T
Tom Willard
31 May 2011 17:03
Link
A new update today (Tuesday May 31) improved the painting of the Galaxy window and increased the updating frequency. Shuttles now move in smaller steps and more frequently. Internally, the processing is much faster and allows us to have larger volumes, a larger galaxy and more objects.
The galaxy window does not try to show all the cargo shuttles. There are currently close to 2000. Instead, it shows the shuttles that are now on a mission, the ones that just arrived in the past minutes and all your own shuttles. We will tweak the timing a little more to solve some minor issues but it seems smooth for now.
We have now seen that in nearly all cases, it does not make sense to use more than 20 cargo shuttles for a single mission. There is always a delay between shuttle launches of about 40 seconds and if 20 are used, they will launch within 800 seconds (13 minutes) and by then, the first ones might already be back.
If you have many more that 20 cargo shuttles, these could be used in multiple sessions. Running multiple sessions is possible even if you have a much smaller number of cargo shuttles but in such a case, they will be assigned according to priorities that depend on how many shuttle flights are needed for the completion of each mission.
Setting the max number to 20 will take place in the next update, next week.
We are currently completing several more space functions:
The galaxy will be extended by a factor of 4 and a new zoom level will be introduced that will show the entire galaxy with smaller pictures for all objects and smaller shuttle pictures. The worlds will be just a little further from each other.
Different pictures will be introduced for each zoom level and there will be space to add asteroids.
Trading cargo shuttles will become a little easier with a feature that will allow you to sell multiple shuttles with one offer on the direct trading market.
Future developments of the space game will include:
The addition of asteroids where players can land their cargo shuttles and mine for natural resources.
Details on the types of resources, quality levels and quantities that can be mined each time will be published later.
The addition of space war functions that will include weapons that can be used in space.
Both attack weapons, and defense weapons will be, including space fighters, defense shields and others. The idea here is to allow players to attack shuttles while in transport, to attack the defense spacecrafts defending the cargo shuttles, trying to block access to specific locations like asteroids, space stations etc.
By the time war functions are introduced, the galaxy will become much larger and include space forts and ships where space craft can be based, maintained and supplied.
Before we go that way, we will concentrate on improving the current functions and the trading in all our markets. As some players mailed us, we will need to understand the space trading, the pricing issues when moving products around and find out which products make sense in this new environment and which ones should just stay where they are.
There are strategic issues that have to do with availability of products when markets fail and these will go beyond pricing. If there are (new) severe consequences to lack of food in your country or shortages on the market you might decide to build strategic reserves in space. The same is true for ammunition, critical upgrading products etc.
We will wait for these aspects to materialize and will then continue with the introduction of new features.
The next update will also complete the ground work for the addition of products to the direct market.
Some products, mainly services and large objects, cannot be traded in space. This includes services of various types, but also ships of all types and military bases, hospitals etc.
These resources or products will be "moved" virtually to the players account and offered on the direct trading market.
When completed in June, direct trading, together with the space trading will offer and complete channel for trading of all products and services outside your own world.
The choice of products that are traded on space stations only will be made in a way that will not force any player to participate in the space game. Some products may remain out of reach but they will be able to run a successful economy.
Other planned developments
We are aware of the fact that many functions in Simcountry can be improved, made simpler, better documented and completed. There are many voted items that remain undone while some represent excellent ideas. We will spend more time doing so.
Our documentation is being improved and more results will show in the coming weeks and months.
A new tutorial will be developed to help new players.
We have introduced many measures in the past years to make Simcountry easier for beginners. Long time players know that the current beginners help is better than it was in the past but we are not happy with the results and are convinced that much more should be done.
Next to the previously mentioned plans, this tutorial will become a very high priority.
The galaxy window does not try to show all the cargo shuttles. There are currently close to 2000. Instead, it shows the shuttles that are now on a mission, the ones that just arrived in the past minutes and all your own shuttles. We will tweak the timing a little more to solve some minor issues but it seems smooth for now.
We have now seen that in nearly all cases, it does not make sense to use more than 20 cargo shuttles for a single mission. There is always a delay between shuttle launches of about 40 seconds and if 20 are used, they will launch within 800 seconds (13 minutes) and by then, the first ones might already be back.
If you have many more that 20 cargo shuttles, these could be used in multiple sessions. Running multiple sessions is possible even if you have a much smaller number of cargo shuttles but in such a case, they will be assigned according to priorities that depend on how many shuttle flights are needed for the completion of each mission.
Setting the max number to 20 will take place in the next update, next week.
We are currently completing several more space functions:
The galaxy will be extended by a factor of 4 and a new zoom level will be introduced that will show the entire galaxy with smaller pictures for all objects and smaller shuttle pictures. The worlds will be just a little further from each other.
Different pictures will be introduced for each zoom level and there will be space to add asteroids.
Trading cargo shuttles will become a little easier with a feature that will allow you to sell multiple shuttles with one offer on the direct trading market.
Future developments of the space game will include:
The addition of asteroids where players can land their cargo shuttles and mine for natural resources.
Details on the types of resources, quality levels and quantities that can be mined each time will be published later.
The addition of space war functions that will include weapons that can be used in space.
Both attack weapons, and defense weapons will be, including space fighters, defense shields and others. The idea here is to allow players to attack shuttles while in transport, to attack the defense spacecrafts defending the cargo shuttles, trying to block access to specific locations like asteroids, space stations etc.
By the time war functions are introduced, the galaxy will become much larger and include space forts and ships where space craft can be based, maintained and supplied.
Before we go that way, we will concentrate on improving the current functions and the trading in all our markets. As some players mailed us, we will need to understand the space trading, the pricing issues when moving products around and find out which products make sense in this new environment and which ones should just stay where they are.
There are strategic issues that have to do with availability of products when markets fail and these will go beyond pricing. If there are (new) severe consequences to lack of food in your country or shortages on the market you might decide to build strategic reserves in space. The same is true for ammunition, critical upgrading products etc.
We will wait for these aspects to materialize and will then continue with the introduction of new features.
The next update will also complete the ground work for the addition of products to the direct market.
Some products, mainly services and large objects, cannot be traded in space. This includes services of various types, but also ships of all types and military bases, hospitals etc.
These resources or products will be "moved" virtually to the players account and offered on the direct trading market.
When completed in June, direct trading, together with the space trading will offer and complete channel for trading of all products and services outside your own world.
The choice of products that are traded on space stations only will be made in a way that will not force any player to participate in the space game. Some products may remain out of reach but they will be able to run a successful economy.
Other planned developments
We are aware of the fact that many functions in Simcountry can be improved, made simpler, better documented and completed. There are many voted items that remain undone while some represent excellent ideas. We will spend more time doing so.
Our documentation is being improved and more results will show in the coming weeks and months.
A new tutorial will be developed to help new players.
We have introduced many measures in the past years to make Simcountry easier for beginners. Long time players know that the current beginners help is better than it was in the past but we are not happy with the results and are convinced that much more should be done.
Next to the previously mentioned plans, this tutorial will become a very high priority.