Recent Blogs: Speeds by Engines and Mass for v0.2.1 – Tech for v0.2.1 – Ideas for v0.3
Messages
19 Aug 2010, 6:15 PM
We think it is about time we come up with a decent name for LCOG, anyone got any ideas? It's important we can get a domain name that is similar and that the name isn't already being used but otherwise I'm open to suggestions.
A few ideas
- galaxywarfare
- thestarbattle
- xenophobe (xenophobewar.com)
- xenowar
- xenophobewars
- alienempires
- stellarduel
19 Aug 2010, 2:29 PM
I'm thinking you design the hulls on the website when you sign-up for a game. simple submits it all along with your faction name etc. to the host.
Opens the opportunity for new tech that lets you modify, or add new designs later.
18 Aug 2010, 8:27 PM
I think having a limited set of "fixed" ship designs might be the way to go. Perhaps you could issue a design command that specifies the build which then permanent assigns to your faction? Or maybe a faction designer website that you create your faction on pre-game and the info is sent in the playerfile. That would be pretty cool! Select hulls, tech bonuses etc etc.
Ship hulls worked well in planets. Whilst the current system is a nice idea I'm not so sure it plays amazingly in practice.
Definitely needs some differential between factions.
18 Aug 2010, 10:55 AM
To be honest I'm happy for simple comments on what worked or didn't with the current version. e.g. Ed thinks homeworlds need to be more easily defended... I wonder if that could be an empire design option as well... spend "points" building your starting stuff and perhaps sacrifice ships for tech etc.
18 Aug 2010, 10:48 AM
Just read all the older messages and see that it's done now anyway! :p
Jim - no, I didn't rename any planets, my homeworld was called Hindemith, I think Ed changed some at some point as I saw his homeworld wasn't called David Bender anymore at some point (I think!)
I like Ed's idea about the races/starting strategies, and certainly like the idea of limiting tech and ships so you have to balance to survive the start if you are end-game oriented...
Sadly, I can't think of any innovations of my own just now, but will try and put some thought into it soon and let you all know ;)
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!!!
Deranged Sensor (Jim)