NETWORK UNITS he multiplayer aspect of the game by making gamers longer. Realtime First Person Shooters generally have single player and multiplayer modes and the addition of a multiplayer mode can increase the hours the average game that is played to 7 factors.
Problem
Computing resources wasted
The majority of personal computers and servers for rent computing power and bandwidth not utilized to its full potential. Server plans are not appropriate, require youto subscribe to plan higher than necessary, or the average computer owner who mastered the use it for browsing the web, writing documents and an occasional game of candy candy are examples of this.
The Multiplayer function can be a pain and expensive to be integrated
Write code in your own network can be complicated and time consuming. Manage your own server can both complicated and expensive as well. As a game developer we understand that the more time you have to work on the creative aspect of the game is getting better.
Imagine a gamer could be so complicated
Without proper incentivization gamer can quickly get bored with the game potentially great. Multiplayer integration will help but the level of incentivization others especially regarding acquisition of income could take even further. Unfortunately it can be very expensive because of features that developers should be mendanainya.
This is not a fair fight
Gamers expect a fair match and it’s a great challenge. Unfortunately, most of them don’t get it. Cheating or broken bearded mechanics undermine the whole gaming community. Gamers become terdemotivasi, stop shopping content and the full economic potential of the game that are not answered.
Big games require large infrastructure
The limited infrastructure on the launch of the game could turn into a game of failure. Network latency or down-time killing game play experience and optimize resource efficiency make game development is increasingly expensive. The loss of turnover and subsequent reputation damage is significant. DDOS attacks Xmas 2014 at Sony is a very well known example of this.
Our solutions
All the above mentioned problems can be solved or corrected by the platform Network Unit.
Change trash into treasure
There are lots of processing power and bandwidth is unused Network out there, the Unit intends to use it to become a tinfrastructure is controlled by the block used for game multiplayer are cost effective and can be dependable.
The Multiplayer function can be easier and cheaper to be integrated
With our easy-to-integrate developer Unity Asset can be freed of having to write complicated network code and moving it infrastructure. It will be available at Unity Asset Store which is a third party market which is very popular for the Unity Engine.
Gamers can mine the tokens by playing
Network Unit is unique in the sense that the verification process of giving awards togamers who connect their wallets to their gaming account with tokens because theyhelp verify service providers. This not only helps to increase the number of active users but may encourage new players to the game You are looking for new ways to get the token and have loads of fun in the process.
A reputation system
The framework of the Network Unit will have a cross platform reputation system built-in. This way when you become a collaborative player in one match, the chances are you will be matched with players in all collaborative game that you play in infrastructure of NU.
The network devolved units
Because of platforms NU decentralized, we can offer a solution that is supported by the more pliable the automatic failover in case of malpractice or intentional malpractice. This ensures players move seamlessly to the new provider so that they can continue gaming without interruption.
Features Techniques
Masternodes/Service Providers
Masternodes will be asked to provide the stock and running the host application. This host application will serve the request based on the framework of our multiplayer.Masternodes can act as a relay for other masternode host and took over as the new host if a failure occurred. Masternodes will also be responsible to verify peers. Client (gamers with a wallet connected) will also verify that they actually provide their resources.
Gamer/Active Clients
Active clients are gamers who connect their wallets to their game that utilizes the framework of multiplayer NU. This allows them to participate in our verification process that runs in the background. This not only helps to make the infrastructure more robust and more reliable but active clients can obtain your token to participate in this process.
Proof Of Service
Masternode Provider Verification/Service Providers
Online verification is requested from a random amount of node with node verification will try a small network function by application service providers installed on the node. Incompatibility or the result of a timeout in the lymph node verification or complain using our smart contracts. It will be triggered by an application Service Provider.
Not just reputation was affected but also the shares Node (token NU) could also be affected. In the case where negative results verification (where the result is not the same as the majority) of these nodes will be charged a fine of stock and his reputation. If the results are positive (the majority of the node to verify with the same results)the knot will be given reputation and in some cases, a token of NU.
To summarize
The verification is performed randomly between nodes or on request
Some of the nodes involved in the verification process
Reputation can be affected by the verifier and the applicant verification
Reputation influenced positively the duration without complaint (positive) and negatively with complaints (negative)
Break time, dishonesty and bad disorder depends on the negative reputation.
Verification Of Active Clients
Active clients are gamers who connect their wallets to their gaming account. This is done through our dashboard and not the game itself in order to avoid possible problems with the market game. This game will give you a unique code that can be leveled to our smart contracts in order to get the reward for playing. In the background, the client will add another layer of verification that works very similar to the Peer Verification described above.
with infrastructure
Strict Verification Policy
Enhanced reliability
The host application
Game Developer
Users
Integration
Details Of The Sale Of Tokens
Presale begins: December 23, 2017
Presale ends: January 21, 2018
Name: NetworkUnits
SYMBOL: NU
The PRICE of TOKENS: 1 ETH = 500 NU
SUPORT TOKEN: ERC20
TOTAL SUPPLY for sale: 15,817,083 NU
Hard Cap: 16,666 ETH
Cap Minimum: 3333 ETH
For more information:
USER NAME BTT : DEWI08
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