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Alpha 1

Found 10 results

  1. 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
  2. woodster

    "hailing" ships

    the ability to "hail" a ship by text/voice/live feed of bridge would give the ability to exchange remarks, solve conflicts and open up the possibility of an alliance (yes I got this from star trek )
  3. WarPig

    Market terminal set up

    My proposal to the market system is to have a way to program to set up restricted buying and selling based on players or orgs. So not anyone can do up in your city and out sell you or your org because they are selling for less. So instead of approaching a market terminal and accessing a universal market you access that orgs market. My real concern is creating an easier method of paying employees. The way I would like to do it is say for example I have miners that drop off or at my factory. Instead of both of us being online they can stop at my terminal reserved for them and sell there or to me and I have the ore price set specifically for their payment and I can remove tax.
  4. This is a quick market place question. When selling or buy something from a market stand will it be a universe wide market like for example runescapes grand exchange were you deal with all players. Or will owners of the terminals be able to only sell their products
  5. 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.
  6. This thread is to discuss the methods of transporting things to and from a market by someone who is not the owner of said object. We know that certain objects and small-ish constructs can be kept in storage units, but constructs of a certain size will not fit, and therefore must be shipped differently. The questions I have regard how I as a transporter/market owner have to operate. 1. Will there be some kind of "permission code" that will allow me to remove items from a storage unit, but not use them? 2. If so, do I have to place the item in my inventory, and then transfer it to my cargo ship's storage unit? Or will there be a way to move it directly from the static storage unit to the ship, and vice-versa? 3. If there is a way to do that, does the ship have to be in close proximity to the storage unit? If it does, then I think this will create endless headache for markets, since they would have to build all of their storage units next to the ship landing pads. Plus, if more than one item from a particular container needs to be transported, and two different people have to access the unit, it could bottleneck since only one could be on that landing pad at one time. Or if someone bought items from two seperate units, they would have to run around to different landing pads. What would work out best would be some kind of physical "pipeline" that ships can connect to. When an item is transferred to a ship, it is sent down the pipeline to the intended vessel, and into it's on-board storage unit. The ship could be parked quite a distance from the market storage unit and still have access to the storage. 4. What about ships? How will a ship be delivered unless the transporter is given essentially owner-level control in order to fly it to the purchaser? What I would like to see for this one is some kind of "lifter drones" made up of boosters and a power source that attach to various locations on the ship to be transported, then you attach the pilot craft on top. The drones all sync with the pilot craft, and actually transport the ship without ever having access to the ship's systems. Once the ship is safely delivered, the drones attach to the pilot craft, kind of a "modular" spaceship in a way. Yes, this could be used to steal ships too, but maybe there will have to be some kind of "docking permissions code" that is enforced by the ship shields. That way only authorized vessels could dock with the ship. (hypothetically) So, what do you think? How should/will NQ deal with these obstacles for transporting goods? If this has been covered already, please just point me in the right direction, but I couldn't seem to find anything about this specifically.
  7. Idea: Please provide read-only game data APIs for user info (level, orgs joined, current planet, etc.) and market info (price, quantity, orders list, etc.) Reason: I want to build a trade platform and a credit platform with some advanced features. That requires to fetch some in-game data. PS. All trade will happen in-game, so the API could be read-only. The relationship between the game and the plat is the relationship between Steam and SteamDB. (At the level of information provision) Pros: - The platform is independent from the game. So some updates will not affect each other. - I will make a mobile app for the platform in the future. Where the main game cannot run on. - A off-game platform can promote the in-game economy. - The platform provides some advanced features, some of which may not appear in the game. - It's a third-party project, which means that the project is self-financing. - The platform also has a publicity effect on the game. - A senior financial markets can help stimulate the player's vitality. - The existence of credit platform can indirectly help maintain the order of the game. - The platform will not pose a hazard to the game mechanism. - The platform can promote the development of the gaming community. Cons: - Game developers have to maintain a set of read-only APIs. Promises: - I will not abuse the APIs and provide necessary protections to the data obtained. - Fully respect the views of game developers. - I will try to eliminate the competition between the platform and the game. - We will help counteract the behavior that undermines in-game economy. - The platform will not provide any transaction function which could bypass the game. ------------------------------------------ADDITIONAL---------------------------------------------- 1. To be clear. Here I say "trade platform" is a one with ADVANCED ECONOMICAL FEATURES (AEF). Which means auction, mortgage, futures, blockage (blacklist) and other things. It's not simply a data aggregation site nor a trade market, it will be a universal trade platform. Also, real-time data are needed for make those AEFs come true. 2. Everything in the platform involved NO REAL MONEY. RMT is dangerous. 3. When I say "need API", yes, without API access we can also build a platform. But not a convenient one. Also, ability management is a cool idea. So if NQ allowed, please provide skill API. (This is a separate request from the above one) 4. The in-game one is only a list of buy and sell orders and have some simple filter. That's why I want to make a platform with many other features. 5. When we say "first person". Our starting point is always our own rather than the character in game. You HAVE to decide whether b/s or not. You HAVE to make your own decision. And you HAVE to trade them with your in-game character. The platform, just like UI of the game, is for convenience and be concise. If we pursue the first person experience, please turn off UI components first. 6. The most important: When you leave the game. The in-game time will NOT freeze! That's different from non-Online games. We need a platform to track market when we are not online. Imagine that you are hiking now, suddenly you see some one said in the Discord "Metal prices are soaring", would you like to check by yourself or say "hey, give me a screenshot"? 7. We cannot run and understand the market in our mind. But charts and indexes can help us. We need data collected from APIs to draw charts and indexes. Also, charts and indexes are helpful to brokers and analyzers. 8. DU has no bot station but we have DIFFERENT PLANETS. Price may be varied by planets (even locations). So we still need a platform. 9. Black / Hidden market. I said in 1: "blockage (blacklist)". It will perform the function. And it can also be used in the event of war or even you just hate someone. But, if one could find the hidden market in the in-game trade system. It's not hidden any more. Therefore, confidentiality should be the player, not the API thing. Because the APIs will only provide public information. It just make the whole thing more simple. HimeIX, A member of Alpha Academy.
  8. calewars

    Expanding The Market

    This is Elector Cale(wars) bringing up some economics again. Lets say there was a DU mechanic where you could model small objects like a bobble head. You could sell them by producing them on the DU player market for fun and make profit. Instead of modeling with blender and having so much more mechanics to have to add and deal with. Why not make a in game model system similair to blender? Lets say you had 1 block worth of material to sculpt something. If you wanted to sculpt something that was the size of 10 cubes it would take 10 cubes from your invintory. Once one if made you could save it and it could be made with small factory units or it could be super scaled with more materials. Instead of having to use blender, skecthup. or something to that sort and go through the trouble of uploading it through the market. This could also bring more mechanics such as modeling chairs or tables maby even some sort of lighting systems to sculpt or buy. These would be able to be placed for decoration mainly. Some might say its a stupid idea and its usless. In real life toys are usless. Theres no point for toys or bobble heads. We do it for fun, or just to make a profit off of people who like stuff like that. People are doing this Now! People are already modeling various ships for dual later on. You can find them on various posts. If you liked this idea find a Opean Federation post off the community and give them a like! Even follow us on discord. We offer many jobs!
  9. https://community.du...n/hub-universal Our Mission Statement HUB Universal is a corporation that runs trade facilities where all galactic citizen (no matter what your affiliation is) can come and buy, sell and trade their goods to others. HUB will not affiliate itself with any nation, corporation or group and will not take sides in conflicts. Our facilities are open to all as long as they keep the peace while they visit HUB and enjoy all the services we have to offer. THE POWER OF INVESTING Our belief in the power of investing is a perspective that's influenced our company from the beginning and creates a powerful bond between us and the buyers, sellers, and traders we serve. It is through this bond, that we all prosper and create an environment for Success. Our commitment to you, is to provide you with the tools you need to make your success possible. FOR THOSE WHO DRIVE THE ECONOMY We champion the traders and those who serve them because we believe everyone should have the opportunity to achieve great financial outcomes. It is through these successes that we drive the galactic economy and perpetuate a universe of growth and prosperity for all. SEEING THE WORLD “THROUGH CLIENTS’ EYES” HAS SHAPED OUR TRAJECTORY Putting clients at the heart of the experience has enabled us to create products, services and platforms that have shaped our industry and helped clients meet their financial goals. We strive to offer a complete portfolio of tools that you need from the start to the end of the transaction. This could be anything from brokerage services, secure neutral negotiation facilities or even a place to unwind after a hard day of trading. We cater to all your needs so you don’t have to worry about what you may have forgotten. NEUTRALITY IS OUR MISSION STATEMENT HUB will never have any affiliation with any nation, corporation or group. We do not take part in the conflicts of the galaxy, but remain neutral in all things. Hub will only raise arms against groups or individual if they break the peace at a HUB facility. MEMBERSHIP HAS ITS PRIVILEGES Membership to HUB is free. There are no dues or fees for Membership, you only pay for the services you use. Access for HUB Facilities and basic services are free for Members and Non-Members alike. No affiliation with any nation, corporation or group will exempt you from HUB Membership. Membership grants you access to all HUB facilities, products and services. Membership is not employment and has no responsibilities other than maintaining the peace while you visit HUB Facilities. A GREAT PLACE TO WORK Employment with HUB offers many additional benefits. All HUB products and services are either free or heavily discounted. Affiliation with any nation, corporation or group will not exempt you from employment with HUB, However, while on HUB business, you must be able to be neutral and impartial. Understand though, that the HUB badge will not protect you away from HUB facilities due to the neutrality that HUB must maintain will all other the groups.
  10. Long have we waited, and longer still shall we continue to wait. My friends, in this chaotic world we find ourselves in on Alioth there are no empires or factions left standing. Due to certain events it seems that no force is capable of establishing itself as the leading directive over us humans. And as such, there will be no NPC factions for us to join as you would in E.VE. So all these independent guilds of any style, little corporations to giant factions, are going to be using market nodes. It hasn't been well defined how a market node will work exactly, if they are going to be regional, who decides the regions, if they just have a sphere of influence that makes some some sense but not entirely, for instance can multiple Market Units be placed inside of each others sphere of influence. Will the market units communicate with each other prices, is that something players could link together if the Market Unit owners are friendly. And on the Note of the market units, how could players from a different guild peacefully go and buy something from some other guild without just being blown up on sight for being an unknown. I'd like to merge the ideas of E.VE and SW.G, with a reputation similar to the first, and a status declaration system similar to the second. Leaving it to guilds to decide what a good reputation is, or even adjusting it by regions or specific Territory Units. Naturally pirates wouldn't care to obey the laws, but they'll also have to establish their own networks and way to get to any said system, Rogue Gates essentially. Anyhow, allowing guilds to establish these settings, they can have tags automatically apply to players to come through their stargates. Just for instance, you are this trader and you fly up to this other guilds Stargate and it asks you: 1.) Do you want to purchase faction reputation 2.) Turn in faction tokens for reputation 3.) Use gate (requires X reputation level) So you go through the gate and are automatically declared a non-hostile player by whomever administrated that gate, because they have it setup to do so. Now that you have this non-hostile tag (akin to being a On-Leave player in SW.G) you can't be attacked by players unless you commit some sort of crime. Now you are free to join up and do missions from their terminals. Use their market units without fear of being murdered. etc. By allowing players guild to use this variable that could be adjusted by region, or TU, and thus creating the allusion of Security Ratings throughout player empires. (Stargate) <Any Player> <action (use)> <requirement> <reputation> <greater than or equal to (+-0,1,2,3,4,5,6,7,8,9,10)> A major benefit would be that Factions can organize the construction of the expensive stargates, and it grants access to a shared network. The bonus of a Faction, or a Nation / Empire running the networks over just independent guilds, is the comfort of knowing there is a standard and uniform central authority running the gate networks. Not just some pirate group running a gate that's free on one side, and then charges a toll to go back. ------ An idea for distributing guild tokens -Guilds be able to create a blanket tag for <Any Player> <Kill> <Target> <With> <Reputation> <Below> <Amount (+-1,2,3,4,5,6,7,8,9,10)> <Receives> <Item (Guild Token)> <By Mail> ------- It would be really nice to have some real information on just how guilds are going to be able to function. Do you intend to create a graphical user interface to easily manage the relations, hierarchy, legates, tags, and options of guilds. Will we really be able to use the tags and RDMS to create a guild that work akin to a Nation. Is it too early for NovaQuark to provide an Alpha example of the options in the RDMS, and if tags will be player made or chosen from a list of premade ones? Some of the things that are important to making these systems work, as I believe it, is to allow players to assemble all the building blocks themselves. Having no limit on the number of guilds and players in an organisation. And creating a mix of the RDMS and Tags that allows players to assemble virtually any link they can come up with. Before we players are able to finalize our ideas on what, might or might not be possible though. We need to know about those Tags. If you are going to create the list of tags then can a NQ post be made on the options players would like to see in the RDMS and Tags.
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