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  1. Hi All So my idea is not to get rid of the "bot" buy orders. I think they are needed as the consumption in the economy is too low compared to supply. So without "bots" price will drop to next to 0. But to help the economy to be moving and make production better and more worthwhile, compared to just selling ore, I suggest having new NPC goods packages that can created from intermediaries and other items that only ultimately use tier ore. These good should not need schematics. This way more player "work" is required to sell to the bots beyond just hauling ore. Would hopefully make secondary markets in the making of the intermediaries. But at least it give producers a income facet, currently only mining and hauling can have a faucet. Industry bares the burden of the main sink with schematics with no faucet to offset it. The principle should for NPC buying should be :- That it at its basic level, make as much player "work" needed as possible, for as many different playstyles as possible, before the the system will buy it. If you wanted this could be extended this in the future to work like trade packs did in Archage. So it could be you have multiple buy orders at different prices starting high and going to the whatever floor you want. They refresh every X (+ some random amount) days., this could be adjusted with player base size etc as required. So taking them to where less are sold would mean they are worth more. Industrial players may make player hauling missions to spread their packs to different markets to sell at the best time. Players may put buy orders in for them above the floor but below the high and wait and try to sell them. So creates content for the hauling and trader playstyle as well as the industry playstyle. Much more could be added later, and i'm sure people could think of ways to make this better and fun to expand on this. Regards Spungwa
  2. Ok, Aegis is cool. The first space market. I love it. But what if there was a XL market 'ship' (it would of course have to be a space core made to look like a ship) that 'warped' to a different and random planet once a week during maintenance? Players could bring their ore and elements up to this market and list them for sale. Eventually, once a month or so, the ship returns to Aegis for a week and players are afforded the opportunity to buy outer planet ore without having to travel for it. Vice versa, as the ship travels from Aegis to outer planets, players operating on those outer planets have a chance to buy goods without having to transport them from the safe zone. This provides a low-risk but very slow and delayed way of transporting resources around the system. With the randomness of the ship market's destinations, players wouldn't be able to easily exploit it to avoid transporting goods entirely. Moreover, goods stored and listed on this market could be taxed, once per week, so that players can't just use it as a permanent mobile storage of material. Just a random idea I had. There may be more problems with it, but I thought it could be a fun thing to have in DU.
  3. Economy is uncontrol-able as less and less players are involving themselves into DU, entering into a vicious circle of constant inflation and greediness, pushing more and more players away from the game. A 100% player driven economy is an Utopia, thinking it will be better than our real world economy, but 1st, its a game, and now with Demeter we have unlimited resources. Wouldn't it be beneficial for the game health and future to clearly separate Aphelia Markets from Players Markets Have less Aphelia Markets, more Players Markets Aphelia Markets: would set a standard price for every single items and sell every single items (price slightly higher than a player production cost) would not sell anymore players items with inflated prices would offer paid players missions to refill its stocks in real time (meaning they can run out of stocks) would offer paid players missions to deliver real packets over to other planets Aphelia Markets to spread the stocks (meaning their stocks are players managed) therefore implicating players into the stocks management would give a greater purpose for the missions Players Markets: like we already have, Gottmart, Honeycomb Central etc... will flourish in more spread locations (specially on other planets or in middle of space) will allow more focused on certain types of items Markets allow sellers setting a reasonably higher price depending on their distance to Aphelia Markets allow sellers setting lower prices to attract more Aphelia's Markets customer (more customers = more sells = greater profit) allow a temporary player controlled inflation when Aphelia stocks are out But fot that need a player market search, that the current market search engine also points out locations of players dispensers and prices offered been displayed in the search
  4. Nova Atlantis aims to develop a commercial hub 18 Km NE from Alioth market 6. Our goal is to build a org economy, while transitioning from market dependence, to Org/player coordinated economies. Nova Atlantis is willing to loan out 40-60m quanta to industry orgs and players who invest their time and efforts in our commercial center. Contact Aquarius21#2434 on discord for details. Also looking to fill government positions to run org. Looking for: -Scanners, Land Acquisitionists, Miners, and talents in Refinery production ( Already have T1 refinery factory). -Electronics & Parts -Fuels & warp cells -Engine parts -Other Specialized players will exchange with each other, creating a consumer base, and developing into a thriving org economy. Nova Atlantis Treasury will provide: 2-5m Loan with 1% interest. Funds will be utilized to invest in industry units, schematics, other necessary elements to open a second base for you near other players and industries. Player/Industry will get a free M core covering 1 Level of a building. Requirements: 1.) Must specialize in one industry/production ( tier 3 and up). 2.) interest to join and be apart of Nova Atlantis (players). 3.) send loan request and how will you utilize the funds. Loans are Earmarked/ Block loans 4.) Register as a registered business with Nova Atlantis. Will get: Parking access , tower less elevators access, industry access, and lobbying access. 5.) Promise to pay back the loan and Interest. Benefits again include: 1 Consumer base from other nearby orgs/players 2 Military Escort through pvp 3 utilizing tower less elevators (Shadow Templar) 4 building a community of players to make DU a mature gaming experience. Contact Aquarius21#2434 on discord for details. Also looking to fill government positions to run org.
  5. Pirates Lack cargo scanners, scanners should be able to scan cargo and display a text only break down of items on screen somewhere. Why? Why the heck would you damage a ship that has limited lives on its items, but what about the cargo? Players can toss cargo... Cargo "Trashed" from any container/person, should spawn a container specific to the size of the cargo. ( This SHOULD have been done already, or should be in 0.25 patch ) Now players can "Avoid" a destroyed ship by jettisoning cargo Or you can try to get away Or some-ones trolling and just wants to wreck your day. Additions welcome! :3 I am just trying to be constructive here.
  6. It seems to me that one of the underlying assumptions of the game design is that players are available 8 hours a day, every day. Also, It is clear that there is a lack of demand in the markets, many items just sit there for weeks. The only way I can think of to get the markets moving again is to have a lot more space combat with something to fight for, not just for sport. The idea of "combat on demand" is either limited to occasional weekend events or trying to steal from and murder some poor guy in a transport ship (which is not real combat). So how to find more opportunities for real combat? AI bots. Use the exact same PvP mechanics that are in the game and planned to be in the game, but controlled by some AI. This way I can get my fix of combat anytime I log on. I don't want to be a pirate, but I do want to try out new tactics and combat ship designs when I have an hour or two to spare.
  7. 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.
  8. Those some of the solutions are Very Easy to Implement in to the Crurrent game. Pls Upvote if you see this as A Prolem as well. -------------------------Price Per unit to Produce with L4 skills------------------- ------>/Product Nitro Fuel/---------------------------------Market Price----------Gewinn -627kh per 6M investment in ores At the moment most people just Mine Ores sell it to bots and Buy BP Because at the current state of the game thats the fastest way to get BP. The Problem with that is if they Buy BP's Money get destroyed, if they sell Ore Ore getsdestroyed. So in a Nutshell they do nothing to the Econnomy, even worse they dirft more and more away interacting with players. So The stuff they do is completly Meaning less. So more and more People becomme less intrested in the game. new players have a very hard time starting and probebly Leave Early. Economic Perspektiv The in game currency is now worth way more then it was before Update that would not nessearly be a Problem there is allready a way that new Money gets generated in the game: daily reward. But as we all now this is not the only change that happend, at the same Ore Bots where Intreduced to Put more Money back in to economy, Essentialy Allowing players to do Useless work by selling stuff to Bots. Yes those players will one day after Houres and houers of grinding have all the BP's and Ore Pricec will go Obove the Bot level Again. 2 Problems with that 1. You will have Huge Economic Monopoles because once Ore pricec Rise players will have a very hard Time getting Industrie them self. They need Months to get industrie runnung and to get the investment on Industrie back. 2. not evry one Likes Farming Ores and its very hard to do somting else (with no Kapital) New Players how start mining at Alioth they have no other choice then selling at 10-16 on Alioth so what do the Big players do they take this Ore take it to the Huge Hauler and Destroy it on sanctuary Profit 15-10h/l So those new Players do not even Help the Economy, they are just being exploited for Money. And Yes i know some Elements are Below the 24h/l ore Buy Value so at the moment Elemets are sold like ore Pricec would be 20h/l or Below but that wont last long when they Realize instead of selling stuff at the market i could just as well direktly sell evrything to bots would bring more Money. Luckly most didnt seen to Realize that or they may just dont want to sell to bots. All Solution Eliminated The Need for Ore bots / Avioding money skings / Compensate money sinks Soluations for Eliminating that gigantic Money sink called BP's Solution 1 BP gets Distrubuted daily rewards So all players get a Random BP which they can sell To the Economy instead of Bot deciding the price Players do now and Learn how to Interact with the Economy Solution 2 BP Get Distrubuted by Mining if you dig you might find BP by Diging Underground. Solution 3 Daily rewards get way bigger to Compensate to money loss from BP's Solution 4 Have smaller Taxses on Markets. Solutions to Destroying Material in a more Fun way / Creating better Resource sinks / Compensate Resource sinks Solution 1 Elements just have 2 lives now Solution 2 Elements Get used over Time Solution 3 You Creat bots that Set Pricec (Minus 1-5) of the Highest Buy Order from the player Solution 4 PvP gets More Relevant Solution 5 Recepies get changed depending at the State of the Economy(Hard to Implement) https://upvote.dualuniverse.game/suggestions/143304/better-economic-stabilization-methods
  9. Big problems : 1) bots are selling the indy schematics which are very expensive, and drain the players moneys => money are heading out of the economy. 2) players have to sell ores to market bots to make money to buy >1)< leaving them to little to buy components to mantain the economy. If they buy schematics and sell ores to make money for schematics => vast ore quantities are heading out of the game economy 3) Players cannot generate revenue in many ways. Possible solution: I. Make Aphelia an real entity (innaccesible org) ingame, held by devs - which stores both money and ores from markets > money in a wallet and ores in market bins. Both assets remain ingame . II.Corresponding To each market district, at a certain distance not to *clog* to much the area, factory buildings (Held by Aphelia) should be placed by developers. The actual fun starts now. -*APHELIA OWNED FACTORY CONCEPT*- In each factory there is going to be an certain number of production lines, each production line will have one job, which will be available for players. Job can be implemented as a mini-game consisting in players choosing one element to build -lets say M atmo engine from the element list. In order to build the element, players will have to chose sub-elements it is built from and take those in his inventory. After that he will chose a construct tool and brush the frame engine, an animation apear (maybe similar to space engineers? ) on how that element is constructed, thus in an certain time ( usually several seconds maybe half of minute, depending on the element) the finite engine will be constructed. Engine will go to Aphelia inventory and player will be rewarded with an small sum for each unit constructed.That sum of quanta is related to how expensive that element is on market. Each unit constructed by players will end up in market, sold by Aphelia so the number of sold elements will be linked to how many elements were constructed by players. III. The factories will have inventories which require to be fed with ores from the market bins in order to produce elements. In this regards there will be issued missions to carry the bulk ore from the markets to factories in ships. Carried ore cannot be stolen or interacted with, it is simply loaded in one site, and offloaded into a factory. Same mechanic is apply to elements constructed in those factories. If elements either ores or components stays to much into an cargo container they will automatically return back to initial spot. IV. Factories are upgradable depending on how much success each factory have on producing elements. They can become very large, can start from 4 players using them and going to more than 20 players. The reward per element and per day will increase with the factory level giving incentive to players to contribute to its development. An balancing factor may be that an fix sum per day can be rewarder per player. Ofc, some new gamecode have to be written to enable those features, but hail to the development time. This rough ideea *MAY* adress *SOME* issues: -money and ore will return to players in different forms -created elements by players will go to markets. This can address some elements shortages. -diversify the range of activities from which players can make money -creating enganging new activities and trade routs from markets to factories and vice-versa, string of cargo hauling missions -may create better pilots- -allowing novice players to understand what industry will require if they want to build it and familiarize them with the notions of elements recipes. -Aphelia owned tiles in the spawning area will begin to look a bit more realistic, with multiple structures on them, ships going from one district to another. -animations made for the mini-game of element constructing can be added to actual elements placing when a player is constructing a ship, adding a nice construction effect to the game. Fundamentally mining will still be the base of all game loops, but its required for realistically sustain the economy until players settle down huge production batches.
  10. Currently, the new changes reward the original alpha player, who has the acquired resources and money to adapt to the industrial elements limits (blueprints). But Punishes the new Beta player who just starting setting up factories and now is set back by schematics cost. Plus the other problem of vast supply should have driven prices very much lower but did not. ON 10 Dec 2020 there are 330 orders to sell 2,000,000 + aluminum honeycomb schematics at 250,000h each and only 1 buy at 20,000h There a is a problem, price should have be at close to 20,000h It would have been better to start very low and let the price go up. Suggestion, what is needed is an economy sink where items are lost from game;’s economy. Note: building something is not a lost, it is an upgrade. (Has more value & without an energy cost a inflated valued) A real life example is things get used up, they wear out. Suggest, two wear factors be added. First is the common "wearing out factor” which causes items to be used up, much like plan scrap fix. Each higher tier should wear out faster. (More complex parts to break) Second, a factor for all of games items so developer can adjust whole game base line without adjusting each item. Energy use Suggestion anything put on the factory floor uses energy that must be generated. (generator /fuel cell) The energy used can be by adding to floor causes a small cost and being but not in use a small maintenance cost. The factory item being used would’ve a much higher cost.
  11. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ NOUS N'AVONS QU'UN SEUL BUT DOMINER L'ÉCONOMIE EN ÉDIFIANT LE PLUS GROS CENTRE ÉCONOMIQUE DE DUAL UNIVERSE ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ? CONVIVIALITÉ, JEU DE GROUPE ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ? ORGANISATION ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ? AMBITIONS, EMPIRE ÉCONOMIQUE ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ALORS POSTULES DÈS MAINTENANT REMPLIS LE FORMULAIRE CI-DESSOUS ET RECOIS UNE RÉPONSE EN QUELQUES HEURES ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ FORMULAIRE DE RECUTEMENT https://docs.google.com/forms/d/e/1FAIpQLSfQKnFOxYWUAxsnDGn5L4iK1pqK9LNPs5lXrFaGfo9khWVZeQ/viewform?usp=sf_link SERVEUR DISCORD https://discord.gg/YCYqqjm
  12. -(Expensive) and/or (Hard to Obtain) for more of a end-game item. Massive amounts of materials. Much higher than say the expanded gate xL. -Impulse drive would replace adjustors providing even full power to pitch,roll,yaw etc. -Impulse drive would replace the need for wings in atmospeheric planets and provide lift itself. - XS, S, M, L Impulse drive sizes for different various weight capacities. (Should not replace AGG infinte weight)(Smaller scale depending on impulse drive size). -Impulse drive would also provide some lower ground vertical boost without the need for the visualization of vert booster or needing one. -Would use the energy system soon to be implemented instead of current fuels. (Imagine the Energy system will need its own kind of fuel? So would use that?) -Impulse drives would work like a atmo/space engine so will need to be placed similarly. -Should have a core of some kind, of a secondary item it links to, to draw its power(instead of a fuel tank). Which would also power the lift, pitch, roll, yaw, vert boost of the ship. -Makes for a cleaner ship appearance potentially. -Would not replace current ships requiring adjustors, wings, vertical boosters. They are their own style people will still build those kind of ships. Also since it will be hard and expensive to make not everyone will have these impulse drives right away. -Benefits economy and ship makers who sell their designs. -Can't use AGG with an impulse drive. -Promotes people to take risks to obtain what is needed for it in PvP.
  13. The Problem: Currently almost everybody is a miner to some extend, but the tools and talents do not lead to a substantial growth in ore gain. While more machines lead to more machines, ore is gained at a rather static rate. This of course has a good side, as otherwise the whole planet would look like an advanced factorio world in a month. Still, the boringness and unscalability of mining not only hinders unlimited growth, which is good, it also limits trade and specialization, you may have noticed how ore usually sells for more than whatever you can build with the ore. Solution: Allow people to become dedicated miners, but in such a way that it needs constant dedication and effort to have a well working mining operation. Just like a factory always needs some tweaking, changing and expanding (hopefully even more in the future), a stripmine should not just be set up and generally and constantly generate ores when this is done, but need supervision. The idea: Enviromental changes: Instead of just useless dirt and high value ore, there should be something in between. Soil with a certain amount of minerals, or "low yield ore" if you like that better. Soil with a 1% hematite (iron) content would mean it is too tedious for normal mining, but if you had a more large scale operation it would be worth it. The following elements/items for a stripmine: - A static scanner - Static drills/extractors: These are set certain grid coordinates and just extract all minerals in those coordinates. Imagine seperating your land into cubes the size of a static core L, each drill would try to work a cube of that size. Selecting the drill gives you an interface that lets you choose a depth (in 100m steps) and a 2d grid of squares, pick on and go. You can not queue them up. Assuming you have a scanner, some or all of those grids were already scanned, so you can choose whatever you think is best currently. (sidenote, while I call them drills, they are not actually drills, they are more like your mining tool) - Oil: Oil is like fuel for drills, they always need a little, made in chem industry. Higher tier oils may lead to better yield/speed. - Soil seperator: Like a refinery, but for mineral rich soil. So for example "Hematite rich soil" goes in, "Hematite" comes out. Also, sooner or later (as there is currently no regeneration) you will have to pack it all in again, move it a mile and set it up again. Conclusion: I hope it is evident that I would not want to upset the whole economy and flood the markets with a huge supply of afk farmed raw materials. But I do think there should be a way for dedicated mining operations which on one hand lead to yield, but on the other are not too simple and can just be left alone for a week to come back and find 100 full L containers.
  14. My apologies if this is already a thing, but I would like to propose there being a finite limit to the amount of currency in circulation and not an unlimited amount that can be created from player sold items/vehicles/etc. The reason: what breaks most mmo economies is the ability for players to amass wealth without limit, which ultimately causes the currency to be essentially worthless. You can look on the market of nearly any current mmo and see items priced in the millions+ because the majority of players have more currency than they could ever possibly spend. Most mmo's have attempted to compensate for this inevitability by having 'money sinks' or regularly introducing new currencies to keep the market from flooding and prices skyrocketing to absurd levels. However, money sinks and new currencies always fail since they underestimate the speed at which players can amass currency (especially when working together in large numbers). I would like to see a mmo do the right thing and learn from the mistakes of the thousands of mmo's that have failed at this in the past, and the solution is simple: cap the currency.
  15. EXCALIBUR Mission Statement Excalibur is a hard-core organization focused the creation and marketing of high performance weapons, vehicles and space crafts. We aim to create the most advance, elastically pleasing and versatile constructions for every situation. These will be sold as patterns on to private entities or on the free market. The profits will be used to pay for in-game subscription. Structure The organization is divided into three main departments; Programming and Integration, Design and Construction and finally Research and Development. When entering you will need to choose one of the departments to join. Depending on the department head, you might need to complete a practical test to be granted entry into a department. If you distinguish yourself you might be offered the opportunity to become an Administrator or a Director. To become the head of a department you will need to be voted in or appointed. Heads of departments distribute earnings as well set objectives/tasks for their departments. For more information see the below: Programming and Integration This branch focuses on creating scripts and smart systems. We set ourselves apart by not only creating powerful and elegant designs, but by also integrating awesome functionality into it, giving our products an edge in combat. Entry requirements for this branch involves a small programming test in the language of your choice. Design and Construction For those that love to build beautiful creations this department is for you. You will define the look, feel, practicality and durability of all our products. Your work will tell the universe who Excalibur is. Are you ready to bare open your mind and heart into your designs? Are you ready for the fame of having your product sold across the universe? [No entry requirements yet] Research and Development Your role will be to test, develop and come up with new and crazy ideas. Ultimately the success of Excalibur will be places in you outsmarting everyone else. This branch is definitely not for everyone - only the smartest, most original, inventive somewhat bonkers will join research and development. You will be expected to perform, coming with new and interesting ideas for given problems - and have fun blowing things up along the way. [No entry requirements yet] Requirements Due to the hard-code nature of this organization there will be a few requirements ~ Must be 17+ ~ ~ Must Invest at least 2 hours a week into organization activities ~ ~ Must be willing to work towards an assigned goal. These differ from department to department ~ Click to join our discord below: DISCORD
  16. My idea is for securities such as stocks and bonds to be held as physical items, such as they would’ve been held as physical certificates in times past in the real world. This would allow players to conduct finance is a far more secure manner and also give the holders of these securities incentive to protect and honor them. This would also also allow the set of of trade hubs specifically dedicated to trading securities and would essentially be a DU stock market. I’d think this would be relatively easy to implement, but maybe not. What are everyone’s opinions on this?
  17. I understand the current system that is proposed would be setup and run by the game, not by a free market. Although I realize this is normal, and all games have some way of adding money into the game through non player activities (missions, etc.), I was wondering if anyone thought that a free market system, based overwhelmingly on economic decisions of the citizens not NPCs, would be a better idea than a centralized system which could favor certain businesses over others. Thank you
  18. There was a discussion recently in my org about how Quanta would be given value, and the ore buying bot was brought up. This seemed like a great way to kick-start the economy, and maybe even revive it if need be. However this got me thinking: if the DU economy is built to resemble real life as much as possible, what happens when money begins to stop moving as freely, and players begin to hoard? The other user in the conversation suggested that prices would all drop due to no one being able to afford anything with little money being circulated. In my mind, this equated to mass poverty throughout the population of Alioth and beyond. Recently I have been reading that one of the ways poverty is being dealt with worldwide is using a type of loans called "micro-credit loans", which are not loans to governments or organizations to help people indirectly, but instead are given directly to people in hopes of the impoverished starting their own sustainable business. While much of the situation surrounding these loans is not applicable, one key part is: where the loans go to, the people. If loans are given to the people by some bot, with low interest rates in times of economic turn-downs, then players could kick-start their organizations again, and possibly revive the economy. These loans would be repaid in small payments weekly or bi-weekly (as in real life they are usually repaid monthly or bi-monthly). Whether this idea is fulfilled by some banking organization, an in-game mechanic, or both, remains to be seen, but this idea is one I believe should not be ignored, so a safety net can be created for the economy of Dual Universe.
  19. So, I've been absorbing any information I could find about DU, this post will be about some of the ideas that I have, related to all aspects of this game. Let's get to it, shall we? Now, I've tried to refine my ideas and sort of compile them together but they might still be a mess, I promise I will try to give full ideas only, not bare concepts. The first thing on my list is something that for now will have no use but later could be a vital part of warfare in DU. Player Developed Jamming System by Fernix, I'm working on an acronym. Too many times in too many games space warfare gets limited to a good old slugfest and numbers game, no much space for any flashy tactics or strategy, not much to take into account at all, the equation is more or less like this: more and bigger ships = win. That's pretty much it, you can see it clearly in Eve Online, specifically World War Bee if I'm not mistaken, the Empire got simply overwhelmed because their enemy had trillions upon trillions of ISK from various sources and could dish out more ships than the Empire could kill. This is why diversification of combat on a tactical and strategic level has to be as diverse as possible, sooner or later one alliance will trump all others and WHEN that happens unless half of the people rebel the main empire will have too much of an advantage, any rebellion, be it a regular army uprising, insurgency or a pirate empire, will be crushed by simple numbers if they are not given the possibility to outclass their enemy in a tactical engagement. Now, the jamming system, how would it work? There would be 3 levels of this technology, or 5, depends on how is it done. The communications officer (I will get to this part later) would use a specific "frequency" (aka type in xx, xxx "x" is a random number) and disperse this information throughout the fleet. The enemy vessels would be affected in the following way: 1. Lack of IFF. No vessels would be marked as friendly or as an enemy, just a white symbol showing its position. 2. Any sort of tracking/homing missiles would not work. 3. Any remotely controlled vessels would seize to function. 4. Automated defenses would be of no use since they couldn't select out the enemy ships, switching them to autofire would work but it could potentially kill friendly forces. Now, what would all this accomplish? What is the goal of this? The point here is to allow a technologically superior/better-equipped force to gain an advantage against a numerically superior opponent. This would also force all organizations to use a specific color scheme to avoid friendly-fire as much as possible in case the group gets jammed. Of course, installing jammers on all ships would be VERY expensive so at the start it would force smaller groups to create a ship dedicated to serve as both a jammer and an anti-jammer. Empires could afford to mount low-level jamming system on all of their ships of course, but it would come at a great cost and almost no gain since the number of jammers of the same level would not increase the difficulty for the other side to counter the jamming. And high-tech jammers would be EXPENSIVE. How would it be countered though? I thought about it for some time and then I found a solution, the "comms officer" (simply someone handling this and a communications array) would have the tools to try and decipher the jamming frequency, allowing his side to effectively counter the jamming by simply filtering it out(aka typing in the numbers he got and pressing "enable") How would he do that though? The tools (in his specialized console) would create a specific number of random math problems for him to solve that would lead to the final number being the enemy jamming codes, the higher level of the jammer the higher difficulty and number of equations to solve. Level one could just be simple adding subtracting multiplying and dividing, level two would be that plus square roots and exponentiation, level three would be that PLUS trigonometry, 10-15-20 equations each. They would be automatically generated and it would not only be simple equations but also (on the 3rd level) adding a missing part of the equation or a specific number. After this is handled, the officer would get the enemy jamming frequency, allowing his team to counter it. Recalibrating the jammer would take time and the codes would have to be re-send to the entire fleet. True, 1st and 2nd level would be just annoying but if activated at the right moment it could provide a significant advantage in an important part of the battle, they could be solved by anyone with a calculator BUT it would still take time, during which this could change the course of the battle. The highest jamming tech would require someone who actually know enough math to figure this stuff out or a group of people, whatever you decide. Automated Mining Systems by Fernix. (AMSF for an acronym sounds good, don't ya all think?) What would this be? To put it simply, the galaxy is HUGE, I mean, REALLY huge. And its FILLED with low-level resources like iron, ice, silicon. Basic resources would be crucial to sustaining any organization be it a pirate squadron, big-ass empire or a factory. Basic resources are needed but they are also abundant and it takes a lot of them to build capital ships. If mining guilds were to hire players for mining it would drive the costs of materials so high that even a simple cruiser would be a colossal undertaking for a lot of groups and majority of the players would be forced to use fighter craft for any combat, with light frigates serving as frontline capital ships. The drones would change it all, and I don't mean remotely controlled drones, I mean drones, fully automated. How would it work? Well, a sort of a programmable block (like in Space Engineers) would be required for this, it would allow creating a basic mining algorithm telling the drone what to do and how and where to mine. It, of course, could be modified by the players however they wish so they can use it, sell it or rent tamper-proof drones with this algorithm already in. What would it serve? 1st. Human manpower would be used for deep core mining only since drones would have a hard time doing it, and only for rare resources where they are hard to mine. This would stabilize the economy at usually low-prices for basic resources(excluding wartime), the rare resources would not only be rare but also the price would have the cost of hiring a miner to mine it within it, driving it up, making sure that the most high-tech technologies stay expensive and not available to all. 2. It would encourage piracy and through that, law enforcement. Yea, this is a plus, the further away from civilization the better deposits of rare resources that are untouched, but also more pirates, if a mining guild would try to claim more, its transports could be raided by pirates looking for an easy score. This would force miners to higher protection or pay the pirates off. The level of piracy would impact the economy significantly if the outlaws decided to raid some of the heavier transports en-masse. 3. During wartime, this would be an awesome target. War means the destruction of assets, assets need replacing, hence why during such time resources are more expensive, both factions would be forced to protect its mining operations, from pirates emboldened by the recent losses of warships by one of the sides, from another empire trying to cripple its enemy... this would give us a load of options and allow us to fight proxy wars before the main conflict begins. Galactic Trade Market and trading outposts. Not much to say here, but I do have one point. 1. The GTM outposts have to be separated. What does it mean? Let's say I want to buy some resources, I visit the closest GTM outpost (player-owned station of course with either a docking fee or a trade tax in place, but I will have to think of a way how this can be implemented) and while there are those resources for sale, they are in other GTM outposts far away (it would be based in which outpost the items are sold) so this would force me to go to another system and claim my already bought resources from that station. What would be the purpose of this? Seems like just making it tougher for players doesn't it? Well, you're right, it does. But this is closely tied to how the expansion to new resource-rich systems would work later. When a GTM station has multiple mining operations in range, a lot of small companies would simply look to dump those resources in the closest GTM outpost (which would be linked to the main trading system of course) but this issue has a lot of angles: distance, price, safety, amount of resources, political situation, shipping. Distance: to be frank, some of those outposts will be in the middle of nowhere, it will take a long time to reach them. Price: because it's distant, you would have to lower prices, you would still make a profit if you mine enough but it would be a lot lower than in more civilized and resource-deprived systems. Safety: as the outpost becomes larger, it would draw more people in and might possibly become a part of another organization given its location, it would also be a good spot for pirates since there would be a lot of raiding to do in the area. Amount of resources: new deposits = a lot of resources to mine and process. and sell, more work for people to do. Political situation: during wartime or an economic crisis separation of individual GTM outposts would mean that in many cases the situation is contained to a specific region, not the entire galaxy. Effectively creating a buffer that can be drained before any major crisis hits. For example, 2 major empires rage war, their resources are running out and they need more, they can start buying on the GTM but if they do they will only drain the stockpile from their region of space first, then others, but it will take time, time miners can use to increase production to meet the need for resources. This will also serve as a countermeasure to jackasses buying out the entire stockpile of a specific resource and then for a limited time getting a monopoly on selling it. I've seen this in SWTOR, in 2014 when there were a lot of new players who wanted to buy a lot of player-made components (they were better than npc-vendor stuff) but it required a lot of Rubat crystals, they were easily obtainable but the demand was always relatively high so while getting a set of a dozen or so would cost you more or less 349 credits, you could sell each crystal for 200 credits. One night some genius bought ALL of them on the market, changing the prices from ~ 200-250 to almost 1750 per crystal. It was good business for me because I had a fresh stockpile to sell at a time, but from his later gloating in the chat, I remember that it cost him 3 mil credits to buy all of those rubats and he made 7 mils on selling them. I know, player-driven economy, but dividing up the individual outposts to prevent an immediate flow of resources from one end of the galaxy to another would prevent this sort of thing on a mass scale and allow people to throw resources from other sectors, effectively making that temporary monopoly unviable. After the resources run out in one sector, those empires would have to import, that means logistics and hauling. And pirate attacks, and ambushes by the enemy. Loads of fun. Shipping: don't want to fly across half the galaxy to get resources? Fear not! Hire a shipping company to do it for you! This would also let individual entrepreneurs WITHOUT a group to play with to do something other than mine, invent new stuff, enlist or become a pirate. In the grand galaxy of tens of thousands of players online at the same time, wars and conquests, new inventions and the crisis it would be up to them to restore the price balance throughout the universe and make decent money in the process. Okay, I had much to say here... Communication Systems for individuals and Empires by Fernix. The more players this game has the more chaos there will be, it's up to you to make it a controlled chaos or an anarchy. The Communication Systems are a must-have, plain a simple. I don't only mean chat and voice chat between people but also between ships. How do we achieve this and how would it work? Communications console as a separate prop. Or an integrated for the smaller ships. For larger ships and fleet command stations there would have to be a lot of the specialized comms consoles to handle everything. First, let's look at how normal hailing would look like shall we? Open the console, select a ship you want to hail, an icon will show if they accepted your hail or not (they would get a message on the console that they are being hailed by you) after that you can either send a text or a voice message to them, a data pack(I will get to that later) or a set of coordinates, whatever you want to. You could also encrypt the comms but I will explain it once we get to Fernix's Espionage Revolution. In combat, when you have a carrier for example and fighters have to refuel, this would allow a wing or a squadron or a formation leader to contact a ship and inform them about it and ask them to for example open the hangar. "Hold up Fernix! You can do that on Teamspeak or Discord!" some of you are probably already typing something along those lines. Hah, bullshit. Yes if you a have just a small carrier with a few fighters you can do that. Good luck doing the same with a full battlegroup, nevermind a fleet! "But smaller groups can still stay on their own channels and the CO can simply use the super speaker option to skip channels!" True, but irrelevant, let's say you spot a boarding skiff on a CBDR with a fellowship, have fun switching TS channels in the middle of combat and alt-tabbing all the time while you could just tell you comms operator to contact that ship himself and relay the information. This would essentially create a requirement for a real-life hierarchy and structure like in a normal navy battlegroup. I believe it would be an awesome feature that in many cases could determine the outcome of a battle, it would also mean that empires would use ONLY the best and most active players for their most powerful ships, forcing people to learn and stay active if they want to progress in the ranks, it would also mean that once those players get assigned to the post they wanted for some time already, they will be a lot less likely to quit and more likely to play more, making them even more experienced in their role, making them desirable by many organizations and allowing them to capitalize on their skillset. If you ask me, it would be an awesome thing if being posted at a renown ship would mean that if you decide to leave this faction, you won't have to start up from the bottom because others will WANT you on THEIR capital ships and in command positions because of where and how you worked earlier. Communications meet Spies. Something that is a must-have in a sandbox with empires is an active espionage system. What would that even mean though? 1. You can encrypt all communications AND intercept communications. Pretty simple and basic, as to what communications you could intercept read next points. 2. Keeping in contact with automated outposts. They are supposed to be just that, automated. The players would set how often are they supposed to send a status update, meaning full inventory list and list of contacts or any relayed communications. This would mean of course that if you intercept such communication, even if it is unencrypted, you would know what it has, who owns it and that it is in the area. Also if its full you would know that soon there will be a ship arriving to transport the mined resources to another place, good info for pirates I think. 3. Active spies. Let's make a scenario shall we? Two groups, A and B, both are of equal strength and they hate each other, A has a spy inside B, said spy manages to get access to the comms console and copy a list of mining outposts and their locations. A wipes out all of them in a surprise attack. B is in deep shit now. 4. What could be gathered? Blueprints from the shipyard mainframe, jamming frequencies before the battle, encryption codes for comms, list of active ships, a location of other bases, coordinates for mining outposts. Anything could be downloaded by clicking "copy information" while looking through information on the enemy mainframe. This would require an in-depth computer system in-game but I think it would really be worth it in the long rung. 5. How would it be gathered? Gain access to a console, a comms console, for example, each transponder could be assigned to a specific directory in the comms overlook, sort of a "friend directory" option. From there you could select any set of information and select "copy to data disk". Why like this? Simple, having access to a mainframe without authorization for an hour can be... lethal, and doing screenshots of a list of a hundred outposts ships or blueprints where you would have to select it and check it's coordinates or any info manually... well, have fun getting caught. This would force the player to do either of 3 things: exfil, send it OR a dead drop. Exfil means your mission is over and you lose an asset inside an enemy structure with access to crucial information. Sending means you possibly leave a trail because (ideally) you would have to log-in with your ID or a passcode or whatever and send this to someone, this leaves a trail and you can get caught if someone checks the logs and who was using the console at a time. Dead drops can never reach the intended person or can get compromised by accident. As you can see, this would be a lot of fun. And it could decide a fate of the war before it begins, just like in the real world. This is it for now. If you've read this far, thank you, you earned a right to comment on this and either criticize or agree or make some suggestions using all of this. If you didn't read all of it and don't understand how it is all tied together in a lot of ways, I don't care about your opinion. This is only an idea that would require a lot of players and is mainly focused on the structure of long-term gameplay, something I hope you understand. It's also 5 A.M when I finished writing it and to top it English is not my primary language, so I'm sorry for errors. Fernix
  20. ALIOTH FIRE OFFICE Fidnetia! My name is BandaTalk. I am the general partner of the Alioth Fire Office and the owner of BandaTalk’s Coffeehouse. The ALIOTH FIRE OFFICE is an asset management and financial services firm organized as a private limited partnership. The AFO is primarily devoted to serving the shipping/hauling and commodities/mining industries within the DU. AFO is NOT a bank and will NOT accept deposits and will NOT participate in any form of commercial, retail or private banking. I would ideally like to work with the DU equivalent of “accredited investors”, meaning those of high net worth and institutional investors, meaning other organizations. This would be a means of protecting my reputation, as hopefully I’d be seen as not wanting to prey on new players or quote-un quote “stupid people” and am only interested in managing investments in a safe and complex way, which allows the parties involved to see a return regardless of the overall state of the economy. If this sounds like a hedge fund, that is intentional, I was going for that. Hedge funds are the real world version of an unregulated investment fund, which is perfect for an unregulated world like Dual Universe. The AFO would be set up as a private limited partnership, with me as the general partner, meaning I would assume sole responsibility for the AFO liability in the case of default or other credit event. Limited partners would be able to remain anonymous if they choose. I, as the General partner, would receive 2% of total assets every year and 20% of profits for each successful investment (which would primarily be bond issues). This is identical to a real world hedge fund and is intended to increase trust in the fund’s manager as they have a huge stake in the fund’s success. I’d also, invest large portions of my own private wealth into the fund. Limited partners would receive a monthly dividend TBD also based on the profit of a successful investment. I foresee, it being difficult to attract limited partners as trust is a premium and y’all don’t really know me yet. This is okay, I don’t really trust you guys either yet, but I hope to work and build trust with you over time as we get to know each other. Limited partners would be able to withdraw the principal of their investment at anytime. Some of you may know a little about the MD and the financial industry in Eve Online, particularly the activities of players like Hexxx, Angelica Everstar, Grendell, and Chribba. Hexxx, for example, sought to recreate re world financial institutions with in game analogs, such as EBANK, which utilized a fractional reserve system similar to that of real world banks. The problem with this is that the world of New Eden in Eve Online and by extension the future of world of Dual Universe, are unregulated economies in which scams, market manipulation and money laundering are all common place and accepted. This is offset in several ways by employing trustworthy individuals such as Grendell and Chribba, who hold collateral as a security against default. Again, a problem with this is the nature of collateral, what you can and can’t put up as collateral, what the value of the collateral is and how liquid the collateral is. An example of hedge scam (or strategic default, depending on how you look at it) occurred in Eve, in which a collateralized loan (which was more of a bond issue as it took money from multiple investors and not from a bank) with monthly interest was put up, Grendell verified the collateral and its value (at over 100%) and the loan was deposited in the player who took out the loan’s account. The first round of interest was paid out and everyone was satisfied. The second month deadline passed and people who had put their money up for the loan started to question where their interest payments were. After a while longer, the player who took out the loan informed his investors of his intention to keep the principal of the loan and stop all future interest payments. This left Grendell with the responsibility to pay back the principal of the loan using the collateral. Unfortunately, the collateral put up was overvalued by Grendell due to it being a cheaper commodity, whose price sinks significantly when sold in large quantities. Grendell then asked the investors if they would prefer to receive the collateral itself as payment or who prefer that he liquidate it and pay them in cash. They decided on a half/half solution, in which half would be paid in the collateral itself and half would be cash proceeds from the sale of the collateral. You can find the record of this event here: https://forums-archive.eveonline.com/topic/470872/ My solution to this is bond insurance, which would shift the liability from the bond issuer to the insurer in exchange for a premium, allowing them to issue bonds without any collateral and guarantee that the investors would receive their entire principal in full in the event of default or other credit event. This would involve the insurer either putting up collateral which would be verified by a trustworthy third party or by having a verifiably large cash reserve, either allowing them to pay out the insurance in the event of a default. The insurer would able to hedge their risk by purchasing reinsurance (or a credit default swap, which would be different in that the buyer of the CDS wouldn’t have to disclose all the risks involved, whereas with reinsurance, they would), at a slightly lower premium than what they are receiving from the bond issuer, and the reinsurer would be able to continue the chain by buying their own reinsurance and so on, only stopping when a party decides that the they think the bond issuer won’t default and they can walk away with a profit in premiums. An example of a bond issue would be as follows: Q5,000,000 worth of fixed rate corporate bonds with a nominal 2.8% monthly coupon, actually 1.8% monthly coupon after insurance, at 6 month maturity are purchased. This means Q90,000 is paid in interest monthly. The issuer would charge a 1% monthly premium (premiums would fluctuate and be based on the probability of default as determined by the insurer) taken from nominal 2.8% on the bond. The insurer would also charge a 2% service fee with every premium payment on top of the premium. Each monthly premium payment would be the equivalent of Q50,000 plus Q100,000 as the fee. 1% would paid to the third party service out of the 2% service fee to the insurer. In the event of default, the insurer would be able to do pay the entire principal back to the holders. The Insurer would have to have at least 110% of the value of the bond issue in reserves to pay out principal in the event of default. Collateral from the insurer would be secured by a trustworthy third party if possible. Collateral would have to have high liquidity as confirmed by the third party. Any excess in assets above the collateral requirement would potentially go towards buying bonds issued, though this is capped provisionally at 20% of the value of the bond issue, another means of hedging risk. The Insurer would buy a Q5m or Q4m Credit Default Swap with a monthly premium of 1% from another bank. If the issuer defaults, the insurer pays out the principal on the bond, then receives Q5m from the CDS, making around 1% if the issuer defaults. The users in this system would be as follows: The “Issuer” is the party who is seeking investment and which works with the BIHF insurer to conduct the bond issue. The “Insurer” is the party which assumes the liability for the bond. The “Third party” is a trustworthy individual who secures the collateral during the bond issue. The “Holder” is the party which owns the bonds and which is entitled to the principal being paid back. The “CDS Writer” is the party that sells the CDS to the Insurer, who is hedging their investment. The hedge fund-like part of my business plan would be called the AFO Bond Assurance Master Fund (AFOBAMF). AFOBAMF would have investments in bond insurance, with protections in the form of purchased CDSs and/or reinsurance, commodities, real estate, stocks, bonds and collectibles. The other part of my business would be a Mineral Reserve, which would buy minerals at low prices before the inevitable MMO inflation and collect minerals through direct mining. This mineral reserve would act similarly to how gold reserves backed currencies during the gold standard era. It would the basis of the AFO’s wealth. For example, on day one I’d buy 3000 units of gold ore at Q3000, for a total value of Q9,000,000. As the price rises the result will be completely profit. The AFO’s real estate properties are planned to include AFO headquarters on the Sanctuary Moon and BandaTalk’s Coffeehouse in Tortuga City. You can join by clicking on the links below: https://community.dualthegame.com/organization/alioth-fire-office https://community.dualthegame.com/organization/bandatalks-coffeehouse Discord: https://discord.gg/Tx8RTSY
  21. I wonder if there will be a market for bulk orders dirt,stone, etc. for say, filling in a mountain.
  22. This will be a proposed solution to a problem that NovaQuark has thus far decided not to create: losing money (that is, in-game currency: Quanta) upon death of a player. Let's dive into it. The Problem If my sources are correct, NovaQuark has stated before that such items as DACs, Blueprints, Territory Control Units, Resurrection Nodes, and Quanta will not be lost upon death. Most of these items I have listed are justifiably non-lose-able; they are highly rare and valuable or, in some cases, unique items that would dramatically affect the total universal supply of these items. However, that last one, Quanta, seems not to belong on that list. Quanta will be as common as dirt, and the entire economy of DU will circulate around it. It is not rare, and it useful purely as a medium of exchange. So it seems to me that, like any other item, at least some percentage of Quanta should be lost by a player if he/she dies/is killed. A further incentive to encourage safe civilization building practices, of course. And a mechanic to facilitate looting of money, which is really the end goal of most looters. After all, in real life, should you be killed or rendered unconscious, any cash you may be carrying is easy pickings. However, you might say, if a player dies of non-PVP causes, doesn't that create a currency sink? If a player were particularly deep-pocketed, it could even have a significant impact on the universal economy. Surely, this is a problem that we are better off avoiding? The Attempt at a Solution Allow me the privilege of tickling your economic fancies. We all know, of course, that NQ plans on implementing market bots/non-player-buy-orders initially, in order to inject some currency into the infant economy of the early game. Now let's take that a step further. A player dies, drops random x% of Quanta. First, to facilitate looting, most of his inventory (including that Quanta) will have dropped. In most looting cases, looters will immediately snatch up these items and continue along their merry ways. If it is a non-PVP death (ex. taking too high of a fall, crashing a spaceship), presumably those items will just disappear after x amount of time. But wait! We can't just have Quanta dropping through a wormhole into another (triple?) universe. Oh the humanity economy! So here is what I propose: instead of vanishing like those other inventory contents, Quanta will be whisked away into one of those nifty market bots that will be present at the beginning of the game to inject currency. These bots will purchase items from sellers on the universal market, thus recirculating the money back into the economy. Extension Of course, this all hinges on NQ's willingness to spend development time on this feature, and how to manage the balance between immersion and practicality (there are no market bots in the real world, but there are institutions installed to regulate the economy). This competes against the benefits of such a feature to the game: reality (it makes sense that you should lose money upon a death, even if temporary), the ability to loot money (for all the pirates and scavengers and outlaws), and indeed, the possibility of banking (who would bank money that is perfectly safe in a wallet, save for interest on deposits?) Therefore, discuss.
  23. Agier

    Antimatter

    Antimatter As some in the past have dabbled in antimatter, I thought I would go over its possible uses in the game. Though to function in the game we would need a particle collider, vacuum and a magnetic storage chamber. I do not know the math to calculate the energy output or its capabilities. (Because I’m not in university). Introducing antimatter into Dual Universe will supply the game with new fuels, energy sources, diversified economy, and advanced weaponry. New fuels and energy would benefit DU as only large organizations, or medium-small specialized organizations would be capable of producing sufficient supplies of antimatter. This will allow small organizations to have a relatively big economy, and would pressure other organizations to ally with the smaller organisations. Antimatter could be used as a propellent in rockets and spacecraft alike, with NASA stating that “10 milligrams of positrons are needed for a human Mars mission.” The money and resources to develop and store the antimatter is significant more than the average rocket; that is because we have not yet developed technology to generate, store, and use antimatter efficiently. To develop sufficient supplies, there needs to be large planet, or satellite based particle colliders in the DU universe; there could also be the introduction of small particle colliders, for large flag/capital ships. It would also be highly impractical to have small fighters running on antimatter, unless their purpose was to ram into larger ships. Other than the collider, you would just need a very small amount of hydrogen to fly for a long period of time. Producing energy from antimatter would only be possible if there was more energy being produced then wasted accelerating the hydrogen. Antimatter could work as a way for alliances, and uprisings to happen. It is obvious that large organizations would be able to produce absurd amounts of antimatter. But it's the fact that small organizations could be able to specialize in antimatter; this could increase the possibility of mid sized organizations allying with small organizations creating an alliance that can displace larger organizations. Though there still is the fact that the largest organizations will always have an upper hand because of their sheer numbers. My favorite possibility are the possible weapons that could be made. Antimatter annihilation is not enough, I am talking about generating black holes. Apparently if particle collisions go wrong there is a possibility of a black hole being generated. As Kurzgesagt touched on, if a black hole with an incredibly small mass appeared a “decently big explosion would occur.” Inside DU a small generated black hole explosion would do practically nothing, but if maybe there was a way to accelerate denser elements than hydrogen, or large chunks of elements, could create a supermassive black hole explosion destroying entire fleets. (Though this could be a problem if people started reenacting Alderaan) The development of these weapons could be made illegal among alliances, and organizations, giving any organization in possession of these weapons, sanctions, or terrorist status. In DU, antimatter could act as a way to spice up gameplay abit. (☭ ͜ʖ ☭)
  24. Welcome to Perdere! Who are we? We are a small organization built for mining and control over the economy. What is your plan. Perdere is planned to be one of the largest trading and mining empires in Dual Universe. Although we need YOUR help to get there. We have a discord where we will be planning more in-depth ideas and would love feedback from our members. Everyone is included! Although we don't have a detailed plan yet we will focus on harvesting, mining and scavaging to get our base resources in the game. Weekly raids are also an idea that has been thrown around. If we find a weak and vulnerable enemy, we will attack as we are not a complete PvE organization. What sets you apart? We are fully dedicated to our project. We have our own discord server which will be the hub for all trading that takes place in the game. We are currently working on a discord bot that will have its own currency that users can earn by being active in Discord. This functions as a way we can reward our active members with in-game goodies when the game comes out and also determine the hierarchy of management. AKA The more active you are, the more likely you are to be placed at a higher level of management and earn more. Exchange? How does that work? Well, we will be setting up a way for users to contact each other. It will be a fully P2P system, a user will post a request to buy or sell currency when two users match on a price the bot will automatically send both users a PM saying that a match has been found for their request to trade. Setting up a way for users to trade to a more, out of game 'currency' while not having to directly trade in game (sending the bots currency to one another as a form of value). Like any currency the value of it will go up and down, so choose wisely to invest or divest! Sounds great, how do I join? You can join our organization by making a request here https://community.dualthegame.com/organization/perdere-mining or by joining our discord here https://discord.me/perdere (Note you will still have to join the organization here as well) If you have any questions or comments feel free to leave them below!
  25. Everyone has been saying that DACs can be turned into Quanta, so by chance does anyone know how many DACs equals 1 Quanta
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