Jump to content
Sign in to follow this  
KurockNotabi

A reason to claim all territories

Recommended Posts

Let players decide...

Dual Universe is about having mechanics that gives players the say on how they want to have the universe to work (at least their small part of it). This player agency is what makes is sandbox game so appealing.

 

The idea

If a single organization (including subsidiaries) can claim percentage of a planet or moon (say 75+% as example) that organization is marked as owning the planet on the planetary map AND that organization gets special rights to create some game changing laws for the planets surrounding space (an example could be switching direct PvP on or off for others or everyone)


Taking it one step further, if a majority of the planets in a system are claimed by the same organization (or subsidiaries), the same can be done for the system as a whole: the system is marked as belonging to that organization and the organization can set system-wide rules.

 

Which rules can can be created are left to NQ to decide, though switching on/off PvP in controlled space could be a big one.

 

Summary

Allow players to choose what “settings” they want on a planet/system they have a majority claim on. It gives a concrete mechanical goal that players could work towards to really make the game their own and territory warfare is meaningful.

Share this post


Link to post
Share on other sites

mhm... 
1. get control over territory.

2. turn pvp off , that nobody could ever take it from you.
3.  profit.

 

Share this post


Link to post
Share on other sites

How would you suggest ownership be established? Territorial Units?

And would first contact count for anything, especially among exploratory orgs?

Moreover, would holding a system grant increasing advantages over time like EVE's Sovereignty system on starbases?

It would most likely make it's way to the more prized or reviled features of the game if it's done well or not, so...

Share this post


Link to post
Share on other sites
On 5/8/2020 at 2:17 PM, zyziux said:

mhm... 
1. get control over territory.

2. turn pvp off , that nobody could ever take it from you.
3.  profit.

 

Only until you have exhausted that system's resources? Then you must go elsewhere for raws or import them. ? Or is there a benefit I haven't seen?

Share this post


Link to post
Share on other sites
On 5/21/2020 at 12:06 PM, Oldbilluk said:

Only until you have exhausted that system's resources? Then you must go elsewhere for raws or import them. ? Or is there a benefit I haven't seen?

You have got your self cheap eternal safe zone. Is that not enough to be super duper OP? :D

If thats near market - profit quadruples

Share this post


Link to post
Share on other sites
On 5/7/2020 at 1:09 PM, KurockNotabi said:

 

 

The idea

If a single organization (including subsidiaries) can claim percentage of a planet or moon (say 75+% as example) that organization is marked as owning the planet on the planetary map AND that organization gets special rights to create some game changing laws for the planets surrounding space (an example could be switching direct PvP on or off for others or everyone)


Taking it one step further, if a majority of the planets in a system are claimed by the same organization (or subsidiaries), the same can be done for the system as a whole: the system is marked as belonging to that organization and the organization can set system-wide rules.

 

Which rules can can be created are left to NQ to decide, though switching on/off PvP in controlled space could be a big one.

 

Summary

Allow players to choose what “settings” they want on a planet/system they have a majority claim on. It gives a concrete mechanical goal that players could work towards to really make the game their own and territory warfare is meaningful.

Taking this a step further, maybe they don’t just “turn off” pvp but instead orgs could build and manage not fleets using their own ship designs that they would have to maintain but would help manage the area. Such as proving resources and keeping invaders at bay 

Share this post


Link to post
Share on other sites

I like the idea but the creating a safesone seems op, if another org wants it they should be able to take.

 

It might lead to situations where org X offend org Y, so org X attacks there "homeworld"

Share this post


Link to post
Share on other sites

If you want to make a safe zone and you own 75% of a planet's surface, you should probably have the materiel, personnel and organisational ability to build and crew a patrol fleet and actually shut down any PvP by shooting down anyone who starts a fight. Just. Do. It. Don't rely on game mechanics to do it for you, that's not what the game is about. Civilisations are built of individuals, and individuals have to get off thier butts and be police, or the ones that get off their butts and be pirates will have free rein.

Share this post


Link to post
Share on other sites
6 hours ago, TehStoneMan said:

Alternative - A hex can only be set as a safe zone if all the surrounding hexes are claimed by the same / allied organisation. Maybe also have some sort of maintenance cost to keep hexes as safe zones?

This idea sounds great like central hexs are safe zones for the owner/org but borders can be contested. And enemies/neutrals could still enter your zones to see what you have built/use your markets and such unless you hide your assets underground.

Share this post


Link to post
Share on other sites

I'm wondering about definitions of safe zones; it seems to me like there are different visions of what a "safe zone" implies.

 

For me, a "safe zone" is somewhere which will never permit weapons fire, such as the Sanctuary Moon(s). They are inviolable, allowing only market-PvP and mechanics-abusing methods of offense. This kind of hex will, eventually, only exist on the Sanctuary Moon (certainly) and Alioth (maybe; maybe parts of it). 

 

The "hex surrounded by other hexes is safe" approach sounds more like what I'd call a "protected" zone, where you can operate without fear of getting shot/blown up while certain conditions pertain. I get the impression that every hex with a TU in it will be "safe" by this definition. That is, safe til someone commits whatever effort it takes to attack a claimed hex/break its shield/[whatever]. It seems likely that anywhere with a TU will have some degree of "safety", and from the interview the other day, it does seem like JC and crew are thinking that having adjacent friendly territory will increase the degree of that safety.

 

The third degree of safety, and the least safe overall is the safe zone enforced by player action. I get the impression that JC and NQ are very keen that this be a significant element. It'll vary, of course, but this sort of zone, at its best-enforced, would mean you're safe to venture out into the boonies without an armed escort, either in space or on the surface of planets, in places where no game mechanic is protecting you. You'd still be taking the risk that someone would be willing to accept whatever sanction that enforcing authority could apply if they interfere with you.

 

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
Sign in to follow this  

×
×
  • Create New...