Alien Empires Messages
18 Aug 2010, 10:46 AM
lol, read down a few posts glenn - we've agreed to end andI've put out a plea for ideas of what worked and didn't in this game.
18 Aug 2010, 10:36 AM
May as well carry on without me now, no factories left... and precious little anything else for that matter!
Good luck Scott!
18 Aug 2010, 10:22 AM
I had a chat with Alex a while ago and we came up with an idea. Tech would remain the same but you would have 4 areas to research. At the start of the game, you haver to "design" your empire and choose just 3 to use - probably re-organising the tech into weapons, engines, stealth and economy - or similar.
A more drastic idea was to stop people from building ships with whatever components they wanted (more like the first version!!!). BUT, the idea was to allow you to design say 10 ships at the empire "design" stage and those are the only ships you can build... thus you must balance your fleet for the whole game. e.g. somebody with lots of low tech, small ships may have a massive advantage early on buy will suffer later by a player who has designed for the end-game.
It's a massive change though, so difficult to test without spending a lit of time on it :-(
17 Aug 2010, 11:51 PM
As you are out-gunning us two to one I think we can call it a day.
I'll put some notes together on thoughts about game play
17 Aug 2010, 11:34 PM
Opps that was longer than I thought
17 Aug 2010, 11:34 PM
Hiya, I would be up for more. The client needs work, not being able to freely pick which ship to upgrade as the list of ships in area is restricted, makes the game a little unplayable.
Host wise i think either your mother ship or your homeworld should be more resilient so that people do not exit the game as quick. (may be me being bad loser there). I think you should also go down the lines of de-categorizing the tech so that you research specific items. Then some races could have this research already complete at outset of game to flavor the play style relevant to race, creating different play styles.
Or have item specific race research advantages, so all start say with no shield tech but non aggressive race is able to research that tech at double the rate of other more aggressive races. In fact maybe not races at all, but at the outset each player decides how they with to play: i.e. they select one of the following:
Aggressive - tech research advantage in weapons, small weak home world, no transport ship, but 2 fighter class ships to start
Secretive - tech research advantage in cloaks, weaker starting ships, but more speed
Economy - tech research advantage in engines, 2 transport ships to start, strong homeworld, no weapons
17 Aug 2010, 9:28 PM
Shall we call it a day guys? I think it is realistically over, trick now is getting enough enthusiasm together to either get people in a new game or finding time to build a new client.
Although to be honest I would settle for some serious considerations for the next version of the host.
What worked and didn't with the current game!? anyone??
16 Aug 2010, 4:08 PM
Glenn, did you rename your HW to Athens? The bl##dy client doesn't show the changed planet names and I've been looking for the planet with the big battle on it for ages!
11 Aug 2010, 11:31 AM
lol, can't tell if that is spam or not. I think I'll leave it :-)
11 Aug 2010, 7:40 AM
Stop hack the program!!!
10 Aug 2010, 1:15 PM
You won that round Mr Walker, but there is a long way to go yet!
5 Aug 2010, 7:51 PM
Seems to have worked this time - except I have spotted a bug to do with planets defended by weapons. Sometimes the battle will resolve and if the ships win then the ship will re-fight the planet with one of those none combats. Results should all be correct I think.. maybe check the messages to be sure.
5 Aug 2010, 7:39 PM
Turn seems to have had a problem - everything worked but the combat vids got lost I'll roll back and re-run.
5 Aug 2010, 10:58 AM
Bugger - lost a couple of battles there. I wish I could see the scanning ranges on the map - I had thought to meet no resistance, perhaps foolishly :-)
Definately a feature for the web client!
4 Aug 2010, 10:41 PM
Lol, it sounds like the massive advantage i was hoping for is gonna turn into a liability instead!