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	<title>Comments on: A reshaped universe</title>
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	<link>http://blog.legacyworlds.com/index.php/2008-02-10/a-reshaped-universe/</link>
	<description>Updates on the new version's design and progress</description>
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		<title>By: LegacyWorlds Beta 6 &#187; Blog Archive &#187; Travel and distances (1/5) : basics</title>
		<link>http://blog.legacyworlds.com/index.php/2008-02-10/a-reshaped-universe/comment-page-1/#comment-385</link>
		<dc:creator>LegacyWorlds Beta 6 &#187; Blog Archive &#187; Travel and distances (1/5) : basics</dc:creator>
		<pubDate>Tue, 25 Nov 2008 10:41:25 +0000</pubDate>
		<guid isPermaLink="false">http://blog.legacyworlds.com/index.php/2008-02-10/a-reshaped-universe/#comment-385</guid>
		<description>[...] It is therefore necessary to write rules regarding the method used to travel from one location to another, and the distance it corresponds to. In order to do that, the different modes available have to be clearly defined, and the geography of the universe must be described more precisely than the vague definition we posted here earlier. [...]</description>
		<content:encoded><![CDATA[<p>[...] It is therefore necessary to write rules regarding the method used to travel from one location to another, and the distance it corresponds to. In order to do that, the different modes available have to be clearly defined, and the geography of the universe must be described more precisely than the vague definition we posted here earlier. [...]</p>
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	<item>
		<title>By: Lemorsa</title>
		<link>http://blog.legacyworlds.com/index.php/2008-02-10/a-reshaped-universe/comment-page-1/#comment-147</link>
		<dc:creator>Lemorsa</dc:creator>
		<pubDate>Sun, 24 Feb 2008 06:16:10 +0000</pubDate>
		<guid isPermaLink="false">http://blog.legacyworlds.com/index.php/2008-02-10/a-reshaped-universe/#comment-147</guid>
		<description>Ah, so it is...</description>
		<content:encoded><![CDATA[<p>Ah, so it is&#8230;</p>
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		<title>By: TSeeker</title>
		<link>http://blog.legacyworlds.com/index.php/2008-02-10/a-reshaped-universe/comment-page-1/#comment-141</link>
		<dc:creator>TSeeker</dc:creator>
		<pubDate>Sat, 23 Feb 2008 07:50:36 +0000</pubDate>
		<guid isPermaLink="false">http://blog.legacyworlds.com/index.php/2008-02-10/a-reshaped-universe/#comment-141</guid>
		<description>@Lemorsa - the response to that is in the first paragraph under the picture. All asteroid belts slow down ships in normal space and some of them cause losses, but they do not affect ships in Hyperspace.</description>
		<content:encoded><![CDATA[<p>@Lemorsa &#8211; the response to that is in the first paragraph under the picture. All asteroid belts slow down ships in normal space and some of them cause losses, but they do not affect ships in Hyperspace.</p>
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	<item>
		<title>By: Lemorsa</title>
		<link>http://blog.legacyworlds.com/index.php/2008-02-10/a-reshaped-universe/comment-page-1/#comment-140</link>
		<dc:creator>Lemorsa</dc:creator>
		<pubDate>Fri, 22 Feb 2008 19:13:28 +0000</pubDate>
		<guid isPermaLink="false">http://blog.legacyworlds.com/index.php/2008-02-10/a-reshaped-universe/#comment-140</guid>
		<description>I have a question, what about asteroid fields that limit travel, or maybe create losses while passing through them?</description>
		<content:encoded><![CDATA[<p>I have a question, what about asteroid fields that limit travel, or maybe create losses while passing through them?</p>
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	<item>
		<title>By: ju</title>
		<link>http://blog.legacyworlds.com/index.php/2008-02-10/a-reshaped-universe/comment-page-1/#comment-112</link>
		<dc:creator>ju</dc:creator>
		<pubDate>Mon, 18 Feb 2008 09:10:25 +0000</pubDate>
		<guid isPermaLink="false">http://blog.legacyworlds.com/index.php/2008-02-10/a-reshaped-universe/#comment-112</guid>
		<description>@Yuckwitte:
The notion of randomness can be easily twisted and that is what is currently being done in Beta 5. In Beta 5 each system has the same number of planets but the number of turrets is randomized on the different planets of the system. However the total number of turrets in each system remains the same. 
The system will be the same for Beta 6 planets. All players will start with a system with the same number of planets and with an equivalent total building size in this system. Moreover it is planned that a an equivalent set of planets will be left free (without any player being able to spawn there) around this starting system. 
As for layers they will be more randomized but depending on the number of 
planets in each the number of players who will be able to spawn in each will vary a bit.</description>
		<content:encoded><![CDATA[<p>@Yuckwitte:<br />
The notion of randomness can be easily twisted and that is what is currently being done in Beta 5. In Beta 5 each system has the same number of planets but the number of turrets is randomized on the different planets of the system. However the total number of turrets in each system remains the same.<br />
The system will be the same for Beta 6 planets. All players will start with a system with the same number of planets and with an equivalent total building size in this system. Moreover it is planned that a an equivalent set of planets will be left free (without any player being able to spawn there) around this starting system.<br />
As for layers they will be more randomized but depending on the number of<br />
planets in each the number of players who will be able to spawn in each will vary a bit.</p>
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		<title>By: Yuckwitte</title>
		<link>http://blog.legacyworlds.com/index.php/2008-02-10/a-reshaped-universe/comment-page-1/#comment-104</link>
		<dc:creator>Yuckwitte</dc:creator>
		<pubDate>Mon, 18 Feb 2008 04:58:06 +0000</pubDate>
		<guid isPermaLink="false">http://blog.legacyworlds.com/index.php/2008-02-10/a-reshaped-universe/#comment-104</guid>
		<description>@ The original post...

Well I think that the universe&#039;s uniform planets in beta 5 were good, in that there is no chance involved in planet selection, they are all the same.  Will this, although more realistic, addition bring a greater luck reliance too the game?

Also, if the stellar systems are randomised in relation to chance/star size (are they?), are the different &#039;layers&#039; of the universe also generated by random chance, are they uniform or are they similar to each other in size and content but not the same?</description>
		<content:encoded><![CDATA[<p>@ The original post&#8230;</p>
<p>Well I think that the universe&#8217;s uniform planets in beta 5 were good, in that there is no chance involved in planet selection, they are all the same.  Will this, although more realistic, addition bring a greater luck reliance too the game?</p>
<p>Also, if the stellar systems are randomised in relation to chance/star size (are they?), are the different &#8216;layers&#8217; of the universe also generated by random chance, are they uniform or are they similar to each other in size and content but not the same?</p>
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		<title>By: ju</title>
		<link>http://blog.legacyworlds.com/index.php/2008-02-10/a-reshaped-universe/comment-page-1/#comment-86</link>
		<dc:creator>ju</dc:creator>
		<pubDate>Sun, 17 Feb 2008 16:06:18 +0000</pubDate>
		<guid isPermaLink="false">http://blog.legacyworlds.com/index.php/2008-02-10/a-reshaped-universe/#comment-86</guid>
		<description>Separation of slow and fast supergate networks gets too complex a setting for what it would bring on a gameplay point of view.</description>
		<content:encoded><![CDATA[<p>Separation of slow and fast supergate networks gets too complex a setting for what it would bring on a gameplay point of view.</p>
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		<title>By: Rendesh</title>
		<link>http://blog.legacyworlds.com/index.php/2008-02-10/a-reshaped-universe/comment-page-1/#comment-82</link>
		<dc:creator>Rendesh</dc:creator>
		<pubDate>Sun, 17 Feb 2008 15:59:17 +0000</pubDate>
		<guid isPermaLink="false">http://blog.legacyworlds.com/index.php/2008-02-10/a-reshaped-universe/#comment-82</guid>
		<description>My original suggestion would be to have the slow and fast seperated completely.</description>
		<content:encoded><![CDATA[<p>My original suggestion would be to have the slow and fast seperated completely.</p>
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	<item>
		<title>By: TSeeker</title>
		<link>http://blog.legacyworlds.com/index.php/2008-02-10/a-reshaped-universe/comment-page-1/#comment-80</link>
		<dc:creator>TSeeker</dc:creator>
		<pubDate>Sun, 17 Feb 2008 15:57:28 +0000</pubDate>
		<guid isPermaLink="false">http://blog.legacyworlds.com/index.php/2008-02-10/a-reshaped-universe/#comment-80</guid>
		<description>Yes, the game will have a fog of war; however it will be possible for alliance members to share their maps automatically, meaning that, if your alliance mates know some location, then you can know it too (provided you have, as usual, the required communications technologies).</description>
		<content:encoded><![CDATA[<p>Yes, the game will have a fog of war; however it will be possible for alliance members to share their maps automatically, meaning that, if your alliance mates know some location, then you can know it too (provided you have, as usual, the required communications technologies).</p>
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		<title>By: Builtom</title>
		<link>http://blog.legacyworlds.com/index.php/2008-02-10/a-reshaped-universe/comment-page-1/#comment-79</link>
		<dc:creator>Builtom</dc:creator>
		<pubDate>Sun, 17 Feb 2008 15:56:22 +0000</pubDate>
		<guid isPermaLink="false">http://blog.legacyworlds.com/index.php/2008-02-10/a-reshaped-universe/#comment-79</guid>
		<description>What I ment in terms of the guide is that you effectively render all control to the other person. At most, this would last between 1-2 hours, and if they enter a supergate you would regain control when they exit the gate.

@Rendesh, sounds interesting. Although, what happens when a fast gate tries to connect to a slow gate? Or the other way around?

It could just be the gates give your fleets a kick up the ass, and depending on which gate you enter would alter your travel speed, the exiting gate does nothing except allow you to exit. This would still maintain the fighting over fast gates more than slow, but both would still be valuable.</description>
		<content:encoded><![CDATA[<p>What I ment in terms of the guide is that you effectively render all control to the other person. At most, this would last between 1-2 hours, and if they enter a supergate you would regain control when they exit the gate.</p>
<p>@Rendesh, sounds interesting. Although, what happens when a fast gate tries to connect to a slow gate? Or the other way around?</p>
<p>It could just be the gates give your fleets a kick up the ass, and depending on which gate you enter would alter your travel speed, the exiting gate does nothing except allow you to exit. This would still maintain the fighting over fast gates more than slow, but both would still be valuable.</p>
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