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Found 34 results

  1. BandaTalk

    Physical financial securities

    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?
  2. 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
  3. 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
  4. 0something0

    Raw Materials

    I wonder if there will be a market for bulk orders dirt,stone, etc. for say, filling in a mountain.
  5. 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.
  6. 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.
  7. 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 ☭)
  8. 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!
  9. Jegleebow20

    The Worth of DACs

    Everyone has been saying that DACs can be turned into Quanta, so by chance does anyone know how many DACs equals 1 Quanta
  10. bosco151

    Data-Driven Merchant AI

    Hi DU Community, I can envision the possibility of large corporations investing in the development of merchant AI (bots) using LUA scripting to interface with the various trade markets, perform analysis and make real-time automated buy/sell decisions based on a set of pre-defined objectives (minimize risk, maximize ROI, etc..) have we received any insight into what type of database architecture will be supporting the DU economy, is it going to be possible via API's or in-game interfaces for players to perform analysis and make informed data-driven decisions or will this type of thing be more of an external metagame? It would be ideal if players could download (in-game) trade/market data from the station/hub they are in to their ships computer which will be a repository for all the analytics described above - this could open the possibility of trading in data/information, for example the more stations you visit (and the more frequently you visit them) the more up-to-date your data assets will be etc.. in-game systems could emerge to enable (data storage, computing power, analysis, data protection, hacking, long-range data relay) other forms of data may include: obviously blueprints scripts/AI (running on-board) trade data (what you've purchased/sold) cargo manifests (historical record) station logs (where you've docked) comms logs (who you've communicated with) Any of this in the works?
  11. My question is as follows; How in the Dual Universe world, will Quanta(Currency) be continuously inserted in order to simulate a real working economy? It's been mentioned by the developers that they hope to remove all NPC trade (Which I think is great) but I don't understand how it's possible to do that when an economy needs a regulated injection of cash currency in order to regulate inflation. The basics of economics dictate that as more money enters a economy, the less value the currency retains (The very basic definition). In modern day, banks usually regulate currency injection on behalf of government treasuries, so who will do it in Dual Universe? The reason I ask is because without currency injection at a regulated pace, there can only be a certain amount of total money after the NPC's are removed. For example if they remove the NPC's and it's been six months, and all the players in the world have traded 20 billion Quanta worth of goods, then there can only ever be 20 billion Quanta in the world. Obviously this is a problem because it will make prices rise ridiculously high, especially if they money is spread thin between players.
  12. 5p34k3r

    Galactic cartography

    Hey everyone! Before I begin, wanted to express my apologies if this is mentioned. I did attempt to sift through the idea box. I think it would be great if the sensor info about the surrounding star systems and other astrological bodies that we would see in our personal navigation (ship, tool, HUD, console, whatever the case will be) Were to be all unknown. This would allow people to trade star maps, allow for secret routes, (think star wars, the hyperspace routes) one could make a rather interesting and profitable living exploring various ftl routes, andd it would make it feel more real. This is obviously a rather rough draft if the idea, but I feel the fundamentals are there for someone to expand on it if so inclined ^^
  13. Fitorion

    Refineries

    So we know that we'll mine resources of various kinds... and build things... and some of those things will be ships which need fuel. Will the materials be ores that need to be refined at some sort of refinery to be made into the finished fine materials used for building... or into the fuel or fuels used by various ships engines? I think it'd add another layer to the economy if miners sold to refineries ... and refineries had to be large constructs... with storage for their product which could then be sold to builders and explorers and shippers. Also has any thought been given to power generation to power lights... or the hypothetical refinery?
  14. Hello Guys, please excuse my poor english, but i will try it to explain. Do not implement an universe wide currency made by the administration. Give each organisation the possibilety to create a own crypto currency. but make it expensiv to launch. let them choose the parameters of the crypto currency, how many units should be exist in which time and how much energy take the production... now create a universe wide online market where you can exchange every currency instant. the material trade market owners can now choose which currency they accept. at least there will be just a few stabil currency with huge organisations in the background. If you implement this idea there will be more room for politics and economy dependencies. In german: Implementiert nicht eine unviersumsweite Währung welche von der Administration eingeführt wurde. Gebt jeder organisation die möglichkeit eine eigene Crypto Währung zu erschaffen. Diese zu starten soll aber kostspielig sein. Lasst sie alle möglichen parameter dieser cryptowährung aussuchen, wie viele geldeinheiten sollen existieren und in welcher zeit anwachen und und und aber lasst die production der währung geld kosten. Nun brauchen wir einen unversumsweiten online markt wo man die cryptowährungen in echtzeit tauschen kann und angebote abgeben kann. Die Besitzer der Rohstoffmärkte sollen die Währung auswählen können, die sie am markt akzeptieren. am ende bleiben nur ein paar stabile währungen übrig mit mächtigen organisationen im hintergrund. Dies würde politik und ökonomie weiter intensivieren.
  15. Link: BLADESIN MERCENARY CORPORATION A Mercenary Corporation with one purpose: the Art of War. We exist simply to facilitate an honorable way to do battle on all fronts. We always abide by three values: Duty -To our comrades -To ourselves -To War Honor -If it makes you question your value, don’t do it -If others question their path, inspire them -Make others proud to have met you Dedication -Take the time to do the job well -Put it all on the line -Be proud of the profession Introduction video We are mercenaries but we do not destroy without cause, we work for the ones who we deem worthy, and the payment is always fair. If we find someone worthy of the honor we will invite them to join, no matter from where they originate. The duty of any member is to train, learn and experience all they can about war, to further develop the Art of Bladesin through it. This will always be done with honor and respect, and with complete dedication to the Art of War. Currently working on: -Creating a 24/7 active organisation, -Bladesin Corps need leaders: 5 Grand Masters (1 from each continent), As well as Directors for the divisions of Logistics, Mining and Trade -At least 4 regular members from each continent. New associates: DICE We will also be joining the Alioth Aerospace Expo! --------------------------------------------------------------------------------------------------------------------------------- BMC Guidelines: - A Bladesinner should at all times develop oneself and aim to become more powerful, but at the same time view the Corps as oneself, and aim to develop it the same way one develop oneself. If doubts arise as to how this is accomplished, seek guidance in the higher ranks. - If you dedicate yourself to War, you dedicate yourself to the Bladesin Corps. - Unless the Corps is officially taking a job that entails it, a Bladesinner should stay out of the business of Good vs Evil and Right or Wrong, though the Bladesinner's own nature should not be denied or suppressed. Instead a Bladesinner should be true to their personality, using their own personal dispositions to make themselves more powerful. - We demand respect from you. Disrespect and arrogance can gravely hurt you and your allies. --------------------------------- Rules --------------------------------- 1. you may never do anything to damage the reputation of the Bladesin Corps or any of its members. This includes acting in a way that reflects badly on BMC, like bullying, piracy, and other actions that does not follow our guidelines and lead words. Rulebreakers will be Exiled. 2. A Bladesinner may never, ever kill or seriously hurt another Bladesinner, either directly or indirectly, The only time this is ignored is during Training sessions. Breaking this rule results in being Exiled. 3. The Corps position on good and evil is neutral, members who are good or evil are accepted either way, but Honour, Duty and Dedication is always top priorities, if we have a rampager that think it is fun to wipe out entire cities to take out one target and in the process kills millions of non combatant civilians that in no way have anything to do with the battle at hand, he breaks this Rule of Alignment, sure be evil, but with Honor, Duty and Dedication. And on the other hand, if we have a hero type player that because of him being good choose to take a path that endangers the success of his or hers mission, he or she has also broken the Rule of Alignment. The rulebreakers are Exiled. (If you see anyone breaking any of these rules, screenshot everything and send to leadership so we can handle it. If it includes destruction of property, you will be compensated.) SALARY FOR BMC MEMBERS: The first few months BMC will keep a majority of the revenue to build up the org. Thats why 40% of the revenue is divided between the BMC members that carried out the mission. When we get to the point where we have gotten off the ground and start doing bigger jobs, we will divide a larger part to the BMC members who carried out the mission, specifics will come when we know how much. If any members want to use BMC resources and personnel to build something and sell, 25% of the revenue will go to BMC for using its resources to create and distribute it. A specific contract will be drawn up for such occasions. Ranks system Troop Ranks (all ranks except Stepper will include more privileges, as well as responsibilities): ----------------- Stepper: Entry rank, pass application --------- Weapons Apprentice: Went through Basic Training, is now Equipped with BMC standard gear. Survived 3 missions that were completed --------- Bladesin Warrior: Went through Advanced training Completed at least 20 missions, 5 of those must be Solo Missions Bladesin Creator: Went through Basic Training, is now equipped with BMC standard gear. Went through Basic Utilities Training for Specialisation (chosen division) ----------- Officer ranks (these ranks are based on recommendation from Commaning Officers and must be given by a Grandmaster or Director): ---------- Guardian: Squad leader for Infantry Troops Hunter: Squad leader for Navy Sinner: Team Leader for Utilities Team ----- Master Guardian: Tactical leader and coordinator for several Squads, plans mission execution Master Hunter: Tactical leader and coordinator for several Squads, plans mission execution Master Sinner: Coordinates several Utilities Teams to streamline and raise efficiency for projects ----- Bladesin Masters: Commands a geographical section of BMC, all projects and missions, in a solar system for example There are always two Masters for every section, one Utilities and one Military (Will be implemented when relevant) ----- Leadership ranks (all except Founder is equal and works as a council): ----- Grandmaster: Commands the combined armed forces of the BMC with the other Grandmasters BMC Aims to have at least 5 GMs at all times Director of Crafting and Science: Oversees, plans and ensures high quality execution of all construction and research projects within BMC Director of Mining: Controller of all mining operations owned and done by BMC Director of Communications: Is in charge of all marketing, diplomacy and recruitment within BMC Director of Trade: Is in charge of buying all necessary resources for BMC and selling all of the unnecessary ones and commercial constructs and such Director of Logistics: In charge of making sure all resources equipment and ships are where they are needed, for constructions, repairs, missions and so forth Founder: The big Boss, Jack Blade, in charge of overall strategies, corporation wide changes, executive orders, Leadership oversight, and have final say in all matters concerning BMC
  16. Okay, so this idea hit me the other day and it is not fully fleshed out, but I think it is a good start of something. First, here are a few assumptions: There is a finite amount of each material to be mined in a given system. Systems will be depleted over time. When a ship is destroyed or a person is killed some material is "lost" forever, while some can be salvaged/reclaimed. The economy needs some sinks and faucets in order to prevent excessive inflation or deflation over time. Now, my idea to address some of this. Basically, when ships are destroyed or people are killed and some of the material is "lost" the amount can get added to a system-wide tally. Material sold to the Market Bots that JC mentioned would also get added to this tally. The game could then pull from this tally to generate material asteroids in deserted parts of the system which could be scanned down and mined, thus restoring the resources to circulation and conserving the mass. These materials could then be used or sold to market bots again, bringing currency into the game. In addition to preserving mass and providing a currency faucet, this would provide some basic "PvE" content and help prevent systems from becoming depleted. To provide a currency sink to counter the currency faucet: the market bots could also sell the materials directly from the tally but for a fairly high price relative to what they buy it for.
  17. Lord_Void

    Stargate Fees

    As I currently understand it, Stargates will be usable based on having the proper permissions or something along the lines of a key. The Stargate owner can collect fees when people use the gate. This is a nice system; it's simple, but I think it can be easily expanded. I think a system that can be based on the mass of the ship will allow for more emergent gameplay around stargates. People could of course choose to just have a flat rate, if that is what they prefer. I propose three additions: The ability to charge a fee for using the stargate based on the mass of the ship. The ability to set different tiers of mass that have different tax rates. The ability to crate different "keys" or permission levels that have different tax settings. I will now go into more detail why I think this is good system and why it should be very easy to implement. First, taxes based on mass: why? Well, it's more fair. Why should someone who is flying a tiny shuttle pay the same fees as a space trucker who is hauling millions of kilograms of goods? How do you balance the two if you can only charge a flat tax? A mass tax helps solve that. If you charge one Quanta per 10 kilos and the shuttle is 1000kg, then that person pays 100 Quanta whereas the massive freighter of, say, 10,000,000kg pays a million Quanta. The freighter can easily afford a larger sum because it will make money off of the cargo it is carrying and it is just a cost of doing business. The pilot of the smaller ship will be happy because their fees will be low, since they don't have to pay some middle ground, one size fits all rate. The stargate owner is happy because it let's them collect more taxes overall while still remaining competitive. How difficult would this be to implement? It shouldn't be too hard based on what we know. NQ have indicated that ship and cargo mass will be taken into consideration by the physics engine, so they data already exists and all that has to be done is some basic multiplication. The plus side of this is that since cargo is also already accounted for, an empty cargo ship pays less fees than one that is fully loaded Mass tiers, this is where it really starts to get interesting. Users should be able to set "tiers" of mass that have different rates between them. For example, perhaps the rate for ships between 0kg - 10,000kg is 0.1 Quanta per kg, 10,001kg - 50,000kg is 0.5 Quanta per kg, and 50,001kg and up is 1 Quanta per kg. In this way, the large ships get the more they have to pay. Consider three ships: Ship 1 is 5,000kg and pays 500 Quanta. Ship 2 is 30,000kg and pays 15,000 Quanta. Ship 3 is 120,000kg and pays 120,000 Quanta. Why would you want to do this? To dissuade larger ships either for market reasons or military reasons. Or perhaps there is the theory that the bigger the ship, the more money the owner has to burn. That's up to the gate owner, but the true power of the mass tiers comes out with the third point. Different keys. The tax settings should be tied to each key and not to the gate itself, allowing for different keys with different settings for different people. There are many reasons that people travel and this would allow the fee system to be better suited for each person. I will give an example. Perhaps someone is coming to tour an empire, or apply for a job or whatever, and they need to get around but don't want to spend a ton on fees. Naturally, the people who live in the region don't want somebody who may not be fully trusted dumping a ton of goods on the market to compete with local businesses or bringing in a large battleship and causing trouble, so the tourist is given a key designed to meet these needs. The key could be set so each use under 2,000kg is only 20 Quanta but over 2,000kg it's 20 Quanta per kg. So if that tourist tries to bring in a 20,000kg freighter they are going to be smacked with a 400,000 Quanta fee. More taxes for the gate owner and it strongly discourages that tourist from bringing in larger ships or a lot of cargo. It's emergent and not set in stone. You could also raise the price even further to really discourage large ships. Maybe over 10,000kg it's 500 Quanta per kg! That's 10,000,000 Quanta for that same 20,000kg freighter! Good luck turning a profit on that. So long as that tourist follows the guidelines of their key, they can avoid paying much in fees, but if they try to do stuff that they are not supposed to they will pay the price, literally.
  18. Omfgreenhair

    Industrial Areas

    Hello! I'd like to discuss what you envisage our industrial areas would look like. That question does imply there will be industrial areas, which is only natural when the primary occupation and game element at the start is gathering resources and build things. An industrial area simply is a natural phenomena when big projects are set up. The bigger the project, the more logistics, more storage, more mineral processing. All in all, Novaquark can -say- large scale industrialisation isn't going to be part of the game... but ya'll know better. When the chance is there for mass production, the chance will be taken. So without any further a do, lets discuss. With the current game mechanics and game mechanics planned ahead, how do you envisage an industrial area will look like?
  19. BliitzTheFox

    Organization Buy/Sell offers

    Give legates the power to place buy/sell offers on behalf of an orgization, where sale money and purchase money is taken from the organization's money stores. This way trusted sellers may include a organization as a whole.
  20. I know that NQ have been very informative on how markets will work, and how products are bought and sold, however, has there been any thought or information thrown around about the actual financial system? How will the financial system run - similarly to real life? What would be the role of banks (if they even existed as the game mechanics allowed)? What about loans, or investments, to people who don't have the funds to undertake large projects. Could banks store people's money (or would that even be necessary)? What about groups or companies that could go public, and have people buy stakes in them in order to raise funds, just as in real life? I just figured this was all food for thought as it doesn't seem to be something that's been explored yet.
  21. Dxeo

    Mission-centered Economy

    Now this is a "What if?" situation since I'm not exactly sure how the economy system would fully work so here goes. So, Part 1. What if the way to earn money is to trade resources in for credits using game generated missions. For example: get XXXX amount of wood for XXXX credits. Have it for renewable resources so we don't just feed the game resources that don't regenerate . Part 2. Give the organizations the ability to create a Mission Board (of some kind), And allow them to set taxes for it (with some limit of course). Say organization A has 10% tax on the credit rewards from it's Mission board. so people can generate money for their organization. And allow the organization to set taxes for it's members and non-members separately. Part 3. Give members of the organization the ability to post their own missions for credit rewards on the mission board. And give the organization the ability to tax the rewards for that as well. The tax is optional of course depending on the organization. Part 4. Allow the organization itself to post missions for credit rewards with the funds being deducted from it's "Guild Bank". Part 5. Have all the mission boards from a certain organization linked together and give the option for the user/organization created missions for them to be local to the board or publicly shared on the organization's mission board network. Part 6. Now this is optional, add a global mission browser for all players to see the missions list and locations of the boards to take the missions from. Part 7. The physical reward part is simple. People who post missions can claim their mission from the board they posted the mission from, the board can have an inventory for each player to house the "asked for" in the mission which they can "Loot" and the organization can have a bigger one (for organization posted missions). Part 8. Have a board at the arkship spawn point at the start with limited missions just to start people off. And have the boards created by the organizations give better missions with better rewards. Now this is just a fantasy i had of an organizational driven economy with an organization creating towns, hubs, and outposts to further grow and generate revenue for itself and it's members. I'm not very good at explaining ideas in plain words so please pardon the confusing descriptions. (This is not meant to replace an in-game market, it's just a way to generate credits)
  22. TranquilClaws

    Ensuring that Subscriptions are Done Right

    There are two kinds of subscriptions which I can think of off the top of my head. Monthly subscriptions and hourly subscriptions. The difference is as follows. Monthly subscriptions last for a duration of months after their activation and constantly count down regardless of whether or not the player is online. Hourly subscriptions pay directly for the hours a player can be online, which can be used whenever the player wishes, meaning that you are directly paying for the time you are online. The inclusion of both would be very beneficial for creating freedom in choice for purchasing time to play the game. The major difference is that monthly is often cheaper, but doesn't account for players who rarely get on or who get on extremely often, resulting in a less predictable load on the servers. With the hourly system, players directly pay for the time they will be using up server resources, which is more precise and can be saved for when they want to play. As someone who often plays something a lot but in short bursts, I would prefer the hourly subscription.
  23. DaphneJones

    Stargate econ?

    Some musing on stargates brings up some questions: Will the builder of a stargate be able to charge a toll for its use? If not, how would they amortize the cost? Will a stargate have a (digital) key, so only authorized users can use it? Will the owner have to have an armada patrolling to stop unauthorized use? If I send a probe from Earth to Mars (or other pair of planets in the same system) will I be able to build a stargate between them? This could be very profitable for fast, easy trade if a use fee can be charged. Or is there a one stargate per system limit?
  24. ATMLVE

    Make Everything Difficult

    There have been some topics around this area, particularly with building ships, but I feel that the this is a concept valid for the entire game. In a huge civilization-building, player-interactions-driven game, I feel that having people skilled in just certain areas will eventually lead to a more enjoyable experience for players. And this is something that many people may disagree with upon first hearing it, but find in the long run that they think it works really well. Or maybe they'll hate it! I want to share my opinion on it though, and I ask that those reading, who may think it's stupid, give it a chance. Also remember that there are two sides to this, neither are correct, and both are valid. It's just opinion based. If anyone is familiar with the game series LittleBigPlanet, the first and second iterations for the PS3 played a huge role in a season of my life. They were the main games I played for months, and I had a friend who was into it as I was. Anyway if you don't know the game, it's not important. Basically, you use some basic tools to make little minigame-ish things (I'll refer to them as levels). Anyway, in the first game, there were a few levels and creators that stood out significantly from all the rest, because they were fantastic (anyone that knows the name "Lockstitch" off the top of their head is a freaking awesome person). Me and my friend, we knew exactly what tools were available, and what you could and "couldn't" do. But some few levels stood out to us because, as people who knew the game inside and out, we had no clue how they some of these things were accomplished. A fair few levels were outstanding and amazing due to their mechanics and visuals. When LittleBigPlanet 2 arrived, there were tons and tons of new tools added. These were fun and great to be sure, but they made everything that made the old levels special, not special. Because, all of the fantastic things that had been done before (in the first game) were now basic and easy because there were tools to do them (in the second game). This made a lot of great content a lot more common. Which of course was a good thing. And there were certainly levels that still pushed the boundaries. But overall, by making cool and unique things easy, it made great content a lot more common and thereby a lot less special. If Dual Universe makes building easy, and mining easy, and combat easy, and exploration easy... Well, then there are going to be lots of amazing ships, and lots of miners, and lots of warriors and lots of explorers. You may say, "that sounds great!" But, remember my exceedingly dramatic and emotional story. When you make it easy, it stops being special. In a game like Dual Universe, where player interactions and jobs and organizations are such a key factor, it shouldn't be easy to do anything. It shouldn't be easy to switch from a being an efficient miner working for a large corporation to a stupendous explorer finding rare resources on hostile worlds at the edge of the known galaxy. Sure, you can switch job titles and do whatever you want whenever you want, because it's a game! I'm just saying you shouldn't be able to switch from being outstanding at one thing, to suddenly outstanding at another. This allows individuals the opportunity to stand out, and be known for something. "Hey he's that guy that makes that line of super efficient yet powerful ships. I don't know how he comes up with that stuff." "What, you want to send Xx_M8_SLAYR_xX to go hunting for that anomaly? He's an architect, someone else will find it way sooner!" If someone wants to be known for something, then they go for that something and only that and they end up being great at it, and known for it. Lots of people will choose to not do this, which allows the few that do to stand out. I can't really say much else that I haven't said already. I believe I've gotten my point across. Regarding designing ships or stations, it's easier to see how an individual could be better at it than most others. Mining or exploration expertise could be accomplished, not just by having better equipment or skills, but also by there being hidden techniques that people just have to learn by doing it. Thank you for reading and please try and be civil in your response, as, once again, both opinions are valid! When everyone's special, no one is... And if you're good at something, never do it for free!
  25. This is something common in regular multiplayer games but I feel in a game with crafting, it can become somewhat of an issue. What I'm suggesting is to not make a 'best version' of anything. What I mean is, since most items will be craftable, don't make there be that one greatest version that everyone aspires for. A standard model for crafting games is starting with the lowest tier, with each upgrade above that increasing all of it's stats, to the point where at some point you get the ultimate form of that item. You hear it all the times in games; people say they have "max everything". Whether it be full diamond armor and tool set, a 48 slot ship, or the 'black hole gun', they go for it as an end goal and once they reach it, they have nothing left to do. I think it is important for a game like this to avoid that, and to do so I suggest everything has at least two different stats which are somewhat inversely proportional to each other. This is of course not a new idea; racing games see cars with fast speed and bad handling (and vice versa), multiplayer games have different weapons that all have varying amounts of different stats, but none that stands out as better than the other. It's just preference and application. And this by no means is a suggestion only for weapons! They're just a good example. I am suggesting this for all types of objects and items; mining equipment, scanners and communication equipment, ore refining equipment, engines, reactors, etc. All of these objects, if given even just two stats that cannot simultaneously be maxed out, ensures that there will always be diversification and a rich economy. What this does is: 1) Take away an end-game goal for people. Many might aim for the top-tier items and, upon obtaining those, be at a loss for what to do next and grow bored. 2) Add growth and variety to the economy. This is what we don't want, and I can see it now... "Max stats" a search term in the ship store, and the most popular ships and structures (the only ones people are interested in) are those that contain the top-tier of everything. 3) Add strategy to factions of any and every size and skill level. No faction can ever reach the point of being as good as they can be, because there are always different ways to use different items. 4) Basically, ensure that no one can ever be the best. (Sorry Ash) I think it is important, if it is agreed upon, that this become implemented at the beginning of the games life. Because if it is not, it might get very difficult to implement later on. What are some thoughts of yours?
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