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spacetrace developement


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spacetrace
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 Post Posted: Fri Feb 27, 2015 6:02 pm    Post subject: spacetrace developement
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hey guys, we are still developing st - slow but steady.

at the time we are working on the mission-system. it will be implemented soon. it may help to motivate new player to get involved.

the second thing i work on is some kind of recource-system, but we can only implement it if you player agree.

at the time we are counting some kind of tactical score (pirating) and some kind of colony score (colony income)

to entangle both game styles it would be good if those scores would be a resource of some kind. material (or maybe prestige)

both things could be easily explained - for example material: the black hole and other planets are material sources; colonizing and mining gives you materials, collecting scrap metal after a battle brings you material... etc. - this makes perfectly sense , lets call it material.

the only question is: For what are materials needed?

- we divide the tec tree in a low tec/ high tec section . more complex ships (not more powerful ships!) cost some material. with a good balance we could add some more ships to the tec tree.
example: apollo cruiser, cyclops etc. (no extra materials needed; quite easy to use) - shield generator (cost some material)

- materials for research

- material as a currency for trading, esp. ships

etc.

we discussed this several times, but i just cannot imagine the right things that should be limited by a resource system like that.

do you have any idea how we can balance this? it would be really nice because:

- the strategical and tactical game would be merged , but you can still choose which way to play
- making score(=material), esp. holding the planets is acutally useful
- st is different that's good, but being different beyond a curtain of familiarity is useful new players

can you imagine how to implement this resource??? the good thing is: it is all programmed already - exept the usage...
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Jack09
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 Post Posted: Mon May 11, 2015 7:17 am    Post subject:
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So would the shield generator cost extra material that the ship doesn't require, and you build the ship without the shield generator? Or do you need the material because this ship has a shield generator and that ship doesn't have one? Or would you build the shield generator seperate and then attach it to a ship?

If we did implement materials for research and trade what type of material are we talking about? Is material directly related to your score? Score goes up and material goes up at the same time? Is the only way to get material to level up your score?

Also there are many different types of ways we could implement it into the game, but in doing so it might unbalance it. We could have resources to build extra pieces to a ship that you could later attach, or you could need a certain amount of material to build ships(which would limit how big fleet sizes are if you only get material on score, better players with bigger fleets getting more material because they know how to play and newer players not getting enough because their score is too low because they can't get their score as high as the better players.)

You could make it so most of the ship building remains the same but there are some more complex ships that you need "material" to build them. Like i.e. a Dreadnaught or a special type of fighter, need a certain resource to build them while most other ships are left alone.

Or you could just make an overall material system, where you need material for EVERYTHING, but at the same time its not an extravagant amount of material.

I think you might want to just implement "material" in the game in a small way, like just for certain ships or maybe for trading at first, and if it goes well then implement it in a bigger way afterwards.

This is all just my opinion of course, also if I'm way out of the loop and this has already been done...my bad.
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spacetrace
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 Post Posted: Tue Jul 21, 2015 4:02 pm    Post subject:

thx for your reply, i will think about this and try to come up with something in the winter!
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