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Territory Control And Warfare

A vision of how Territory warfare could exist in Dual Universe

Preface

    Territory in Dual Universe can be claimed, but to simply claim territory that can be quickly mined out is not sufficient with how large planets are in Dual Universe and how expensive Territory Control Units could be. In this post I will outline a system that would encourage players to build and maintain territory units in a fair manner without requiring millions of people to be playing the game while being able to scale to millions of people playing the game.
 

Expanding Territory Units
    The first concept I would like to introduce is the idea of territory units being able to expand to adjacent hexes. The Planets are very big and having 100s if not 1000s of TCUs to defend is bad gameplay for such a small territory. In this concept, a territory unit when placed would cover one hex, then if the territory unit was fueled it would over an amount of time expand to nearby hexes to either some limit, or no limit (more on that later). This makes TCUs more valuable to protect as the loss of one TCU could result in the loss of multiple hexes of territory, also making them a better target for the sake of territory warfare. 
 

What if expanding territory unit had no limit on radius?
    Lets say for instance you allowed any TCU with enough time and fuel to expand across the entire world. This is obviously in of itself not a viable solution and we need a new concept to balance it out. A concept called Claim Strength. The idea of claim strength is that a claim is strongest in close proximity to the claim and decreases as you get further away from the tcu. Starting at 1.0, then to 0.9, and eventually down to 0.001 at the extreme ranges. Then we restrict functions of the RDMS system to claim strength. For instance, in order to prevent PvP in your territory say you need that particular Hex to have a claim strength of 0.5 or greater, outside of that you still own the territory, but are not able to restrict pvp. Then we say that anyone can place a new TCU anywhere that has less than 0.1 claim strength. This would mean while you could, undisturbed take an entire planet with one TCU, it would be a very bad idea. Not only is there a single point of failure that would cost you the entire planet, but anyone can place new tcus down that challenge your control.
    Furthermore the more territory they control the more fuel they will take up, reducing in efficiency, thus each TCU has an optimal range. This also opens up the possibility of different TCU's with greats claim strengths that can push out further.

Planetary Ownership
    Finally there is the concept of Planetary ownership which could yield its own benefits to whoever controls the most Hexs on a planet. The majority controller of the planet get's their organization's name on it on the map. and perhaps other low level RDMS benefits or resource benefits.

The overall idea is that the more land that we can claim the faster territory warfare can be in the game, and thanks to Claim strength in the beginning anyone who can build a TCU can join in claiming territory. This adds to the value of attacking Tcu's that are taking up too much territory without completely forcing everyone under someone else's rules in rdms.

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nice concept, but it has imho some problems that have to be solved...
I got some questions.
1. How do you claim another territory that is not yours?
2. how do you make savezones within this territory where no PVP is allowed?
3. what happens when two territorys collide? 
4. how do you want to balance or set up the cost of the TCUs and what do you use as fuel?

I guess, or at least i hope NQ allready has a solution for all those questions allready with theyr idea and will just ignore your idea or at least use some of the ideas from your concept.
Afaik territory warfare will need a TCU for every tile. Thats a neccessity to solve the 1. question.
Anyone who wants to claim a territory has to destroy or hack the TCU of the enemy faction or at least drop the shieldpoint of a tile to 0 and destroy all cores on the tile.
Then the TCU becomes inactive and you can place a TCU for your own faction.
Second question, all TCUs surrounding an area in the middle can make the middle a PVP free zone. and the player has the option to activate it at the TCU in the middle.
When two territorys collide both are an attackable tile anyway and a war between both factions can be announced.
Fuel could be a relatively expensive mix of different resources or a new resource.
A TCU can be fueled and this fuel replenishes after a certain amount of time.
Then the tile becomes lockable and attackable over the TCUs marker.
When a tile at the borders of the secured zone gets attacked, the org gets a massage wich planet. the cost for shooting a tiles/TCUs HP down has to be massively more than the cost of the TCU and its fuel, because when a tile gets taken by the enemy faction, another tile becomes attackable and this way another attackable ring is build.
Or all tiles in the outer circle have to be taken over befor the next ring gets attackable.

Im not sure, but i guess this could be the way how NQ could have plan it allready.

I like your idea of having a home territory that gives a benefit against when you try to claim another territory that is not close to the home one.
This makes sure, that you know where the home of a faction is. Allways the biggset on of course ^^
I like the idea that a home territory has no limit in size, but the sekundary have.
I like the idea of the markings, when an org has claimed the whole planet, make a marking who owns it.
And i like an exponential fuelcost the more territorys a faction owns.
But allways keep in mind that a faction can own multiple organizations that can own multiple TCUs
How would you solve all the exploiting possibilitys?

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I'd like to know what NQ's version will look like and see what problems there are with it.

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18 hours ago, BiGEdge said:

nice concept, but it has imho some problems that have to be solved...
I got some questions.
1. How do you claim another territory that is not yours?
2. how do you make savezones within this territory where no PVP is allowed?
3. what happens when two territorys collide? 
4. how do you want to balance or set up the cost of the TCUs and what do you use as fuel?

I guess, or at least i hope NQ allready has a solution for all those questions allready with theyr idea and will just ignore your idea or at least use some of the ideas from your concept.
Afaik territory warfare will need a TCU for every tile. Thats a neccessity to solve the 1. question.
Anyone who wants to claim a territory has to destroy or hack the TCU of the enemy faction or at least drop the shieldpoint of a tile to 0 and destroy all cores on the tile.
Then the TCU becomes inactive and you can place a TCU for your own faction.
Second question, all TCUs surrounding an area in the middle can make the middle a PVP free zone. and the player has the option to activate it at the TCU in the middle.
When two territorys collide both are an attackable tile anyway and a war between both factions can be announced.
Fuel could be a relatively expensive mix of different resources or a new resource.
A TCU can be fueled and this fuel replenishes after a certain amount of time.
Then the tile becomes lockable and attackable over the TCUs marker.
When a tile at the borders of the secured zone gets attacked, the org gets a massage wich planet. the cost for shooting a tiles/TCUs HP down has to be massively more than the cost of the TCU and its fuel, because when a tile gets taken by the enemy faction, another tile becomes attackable and this way another attackable ring is build.
Or all tiles in the outer circle have to be taken over befor the next ring gets attackable.

Im not sure, but i guess this could be the way how NQ could have plan it allready.

I like your idea of having a home territory that gives a benefit against when you try to claim another territory that is not close to the home one.
This makes sure, that you know where the home of a faction is. Allways the biggset on of course ^^
I like the idea that a home territory has no limit in size, but the sekundary have.
I like the idea of the markings, when an org has claimed the whole planet, make a marking who owns it.
And i like an exponential fuelcost the more territorys a faction owns.
But allways keep in mind that a faction can own multiple organizations that can own multiple TCUs
How would you solve all the exploiting possibilitys

You would claim territory by taking a TCU, but this way you'd get more than anyone one Hex, but all hexes that TCU controls, thus making it a bad idea to use one TCU to take tons of land.

 

An area without pvp would be a safe zone in itself, as to take a TCU a reinforcement timer of 12-36 hours would be initiated before anything could be contested.

 

When two TCUs fight for claim over one Hex, the one with greater claim strength will take over, which would usually be there closer one.

 

The TCU cost would be the same as it is now or cheaper, as fuel some material would have to be mined or refined and burned. Not at an alarming fast rate mind you, but enough that leaving it in attended for days would mean a reduction in radius. Keep in mind you can still have a TCU holding one Hex free of fuel this way.

 

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To expand on the idea:

 

The general idea is to allow players, through whatever mechanic, to claim planets and eventually systems that allows the setting of options otherwise not available to players (like setting PvP status), making the universe really the players own. Coupling this with territory control gives a very compelling reason to claim a percentage (or all) of the territories.

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