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Unread 9 Dec 2009, 16:30   #1
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To continue JBG's request...

The discussion was on about 1 account controlling multiple planets in a galaxy. It was requested that I added my idea in a new thread.

If you'd implement a system where people control multiple planets I'd suggest the following (will become a whole different strategy game btw):

You start with 1 planet and get to colonize other planets (e.g. new shipclass which can be hit by any other shipclass). Attacking certain planets with enough (expensive and vulnerable) colony ships gives you a shot at stealing/colonizing someone elses planet. It's a very different game that way, the more planets you control the faster you can strengthen, but the more you'd have to defend and would be able to lose. I think Travian has a system like this, not sure though.

Ofcourse the starting planet is like a homebase which cannot be captured. An idea would be that each colonized planet is restricted to e.g. 80% of income that can be mined by a home/base planet.
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Unread 9 Dec 2009, 16:45   #2
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Re: To continue JBG's request...

Great idea.

Sadly tough this is planetarion and you shouldn't expect much of coding getting done.

btw: why shouldn't your home planet be allowed to get captured?

Imo one of the reasons why pa looses players is the roundly schedule. games like travian/tribalwars/omerta etc just keep on going. you get killed? start a new acco in a new part of the universe.

Flexibility ftw!
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Unread 10 Dec 2009, 04:16   #3
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Re: To continue JBG's request...

I suggest you go to play Hyperiums.
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Unread 10 Dec 2009, 04:27   #4
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Re: To continue JBG's request...

Dark Galaxy used to work like this too.
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Unread 10 Dec 2009, 04:40   #5
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Re: To continue JBG's request...

Just by the by, who was it that 'made' PAX?
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Unread 10 Dec 2009, 10:20   #6
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Re: To continue JBG's request...

Spinner.
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Unread 10 Dec 2009, 10:53   #7
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Re: To continue JBG's request...

Quote:
Originally Posted by berten View Post

btw: why shouldn't your home planet be allowed to get captured?

Imo one of the reasons why pa looses players is the roundly schedule. games like travian/tribalwars/omerta etc just keep on going. you get killed? start a new acco in a new part of the universe.

Flexibility ftw!
I actually wonder how people can even be arsed playing games like Travian. The key point of that game is bashing and farming smallies, way to go. I´m not quite sure if you´d like signing up a planet, getting wiped out by someone big near you, signup a new planet, getting wiped out again and so on.
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Unread 10 Dec 2009, 16:34   #8
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Re: To continue JBG's request...

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Spinner.
Then maybe we just don't have anyone in charge with the ability to make new changes. Surely from a business POV, zPeti has to be a little bit concerned about that?
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Unread 10 Dec 2009, 17:53   #9
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Re: To continue JBG's request...

It's a matter of not having the people to code all this wonderful stuff we've come up with over the years unfortunately.
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Unread 10 Dec 2009, 18:24   #10
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Re: To continue JBG's request...

Ok, good, treading on my point a little there Cochese, but good...
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Unread 10 Dec 2009, 22:38   #11
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Re: To continue JBG's request...

Quote:
Originally Posted by ellonweb View Post
Quote:
Originally Posted by Gabriel View Post
To be honest, there's one coder working on the game, he's not being paid and does it in his spare time
This is not an excuse. There's plenty of skilled coders in this community. Open source the game. (There's plenty of people that'd do much better with game design too!)
(Edit: yes, an open sourced game can still be financially viable.)
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Unread 11 Dec 2009, 03:22   #12
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Re: To continue JBG's request...

Quote:
Originally Posted by Kenny View Post
Then maybe we just don't have anyone in charge with the ability to make new changes. Surely from a business POV, zPeti has to be a little bit concerned about that?
Such a shame Jolt refused to sell the game back to me though...It was always Not For Sale, and suddenly it was sold....

/me looks at a blank source-file and wonders what he can do with it...

:-P
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Unread 11 Dec 2009, 05:49   #13
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Re: To continue JBG's request...

Spinner tbh if you hosted a blank source file I can almost guarantee more people would sign up to that than PA next round.
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Unread 11 Dec 2009, 09:18   #14
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Re: To continue JBG's request...

Ah *********** was a great game yeah.
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Unread 11 Dec 2009, 12:42   #15
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Re: To continue JBG's request...

Quote:
Originally Posted by Kenny View Post
Spinner tbh if you hosted a blank source file I can almost guarantee more people would sign up to that than PA next round.
As you might know, I already host a footie-manager with over 40.000 players atm...But my Sci-Fi genes are getting restless.
Now what would be a good domain-name, I wonder...
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Unread 11 Dec 2009, 14:14   #16
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Re: To continue JBG's request...

Personally if I were you I'd look to take over one of the existing PA clones, and start from scratch on one of those. It'd be that extra kick in the teeth that PA needs for denying your return on multiple occassions

Alternatively: www.universalconflict.com
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Unread 11 Dec 2009, 15:22   #17
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Re: To continue JBG's request...

Quote:
Originally Posted by Kenny View Post
Personally if I were you I'd look to take over one of the existing PA clones, and start from scratch on one of those. It'd be that extra kick in the teeth that PA needs for denying your return on multiple occassions

Alternatively: www.universalconflict.com
Hehe, taken though
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Unread 11 Dec 2009, 15:40   #18
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Re: To continue JBG's request...

In all honesty though, I think a new name and a new game has a better chance of success than a modified Planetarion. Might be better to start "without the history" so to speak, with less pre-determined expectations to what the game "should be".
It also seems to me that a certain ogame would be more of a competition than PA atm. (Allthough I somehow found that game to be somewhat boring somehow, and I am well tired of upgrading all my buildings and researches yet another level, and another and another).

I think the key-word now would be specialisation, and not try to be best at everything. First of all, if the game is about war, make the fighting better. If the game is mainly about research and development, make that bit better. Now it seems most "clones" have several features, but none of them do anything all that great. Unfortunately, most of these games also have an interface from 1990, and as little clue about what makes a good GUI as we had when we first made PA.

A focus on war could indicate more tactics when it comes to the actual fighting. Formations, setup of initiative, combos and different layers are terms that come to mind. More focus on simulating the actual battle, rather than supporting gazillions of small ships. Maybe some pre-planned events as well, to combine different tactics, so you can allow for diversionary attacks when you really have another goal. Mask your Covert Ops with a straight-forward attack in some way? Or make use of covert ops to try to conceal the coming attack? Customize your biggest ships, with a selection of weaponry so you never really know what KIND of Battleship you have waiting for your fleet? And for crying out loud, get rid of all the "I know exactly how this attack will work out" business.
And don't get me statred on traveltime and so-called jumpgate technology...I mean, if I open a jumpgate to Planet X, I don't call it a "jump" if I have to wait 12 hours to get there...Let me jump out and hit someone, instantly maybe, and force alliances to position their ships in defense in advance (I didn't say it was going to be easy) to get rid of some stagnation in the universe...It's all a very different game...From the top of my mind ofc...I should write this down :-P
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Unread 11 Dec 2009, 15:42   #19
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Re: To continue JBG's request...

save us obi wan spinner your our only hope
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Unread 11 Dec 2009, 15:51   #20
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Re: To continue JBG's request...

Quote:
Originally Posted by ellonweb View Post
This is not an excuse. There's plenty of skilled coders in this community. Open source the game. (There's plenty of people that'd do much better with game design too!)
(Edit: yes, an open sourced game can still be financially viable.)
1 word:

perl
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Unread 11 Dec 2009, 15:55   #21
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Re: To continue JBG's request...

Quote:
Originally Posted by berten View Post
1 word:
perl
Are we that rare in this universe, us perl-mongers?
Pfft. Whatever is left of my old Perl-code looks pretty much exactly like ANSI C, which looks pretty much identical to PHP. Converting PA to , for instance PHP, is not a lot of work.
I guarantee you, there isn't a single php-coder in the world that would have any problem reading the PA-code...
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Unread 11 Dec 2009, 17:57   #22
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Re: To continue JBG's request...

pa isnt really a war game anymore :P ooh crap i will lose a few ships better recall, they will win Nobels peace award next time!

you still have any old scrips of pa spinner? start it up with the name "flash backwards" :P

but yeh as kenny said, just make a blank page and ill signup!

im sure you could make a new cool game! to bad you couldnt buy back pa, they add to much crap theese days.



BTW spinner, is it Planet Arion or just planetarion? allways wondered about that :P
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Unread 12 Dec 2009, 02:46   #23
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Re: To continue JBG's request...

The name was a bit of a coincidence.
We first decided on Planetaruim, but the domain-name was taken (shock!).
Then I got the idea of mixing up Planet with some kind of military rank..Came up with the old roman title Centaurion, ditched the "u" as it sounded odd, and hey presto...

As for old code, um, naah, I might have bits and pieces, but nothign worthwhile.
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Unread 12 Dec 2009, 04:33   #24
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Re: To continue JBG's request...

Fancy starting again from scratch, bruv? There are literally dozens of competent people around who'd love to give you a hand if needed, I'm sure of it.
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Unread 12 Dec 2009, 20:15   #25
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Re: To continue JBG's request...

Lets just say I'm carefully playing with the idea.
But it does have a certain appeal, of course, to see if I still have it in me to make a new game in this genre...
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Unread 12 Dec 2009, 21:17   #26
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Re: To continue JBG's request...

The whole web based space game has been done to death to be honest. It has limited appeal, as casual gamers are likely to consider it to be a bit geeky - it's mostly sci-fi based. It's also an entirely saturated market, various people have cloned Planetarion over the years, with some of the clones doing better than the original.

I'm sure there's plenty of other war based themes which can still keep the original feel of attacking/defending, Travian is a typical example. It's just a case of coming up with a new convincing theme which hasn't really been done before.
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Unread 12 Dec 2009, 21:20   #27
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Re: To continue JBG's request...

Shut up GReaper. There is no such thing as an original theme, the idea is to create a well-made, evolving, enjoyable game. I don't care what the subject is on as long as it's fun and well made.
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Unread 12 Dec 2009, 21:25   #28
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Re: To continue JBG's request...

Quote:
Originally Posted by GReaper View Post
The whole web based space game has been done to death to be honest. It has limited appeal, as casual gamers are likely to consider it to be a bit geeky - it's mostly sci-fi based. It's also an entirely saturated market, various people have cloned Planetarion over the years, with some of the clones doing better than the original.

I'm sure there's plenty of other war based themes which can still keep the original feel of attacking/defending, Travian is a typical example. It's just a case of coming up with a new convincing theme which hasn't really been done before.
Personally, I feel the whole dwarves and elves thing is more geeky than the giant spaceships thing. Then again, I think most people realise that the two only differ on the surface. You can convert a space based game to a fantasy based game by changing a few strings on the user interface and no one would be able to see its origins.
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Unread 13 Dec 2009, 02:12   #29
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Re: To continue JBG's request...

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/me looks at a blank source-file and wonders what he can do with it...

:-P
Stop teasing us.

Make a new game and alot of the active community will follow as PA is stagnant.
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Unread 13 Dec 2009, 03:39   #30
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Re: To continue JBG's request...

I think maybe both the "Planets and Spaceships" as well as the "Kingdoms and Swords" have both been "done to death", as it were. No doubt, these two concepts are the most popular "themes" out there, and historically, the "Kingdoms and Swords" have the lead (look at World Of Warcraft VS Star Wars series, or Asherons Call vs Anarchy Online etc etc etc).
A good "third" should be handed to "WW2" themes, from what I can tell anyway.
But, as someone else mentioned, the question is whether the "theme" actually matters a lot down the line, if the game is good or not. WoW was a lot better (and way earlier) than Star Wars, and Asherons Call was a better game than AO (maybe not more "fun", but certainly more stable).

Also, when it comes to geeky, that's quite "in" nowadays, at least in many parts of the world. However, there is "geeky" and there is "geeky"...
The theme can be geeky, and still have a wide appeal, if it is wrapped up nicely. Star Wars (The Phantom Menace) took in $924,000,000 from the cinemas alone, and if you assume that a ticket is about, what, 7 $ (?), that means you've got more than 100 million potential "scifi-geeks". (I deducted the extra 23 millions, betting there are some supergeeks who saw it more than once)..And it also happens to be about the same as any of the LOTR-movies which could indicate a bit of a tie.
PA has more than it's fair share of "needlessly geeky" features, and one could start at the graphics and interface...
It hits you right as you sign up tbh, that does not look good.
Then it slams you in the face again, as you get your email containing the password...In plain-text black and white...
I get spam that looks more interesting than that.

Then you get into the game, and end up at the overview screen, which is red and blue, with white text..And a header containing nothing useful, just the logo and the name of the game. Apart from the tiny bit at the bottom, thats it when it comes to graphics here. Tables, border and plain text. Now, you can spend thousands on advertising for PA, but the GUI and design alone are quite big turnoff-points when you compare it to other titles. And this is where any new game can pick up a lot of points in competition with PA.
Now, I won't go into the "information" in the game, but the mile-long overview I got now as a new user, with various points to distribute for resources, research and constructions, with no clue or tooltips explaining what any of that actually means, the user-friendliness is plummeting towards zero quicker than you can spell the letter P...
No worries, I am more than willing to take the blame for most of this, as my original design also left things to be desired...but a lot of time has passed since this was designed, and the net itself has changed a lot. Back in December 1999 we had to cater for modem-users on the other side of the world, and that just isn't needed anymore. Not modernizing the game kills it off, with every passing month...

My point with all this, is that you can't use PA as a measure of the genre at all. Ogame has shown that the genre is alive and kicking, no doubt of that, and that the "space" theme is very suitable indeed. PA has shown that all good dinosaurs eventually die if not cared for correctly. Nobody plays Pacman in the arcade anymore, and here in Norway, the arcades are pretty much all gone while gaming is happening elsewhere.

I'm pretty sure the theme is not paramount to making a browser-game, as long as the game is nice to look at, has a nice GUI, buillt-in information without forcing users to read a manual and , of course, the game is fun!

Thats my 2 eurocents anyway.
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Unread 13 Dec 2009, 09:37   #31
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Re: To continue JBG's request...

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I'm sure there's plenty of other war based themes which can still keep the original feel of attacking/defending, Travian is a typical example. It's just a case of coming up with a new convincing theme which hasn't really been done before.
Having played Travian, I don´t find it appealing at all. It´s a game that rewards activity and investing money above everything else - probably with as much emphasis on micro payments as on activity. While this may be a nice way to generate money, it´s no game I´d like to play.
I wonder how many "serious" players you find there. I know there are tons of smallies all the time who can basically play some SimTravian (just as I´m playing SimPlanets on the Imperion test server, Sci-Fi based Travian-like game) until some big player comes along to completely bash whatever you´ve built up into the ground - thanks to dynamic traveltime you might go to bed and wake up to a completely trashed account. Also, the game itself gets boring pretty quickly for a casual player, since constructions and stuff take ages later on.

In fact, Travian might be the perfect example of drawing players with a somewhat proper GUI and alot of nice graphics - comic style even, no state-of-the-art graphics design. I´d question how many people can actually be bothered to keep on playing, but I´d think the fluctuation is rather big.
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Unread 13 Dec 2009, 10:09   #32
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Re: To continue JBG's request...

If Travian is anything like Imperion (another game by the same makers), then it's an entirely different game than PA is. It's much more focused on individual players; it's possible to defend each other, but the short travel times, large universe, real-time nature of the game plus the fact that you can't see what your attacker is sending make efficient cooperation much harder to pull off than PA is.

Conceptually, Travian and Imperion are much more war games than PA is. Once you reach a decent level in PA (say, top8 alliance), diplomacy becomes much more important (even if you're not actively engaging in it yourself), though you still need to manage a planet effectively as well. In Imperion, it's basically planet management all the way to the top.

In Imperion, as far as I've seen so far, having lots of ships is enough to do well. I'm in an alliance, but none of my alliance mates is close enough to me to help out when I get attacked, so the only advantage it gives me is that I have a community to hang out in.

Personally, I think there are more games in the genre of Imperion/Travian than in the genre of PA. I would be much more interested in a well managed PA clone than in a well managed Travian clone, simply because there's more depth to PA.

It's pointless to compare Travian to PA; it'd be like comparing Counter-Strike to Starcraft: both involve killing opponents, but the games aren't even remotely alike.
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Unread 13 Dec 2009, 11:27   #33
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Re: To continue JBG's request...

Personally, i dont really care if the games got awesome features behind it, or some glorified version of Paper, Rock, Scissors (which it currently is). Sure, i dont speak for everyone, perhaps i speak for a miniscule minority. Regardless, playing PA, as i do, is all about the competition for me.

Currently, the game totally lacks enough player base/activity to make it a challenge, without running into the same handfull of players, day in, day out. Secondly, it isnt intellectually challenging enough, to provide me with anything other than the same old challenges, other than what the same handfull of hardcore players provide.

As someone who really isnt interested in the tech aspect of PA, but the competitiveness of it, id really like to see two things. An increased playerbase, and a game which is multi tiered (to facilitate the once a week/once a day/24-7 players) with a subtly, intellectually challening game.

They may not aspects which are relevant to drawing in new members, but as an established player, they are are things i consider necessary to retaining return business.

PS. One way around that: Put up a 1k prize for winning #1 planet/gal/alliance. Sure fire way to increase customers. At the end of the day, you have got to spend money, to make money.
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Unread 14 Dec 2009, 01:28   #34
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Re: To continue JBG's request...

As I explained with a handful of examples above, this game will not attract new players unless most of those issues are sorted out. And a 1k prize will help very little tbh, as it would be something a new player can never have a chance at winning. It would be won by someone in a very established alliance, trust me (-:
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Unread 14 Dec 2009, 13:55   #35
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Re: To continue JBG's request...

Quote:
Originally Posted by [JungleMuffin] View Post

PS. One way around that: Put up a 1k prize for winning #1 planet/gal/alliance. Sure fire way to increase customers. At the end of the day, you have got to spend money, to make money.
1k prize seems abit much - but some sort of return to prizes would be nice! Even if its just a PA mug or something :P
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Unread 14 Dec 2009, 16:17   #36
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Re: To continue JBG's request...

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Originally Posted by Spinner View Post
PA has more than it's fair share of "needlessly geeky" features, and one could start at the graphics and interface...
It hits you right as you sign up tbh, that does not look good.
Then it slams you in the face again, as you get your email containing the password...In plain-text black and white...
I get spam that looks more interesting than that.

Then you get into the game, and end up at the overview screen, which is red and blue, with white text..And a header containing nothing useful, just the logo and the name of the game. Apart from the tiny bit at the bottom, thats it when it comes to graphics here. Tables, border and plain text. Now, you can spend thousands on advertising for PA, but the GUI and design alone are quite big turnoff-points when you compare it to other titles. And this is where any new game can pick up a lot of points in competition with PA.
Now, I won't go into the "information" in the game, but the mile-long overview I got now as a new user, with various points to distribute for resources, research and constructions, with no clue or tooltips explaining what any of that actually means, the user-friendliness is plummeting towards zero quicker than you can spell the letter P...
http://classicplanetarion.blogspot.com/ *Cough* Been showing these off for years and hardly been chased up for them and these are things I cook up over weekends (havent really been polished though).

I've been playing Astroempires (AE) for the last 2 weeks and had more fun than the last 15 rounds of PA.

PA does not have the Private Manpower to promote and improve the game, unless an idea can take less than a day to code, you will more than likely not see new features.

I'm surprised that PA has survived this long in its current form, its due a huge update in both gameplay and Graphics.

I've played from R2 and was every so exicited about the new rounds and even about the new GUI and features for the skins. I think most people remember the skins from R3 and R5 (my own personal favourite). Even the R6-R9 skins were classics (the individual race skins).

The community is what made this game last so long, and I really wish that PA would close its doors and release the source code to them, so at least we can attempt to improve upon the game.
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Unread 14 Dec 2009, 18:07   #37
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Re: To continue JBG's request...

IF you don't know, you can find various bits and pieces here as well:
http://spinner.managerleague.com/mai...v/Planetarion/
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Unread 14 Dec 2009, 22:25   #38
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Re: To continue JBG's request...

(-: << This has been missed greatly!!

I remember the days when all alliances had logos for the galaxy banners, now you're lucky to find any decent gal banners (bring back grendal and legion). The pride has gone...

This is what i resort to every round, hacking the skins so I can get something decent.

http://www.fresh-lobster.co.uk/skin.jpg
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Unread 15 Dec 2009, 04:25   #39
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Re: To continue JBG's request...

basicly, like I ve told u before Spinner - do make a new game. plz!
PA is more or less dead, in a couple of rounds there will be less than 1k planets i d guess. Nothing is being done to improve the important aspect of the game. While looking through the old pics from the good ol rounds, tbh PA looked nicer then, like 10 years ago, than it does now.
Its sad
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Unread 15 Dec 2009, 05:04   #40
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Re: To continue JBG's request...

Sadly Wishmaster is so right, looking at old PA it looks way better than now... and it's not nostalgy.
I've checked Astro Empires... The speed at which you can start playing is great... but it's just the same system as all the games we see around these days (no matter the theme)... PA has still something special no other game proposes.
It has been going the wrong way in term of design. It doesn't take a master degree in graphic arts to see that Mr Lobster has the ability to sense what's important and how to give a true identity to the game. I always wonder why his help as been turned down repeteadly. And I wonder even more how he finds the motivation to propose it again.
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Unread 16 Dec 2009, 01:47   #41
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Re: To continue JBG's request...

If I may be so bold...
What is this "PA has still something special no other game proposes" specifically? Is there really a feature still that has not yet been cloned?? (OMG)
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Unread 16 Dec 2009, 02:21   #42
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Re: To continue JBG's request...

Quote:
Originally Posted by Spinner View Post
If I may be so bold...
What is this "PA has still something special no other game proposes" specifically? Is there really a feature still that has not yet been cloned?? (OMG)
Not sure it's a feature, more of a feeling, or is it from IRC ? I don't know I just express that no other game I tried gave me the same sensations.
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Unread 16 Dec 2009, 03:49   #43
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Re: To continue JBG's request...

Quote:
Originally Posted by Spinner View Post
If I may be so bold...
What is this "PA has still something special no other game proposes" specifically? Is there really a feature still that has not yet been cloned?? (OMG)
It has nothing, just to afew people this was the first proper tick based game they've played.. so they say it has something special.

but its just the same as players from astro empires or other games, just like WoW fans saying it when they try out other MMO's.

Every feature of PA has been cloned or improved upon by other games to suit there target audience.
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Unread 16 Dec 2009, 03:54   #44
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Re: To continue JBG's request...

It has a bunch of stubborn players who refuse to move on...

After having a quick look at the competition, it's certainly possible to build a game which competes against them. I'm sure Planetarion could do the same if the time and effort was spent in the right areas, instead of constantly tweaking pointless game mechanics and concentrating on the things which really need changing.

Most of the games are failing with the new player experience. Games need to introduce themselves to the player in a similar way to an MMORPG - start off with a few spells/attacks and gradually expand the interface with functionality they're able to use. It's pointless showing them functionality which is impossible to use because they don't have the right research, building, etc.

No new players results in your game shrinking over time, as it's impossible to grow if people aren't going to stick around for more than 5 minutes.
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Unread 16 Dec 2009, 05:23   #45
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Re: To continue JBG's request...

making PA a game like the others won't achieve much
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Unread 16 Dec 2009, 06:19   #46
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Re: To continue JBG's request...

I don't think there's anything particularly wrong with the RTS approach PA takes: not every game needs to be an RPG.
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Unread 17 Dec 2009, 04:31   #47
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Re: To continue JBG's request...

Quote:
Originally Posted by Spinner View Post
If I may be so bold...
What is this "PA has still something special no other game proposes" specifically? Is there really a feature still that has not yet been cloned?? (OMG)
I think the only thing PA has that other games haven't copied is the meta-game, i.e. politics, which isn't really something to do with the game, it's just comes about as a result of the combination of game mechanics and the people playing.
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Unread 17 Dec 2009, 05:30   #48
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Re: To continue JBG's request...

I dont think its PA that has created politics, its the instant communication that IRC.

AE doesnt seem to use IRC in the same way PA does. IRC is a must to work in any alliance.

One other game has captured the meta game and thats eve-online, however we cant compare PA the EVE other than the fact its an MMO.

EVE has over 40,000 players on at anyone time and over 300k subscribers. All paying customers.

I will never understand the decision to allow full access to the game, without any kind of payment. The incentives to actually buy an upgrade are not worth it.

I've played free for all but 1 round (and that was between r6-r9 sometime), I dont feel the need to upgrade as i never will reach the top 100, and as such all i need to do to combat the shortcomings of the "bonus" is to get more roids or xp.

However I have moved far off the main topic of this thread.

I have suggested the idea of outer solar systems being captured and an inner system which in uncapturable.

However a few people always point out that it doesnt feel right. So perhaps the option is to allow a player to occupy the planet (and take a percentage of the profits 40% perhaps) but the original owner still keeps it. Yes I know AE does this, but i like the concept.
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<Sigi> Light: can I ask u how many open internet-windows u always have?
<MrLobster|PM> i have 2, the pa page, and the website for naked light pictures
<Ave> both has bad gfx
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Unread 17 Dec 2009, 16:21   #49
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Re: To continue JBG's request...

Dont copy AE's system, I like playing AE and if became a choice of playing PA(AE Clone) or AE.. i'd just play the original AE.

Also, i highly doubt the PA Team will be bothered to code in the amount to make planets capturable, as that also needs flexible fleets.

Here's a rough guide, If the PA Team cant be bothered to fix the simple quest system which is basically just text and prerequisites, all your suggestions have to be less work than that.
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Unread 17 Dec 2009, 17:27   #50
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Re: To continue JBG's request...

lol @ PA being an AE clone. That hurts, Light; that hurts.
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