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What should we work on next? 06/29 Messages in this topic - RSS

What should we work on next?

Custom Ruler Initiated Voting:10
Dark Star / Commonwwealth Factions:16
Strategic Orbits / Structures:12
Doctor Dread
Doctor Dread
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6/29/2017
Doctor Dread
Doctor Dread
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Posts: 1478
There is some debate on what to work on next so I'm going to start making polls like this to hear the voice of the people. Hopefully one voice per main account and not 26 alts because you want to see Doom Cannons

These are the next few things I plan on working on, vote to tell me which ones I should do first.

In Game Ruler initiated Custom Voting (working name). The game has a lot of political voting but theres no way for the rulers to have their own voting outside of Discord or the Comms channel, So I plan to implement a mechanic where the Rulers (city/planet,system) will be able to post their own "poll" which will show up almost like an event with a linked comms thread. You can type in a title and a blurb description and probably up to 10 voting options. You can perhaps declare that voters will be using their Industry or Military or both for vote weight and the voter base will probably be anyone in your scope (your city / planet / system) It will run just like voting events do. Probably 100 turns and then stop. You can have one every 3 days or something. The vote doesn't actually DO anything but can be used as a tool to organize player opinions. I plan to have the Terran Federation (me) use this voting also for official players issues such as "This guy is accused of abusing game because of xyz, should we intervene and how"

Dark Star / Commonwealth Prate factions . These two NPC factions will be semi-persistent and large pirate corporations. They will have large bases with dozens of units in a few places randomly in every system. They are usually passive but there will be events where they will send out a group of units to attack or raid somewhere or fight each other in a city somewhere which you an choose a side. But they can also be hired to attack another player or perhaps escort one of your groups in defense for large sums of money which scales with the size of the force they will bring. There bases can be destroyed but they will randomly respawn elsewhere in time. Their bases won't be easily destroyed, their size might scale to the population of the star system they are in but in something like Sol it's probably going to be something that would match the power of 3-4 level 10 corps pushing military. There might be a Reputation Rating system that goes in also where you can have good/bad reputation with the two factions depending on how much you pay them, attack them or attack things they like to attack etc. this might give you political currency when someone tries to make them attack you for example.

Strategic Orbits/Orbital Structures. Strategic orbits and Megastructres are discussed in another thread (Search "megastructures" ) Strategic orbits will be 4 spots near the four corners of a planet just off surface in space (whenlooking at a planet like earth for example) from these locations a fleet can attack ANYWHERE (probably pick a location from the attack order) or EVERYWHERE on the planet at once from that location without actually moving. This allows your fleets to essentialy take air superiority over a planet and/or enforce an effective blockade by attacking "Everyone" who isn't in your guild. These Strategic Orbits are the precursor to Orbital Structures since they orbital structures will only be placed in these locations. Orbital Structures will be Starbases, Warp Gates and Orbital guns.
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LaSmala
LaSmala
Posts: 1


6/29/2017
LaSmala
LaSmala
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Hi Seren,

all of the above sound great, as discussed in other threads .. yet still, what about improving the guide or develop some kind of manual - note the frequency of inquiries by new players. Veteran players are somewhat mentoring newcomers at present, which is really great from a social point of view, but I wonder if this will always be the case .. the more game diversity like the ones in this post are offered the more questions will be asked by new players.

Now about what next, I suppose the pirates project in line with the mercenary approach could be prioritized, if only just because of the many conflicts between commercial and military oriented players are having right now.
Then, I suggest the Warp Gates, these should be owned by the players with the help of some sort of shareholding system based on their financial participation in building them or their contribution of materials/components/transport etc .. where using the gates would be for a fee, having upkeep costs for maintenance and such,where then neglected warp gates could also fall apart or be less efficient (read deficient, like you'd be directed to a wrong destination) or simply stop working until repaired or reactivated (again, with the help of financial and/or material means).

In my opinion orbital guns would bring a too great military unbalance at first, as not so many players or guilds are strong enough to take down such a defense in case it should come to that - this might be a project when inter-galactic conflicts have a reason to come to be ..
So, Starbases could follow warp gates (or the other way around for a start in Solar), starbases as alternative commerce centers, special contracts agencies (bounty for pirates, mercenary offers etc ..) and perhaps repair/maintenance/service spots where ships could receive accelerated repairs.

That is how I see it ..
Cheers!
edited by LaSmala on 6/29/2017
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Guest


6/30/2017
Guest
What I would prefer from my short time in the game is a substantial improvement to the trade UI.
- Movement in a straight line (per turn) is unexpected and not logical/realistic
- on Assets screen: The direction of the move is much less interesting than the target and time to target (at least in case of transports)
- it would be nice to have some additional options for sales (more types of goods per turn), and maybe a warehouse option.
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Doctor Dread
Doctor Dread
Administrator
Posts: 1478


6/30/2017
Doctor Dread
Doctor Dread
Administrator
Posts: 1478
What I would prefer from my short time in the game is a substantial improvement to the trade UI.
- Movement in a straight line (per turn) is unexpected and not logical/realistic
- on Assets screen: The direction of the move is much less interesting than the target and time to target (at least in case of transports)
- it would be nice to have some additional options for sales (more types of goods per turn), and maybe a warehouse option.


The movement in straight line is half mechanical and half gameplay issue.. There is no "chase down" or intercept mechanic but you can easily calculate where a unit is going to to stop and turn to raid it.
The distance/time to target, on the assets screen, is something I'm looking at but I'm leary because that poor screen already has too many calculations and information in the notes field that slows down the query and the whole page. Having a time to complete on the ORDERS page pr order wouldn't have that problem.
I'm not sure what you mean by more goods per turn. Like your ship can sell 4 different things at once? I'm looking at that. We also have Distribution centers as a structure which can sell 10 things at once, is that what y ou mean by a warehouse?
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TimurThunder
TimurThunder
Posts: 28


6/30/2017
TimurThunder
TimurThunder
Posts: 28
Distribution Center - Will have to look into that, but sounds exactly right. Thanks!

Pathfinding - Not saying easy since I don´t have to code it. Assuming the pathfinding is non-random it might be, but I might be very wrong. I would like a string like (target coords this turn, destination, time). Just saying. Thanks for your time!

(above guest post was mine)
edited by TimurThunder on 6/30/2017
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Doctor Dread
Doctor Dread
Administrator
Posts: 1478


6/30/2017
Doctor Dread
Doctor Dread
Administrator
Posts: 1478
Seems we're tied with Custom voting and Strategic orbits. We'll see what happens by tomorrow =)
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Tahujoe
Tahujoe
Posts: 25


7/1/2017
Tahujoe
Tahujoe
Posts: 25
Blargh. Voted for the pirates on a blind. Strategic orbits would be my second choice for now. ( fptp is still terrible >_> )
edited by Tahujoe on 7/1/2017


--
I swear I'm not trying to break things.
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Aywanez
Aywanez
Posts: 64


7/3/2017
Aywanez
Aywanez
Posts: 64
I'm split between CRIV (which I voted for) and SO/S, so if this will help the matter be resolved, I can switch my vote to Orbits.
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Genecho
Genecho
Posts: 12


10/30/2017
Genecho
Genecho
Posts: 12
Doctor Dread wrote:
There is no "chase down" or intercept mechanic but you can easily calculate where a unit is going to to stop and turn to raid it.


We are not all as good at math as you wink I wouldnt have a clue how to do this, unless its a sitting duck i can´t hit it...which is a shame, i´d love to hut more pirates down.
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