Grim DeGrim Posted January 12, 2015 Posted January 12, 2015 Hello NA community & Developers, There is a ton of passion in the development of this game. I myself get caught up in the daily workings of the forums of the "what could be". As I go back, I can see that some folks have been here since mid-2013. They've alot of back history and directional know where the game is headed. I know Game-Labs does not what to limit creative energy, but my question is: what is the vision and guiding principles in the development of the game? Maybe the question is silly, but as we debate and recommend many items I cannot help but think of things like: - what size of player base is anticipated on a continuous 24 hour basis (the answer would impact world size and mode travel) - what is the goal of product: must all items be based on realism, simulation, or is balance of game play to realism the objective (meaning realism will be conceded for game play in some instances). - what modes will the product initially include? (open world, instant battle, simulation?) - what questions should I ask myself prior to making a recommendation, or debating one? There's so much great discussion from the past year or two. I'm late to the show. Just wanting to be sure that I contribute in the right way without reworking items, or using the wrong guiding principles to arrive at commentary.
Grim DeGrim Posted January 13, 2015 Author Posted January 13, 2015 I am willing to wait... If anyone has ever sat down to compose an answer to this type of topic, it is not easy. Though, as a development team, I am sure that Game-Labs has something like this in their office... It would be very difficult to design & build by the seat of your pants
admin Posted January 16, 2015 Posted January 16, 2015 Not exactly a vision document.. but will try to answer your questions. - what size of player base is anticipated on a continuous 24 hour basis (the answer would impact world size and mode travel) Server initially will support up to 1000 simultaneous players located on the map (and more in ports) - testing will show if it is feasible or not. - what is the goal of product: must all items be based on realism, simulation, or is balance of game play to realism the objective (meaning realism will be conceded for game play in some instances). Realistic action game is our goal. Magic is not going to be in game. Some sim elements will be avoided to improve playability. Some will stay in the game according to test results. Key focus of the design is to try to reduce tedious time tax on the player. This will be reflected in the ship loss mechanics - ship loss in the open world will be punishing financially, but will have a very low tax on player time. - what modes will the product initially include? (open world, instant battle, simulation?) Open world sandbox is the ultimate goal. Instant (instanced) battles can tie into the system in form of fleet orders. They will be tied to the open world gameplay. 1
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