February 24, 2008, 8:49 am
In Beta 5, the only possible empires / fleets / etc. a player could encounter were controlled by another player. Only recently were introduced the PeaceKeepers, as a group intending to insure peace in the universe who enforces the protection of new players and respawned dead players.
In our opinion, this limits a bit the ingame possibilities. In particular action only occurs when a player or alliance decides to go to war ; otherwise the game can become quite boring since nothing much has to be done on the empire management point of view.
What we decided to introduce is a set of AI controlled factions whose behaviour is associated either with a species or with a specific alignment.
Continue reading ‘Factions’ »
February 22, 2008, 10:20 am
Yes, the title of this post reminds of role playing games. It has a taste of good / neutral / evil. It has a taste of chaotic / neutral / lawful. It has a taste of player actions leading to a shift in his classification, leading to non player characters changing behaviour towards him. Well it’s a bit the idea, but not completely.
In most games like LegacyWorlds, it is very difficult to reach a good balance between ways of playing. By ways of playing I mean being an insane warmonger or staying put in your corner of the universe nursing your planets, etc. Indeed, some behaviours bring bigger advantages than others. In particular extreme behaviours, in conjunction with very high activity are often more fruitful than casual playing with a good balance between various attitudes.
Moreover the penalties attached to some behaviours are so little compared to what they bring that they end up being interesting to have whereas we might not want to encourage them. I think for instance of attacking young players as soon as they get out of protection, which is “fun” and gives Inflicted Damage Ranking points at little to no cost.
Continue reading ‘Alignment’ »