It's too soon to give a lot of details, but here are the basics: what we can say is that it will be much more about tactics than reflexes, in part due to the fact that targets will have to be locked and then fired upon. This won't change as it is a technical constraint to make large-scale battles possible.
- Tentative Combat Mechanic:
In order to optimize technical resources, combat will not be like an FPS. It will be more like an MMO "target/damage" model. Eve's combat mechanic was mentioned during the interview.
- About "Friendly Fire" and "Manual Targeting":
We would like to implement that. We really would like. But there a very high chance we won't, at least for now (maybe with computer technology evolving, it will change in the future). The fact that massively multiplayer single-shard sandbox games like EvE Online are able to reach several thousands of players at the same place and the same moment is possible due to some compromises (and while we are aiming to higher flexibility in this regard, we're still subject to compromises too): combat system using Targeting/Locking/Firing mechanics in this kind of game is not completely unrelated to the ability to create massive battles, as it's an efficient way to lighten a lot of real time combat calculations.
- About "Bigger means more complex":
Well bigger ships will certainly be harder to destroy/invade if they're built in a smart way by players. However we do have some ideas to balance their toughness: They will be slower, less agile than smaller ships, due to their mass. Big Weapon Turrets will also at disadvantage against very fast ships. But nothing will prevent builders to create specialized ships: like a huge battlecruiser full of small weapon turrets to hunt down hostile small and fast ships. But there will be a choice to make: Energy consumption. Every module in a ship will require energy. So it won't be possible to have everything in infinite number, even on a big ship.
- About "Terrain":
We have already planned to have asteroid belts (even if it won't be for the Alpha). But having specific cosmic phenomenon producing side effects in some areas in space (like strong gravitational fields or ionized clouds) is a great idea. I will transmit it to the dev team!
- About "Arms Diversity and Rock/Paper/Scissors":
This is already planned: We are thinking about weapon families, with each type of weapon very efficient in some cases and not very efficient in others. Right now we plan to have at least 4 different types of damage, but it might still change in the future.
References[edit | edit source]
- "Ask Us Anything" Event (Q&A 6). Official Dual Universe Forums, NQ-Nyzaltar: https://board.dualthegame.com/index.php/topic/841-ask-us-anything-event/#entry8072
- DUAL Universe: Developer Interview. Youtube, TheXPGamers: https://www.youtube.com/watch?v=m1WMwIDWFKI
- Diversity of Battles and Wars. Official Dual Universe Forums, NQ-Nyzaltar: https://board.dualthegame.com/index.php/topic/281-diversity-of-battles-and-wars/#entry860