The upcoming Alpha 3 is the biggest Dual Universe milestone ever released so far. A huge, yet underestimated set of features will be included at its launch. Today, we dive in to explain what are the organizations, the RDMS, the ownership, and how all this is going to be tremendously useful in our colossal space sandbox.
The social part of an MMORPG is an important pillar of the overall experience, and Dual Universe is no exception. What we call an organization in DU is the equivalent of a guild in other MMO games. What DU will introduce with the Alpha 3 update is a revamp of the existing system and a big expansion of what it offers (or what you’re used to in other MMOs). We spent lots of time on it, and we're happy to present it to you today and to explain the basics before you discover all its potential in-game! So we hope you'll enjoy this dedicated video and the DevBlog below:
Rally people under your banner, under your own terms
First things first: An organization aims at gathering players around a purpose that is entirely up to you to choose. Dual Universe is a game where freedom plays a tremendous part. Will you be a wise leader, advocating for dialog and democracy? Or are you the tyrannical kind, not really willing to share power? Will you be a CEO, running your organization of merchants like a company and willing to squeeze quantas from your neighbor? Feeling the urge for anarchy and unregulated power to the people? That's possible too. Or maybe you're the fighting kind and will create the futuristic equivalent of a galactic private military company (PMC), selling your services to the highest bidder? There's sometimes a fine line between being a pirate and a corsair, and it's up to you. Or if logistics and delivery are your kink, why don't you found something like DUPS and run your fleet and pilots as you like, in order to satisfy your customers’ delivery needs? Talking about fleets of ships, these bad boys aren't going to appear out of thin air. Found a spaceship and aircraft manufacturer, be they for civil or military purposes! In terms of possibilities, the sky's the limit!
So now you get that the system is very powerful and aims at giving the maximum amount of flexibility to players to handle whatever they want. There's no limit in terms of members yet or legates, and everything can be ruled via the voting system we created (provided you want to ask for people's opinion about the topic at hand, of course, it's your choice). We'll cover that part later.
How do organizations work?
An organization is created by a player, who will then instantly become the super legate of it. An organization is made out of one and only one super legate, one or several legates, and members.
Members make up the bulk of an organization’s roster, however, they do not have voting rights. They can either be recruited, or apply directly to the organization. A legate or super legate can then accept or reject a member application. The current system in place, both in-game and via the Community Portal will still be work in progress at release. Not all actions will be possible at launch to administrate things on both platforms, but it will be implemented as soon as possible! More information are available here.
A legate is a member with the right to vote and create a poll. Polls can be issued to:
Promote players to the rank of legate
Downgrade a legate to member
Promote a legate to super legate
Exclude a member
Disband the organization
A legate can also publish news bulletins on the organization’s main page, which are then visible for the members. Please note that at the moment, an organization has no member limit. It will come later with the training of dedicated talents, but that's probably for after Alpha 3.
Circling back, there can only be one super legate per organization, and can only be deposed by a vote of the legates of the organization. So (almost) unlimited poweeeeer!
We talked about this topic in one of our podcasts in the past but the system goes deeper than that. You're ambitious? You have big plans, whether you want to military, diplomatically, or economically dominate the universe? That's good. Well, you may have some personality issues but we don't judge you! The organization system takes into account the possibility to have organizations inside organizations!
We call them nested organizations. An organization can indeed be a member of another organization. However, the nested organization remains free of the parent organization’s actions regarding voting and recruiting. It should allow you to function as NATO or the EU, for example. Or not. How will you rule? How will you build and manage your house of cards? Both official and back-channels will probably appear in consequence, allowing emergent gameplay to give unexpected and surprising results, at an unprecedented magnitude! And a super powerful tool to handle your business here will be what we call the RDMS. And with the Alpha 3 release, it's about to become even more powerful!
Rights and Duties Management System (RDMS)
The Rights and Duties Management System, or RDMS in short, is the main way players can manage any assets they own, whether it’s a construct, territory, or element.
The RDMS is split into three distinct parts: you can create groups of players called actors, assign them actions called rights, and target certain assets which are represented through tags. The sum of these 3 parts creates one policy of the RDMS.
With the Alpha 3 release, the RDMS will be completely functional and compatible with organizations, with the caveat that organizations may have multiple owners. Organization legates will have access to the RDMS settings and will be considered owners for organization-based assets. You’re probably already starting to picture the possibilities behind it…
Let's explain it a bit further, shall we?
Actors are fundamentally groups of players that you create to use in RDMS. An actor can regroup individual players, organizations, or other actors.
Rights are the actions that are given to the actors in the policy. Examples of these include the right to “use” an element like the cockpit, the right to enter build mode for a construct, the right to maneuver a construct, the right to dig on a territory, or the right to deploy constructs on a territory.
Tags are a way to refer to a target for your policy. You can put tags on a territory unit, construct, or element. When selecting a tag in a policy, the actor and the rights will be assigned to all assets that have that tag. Any asset may have multiple tags, and all tags are owner-based.
A tag is automatically created when a construct is named. If you create a construct called “Space Fighter”, a “Space Fighter” tag will be created in your tags and can be used in a policy to refer to that construct. Note that these tags are still generic, and other assets can use the “Space Fighter” tag.
There is a selection of predetermined tags you can use based on the inventory hierarchy, which you can add in your policies. For example, if you wanted to refer to all doors in a policy, you could use the tag “Doors” as that is the name of the category in the item hierarchy. That would automatically apply the policy to all elements in that category. Note that these tags cannot be deleted but they can be deactivated on a per-element basis by right-clicking on it, entering the RDMS sub-menu, and disabling it. They are activated by default on every element on a construct.
The policy is complete and active when it has at least one actor, right, and tag. An incomplete policy cannot be functional. Any single policy can comprise any number of actors, rights, or tags.
This powerful tool should give you what you need to organize people (if you're a super legate or a legate) and administrate the assets you personally posess or gather for your org(s). It will allow you to handle a factory stock if you're an industry tycoon, or a fleet of vessels if that's what you need. Good coordination, communication, and planning are necessary to fulfil your dreams of grandeur.
Now that you understand the fundamentals of organizations and RDMS, let's talk about a related subject: Ownership.
Every item, construct, and owned territory in the game can have an owner. So let's start by clarifying what owners are. An owner can be a player, but so can organizations. When an organization is the owner of an asset, that organization's legates are in charge of handling the RDMS for those assets. Note that these legates will need to use their organization’s RDMS panel to affect organization-owned assets.
Construct ownership is not new, however the abandoned state is. The abandoned state represents a constructs that does not have an owner. In this state, everybody has all rights regarding the construct, including element access and Build Mode.
Furthermore, an abandoned construct can be captured by any player coming across it. An abandoned construct will always have a destroyed core unit, and in order to capture it, you simply have to repair it.
In Alpha 3, an abandoned construct can be seen on the mini-map as a grey construct icon. Abandoned constructs can be the result of a battle in Construct-vs.-Construct combat, or from players voluntarily abandoning them. Talking about abandoning constructs, it replaces the possibility to delete them that you were used to before.
We also added into the game the possibility to trade constructs through construct tokenization and barter. We recently covered the concept of construct trading in a previous Alpha 3 DevBlog here. Basically, the takeaway here is that players now have the option of fully trading built constructs from one player to another.
At face value the tokenization is fairly simple, as right-clicking on any construct you own can allow you to create an inventory token of it. That inventory token represents that construct’s ownership, where it can be traded to other players using barter and consumed by the other party to gain ownership of said construct. A token can also be consumed on behalf of an organization, in which case the construct’s new owner will be that organization.
Additionally, during the token process, the construct will be frozen in place until a new owner takes control of the construct. The frozen state is a simple safeguard so that the ship cannot be accessed or moved during the token trade.
Additionally, in regards to organization owned constructs, when deploying a construct or a Blueprint you have the ability to directly select an organization as the owner.
Territory units are back in Alpha 3. You can now own territories not only as players, but also as organizations. If you want to claim an area for your organization, you can buy or craft a territory unit and deploy it with an organization as its owner. This only works if you are a legate of that organization.
Now, let’s talk about the item ownership, specifically items that are in inventories and containers. The main addition here is the ability to claim an item.
Before Alpha 3, an item in your inventory was just that, an item in your inventory. There was no notion of whom it belonged to, apart from the inventory or the container it was stored in. No way to keep track of who owns what in big shared containers, or to have players transporting goods they don’t own (who said DUPS?). In Alpha 3, you'll now have the possibility to claim an item in your inventory or a container you are opening. Right-clicking on it will allow you to put a sticker with your name written on it, and that’s basically it!
Then, when you move this item from container to container, or when you barter it, this name sticker stays. Some actions will be impossible to do on items owned by others, including selling or deploying. Of course, any player has the possibility to rip off this sticker, which is also called stealing. And to be clear, that’s actually what it’s called in-game.
Last but not least, we added the possibility for containers and industries to automatically claim or unclaim items they store or produce. This is an advanced option mainly aimed at automating the claiming task when you have such a need.
It's worth noting that we have plans to further expand on these ideas, specifically in regards to stealing, where we would like to rapidly add the notion that the player being stolen from is aware of who has stolen what and when, granting them all the information needed to exact righteous retribution.
We also plan to add the means for players or organizations to give precise rights to the items they own. This will enable players to specify what other players are allowed to do with their owned items, such as selling, deploying, or bartering amongst others. This will happen through the RDMS system!
Lastly, we're already working on the mid- and long-term evolutions of these features, and many things will be expanded in the future. For example, we're already thinking about simplifying basic sets of permissions and automating the most recurring tasks in the RDMS.
Dual Universe is a huge game made out of systems and subsystems interacting with each other constantly, like a giant clock. All this is also tied to the economy, territory conquest, and of course, PvP which is also being introduced in the Alpha 3 release. Territory Units will also be back in this version and should allow you to manage and protect your territories with the various territory-based rights.
In conclusion, we talked a lot about socializing in this DevBlog but since freedom is key in Dual Universe, it will totally be possible to live and prosper as a lone wolf as well. No need to be jealous! These features required a lot of development time and we'll continue to improve them in the long term after Alpha 3.
To the Abraham Lincoln, the Gandhi, the Bismarck, the Louis XIV, the Wu Zetian, or the Jeff Bezos inside you, we hope this set of features will allow you to realize your dreams! Players’ feedback will be important and we’ll follow this closely, especially to see how things unfold with the upcoming PvP feature introduction in Alpha 3…
Whether you convince people to follow you by love, interest, or fear is up to you and we can't wait to see what our awesome community will do!