Jump to content

Search the Community

Showing results for tags 'city'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Starting Zone
    • Rules & Announcements
    • The Arkship Pub
    • Novark's Organization Registry
    • General Discussions
    • Off Topic Discussions
  • Ideas & Gameplay discussions
    • Idea Box
    • The Builder's Corner
    • The Gameplay Mechanics Assembly
    • DevBlog Feedback
  • Fan Art, Fan Fictions & Roleplay
    • Novark Agora
    • Novark Archives
    • Novark Art Gallery

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location:


Interests


backer_title


Alpha 1

Found 17 results

  1. At Tranquility we build the Future, we reshape the city as we see fit and we build friendships The city houses residents, diplomats, shopping centrals, broadcasting networks, bars, casino's, crafting and large manufacturing facilities, repair and construct docks and much more. At this moment Tranquility is running a new program to help smaller organizations to grow, build their dreams and stay Fully Independent. All the organizations residing on Tranquility can be in this program, if they want to be in it. We help you grow, get organized, bring contacts, time zone staff, 24-7 security. Tranquility Security is backed by the FMA, several defense contracts and Non-Aggression-Pacs. Last month we saw the first addition of our Lore published by Outpost Zebra, Thank you for making this possible! We would love to share it and it can be found at: Tranquility Lore Published on Outpost Zebra Other news is the Founding of C.A.T.S and the bright future we will build together, becoming a resident does not automatically make you a C.A.T.S. Member. Becoming a C.A.T.S member is voluntary and not mandatory for Tranquility Residents and this way we do not interfere your other Organizations For those of you who are still looking for a nice place to live that does not interfere with your other Organizations Or alliances we still have room in Tranquility. Every individual that is member of the City Tranquility is a resident. All facilities are open for use for all residents, all Tranquility Docks and rooms are open for residents. A Resident will be offered a small room and a place to park a small cored ship. In the restoration period of Tranquility the materials for building this room and park-spot are the residents responsibility. In time Tranquility offers fully build rooms and parking spots for free. The opportunity to build your own room in space is there. For organizations that also want a district like the ones we already gave out feel free to contact us. Having a district or space-base docked to Tranquility does not automatically make you a C.A.T.S member. Tranquility is independent, neutral, unbiased and hoping to work together with you all to become the largest Social shaped Space bound City. For any questions contact Aaron Cain on discord
  2. With the Kindness of the people of Outpost Zebra: The first chapters of the Chronicles of Tranquility https://www.outpostzebra.com/chronicles-of-tranquillity-daybreak/
  3. Welcome All !!!!! And always feel welcome to come visit the city! We are growing, maybe not in direct numbers but every day we get new treaties with new and already established organizations, federations, unions and empires. And although we mainly open sectors, floors and rooms to Organized people we want to show you a small part of what it would mean to live in tranquility. The next information comes from the Manifest chapter "Ranks" And although it is still in the editorial phase we wanted to share it. Ranks There are only a few ranks in Tranquility, Why? it is a city, not a full blown war syndicate. The ranks we have are the following: Adventure Squad One Squad leader Squad Member Tranquility Resident Tranquility Resident This title is the first title you will get and you will have it till you leave Tranquility. In fact this is no title but your acceptance into the organization named tranquility, Thank you for joining! As resident we might ask you to donate materials for the greater good of Tranquility to be able to maintain it and build extra facilities for your use, there will be no taxes. Most of the facilities on Tranquility are sponsored but some we will build ourselves on popular vote, and when these are build we will ask a small but reasonable donation in the building effort. And as a thank you, you will get this Title and all rights to Tranquility and its facilities. Some spaces are restricted to you, that has to do with security and rooms belonging to partnered organizations. A Resident will be offered a small room and a place to park a small cored ship. In the restoration period of Tranquility the materials for building this room and parkspot are the residents responsibility. In time Tranquility hopes to be able to offer fully build rooms and parking spots for free.
  4. DISCORD: https://discord.gg/CYNYpT9 PORTAL LINK: https://community.dualthegame.com/organization/tortuga Tortuga City is a building project of immense proportions looking for builders and residents to join in this great undertaking. Tortuga aim’s to be a community created, neutral player hub for all players in Dual Universe. As Alpha/Beta are now underway, Tortuga’s evolution as a community and city will progress up through launch. We will be testing, making blueprints, and finding out what we really need to keep a city going strong. At it’s heart, Tortuga is a city project for Dual Universe. Organization affiliations and agendas will play no part in the politics or development of this community hub. Please read this statement about Project Tortuga from Cybrex, the Project Director for Tortuga: https://docs.google.com/document/d/1-esur-s4sCeCwH3kDGlV90iz4JkHljSaTOLHaKz_FCk/edit?usp=sharing WHY FOR YOU DU DIS??? Plenty of organizations have cities planned. Some of these are quite ambitious in scale and already quite advanced in planning. So why are we doing this? Well, it turns out that a bunch of us from different organizations have a real world background; or work in; urban design, town planning, architecture, construction and geospatial (mapping) systems. And through the course of talking "shop", we realised that real towns and cities grow organically (while guided with zoning), and the idea of a single organization enforcing a certain architectural style or design thinking approach was a bit odd. We wanted to make a place which, while based on some well thought out design rules and urban zoning, would have a feel of a free city, sprung up around trade, rather than a designed urban space (using a grid for instance) one sees with administrative cities such as Brasilia, Brasil, or Canberra, Australia. LOCATION? In the best interest of developing a city long term, we want to place Tortuga in a safe zone. However, based on how little we know, we are not going to decide the location yet. We could build within the safe zone on the first starting planet, we could build on a floating asteroid in space, settle another planet in the starting solar system, or wait until build it in a completely different system. This is what we plan to find during Alpha/Beta of Dual Universe. Finding out the best possible location that meets Tortuga’s needs. HOW DO WE GET THERE? For now, we have broken the development of Tortuga down into three basic phases. These stages of development will follow Dual Universe from the beginning of the Pre Alpha up until the final release. Phase One: Theory discussion and brainstorming of possible starting points for building. Understanding how the build system works etc. Phase Two: Deals with the actual planning and implementation of theories from Phase One. We will be piecing together Tortuga bit by bit as we finalize it’s layout. This will be a continuous process through Alpha/Beta until release. Phase Three: Begins on the day Dual Universe officially launches. This is when we will be putting the city together in a live setting. HOW TO GET INVOLVED? Join our Discord! We have created a server for all interested in parties for Tortuga. This will also act as the main communication application for Tortuga even after release. Simply join the server, and state that you would like to get involved in the development of the project. If you just want to live in Tortuga, then that’s fine too, join anyway. DISCORD: https://discord.gg/CYNYpT9 PORTAL LINK: https://community.dualthegame.com/organization/tortuga
  5. Snipester

    City Building Standards

    Hi all, Since there is now a city building event involving many unaffiliated players, I think it’s a perfect time to have this discussion. Players are going to have all sorts of different structures and ships. At the same time, trade will be a vitally important component of the game, which will, in many ways, depend on infrastructure. Not only does that mean roads for hover vessels, but even landing pads and docking/loading stations for flying vehicles at market units and spaceports. In order to optimally facilitate trade between players, I think it would be very beneficial for a set of standards to be agreed upon between many of the organizations in DU. For example, we might say that road lanes should be x meters wide. Small landing pads should be x by y meters, medium landing pads should be x+5 by y+5 meters, etc. This would make it easier for players and orgs to design ships that can be more widely used across the universe. It would also help city planners and builders have a set of values to build around, and help organizations optimize access to their market units. Obviously this would be impossible to enforce; that being said, I think it would be in the best interest of any organization to establish and follow such standards. It will take time to discuss, but I figured I might as well get the conversation going. Thoughts?
  6. To have a somewhat imersive experience in Dual Universe we definitely need to see cities. But why exactly would people create cities in DU if just use a vast amount of resources without any real benefit except for showing off? Normally city planning depends on a lot of different factors, like the environment, available resources, especially food, the condition of the ground, expected industries etc. Those are mostly things that wont work in DU. On the other hand, building cities in DU has quite a lot of disadvantages, like being target for raiders, warmongers or just griefplayers. So without any real benefit or need to create cities we will at most have very few large organization building and maintaining a city as HQ and maybe one or two trading hubs. Mostly we'll see well hidden factories and bases which are statistically placed across the planets with nearly no clustering. There are two possible ways to facilitate cities. One is giving artificial benefits like production bonus or similar things, i wont advocate that as it is unrealistic and just shows a lack of creativity in the game design. The second way is giving realistic incentives. The only incentives that work on larger scales in a mmorpg are economic or security benefits or needs. Social or educational facilities can be mostly ignored (there could be University-Type elements that increase the speed of accumulating xp for the first 20% or something of the skilltree, with which organizations can cater to new players, but that wont be a real incentive for creating a city). In my mind there are three mechanics which would directly create the need for clustering buildings on a small area: 1. Powergrid The first suggestion is, that all functional elements (Doors, electronics etc.) require electricity. Standard, small sized elements would need a marginal amount of power so, that a small generator that can easily be installed in every ship/building is sufficient to support them. More advanced facilities like factories, Elements with strong supporting effects (something like the University for example, or greenhouses), military elements (planetary turrets, shields, sensor units ...) however should have an exponential increase of the power required. Factory units for example should require enough power, that no stacking of small generators can support them. To support those power hungry elements players can build power plant elements which are extremely large on scale, like 64³m³. They would support buildings within a certain radius with a set amount of power and to increase that radius you could create power-relay stations. What does this do for city building? If players want to run a factory or other facilities they need to create a power plant. If a single power plant generates enough electricity to support several factories, then the economic way of action would be creating enough factories within the vicinity of a power plant to effectively use the generated power. A large cluster of factories in turn needs military protection as it is a nice target for raiders, thus we have some kind of city growth. At the same time owners of those power plants could rent space in the effective radius for players which can afford to create a factory, but not the required power plant. This can be extended to every kind of large scale element which would be nice to have in a city, for example if we want a space port in the city. The simplest way would be to just create some flat areas for ships to land on. But what about quality of life services like refuelling or rearing constructs? Those actions can take ages. If we had large scale elements like a repair Dock, which repairs damaged ships in the vicinity if activated or refuelling stations, those can save a lot of time to players. Elements like that would also require a lot of power, thus the need for a power plant in the vicinity. In short, if every advanced element has a big size and a large power requirement, coupled with the need of power plants, we would by default see clusters of buildings which can be called cities. 2. Resources We can see in some videos how the ground is removed with a tool, its fast, efficient and effortless. if we can mine resources in this way, then DU players will be like a big locust swarm, run across the surface of a planet, scanning and within hours mining all interesting resources. But a big influence on city-building is the need to create a permanent structure in specific places, thus mining resources should definitely not be near-instant. Optimally mining out a big underground ore vein should take years if done by hand or several months when done with elements for mining. If we have long term mining then locations get a certain economic and strategic importance. If an organization finds a large vein of a rare metal it can't just mine it and go away, it has to defend this place against other players. Thus they need to create defensive structures, which again need power plants. If you have defensive structures and power plants on a mining base and some power surplus due to it then its economic to just continue and create the needed refinery elements etc. too, which in turn leads to clusters of buildings again. 3. Dependencies Similar as all functional elements require electricity there can be other dependencies which make it necessary to create several constructs at the same place. In the new content update we learn about market Bots, where resources can be sold for quanta and elements can be bought (probably very limited after crafting is implemented, but maybe some of the most basic elements can still be bought). Those Quanta and elements aren't created from void and the sold resources can't spontaneously vanish. So if someone wants to place market bots in his base, it would make sense to require a trading hub element in the vicinity. There are quite some heavy industries which are dependent on water as coolant, so some refinery elements could actually need water purification plants in the area, the same plants could be used to support greenhouses or other buildings with water. If several buildings depend on each other there is a huge potential to incline people to gather together and create cities. Especially as everyone has a limited amount of cores available. ######## I really think that those three points are absolutely necessary for a good experience in DU and will lead to some pretty interesting results.
  7. of course i do understand that things will change. Tho to the extent it is possible to do this ___________________________________________ Alpha City Big City with buildings from the time before Release, Submit buildings, All the way to release. Let people vote for buildings to be added. The Community take care of what gets to be in The Alpha City? Let the buildings from the people before the release be remembered forever The Alpha City, The 1st City
  8. CaptainTomBombadil

    The ability to purchase and control an area

    I think it'd be cool if we could create a space like a cabin or a store or a city etc. If we have something like a city, we can create constructs in an area and we can control via invitation or membership or something, who is allowed in the area, it can be a safe zone where there's no pvp, a store that can actually sell things for credits (or possibly some other form of revenue, at some point interchangeable to a currency like PayPal or something). We could sell advertising space in our areas. It would just be nice to have a place we can call "our own" in this new universe. I know people that can create and print membership cards or something. Maybe we can all be allotted a small area? Like a house in a neighborhood. Create a place where we all start from and can go places from there. Maybe a row house in a neighborhood would be cool. idk, just brainstorming here.
  9. The idea is simple, we alpha players, have the opportunity to test and try before everyone. So why not build our own city, as an experience ? Anyone can join and build is own stuff, no need for big. So, who's in ? Why this ? -Do a social experience -Strengthen the community -See how much it's doable or not -Test the game, and see if we have to address issues to the dev, or new ideas. It would be very nice if the major organization participate (even with few members) to this and have their own quarter here. I do not want to own the city, I just want to do a prove of concept, see if it's socially acceptable, as well as doable. It has to be a community project, and it can be done because we are not yet a huge amount of players. We are all here as tester, so let's do so and see what we can do with this game. Thank you for your vote, whatever the answer. EDIT: I created an Organization for convenient reason, it will just let us build together under the same zone and have no other purpose than rising the Alpha City. https://community.dualthegame.com/organization/alpha-city
  10. juvenius

    DU First City Proyect

    The Foundations of civilization is citi building, we need to think on how to make a city with the political and social structure to work...a city state. Before building we need to make this happen. Maybe take the chat to a Slack to streamline it.....but either way...cities will be build...the first one is the Genesis.
  11. When you build a ship you need a basic idea of the ship that you are building....when you are building a space station you need a basic plan or idea to build that....but cities are dynamical buildings come and go....infrastructure is upgraded and updated and so on. This topic looks to address the issue of the complicated thing that a city is, a start of a conversation in to making the most basic of things in a city urban planning. On a more basic level cities are organize districts then in Lots. DU needs to adress this from the start if it wants to make cities that really stand out. One owner per lot. City / District / Lot is the break down structure that i see the most simple to go. A idea is for example: Small City - 5 Districts / 5 lots per district Medium City - 10 Districts / 10 lots per district Large City - 20 Districts / 20 lots per district Also the ability to mode hole buildings from lot to lot, lets say that you made a industrial district and you want to move it to a bigger city or in the same regard a Small City upgraded to larger city..... Will right more on the topic...just wanted some feed back from the community on the idea.
  12. juvenius

    DU First City Project

    The Foundations of civilization is citi building, we need to think on how to make a city with the political and social structure to work...a city state. Before building we need to make this happen. Maybe take the chat to a Slack to streamline it.....but either way...cities will be build...the first one is the Genesis.
  13. Dear organisation leader, dear citizen, dear friends, I would like to invite you to join our confederation "PROCON" - The Protector Conglomerate, PROCON stands for a peaceful alliance amongst organisations of this world. Our goal is to build up a protected area far away from the starting zone to share knowledge, trade, live together, have fun and make history. We are an ambitious group of executives who have a concept and resources to put this goal into operation as soon as possible. Our goal for the near future is building up a platform, where leader of organisations can create their organisation and invite their member. There you can chat, communicate in privacy and exchange each other. You will have the option to get in contact with other alliance members of other PROCON-organisations. We already have a Teamspeak-Server you can join. Please send me a private message for the address. I am looking forward to talk to you! The requirements for joining our confederation are currently an active alliance with at least 5 member. If you don't belong to any alliance yet, feel free to join FREEDOM, as it is the community for those who want to be part of PROCON and focus on the fun Feel free to contact me at any time if you have any questions or would like to help building up our confederation. I am looking forward to hear from you and to see this amazing project come alive. Apply today! Cheers! Villspor Links: https://community.dualthegame.com/organization/procon https://community.dualthegame.com/organization/freedom https://discord.gg/GH6Ccqr
  14. When you build a ship you need a basic idea of the ship that you are building....when you are building a space station you need a basic plan or idea to build that....but cities are dynamical buildings come and go....infrastructure is upgraded and updated and so on. This topic looks to address the issue of the complicated thing that a city is, a start of a conversation in to making the most basic of things in a city urban planning. On a more basic level cities are organize districts then in Lots. DU needs to adress this from the start if it wants to make cities that really stand out. One owner per lot. City / District / Lot is the break down structure that i see the most simple to go. A idea is for example: Small City - 5 Districts / 5 lots per district Medium City - 10 Districts / 10 lots per district Large City - 20 Districts / 20 lots per district Also the ability to mode hole buildings from lot to lot, lets say that you made a industrial district and you want to move it to a bigger city or in the same regard a Small City upgraded to larger city..... Will right more on the topic...just wanted some feed back from the community on the idea.
  15. Tbabz17

    Traveling cities?

    What do y'all think about the possibility of a traveling city. i envision a city where each house is vertical and pillar-like. a city of floating gems almost. what are your thoughts?
  16. turtlekingcam

    The Mighty GRE

    Hello all, It is I Emperor Turtle of the Great Reptile Empire, I have come here to recruit new brave and smart individuals who are willing to join the Empire and work so that it and its people may live great and prosperous lives. If you are interested in joining follow this link https://community.dualthegame.com/organization/galactic-reptile-empire and observe the wonders the empire has to offer. That is all, Have a good day.
  17. TerriFin

    Cities and their purpose

    When i saw the game trailer, i got pretty excited for the city that is seen in the end, but then i started thinking, why would anyone actually build something like that? If a player wants a base in a planet, he could have used all those resources on one big, easy to defend bunker. But then i also started thinking, maybe they could produce money? It would be hard to balance, but it would add in my opinion a lot more strategy to the game. The planets that are fertile and have a breathable atmosphere would be much more contested, if cities took a lot of resources and time to build, they would of course be fought over. To prevent snowballing, the cities should produce very little in the way of money, and by that i mean something like 0.01 credits/building in 10h. And for balance and realism, they could require stuff like food, clean water, etc, etc... But also, the solar systems near the starting spawn are going to get mined dry. It might take some time, but it will happen. If the planets had cities that took ALOT of effort and material to build, and they provided a stable income, then the center, even dry of resources would be a center of warring factions trying to get their hands on the stable income. TLDR: cities could produce money, but require correct types of planets, they could require resources and keep areas that are mined dry of resources relevant through the game.
×