For persistent servers we have thought about doing something like UO did. Where you have a skill point cap. Once you reach that cap you can't learn anything else. You would then be allowed to...
Type: Posts; User: zarkwizard
For persistent servers we have thought about doing something like UO did. Where you have a skill point cap. Once you reach that cap you can't learn anything else. You would then be allowed to...
It's not so much about the single win condition. That will bring a server to it's end, but everyone gets a score, and ranking. Those numbers will allow for "top alliances", and "top player"...
There will probably be a couple of updates.. We have 2 things going on. The current server doesn't support some of the bigger changes we want to make, so we are building a new server from the...
Some thoughts on Alliances.. We were thinking of setting up alliances that will allow for a "Leader" that can invite people in to the alliance (maybe have a cap on an Alliance size). This is a...
The game currently keeps track of your "Technology Level" in the background. This is basically a calculated value based on skills you have learned and acquired. Perhaps we should move this value to...
We have heard this a few times. We have more than enough money set aside to make sure the servers will run for a VERY VERY VERY long time. We were paying for the servers, and bandwidth for 2 years...
Since some of this touch on bigger topics... I thought I would address this here as well.
I agree totally. Yes some of the fonts are small, but this is in part because we have a lot of...
A lot of good reading. We really appreciate the feedback and your thoughts on everything. While we may not respond to every post, it's not because we don't want to answer, but more so we need to...
To be honest the conversations internally are leaning towards making the PCC a radius rather than a specific planet count. We have been discussing adding a range to ships. The grid as it sits for...
JetJaguar2000 : You bring up good points. While I am not totally against saying ships can only fly a certain distance from a world, or a ship has a certain amount of fuel for distance it can travel...
We have been using the new combat simulator to determine effective armies. The way combat works currently isn't the same as the new combat. Basically damage is spread across a lot of ships at once...
That is on the list of things we are looking at doing. We are trying to determine a decent way to handle it on the small devices and we are working on some screen mockups and so forth trying to...
As always player feedback is VERY important to us. We compiled a list of changes we are looking at making to the game and would like to get feedback and thoughts to make sure we are addressing the...