The Rights & Duties Management System (RDMS) is a core game mechanic for managing interactions between players & organizations and their assets. This system focuses on creating Policies by assigning Rights & creating and applying Tags to interact in different ways with a wide range of assets through a series of pre-defined actions such as assigning the Right to mine to a restricted list of players on a territory tile you own.
The primary focus of the RDMS mechanics is the use of Policies and Rights. These Policies and Rights will cover a wide variety of activities and access distribution for interacting with all kinds of assets, including everything from territory tiles to containers.
For example, one Policy could be created to give the "right to view" a container you have placed outside of your house. Another example would be creating a Policy for the 'Right to Build' and 'Right to Terraform' the territory tile you own to several friendly organizations. What this means for the player is that interactions with your assets can be regulated to whatever depth that player desires, from allowing access to a container to selling mining rights to your land.
- Assets have specific related Rights
- Rights can be assigned to Policies and associated with Tags
- Tags can be applied to constructs, elements and/or territories
- Constructs and Territories auto-generate Tags, which multiple can be assigned to one Policy
It is possible for players to automatically create policies to give a pre-selection of Rights to either their Friends (Players on their contacts list), Organizations or nearby players by Right-clicking on the construct or Territory Claim Unit and 'Sharing' it. These policies will differ from Territory Unit to Constructs and both will earn the player a popup warning firstly, before being created. While this method can be extremely easy and quick, it can also compromise a player's assets if they are too frivolous in their sharing. For example, sharing a Construct will automatically provide the Right for the selected players to gain Build Mode, and as such can either expand the construct or remove and 'steal' everything. It is worth noting that when granting a Right to a player, you are granting them permission to use this Right as they see fit, even if it is against the owner's original intentions.
As such, it is highly advised that players inspect the Auto Policies created when sharing, as seen below, and understand the Rights these generate, and their possibly consequences. More information on what empowerment Rights provide can be found in the Rights section.
|Deploy Dynamic Core on Territory|
|Deploy Static Core on Territory|
|View Container Contents|
|Put Items in Container|
|Retrieve Items from Container|
|Edit Schematic Bank|
|Right to use Jetpack|
Each Right is set to provide players and organizations with certain accessibility. The graph below lists all the available Rights currently in the game, along with their intended access in regards to certain elements.
|Board Construct||Construct||Allows other players to remain boarded upon Dynamic Constructs when piloted.||Players not given this permission will be 'ejected' from the construct when piloted|
|Build Construct||Construct||Grants players access to Build Mode on the construct for placement, move and removal of assets.||Just as players are capable of adding elements and honeycomb, they are within rights to remove them at will also.|
|Connect to Surrogate Pod||Element||Allows players to find and access Surrogate Pod.||If you have public and VIP surrogate pod accesses, it is important to tag the policy to the specific elements and not across the entire construct.|
|Consult Wallet||Wallet||Members of Organisations can view the Wallet balance, along with spending journal.||One of the few Rights not requiring any Tags.|
|Create Core Blueprint||Construct||Allows players to create a Core Blueprint of the construct for themselves.||Requires prerequisite of Build Construct and to be in Build Mode to find Create Core Blueprint in the selection menu. DRM must be disabled at the core for the ability to create a DRM-free Core Blueprint.|
|Deploy Core Unit on Constuct||Deploy||Allows players to place another core on another, so that they may align to the same 'grid'.||This is used for players looking to expand their base and have seamless integration between the cores. Links and operations are still confined to that specific core, however.|
|Deploy Dynamic Core Unit on Territory||Deploy||Allows players to place a Dynamic Core within a player territory zone for their own purposes.|
|Deploy Item||Item||Allows players to place a Blueprint or Compacted ship within a player territory zone.|
|Deploy Overlap Building Zone||Deploy||Grants players to place a Static or Space core close to another player or organization's.||Cores have a pre-set Build Zone and an Overlap protection zone extending another 50% of the Build range. That is to say, a Large Cores Overlap protective zone is 192 meters in each direction.|
|Deploy Static Core Unit on Territory||Deploy||Allows players to place a Static core within a player territory zone for their own purposes.|
|Dig Territory||Territory||Grants players the ability to use any terraforming & digging capable Tools with a players territory.||A player can use the 'Mine Tool', 'Directional Detector' and 'Scanner' tools to dig into the ground and use terraforming tools to shape the landscape.|
|Edit Element||Element||Allows players to edit settings on Industries and LUA controls of programmable elements.||This is mostly for Screens, Programming Boards, Control Seats and the like, to allow Lua programming to take place. Is not needed for editing Lua parameters. Is used to edit settings of Industry Units.|
|Edit from Wallet||Wallet||Grants players access to withdraw from the organization wallet.|
|Edit Schematic Bank||Industry||Grants players access to the Schematics Bank on Industry units.||For players to access the Schematics Bank on industries, players will need to prerequisite Industry Proficiency Talent level in order to interact with the Industry unit.|
|Harvest on Territory||Territory||Allows players to harvest the surface rocks within a player territory.|
|Manuever Construct||Construct||Allows players to use the maneuver tool to move dynamic constructs.||This Right can be placed onto a specific dynamic construct for selected players to move it, or the Right can be placed on a Territory Unit to allow selected players the ability to move all constructs within the territory.|
|Mine Territory||Territory||Grants players the ability to mine sub-surface resources within a players territory.|
|Mining Unit||Territory||Grants players the ability to deploy and activate Mining Units within a players territory.|
|Parent Construct||Construct||Grants players the ability to dock smaller dynamic constructs to the construct tagged in the policy.||This Right is only needed if the 2 dynamic constructs have different owners. They must also be of smaller size to successfully dock.|
|Put Items in Container||Container||Allows players to deposit items into containers, fuel tanks and hubs.||The policy with this Right can be placed onto specific containers or hubs, or it can be placed onto a construct to allow access to all containers within. Must be placed on the Hub for any container linked to one.
Fuel tanks are also considered a container, and as such, this Right will allow players to deposit fuel within Fuel Tanks.
|Rename Construct||Construct||Grants players the ability to rename the construct.||This ability requires the prerequisite Right to Build Construct and enter Build Mode to find the Rename Construct option on the right-click menu.|
|Rename Element||Element||Grants players the ability to rename elements.||This ability requires the prerequisite Right to Build Construct and enter Build Mode to find the Rename Construct option on the right-click menu.|
|Repair Construct||Construct||Allows players to repair the construct with the Repair Tool and Repair unit.||Repairing a construct with a Repair Unit will refresh the construct back to it's last saved Snapshot point and as such, should be kept up to date.|
|Retrieve Items from Container||Container||Allows players to withdraw items from containers, fuel tanks and hubs.||The policy with this Right can be placed onto specific containers or hubs, or it can be placed onto a construct to allow access to all containers within. Must be placed on the Hub for any container linked to one.
Fuel tanks are also considered a container, and as such, this Right will allow players to withdraw fuel from Fuel Tanks.
|Right to Use Jetpack||Construct||Grants players the ability to activate their Jetpack while on players Space constructs.|
|Take Snapshot of Construct||Construct||Grants players the ability to take or update the Snapshot of constructs.||This Right also requires the prerequisite Right of Build Construct and to enter Build Mode, to find the Take Snapshot option on the right-click menu.|
|Use Element||Element||Grants players the ability to access, control and activate elements.||This Right is needed for using Industry units, Screens, buttons, control seats, doors etc.|
|View Container Contents||Container||Allows players to view the contents of containers and hubs.||The policy with this Right can be placed onto specific containers or hubs, or it can be placed onto a construct to allow access to all containers within. Must be placed on the Hub for any container linked to one.|
This refers to the entities that you will be providing Rights to, when making Policies and can be players, organizations, pre-set entities such as 'Friends' & 'All' or Actor groups.
Tags are the 'anchor points' for determining where Policies take effect. There are 2 ways in which a Policy can be applied to a construct or territory unit; a player can create a Tag uniquely for the Policy and apply this Tag to all constructs, elements or Territories required, or a player can add Tags to the Policy, which are automatically created when a Territory or construct is deployed and renamed.
‘Composite Tags’ allow you to direct an already existing Tag to a specific element or group of elements within the Item Hierarchy. These specifics are called ‘Precision Tags’. Composite Tags can be added directly into policies, but should not be added along with the Tag it directs to.
The use of Composite Tags reduces the amount of Tags necessary to place throughout a construct’s elements. For example: Instead of placing tags on every single chair in a large passenger ship, you could simply create a composite tag that directs to said chairs and apply it to the whole construct.
- Unless otherwise noted, all information referenced from: Rights & Duties Management System Developer Blog
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