Combat

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Much of the combat system in Dual Universe is still under development. However, combat will be more about tactics than reflexes, because construct and player combat will function on a tab-targeting system, rather than an action (aim and shoot) mechanic.[1]

Basic Combat Mechanics[edit | edit source]

In order to optimize technical resources, combat will not play like an FPS with aim and shoot targeting. Instead, combat will operate on the standard tab-targeting approach found in most MMOs, with damage and hit chance being determined by stats, rather than aim.[2] However, some weapons could have the lock and fire mechanism integrated with the operation of the weapon, with the locking tied to automatically initiate on whatever is in the center of the aiming reticle. Since Dual Universe is played in first person, this will give the impression of aiming. [3]

Construct vs Construct Combat[edit | edit source]

For the moment, construct combat is dependent on having players to man weapons elements, with each player only being able to control one element at a time. The only exception is the cockpit (which acts as a control unit, so you can host scripts in it), which you will be able to connect to various weapon elements in your ship and control from there, so therefore you can have a “dog fight” experience. In any case, be it via orienting the ship to have the cockpit facing the target, or by rotating a single player turret, you will be able to lock a particular point on the targeted construct (if it is far away, a random point will be chosen), and then fire. Again, we can have an insta lock + fire mechanism here to make it more immersive. In future expansions, we will try to implement a way for you to control several weapons at the same time in a tactical view, and script how you coordinate them. [3]

Construct vs Construct Damage[edit | edit source]

The result of the locking mechanism from a Construct is to find a point of impact for the damage to spread from. So, if you target the front of a ship, this will inflict damage on the front, if you target the back, it will happen on the back and so on. The point of impact is simply where your reticle is pointing. Now, from this point of impact, a “damage sphere” will be calculated, based again on stats related to your weapons, the type of damage, the shields, the skills, etc. Everything within this sphere will be damaged, based on its resistance level: the voxels will be “mined out”, and the elements will be destroyed. Construct damage can also be applied to avatars, allowing for Construct vs Avatar combat.[3]

Friendly Fire and Manual Targeting[edit | edit source]

There is a very high chance that these features will not be added, 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 the developers of Dual Universe are aiming for higher flexibility in this regard, they are still subject to compromises too. The 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.

Complexity[edit | edit source]

Bigger ships will certainly be harder to destroy/invade if they're built in a smart way by players. However, their toughness will be balanced. Due to their mass, they will be slower and less agile than smaller ships. Large weapon turrets will also be at a disadvantage against very fast ships. But nothing will prevent builders to create specialized ships, such as 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 large ship.

Environment[edit | edit source]

Different "environments" in space are a planned feature for Dual Universe, such as asteroid belts. But having specific cosmic phenomenon producing side effects in some areas in space, like strong gravitational fields or ionized clouds, are also possibilities for future features.

Weapon Diversity[edit | edit source]

Diversity of weapons is a planned feature. There will be different weapon families, with each type of weapon very efficient in some cases and not very efficient in others. Right now, the plan is to have at least 4 different types of damage, but it might still change in the future.[4]

References[edit | edit source]

  1. NQ-Nyzaltar, Official Dual Universe Forums, "Ask Us Anything" Event (Q&A 6)", https://board.dualthegame.com/index.php/topic/841-ask-us-anything-event/#entry8072. 07/06/2016.
  2. TheXPGamers YouTube Channel, "DUAL Universe: Developer Interview (Sci-Fi single-shard Sandbox game)", https://www.youtube.com/watch?v=m1WMwIDWFKI. 06/22/2016.
  3. 3.0 3.1 3.2 https://www.kickstarter.com/projects/1949863330/dual-universe-civilization-building-sci-fi-mmorpg/posts/1702763
  4. NQ-Nyzaltar, Dual Universe Forums, "Diversity of Battles and Wars" https://board.dualthegame.com/index.php/topic/281-diversity-of-battles-and-wars/#entry860. 06/03/2015.