Outpost Zebra

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An Insight into Dual Universe’s Most Popular Organisations: The Terran Union



Novaquark’s Dual Universe is by all accounts an ambitious game in the making. Promising a pioneering server technology, in-depth sandbox features, and an infinite number of detailed planets, the game has captivated the minds of thousands of players. Despite a strict non-disclosure agreement, the fascinated and curious alike continue to gather in droves. A claimed policy of openness and community interaction has sparked a self-sustaining cycle of community generated content. Though the game is still in its pre-alpha stage, its community site boasts over 2,000 organisations and the official community Discord (founded by a player – but now run by the game’s developers), has over 2,500 members.

As the game moves onto the Alpha 1 Stage, provided in its development timeline, Outpost Zebra meets the game’s most popular organisations and asks the questions that matter.


The Terran Union is currently Dual Universe’s largest organisation. Sitting at just over eight hundred and fifty members, it was officially formed on the same day the Dual Universe Community page launched; on July 10th, 2016. We asked its leader: FleetAdmiralCoke how he would have described his organisation a year ago. Continue reading “An Insight into Dual Universe’s Most Popular Organisations: The Terran Union”

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Organisation close up: Objective Driveyards

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Hello again everyone.

Ever so rarely, you get the chance to speak with famous people. Not famous because of what they have, famous because of what they have achieved. Today, I was meeting with a whole group of that kind. Under the expansive sky, only one thing was more imposing than the troubling realisation that I was at the wheel: the production centre of Objective Driveyards.  It was easy enough to get lost in the intricate details of the elaborate metalwork ODY called shipyards and more than once, I found myself literally following the clean lines that decorated modern structures with the craft. It’s a good thing collision alarms work as advertised these days.  Not to be outdone by the aesthetics of the ODY facilities, the control tower was as clear cut and precise as the features that distinguished the HQ from the rest of landscaping art that was the heart of DU’s most productive shipyards.
It took only a minute for my craft to land among other vehicles superior in both size and looks. For some reason, even the landing pads on my craft looked outdated on the brushed metal ground.

Continue reading “Organisation close up: Objective Driveyards”

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The K.I.S.S. of emergent game-play. Part 2

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KISS is an acronym for “Keep it simple, stupid” as a design principle noted by the U.S. Navy in 1960. The KISS principle states that most systems work best if they are kept simple rather than made complicated; therefore simplicity should be a key goal in design and unnecessary complexity should be avoided.

Supposedly, the term was coined by Kelly Johnson: a lead engineer at the Lockheed Skunk Works. I think many of my readers are familiar with Skunk Works, but if you are not, you should have a look. It’s also worth noting that in his version there is no comma before the stupid. The idea behind this statement was a simple one. Out in the field, their products would often break down without a team of expert engineers to get the product running again. As such, he advocated that all systems be simple in nature so they could be understood by anyone. If the engineering principles were too difficult for a group of regular soldiers or engineers, their product wouldn’t get repaired – thus rendering it obsolete.

Continue reading “The K.I.S.S. of emergent game-play. Part 2”

Posted in Dual Universe, Opinion, Player Generated, Uncategorised
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