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Novaquark announced Warp mechanics on the 18th of June, 2020. In collaboration with the New Merovia Chronicles and the Dual Universe Historical Society, we talked to several prominent figures in Dual Universe about the new elements.  

(Due to the existing NDA constraints in Dual Universe, this article has been heavily redacted to comply with NovaQuark’s rules.)

Firstly, a disclaimer: Outpost Zebra did not receive any warp fuel cells or warp drives in pursuit of journalism – though we wouldn’t turn down the offer (if it comes with no strings attached!) Our impression of the warp mechanics is a bit hard to place but majesstic is pretty clear:

‘Shut up and take my quanta’, she says. ‘[REDACTED] between planets isn’t very fun, so I’m glad Novaquark has provided an option to skip that tedium – for a cost.’

Virtual from Zenith Corporation had a similar impression:

‘I thought they were a great idea to help lower the boredom associated with travelling long distances,’ but he adds, ‘…one obvious issue is apparent – they cause the game to progress too fast.’

[REDACTED]. The new mechanics cut down that interlude to a few seconds. For Duckimus Maximus of ‘The 3rd Option’, that’s not necessarily a good thing:

‘Quite honestly, for “The 3rd Option”, it’s not favourable. The biggest negative factor is that it has shrunk the size and scope of the playing field dramatically. That was and still is, largely, the main draw into Dual Universe. We hope NQ ensures this continues.’

For TheBlacklist of Objective Driveyards (ODY), the mechanics were exciting, the [REDACTED] associated with them was not:

‘Some in ODY were disappointed when we saw the [REDACTED]. I ended up [REDACTED].’


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On the subject of [REDACTED], discussions on the impact of the mechanics have been making the rounds lately. Here’s what Sylva from Band of Outlaws (BOO) Gaming Alliance had to say:

‘Any new technology will affect [the] balance. That is a foregone conclusion… [As for] military usage… Aside from calling ships home to defend an exposed base (or similar), I would expect heavy advance strategic planning to be necessary to adequately utilize warp drives to gain military advantage.’

Virtual opines that the quick travel warp mechanics introduce will be devastating because: ‘…it causes the game to progress so quickly.’

Shut up and take my quanta’, she says.

TheBlacklist has a differing opinion, however: ‘No, I don’t think it has a big impact…Overall, I think it’s a good idea for transporting players around the Universe in a [REDACTED] radius. But for transporting mass, it’s too expensive.’

Duckimus Maximus is more concerned about tipping the balance in favour of larger organisations:

‘The main concerns are of course the largest of the organisations and their ability to field many ships that can harness the warp drives capabilities, compared to say the middles or small class organisations who may struggle even to gain [one]. It creates a bigger gap between the ‘middle class’ and the top end organisations more so than there is already.’

Sylva’s not convinced:

‘That’s, not quite right, though. Because, while a larger org can field more forces more of the time, those forces require the same ratios of warp cells per ship warping that every other org does. Now, if you wanted to say that, well, for a larger org, it’s easier to get them earlier because we can pool the resources; certainly, that is true. Additionally, it would be cheaper for us to get them sooner, because we can have people dedicated completely [to refining], and whatnot that makes it take less to produce them.’

majesstic hinges her opinion on the cost of warp fuel cells, Novaquark’s eventual balance tweaks, and the possibility of additional mechanics like, ‘NQ-Entropy’s suggested economical low-speed warping… I think warp drives will be a game-changer as they may become the default mode of travel in most situations.’


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Her opinion raises an interesting possibility: what if there were variations in warp drives? Novaquark introduced [REDACTED]. Is there a need for those in Dual Universe?

majesstic finds the current [REDACTED] underwhelming enough. In her words, it would be nice to have ways to optimize warp drive statistics. But, are they necessary?

‘Nope.’

TheBlacklist thinks the need exists – at least in theory for drives with the military, freight or performance-specific bonuses. For example:

‘…a warp drive for insanely massive mass transport where the creation time or cost of that warp drive is 4 times higher [than normal].’

Duckimus Maximus, Sylva and Virtual share a similar stance to TheBlacklist.


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The next question pokes those answers a bit. If there’s a need for specific types of warp drives, it might indicate that warp drives could use a few features to make them better.

‘I think having them only go to a [REDACTED] is more limiting than it needs to be, to be quite honest. I think a [REDACTED] would suffice,’ Sylva says. ‘Having it linked to sustaining a [REDACTED] is too much for the smaller groups, in my opinion.’

For TheBlacklist, it’s all about the range. ‘Personally, what I would love to see is a long-range warp drive that goes beyond [REDACTED] SU to other star systems or disable the current SU limit so that we can warp past [REDACTED] SU.’

Duckimus Maximus thinks, ‘…they do their role perfectly.’

Virtual thinks so too, but:

‘…They should be 5x more expensive…’


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That states his opinion on that matter, but for Duckimus Maximus, ‘balance’ takes precedence.

‘With the sheer scale and size of the game, having the ability to move exceptionally long distances, with very large amounts of cargo (be it in size or weight), extremely quickly can only be seen as a major advantage. As such, this should come at a price.

But there should be a balance. And striking that balance will come with the player markets and access to resources.’

majesstic is also walking a fine line: ‘I’m conflicted about this. As a solo player, I want warp to be reasonably affordable for me. But as warping gets cheaper, it also becomes easier for large [organisations] and pirates to project their power across the game universe.

Regardless of which direction this goes, I think NQ has a very interesting challenge on their hands when it comes to balancing warp drives.’

For Sylva, cheaper is better – at least where warp drives are concerned:

‘That’s a tough call, to be honest. I’d personally lean towards less expensive because I think people will be less upset when we yank them out of warp with interdiction fields if it doesn’t cost as much. We will end up with a lot more salt if they’re more expensive to use. I guess some people will be upset either way.’


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Her answer raised an important topic: interdiction. We weren’t going to let this one slide. So, Sylva told us a bit about warp’s dark, younger brother.

‘Well, as far as using them in Band Of Outlaws, I fully expect we will use interdiction mechanics [regularly] for our main activity, piracy. Additionally, we hope to use them for more… militaristic purposes as well. Perhaps to enforce blockades or for collecting ‘tolls’. As far as using them against us… I’ll go ahead and leave that to our enemies to come up with, instead of handing them tactics. Does it keep me awake at night? …only with anticipation for a good fight.’

As you might have guessed, Virtual is just as eager for the mechanics.

‘As an avid Elite Dangerous player, I love the idea of interdictions. I think that interdictions should be [necessary] to help balance the warp drives in the first place as well as add an extra mechanic to the game. These mechanics could be leveraged for my organization giving [us] a stronger economic advantage. We are not worried about interdiction mechanics.’

Duckimus Maximus is equally excited: ‘This mechanic will probably be our bread and butter. The 3rd Option is designed to [be a small to a medium-sized organisation] with a maximum of 75 members. As such, we will be utilizing hit & run, guerrilla and other tactics to obtain our objectives. And if you have the finance to be running warp drives when we’re around, then we want what you’ve got!’

TheBlacklist thinks they might see less use than others suppose. According to him, it isn’t likely that people, ‘..will wait in deep space. They would rather camp with ships around a planet and wait until someone pops in, block their warp attempt, and attack.  Overall, it will not change much when you can travel in the normal slow way. It would change only the PvP.’

He also sees it as leading to a long line of ‘counters’:

‘But there should still be a counter for a player being pulled out of warp. For example, if you are pulled out of warp and are standing next to 20 ships, what can you do then? So we need another counter for a counter and then a counter for that until it is balanced.’

However, if there’s one person who’s worried about interdiction, it’s majesstic.

‘It [keeps] me awake at night, but I love the idea and the added sense of danger it provides. I do hope the interdiction mechanic allows some wiggle room for skilled pilots to escape an interdiction attempt.’

It’s hard not to sympathise with her stance:

‘Otherwise, the little people like me will be in for a very bad time, because once we’re pulled out of warp, our chances of getting out of an encounter unscathed are pretty much zero.’


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In majesstic’s opinion, the community response will be quite intense:

‘I expect a lot of salt. Without a way to escape interdiction, it will feel like your opponent pressed an “I win!” button. Even with a way to escape, and even with blueprints, the blow of losing a ship you spent hours or days to create will be too much for some people to handle. Some will feel entitled to compensation and will rant and rave and demand NQ restore their lost ships. This is the natural course of things in online games with widespread PVP.’

Duckimus Maximus agrees:

‘Of course, people will be sure to complain, mostly those more leaning to the PvE side of things. But as stated before, striking a balance is key, as PvE is largely supplied to PvP. And PvP helps to ensure safety and demand for PvE. They go hand in hand.’

‘But there should still be a counter for a player being pulled out of warp. For example, if you are pulled out of warp and are standing next to 20 ships, what can you do then? So we need another counter for a counter and then a counter for that until it is balanced.’

For TheBlacklist, the future is pretty evident:

‘…[The Community] would dislike it because of the lack of [REDACTED] around the universe. It should only affect the [REDACTED] or it would give a troll or griefer a way to block people from getting to another planet. What I think is that NQ should wait until they increase the [REDACTED].’

Of course, counters come into play here too:

‘ODY also believes there should be a good way of countering anti-warp bubbles.’

Virtual’s answer is very simple: People will complain, c’est la vie.

In general, the outlook on public reception is quite grim, with Sylva echoing the thoughts of the others:

‘Well, I get the feeling the general response won’t be happy, to be quite honest. I expect the first few times we pull people out of warp in advance of their destination, it won’t be pretty.’


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We round off the article by asking everyone if they have anything else to add.

majesstic hopes, ‘…we get some dope-looking warp effects.’

‘The bug fixes come first – then the features may follow.’ Virtual counters.

‘I’d like to just clarify to anyone who is also an Alpha Tester: We know there are [several] balancing tasks to be undertaken right now for Warp Drives, especially as Interdiction has not been announced as arriving anytime soon.’ Duckimus Maximus says and adds,

‘However, this does not stop us from getting excited about how the game is developing and progressing. Even if this feature is [more] a hindrance than a benefit. We will adapt. We will see what else comes to the game and we will make full advantage of anything at our disposal.’

Sylva’s addition is somewhat shorter:

‘The only other addition I have to this discussion is that you can’t be pulled out of warp if you’re not warping. Sometimes, slower will be safer.’


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A big thank you to everyone that participated in the making of this article. Thanks to the combined efforts of New Merovia Chronicles and the Dual Universe Historical Society, collaborations like this are made possible.

Outpost Zebra looks forward to many more partners and individuals joining the bandwagon and spreading the news about Dual Universe.

Until next time, cheers!