Strategic on-line 4X space game (Full Version)

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mahks -> Strategic on-line 4X space game (1/4/2014 2:45:24 AM)

I've been developing an on-line 4X space game for about 6 years. Been play testing with a small group for the last few years and it is running smoothly, so I've decided to open it up to a wider group.

The game is heavily strategic. There is no tactical component. The manoeuvre element is the fleet and you need to think like an admiral commanding fleets not as a "multiple ship commander" as you do in many "strategic" games. This seems to be a bit of a hurdle, in that it is hard to find strategic gamers. I know they are out there how do you find them? Does anyone know of an on-line community of strategy gamers?




wings7 -> RE: Strategic on-line 4X space game (1/4/2014 11:58:24 AM)

Do you have a link to your game? [&:]




mahks -> RE: Strategic on-line 4X space game (1/4/2014 8:56:04 PM)

Won't let me post links, See my profile for the link.

Any feed back regarding the game is appreciated.




Mobeer -> RE: Strategic on-line 4X space game (1/4/2014 10:09:02 PM)

This is the site:
http://www.starlords3k.com/

Most games would make it as easy as possible to join in. You have a forum post about finding it hard to recruit players, and a home page that won't let new players just sign up.

Do you have a decent tutorial for new players? Any bonus's available? For example I play on RedZoneAction and it has a opening tutorial that shows off many functions and rewards the player with a small amount of (in-game) money. I see some posts in your forum about giving experienced players an "accelerated start" option, that sounds as if experienced payers will get a huge head start; that seems the opposite of what might be desirable.

How do you treat new players beyond the tutorial? Can you try and find out why they stay, or why they leave?




mahks -> RE: Strategic on-line 4X space game (1/4/2014 10:41:28 PM)



Thanks for posting the link!
quote:

ORIGINAL: Mobeer
a home page that won't let new players just sign up.

Not sure what you mean, there is a "Request Account" button on the home page.

The tutorial has been a major difficulty. Because it is a complex game, there is a problem with information overload. After many permutations, the tutorial now consists of several videos that gives an overview, so a new recruit gets the general idea. Then there is a short but tricky tutorial that teaches how to build & move.

Once in a real game the players learns over time by receiving pop-up hints as they open new areas of the game.

quote:

ORIGINAL: Mobeer
I see some posts in your forum about giving experienced players an "accelerated start" option, that sounds as if experienced payers will get a huge head start

The game progresses though stages; exploration, build-up, contact and then the core game play begins with diplomacy, trade & conflict.

Some experienced players thought the beginning of a new game too slow (these are a minority, most players choose to go though the development phase) so I implemented a "skip" option. There are some penalties for selecting this option as well. The accelerated start would be overwhelming for a newbie and so is not an option for them.

The game does not promote newbie bashing as many on-line games do. Maybe promote is the wrong word, but in many games players can beat on the newbies without consequence, whereas in this game newbies are a resource. Players want to accumulate newbies (as vassals) and help them grow. So anyone wishing to attack a newbie will have to answer to their protector.

quote:

ORIGINAL: Mobeer
Can you try and find out why they stay, or why they leave?

They stay because of the strategic scope. There are not really that many true strategy games out there.

They leave because the were looking for a faster paced or less "cerebral" game.






mahks -> RE: Strategic on-line 4X space game (10/7/2015 7:55:33 AM)

Update :

2 new options now available :
- Design your own ships
- Negotiate treaties with Independent stars (NPCs)

Now 98% working in Chrome, just some issues with canvas.

Graphics marginally improved.

Tutorial re-done, simplified, got rid of the videos, now text pop-up based. Could use some new blood to test the tutorial...




mahks -> RE: Strategic on-line 4X space game (11/6/2015 1:53:47 AM)

Running under chrome 100% now




mahks -> RE: Strategic on-line 4X space game (11/20/2015 4:23:50 AM)

Here are some pics and game details :

[img]http://www.starlords3k.com/images/misc/snip_map5.png[/img]

The manoeuvre element is the fleet. Fleets move between stars by an instantaneous jump, but then must wait while the jump engine re-charges. This slows down the pace of the game, giving you time to plan. It creates the feel of a turn based game, even though it is a persistent universe.

[img]http://www.starlords3k.com/images/misc/snip_2000.png[/img]

Fleet movement may be automated.
[list]
  • Patrol routes may be created to look for enemies.
  • Gathering routes take minerals to stars with a refinery. This works kind of like railway tycoon.
  • Other routes may be configured to move new ships to the front, return the battle weary for R & R, etc.[/list]

    There is an emphasis on diplomacy.
    Much effort has gone into creating organic "situations" that evolve into diplomatic crisis. These come about from conflict between several realms of influence. These being political relationships, trade, military actions, resource access and a feudal hierarchy.

    [img]http://www.starlords3k.com/images/misc/snip_2020.png[/img]

    Trade is encouraged by a mechanism whereby the number of types of minerals governs the efficiency of your refineries and thus your limits to production of assets. Since only a few mineral types are found locally you must trade with other areas to gain more mineral types.

    The game is not played in "binges" (hours in a session) but in short play sessions. Think of a normal 4X that has its play session sliced into bits. This is by design, so that those with real lives may fit it into a busy schedule (or a fanatic gamer can play a session between all those other games) allowing them to play a deep, involving game even though "they have no time". Several people have interpreted this to mean it is a tick based game, it is not. Once your realm has grown, there is always things that need to be done, it is just not all time sensitive.

    Fog of war is constant. If you have no ship or spy at a star you do not know what is there, you only know what was there last time you visited. This permits a "cat & mouse" situation, where cunning can win out.

    Building assets takes a long time. This creates pressure to plan, as you cannot react immediately to a new threat by "popping out" fleets of new ships at a moments notice. You can build & assign additional builders to speed up a project, but there is cost there as well.

    [img]http://www.starlords3k.com/images/misc/snip_2040.png[/img]

    A large selection of technologies are available that affect all aspects of the game. There is no "tech tree" you just research the areas you want an advantage in. you may choose to be mediocre in all or focus on a few that complement your overall strategic direction.

    [img]http://www.starlords3k.com/images/misc/snip_2050.png[/img]

    There is a robust economic model that provides many ways to gain income and many ways to lose it. Taxation, tribute, piracy, export contracts, asset support, salaries are some of the factors.

    [img]http://www.starlords3k.com/images/misc/snip_2010.png[/img]

    In the beginning you manage all aspects, but as your empire grows you can do less micro-management and automate repetitive tasks.

    [img]http://www.starlords3k.com/images/misc/snip_2061.png[/img]

    There is a whole game within the game in regards to spies. Covert agents may conduct espionage, sabotage, incite labour or student unrest and incite rebellions. They can embezzle, slander and assassinate as well.

    The game progresses though stages; exploration, buildup, contact and then the core game play begins with diplomacy, trade & conflict.

    There is a play through of a typical 1st session on the website. Note this video has the old graphics and the colonising bit is out of date. The game begins slowly as you are mostly exploring and colonising, so the video may be a bit boring. Any suggestions on how to present a "cerebral" game and not make the presentation boring? This slow start is intentional as the game is complex and is designed so that a new player is not overwhelmed and has time to get his bearings.

    http://www.starlords3k.com

    We need a few more play testers, join us if interested.
    All feedback is welcome.




  • zakblood -> RE: Strategic on-line 4X space game (11/20/2015 4:39:11 AM)

    seems to be the same format as this one

    https://www.youtube.com/watch?v=WDDEV2_4U1I&feature=youtu.be


    http://www.slitherine.com/forum/viewtopic.php?f=404&t=68706

    Polaris Sector being developed by above ^^

    good look on the prodject by the way[;)]




    mahks -> RE: Strategic on-line 4X space game (10/3/2017 1:01:59 AM)

    We just started a new episode.
    Join in if you would like.

    Feel free to ask questions here.




    rico21 -> RE: Strategic on-line 4X space game (10/3/2017 4:41:47 PM)

    It looks very full!
    In every civilization, can one decide if his neighbor is armed?
    If he has the right to own a nuclear weapon at home?
    Is the religious character represented?




    LarryP -> RE: Strategic on-line 4X space game (10/3/2017 6:28:23 PM)

    I'm not into multiplayer games, but your game looks really nice! Having done a lot of programming previously, I know how much work you have put into this project. [&o]




    mahks -> RE: Strategic on-line 4X space game (10/3/2017 11:34:15 PM)


    quote:

    ORIGINAL: rico21

    It looks very full!
    In every civilization, can one decide if his neighbor is armed?
    If he has the right to own a nuclear weapon at home?
    Is the religious character represented?


    Cannot decide anything for your neighbors [:)] and vice versa
    You may own nukes (star bombardment weapons) but using them may have repercussions.
    Had plans for a clergy, but as you say the game is quite "Full" and there seemed to be no real need.




    mahks -> RE: Strategic on-line 4X space game (10/3/2017 11:38:50 PM)


    quote:

    ORIGINAL: LarryP

    I'm not into multiplayer games, but your game looks really nice! Having done a lot of programming previously, I know how much work you have put into this project. [&o]

    Larry : there is a lot of co-operative play in StarLords3K. Many who play are not militaristic. The game has successfully integrated many play styles.

    Last game the high score went to a player that never fired a shot at another player, even though there was a massive war going on very close to him.




    LarryP -> RE: Strategic on-line 4X space game (10/5/2017 6:14:43 PM)

    I will check it out more thoroughly then. Thanks!




    mahks -> RE: Strategic on-line 4X space game (9/29/2019 2:17:00 AM)

    The episode "Cave Mercatura Furta" has begun.

    New game features:

    UTS Delivery Service : Send resources to remote stars and territories.
    Sector Markets : Resource trade via UTS.
    New ship components :
    - Engineer Unit : Required to capture transponders.
    - Supply Dock : Reduces support by 50% for system ships.
    Checklist : Programmable reminders.
    Jumpgate Agreement : Required for foreign jumpgate use.
    Join Route Option : For new ship builds.
    Dragable Map : The map is now dragable!

    The new sector market :
    [image]http://www.starlords3k.com/images/misc/snip_2019_02.png[/image]




    mahks -> RE: Strategic on-line 4X space game (9/6/2020 12:58:50 AM)


    The episode "Partes Facere Totam" will begin on September 11th 2020.
    If you have never played and wish to join in, please begin the training game now so you can join the above game with some knowledge of the mechanics.

    New game features:

    New Structures :

    Crafter - Crafts components
    Power Station - Higher level structures now require power
    Slave Market - Provides workers, but increases rebel activity
    Training Base - Increases experience of ships at the star

    Components : A new asset type :

    May be used to reduce costs of building structures, modules and ships.
    Should provide a comparative advantage to lords that invest in their research.

    Misc :

    Tradebases have been removed in favour of the more universal "Sector Markets".
    Lords may now enrol officials for extra training at foreign academies.
    Shipyards, assemblers and academies may now be dedicated to a single output, reducing time and costs.





    mahks -> RE: Strategic on-line 4X space game (9/3/2021 12:19:37 PM)

    The episode "Novus Contractus Artis" has begun.

    New game features:

    - Civil goods markets replaced by "Goods Contracts".
    - Support costs for ships reduced.
    - Convoy type fleet removed, replaced with Supply Base type.
    - New comm channel consolidates intel from foreign realms.
    - Imperial fleets no longer garrison guild stars.





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