Posts Tagged ‘species’

Species: biological drones

Posted by TSeeker on Tuesday, April 15th, 2008

Biological drones are the achievement of many years of scientific discovery and advancement; they are produced by humans as a general purpose, low-maintenance workforce.

Appearance

Biological drones were made to look like humans: they were designed to their creators’ image. They have a limited understanding to prevent people from getting worried about what would happen if they should revolt, which explains their blank stares, picturing their stupidity. Moreover they are generally very athletic. In order to further distinguish them from humans, they also bear a specific marking on their face; this marking can’t be removed, even through surgery.

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Employment

Posted by TSeeker on Wednesday, March 26th, 2008

While Beta 5 only featured three different types of buildings, we stated in an earlier post that Beta 6 will feature dozens. But that isn’t the only building-related change Beta 6 will introduce, far from it.

One of the worst defects in Beta 5 was the “optimal factories” computation - it relied on nothing but arbitrary values and had one big flaw: it was supposed to prevent older players from being too powerful compared to newer players by having a decreasing derivative (yes, as in maths). This had a completely reverse consequence - people would just “whore” the planets and go away, having high population wouldn’t give you enough of an advantage in the long run.

Beta 6’s buildings will be managed in a completely different way. Instead of using arbitrary formulas, the new system will rely on a more realistic computation based on the size of the workforce available on a planet, the amount of jobs the buildings provide and what we call “secondary jobs” - construction, maintenance, police…

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Species: Arc’kha’to

Posted by TSeeker on Monday, March 24th, 2008

The Arc’kha’to, often referred to as controllers, are a species of ugly, parasitic and predatory aliens.

Appearance

It is very hard to describe an Arc’kha’to as most of its appearance is determined by the host it currently uses. However, a host infested with an Arc’kha’to can be identified by the various protuberances and nodes that have pierced the host’s body.

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Species

Posted by ju on Monday, February 18th, 2008

In Beta 5, we considered only one species was inhabiting the universe: humans. Each player was the leader of a group of survivors from the destruction of Earth who were settling in a remote part of the universe.

However the universe is huge and not encountering anyone else than other humans feels a bit… poor. Therefore we decided to include other species in Beta 6. So who are they?

First of all we decided to include species living in very specific environments, such as nebulae, hyperspace, etc. Having fleets going through these places would lead to encounters with these aliens.

Then we also chose to add species living on planets. These species would already live there or evolve from normal human beings. Each player would then have to manage a mixed population, where each species would have its own needs and tolerance to game related factors such as employment, happiness level, corruption level, etc.

So far the exact list of species to be included in Beta 6 is still open but we plan on having around 20. Therefore the list is open to suggestions (with original names and short descriptions).

Do you think having several species in the universe, be it in special environments or on planets can bring new dimensions to the game?

Don’t you think it might get too difficult to have to make several population groups happy on each planet of your empire?

Do you think we intend to have enough / too many / too few different species?