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Posted by: sublight
« on: April 02, 2014, 04:57:27 PM »

Panopticon decided to go ahead and open recruitment. Linky.
Posted by: sublight
« on: February 25, 2014, 06:54:48 AM »

Waiting for 6.4 was the original plan. However, every new diplomacy feature request/promise suggests 6.4 won't be released any time soon.

I don't think 6.3 is stable enough for multiplayer, so if we got impatient and started now we would probably use 6.21.

In my opinion, the 6 biggest multiplayer-related improvements I think we would loose by starting now are:
  • Ship/commander kill histories.
  • Correct alien class names
  • Shock Damage
  • Fighter Bonus bug fix
  • Interception movement
  • NPR update package
Posted by: Panopticon
« on: February 24, 2014, 01:20:59 PM »

That seems to be the case, no point in doing full on sign ups until it actually releases. Once it does I'll create a thread in my fiction subforum with the basic rules we hashed out here, and whatever tweaks I think might be fun. Unless someone else really gets a hankering to run the game, in which case I guess we can vote on it.
Posted by: Ektoras
« on: February 24, 2014, 06:18:22 AM »

So we wait for 6.4 version to start?
Posted by: sublight
« on: February 21, 2014, 05:53:19 AM »

I can't decide if that is a general organizational decision I have a vote on, or of that is a game specific decision that is all Panopticon.

If I get a vote? Then: Yes*

*The following conditions may apply. If your team is significantly larger than the average team size y'all may be asked to donate players. Likewise, if your group is significantly smaller than the average team size y'all may be asked to accept additional team players. Additional terms and or conditions may be imposed by the game SM.
Posted by: Alfapiomega
« on: February 21, 2014, 02:16:10 AM »

Did I by accident kill the thread?
Posted by: Alfapiomega
« on: February 19, 2014, 07:41:03 AM »

Sublight, can I create team two? I am already onboard definitely... I also have a few friends who I think would join in with me. As we know each other personally I can vouch for them not dropping of if they join :)
Posted by: Panopticon
« on: February 18, 2014, 11:55:21 PM »

One thing I just want to make sure happens is we get standing orders so I have some idea of how your empire will react to various events and so that I can run the empire in the case of people not putting their orders in. Making sure that stuff is done on time will go a long way towards keeping the game moving.
Posted by: Cripes Amighty
« on: February 18, 2014, 10:38:16 PM »

I agree with a minimum around 3. I also think that maybe each team should be allowed to separate their roles as they see fit, although I think sublight's division is a really nice outline (and probably something each team will revert to anyway). I do think, however, that each team should setup a relatively clear chain of command for the SM to refer to in case of someone disappearing. At least establishing a 1st, 2nd, and 3rd person so that the game doesn't suffer slowdowns due to lack of orders etc.

For team setup, should we pick teams as alfapiomega suggested or should we randomly assign them? I have no real preference either way, although I think we should try to create a clear list of who is participating.

After that I think we could decide empire setup and other specifics, unless that comes down to the SM.
Posted by: sublight
« on: February 18, 2014, 08:52:47 PM »

It looks like game #2 is going to be Team Faction control of some sort. If there are 2-4 factions controlled by teams of 3-9 then the game will need 6 players minimum, with room for 36 max. If the ideal sweat spot is 12 players, then it is plausible a third game with one-player per nation could safely be split off if either no one drops out or more people show up. Maybe, but again let's plan one game at a time.

Who: Panopticon, probably.

What: Team Faction for sure. So far the setup preferences looks divided enough to come down to SM choice.

How
Suggested positions for team of 3
• Suggested positions for team of 9

Fleet Admiral of the Military
• Rear Admiral, Advance Fleet
• Rear Admiral, Home Guard
• Rear Admiral, Frontier Services

Chief Scientist
• Profesor of Theoretical Studies
• Director of Applied Development
• Shipmaster Engineer

Citizen Sector General
• Homeworld Governor
• Commodore of Merchant Marine
• Ambassador of Foreign Relations



Are there any other thoughts on what the minimum or maximum allowed team sizes should be? I'm already guessing 3 minimum,  9 maximum.

Should there be specific player slots outlined ahead of time, or should teams divide duties however they see fit?

Does Panopticon have any further questions to ask perspective players?

Do the potential players have any questions for the proposed SM?
Posted by: Alfapiomega
« on: February 18, 2014, 09:07:38 AM »

I still kind of support one player per nation but I will yield to whatever the majority wants. I would ask though to be able to create teams and not be assigned to someone :)
Posted by: Panopticon
« on: February 16, 2014, 01:27:03 PM »

If I was to run a game I was contemplating turning off NPRs altogether, save for spoilers, though I am on the fence about that especially with the new changes, perhaps only one or two and reduce the generation chance.
Posted by: Raaaak
« on: February 16, 2014, 09:58:28 AM »

Team factions and alien invasion.

I'd like to participate, but I don't know if I will have the time needed to run an entire faction consistently for a long game.

I also find that most of my games either end due to extremly slow progress once the NPRs start fighting, or boredom and lack of direction if I deactivate enough features to avoid that.  An invasion scenario, or something similar, could fix that and give us a clear ending point to the game.

Though with multiplayer in a small universe that might not be needed.  So not a strong preference on that point.
Posted by: Panopticon
« on: February 15, 2014, 01:12:26 PM »

I'm for that as well, also I'll throw my hat in the ring to be the SM, I need something to do that isn't play World of Warcraft when things are slow here at the store(All the time)
Posted by: Cripes Amighty
« on: February 15, 2014, 12:28:02 PM »

I'd prefer team faction control in a sandbox setting as my votes show.

Team faction control reduces the amount of work required and the sandbox setting allows for more variability. I just think it would be the most fun.