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Found 5 results

  1. 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.
  2. As death in DU carries a significant impact,i find it highly benefial to involve a revive - resuscitation mechanic. Giving a small window for players to be revived,greatly promotes teamwork. The success percentage of the operation could be determined through the skill and training of the specialized individual.
  3. Kurock

    KO Mechanic

    Before we can start with the KO mechanic, here is a quick recap of the current death mechanic in Dual Universe As death penalties go, financial loss, full body looting and location displacement are only beaten in harshness by perma-death (which thankfully, DU does not have). Other MMOs have death prevention mechanics. For example, Guild Wars 2 has a weakened downed state where the player character can crawl back from the brink of death or get a last shot in before collapsing. Albion Online and the future Chronicles of Elyria both have (sometimes) knock out states where the player character is incapacitated rather that outright dying. Potential DU knock-out game mechanic For massive damage, like from a ships gigantic cannon, or face-planting into a planet at 200+km/h, a instant trip to the resurrection node makes sense. In other cases e.g. small arms fire and not too far falls, instead the players avatar could be knocked out instead. While KO'd The player cannot act or move. Potentially even looking around would be limited. The player always has the option to force a respawn. The amount of time spent in a KO state could depend on many factors, such as damage taken, armor, skills, time since last KO etc. The players avatar can be looted for a smaller subset of items they are carrying e.g. weapons held in hand. Potentially limited bloodshot vision. This aids in deciding whether to hit that respawn button or not. After the time is up (could be a 20 seconds to minutes) the avatar can get up again with minimal health and potentially a limited time debuff. Why a KO mechanic? Incapacitation gives more options: A pirate boarding party that just wants goods, can incapacitate, take their pick and leave the tree to bear fruit for them again later. There is also a chance that friends may be near enough to protect the KO'd avatar and get them back on their feet. The player stays in the action a little longer (even if it is just to accept a coup de grâce from the enemy) Penalties (be it RP or with a reputation system) could be heavier for killing rather than incapacitating. Would you like to see a KO mechanic in DU? Do you have suggestions on how you would prefer it to work? Comment below. Edit: This thread also has some interesting suggestions for incapacitation: Further watching/reading: DU Kickstarter Ask Me Anything (Part 3): https://board.dualthegame.com/index.php?/topic/10215-kickstarter-ama-event-third-last-part/ DU Devblog Ressurrection Node Mechanics: https://devblog.dualthegame.com/2014/10/10/resurrection-node-mechanics/ Albion Online KO/Death penalty https://www.youtube.com/watch?v=5xk2VfcWvN8 Exploring MMO death mechanics: https://www.engadget.com/2014/01/15/mmo-mechanics-exploring-death-mechanics/ MMO Death Penalties: https://www.engadget.com/2011/03/24/the-perfect-ten-death-penalties/ and http://massivelyop.com/2016/03/05/massively-ops-guide-to-death-penalties/
  4. A forum is typically a place to discuss single topics, pose questions or make suggestions. This happens in a highly organized manner, which is perfect for keeping discussions in order, being able to archive them and giving a large portion of people the possibility to participate. However, there are downsides to it when it comes to user friendliness in various forms. Getting an answer usually takes time, topics that may interest you already exist but are no longer active or already archived and discussion can head in a directions you don’t feel like taking part in. For these reasons, the user Loondoe has created the Dual Universe Guide (DUG) Discord server. What exactly is that? Primarily, the DUG server aims to provide a 24/7 live-support platform for all players interested in any aspect of Dual Universe. This support is offered by many volunteering, friendly and well respected community members from all branches. Furthermore, the server intends to act as a compressed collection of informational sources and material. We publish community generated guidelines, articles, monthly handouts, records and history information, walkthroughs and more. Is this the right thing for me? Basically, the server is for everyone and everything distantly and closely related to Dual Universe. This is definitely what you are looking for if: you want to have questions about the game or features, the community portal, pledges or the forums and its community answered fast and easily you want to find or be provided with information and sources for the game’s features and plans quickly you want to find or found an organization and need advice you are looking for players or organizations to partner up or make business with you want to feature a website, server or project you created and open it to the public you need help or a solution for a problem you encountered you want to get informed about past or current events and business in the community you need help with anything else and need someone to talk to And how does it work? First, you’ll need to join the Discord server itself by clicking the link below: https://discord.gg/J4AVBy7 Once you’ve joined, you can just state your issue in one of the support channels to receive help from supporters. Alternatively, you can take a look at the other channels to look for information yourself. And that’s it. That’s how easy it is to receive help. For any further suggestion and question on the project itself, these will of course also be answered on the forums itself.
  5. Neopolitan

    Radials for communication

    Many of the growing community here have been talking and thinking about how to communicate with our teams quickly. The idea of voicechat is great, but complicated. Not yet knowing how groups may or may not work makes it difficult to formulate this concept. Either way, If there was an option to hold down a button, maybe the letter T on the keyboard, causing a radial menu to appear at the mouse with a few options that you pick to put on the radial hotbar. The functionality could be altered in several ways, depending on whats realistic to implement into the game. Spatial chat only Party chat, (i.e. 5 man group) Raid chat Prompt pre-recorded voice the developers put in to speak. Just an example : Jim the Industrialist/ Builder repair man is down in the guts of the ship trying to fix parts as everything is blowing up. He might be in a random pick up group. or with friends. Maybe their Teamspeak server went down. Everything is going bad. He pushes T and mouses over "Reactor Critical" and clicks. In his group chat an automated message shows up -Reactor Critical, Abandon ship!" which could or not prompt a voice command to the group with a similar message. Jim also usually joins group as a repairman, so he set his hotbar up to include messages related to ship parts, Engines Down, Hyperdrive Down, Reactor Critical, et cetera. Allowing players to put in their own text is a double edged sword I would personally stay away from. Would likely need input delays / cooldown timers to prevent abuse / spam. A possible advantage of a system like this, is that with a single game world, I believe there will be many Players, French most likely, Germans, Americans, Russians, Japanese, and so forth; Messages could be written in many languages so if a silly american like me can only talk like a baby in french, at the very least I will click Reactor Critical and it could show R?acteur Critique for the person with French set at their primary language.
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