by the Organization (not the Player) as a result. - Harvesting resources: The resources are owned by the Organization (not the Player) as a result. Example: After declaring a war that displeased most of the members in “MyOrg” (which has a democratic system), Warren has been demoted from his function of President and kicked out (Warren, what have you done? You should have consulted your guildmates before doing that!). He has now joined a new organization, “Corpo1”, as a miner and has just discovered he can act in the name of “Corpo1” or act just for himself. In the windows where he could choose his active Role for the time being, it will look a bit like this: However, keep in mind this is a simplified view of the Tags: as it will probably become quite common to have the same name for a Tag in different Organizations, the Tags will be “scoped” to avoid conflicts. Let’s say Warren is accepted again in “MyOrg” and gets the Tag “miner”, just like in “Corpo1”. To avoid conflicts, the Tags will be scoped as follow: Political Action (Vote) in an Organization: Only Legates will be able to vote. Votes could be used for administrative decisions like: - Accepting a new Member in the Organization - Excluding a Member from the Organization. - Giving a Function to a Member - Changing of the Vote rules Of course, the list of administrative decisions above is far from exhaustive. A Legate can also give his/her ability to vote to a representative (another Legate) Above, the Organization “MyOrg” has 5 Legates: Kim, Bob, Alice, John, Steve. John and Steve give their right to vote to Alice. Alice now counts as 3 votes. However, she will be absent for the next vote so she delegates her right to vote to Kim. Bob also gives his right to vote to Kim as he trusts her completely. In the end Kim will have all the votes so she will be able to make important decisions for the Organization without involving the other Legates. Big responsibility for Kim! We hope this has given you a better grasp of how an Organization will work in Dual Universe. Not all related game mechanics have been explained as it’s still currently in development, so there will be probably a second part later. As always we can’t wait to read your feedback of what we’ve discussed so far! The Novaquark team
  7. RED HAT SYSTEMS This topic, sponsored by Red Hat Systems, aims to inform players about the LUA scripting side of the game and clarify the facts. KNOWN ELEMENTS Propulsion Engines, Fuel Tanks, Cockpit, Navigation Instruments, Doors, Weapons, Batteries, Containers, Accelerometers, Radars, Targeters, Drone Bay, Elevator, Inclinometer (Gyroscope), and last but not least… CONTROLS UNITS / DISTRIBUTED PROCESSING UNITS Control Units – A control unit is the computer hardware, whereas the DPU (Distributed Processing Unit) is the computer's software. In fact, every element in the game will have a built-in DPU. The difference between control units and other elements is that the control units exist specifically to run player-customized DPU's, whilst the DPU's embedded in other elements are not customizable. DPU's will be distributed (sold, copied, transferred, etc) in black boxes. Think of the black box as a USB Memory Stick. Only a single black box can be inserted into a control unit at any one time, however a construct (ship, car, boat, factory, etc) can have many control units and therefore many black boxes. The black box is therefore simply a transport mechanism for the DPU. More on black boxes later. Each DPU will be capable of emitting events (standard pre-defined events written by the devs and also player-defined events written in LUA) and exposing executable functions (again, predefined + custom). The DPU will also have a collection of event handlers (again, predefined + custom: you get the idea). An event handler simply listens out for events, and then executes a function if a player-defined expression evaluates as true. Each DPU has multiple slots where other elements can be plugged into (Think of USB Ports). KNOWN EVENTS (EXAMPLES) self.radar1.enemyAt(x,y,z) KNOWN FUNCTIONS (EXAMPLES) self.inclinometer2.getRoll() self.Inclinometer4.getPitch() self.engine1.setPower(100) self.weapon7.fire() In the example events and functions above, “self” is simply a Lua keyword that implies the code is referring to its own scope. “radar1”, “weapon7”, etc are the names of the slot that is emitting the event or is being targeted to execute a function. “getRoll()” is an example of a function being invoked (safe to assume it will return a numeric value with roll angle). SYSTEM DPU The system DPU is rather special. It handles user input (emit event when a key is pressed) and also controls the flow of procedural code (as opposed to event driven) via the use of timers. I.E you could call system.setTimer(0.1) and provide a function that will be invoked every 100 milliseconds. Another awesome feature of the system API – Customizable GUI! That's right, via calls to system you can customize the games GUI. BLACK BOX/COMPONENT DPU A Component DPU is an element that you, as a programmer, will be selling to other players. It will abstract the functionality of your custom DPU into what can be seen as a compiled library. The end user will be able to consume your functions and events without seeing the underlying code. If the end-user is another programmer then they can use your Component DPU as a module to write their own Component DPU which requires your Component DPU in order to work. If the end-user is not a developer they can either drag and drop the required functionality via a simple UI, or they can make use of an auto-configure system (Think Plug and Play). SUMMARY What the devs have done here is give us access to the very tools they themselves use to build the game. When you use a Propulsion Engine, its functionality was written by the devs in the same way a player might customize a DPU. The Propulsion Engine has its own pre-defined fully functional DPU inside it. By introducing the concept of Control Units we as players can fully mod the game, from within the game. If we don't like the way the Propulsion Engine handles, that's fine, we can just overide the behaviour with our own code. The same for almost every element in the game. The devs has basicly created an in-game IoT (Internet-of-Things). This system literally redefines Emergent Gameplay, in fact it laughs in the face of Emergent Gameplay. Nothing else comes close. Intrigued? Love to code, or hungry to learn? Join the most advanced organization in Dual Universe. Red Hat Systems needs you!
  8. gyurka66

    Simulated computer systems

    The devs said that we will be able to program things in Lua(Programming Language). It could mean there will be simulated computer OSs, Networks and other things. I like the idea of being able to hack an enemy ship or machine.
  9. CharlesAugustus

    Ship Weapon systems?

    I'm here wondering what weapon systems for ships will be available in game? I have a few idea's and I'll discuss their uses but I do not know if these kinds of weapons will be in the final game these ideas are my own theories. Plasma Weaponry - Now if your an Avid Sci-Fi reader like my self you'll know Plasma is a popular idea, Although in space i wouldn't say it is, Plasma is let's say essentially super heated Gas and Space is a Vacuum, no air and very very cold so over distance the Plasma is going to lose heat and disperse which will at best make it only a decent short range weapon, and in space you want long range weapons so Plasma weaponry on a ship i think would be best for just Point Defense, in fact it'd be great as an Infantry weapon as well. Missiles - A classic piece of weaponry which could have many different types and uses, you could have your usual explosive ones to destroy targets or you could have ECM ones to confuse the enemy scanners and make them think you have more missiles than you launched, In fact you could have a load of very small missiles used for point defense purposes taking down large enemy missiles. Lasers - Light Amplification by Stimulated Emission of Radiation, this is what Laser stands for so it is essentially concentrated light to form a very hot beam (How many of us have gotten a Magnifying glass on a sunny day and murdered thousands of bugs?) And it has an effect on Earth but what would it be like in space with no Atmosphere to block most of the Radiation and refract the sun light? Why you'd get a 100% certified death beam and since Light travels very fast you have a great Point defense system and if the enemy don't have some strong ceramic armor then Lasers would be devastating in ship to ship combat. Rail guns - A classic weapon, compared to the others listed so far its simple and easy and if enemy ships do have ceramic armor to prevent lasers then Missiles and Rail guns are the way to go, the great thing is once the rail gun round reaches top speed it's not going to stop until it hits some thing, so i guess Rail gun's are simple but what about their Rounds? Why you could stuff explosives in the middle of one so once it pierces enemy armor it explodes inside doing untold damage! (Essentially a Smart round.) Mass Driver - A cousin of the Rail gun, this could be used to launch very large objects at an enemy ship. Now i did this post on a whim and there may be more weapons that i did not mention (Torpedo's, but no idea how these would work in space?) if you can think of some just leave a post!
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