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 Post subject: Some more changes coming...
PostPosted: Thu Feb 09, 2006 6:19 pm 
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Tarnus and I were talking over lunch about making things even easier for new player or people just starting out in the game.

After you have spent some time playing the game and finally get a base built up it is not that hard to continue growing. The problem is getting to that point.

I was going to reset the beta game yesterday but I put that off as we have have a few new changes that need completing. One of the changes has to do with making things easier on new players.

The average tech level for staying in federation space and trading with federation ports has been raised from 8 to 10.

All federation sectors will have up to 5 two way warp links between federation only sectors. When the universe is created the first warplinks generated are all two way warplinks inside federation space. None of these links will go outside federation space. Then one way warplinks are created for all sectors including federation space. The final pass will be to create return warp links for the one way warplinks based upon the percentage of two way warplinks that can be created.

What does this mean?

It means that federation space is very tightly linked and interwoven. It will be very easy to warp all over federation space without getting stuck in the middle of nowhere. Federation sectors will have an over abundance of links to other federation sectors. Most federation sectors may not have ANY links to non-federation sectors.

When you finally use a warp link to non-federation space it now feels like you are out in the wilderness because warp links back to federation space may be more scarce.

You could look at it like federation space is like a large city and the warplinks are the streets inside the city. Once you leave federation space it is like taking a road out of the city and driving around the countryside. Not as many roads to drive around and easier to get lost in the wilderness. :)

One of the strategies for a new player will be to end up buying a super cargo for trading inside federation space. They can max out sensors, engines and hull while still being under the max average tech for fed space. They will only use one ship and never keep one in storage. They will trade in their old ship every time they need a new ship type for something.

The new player then decides to venture out into the wilderness and builds their first SG sector and then build a planet in that sector and start building the planets resources. They continue to stick with a super cargo and spend all of their time trading and building cash inside federation space while their planet is building resources. The player goes out and helps it along everyone in a while and increasing their number of planets and adding more SG sectors.

If a player does things right they can continue to stay inside fed space trading and growing for a very long time while having many planets and deep SG sectors. They just have to stay away from multiple ships and large ships.

With these changes we should see a lot of players venturing around inside federation space.



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PostPosted: Thu Feb 09, 2006 9:46 pm 
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Joined: Thu Jun 26, 2003 11:24 am
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thats interesting, hopefully not too many people just sit around in fed space. It would make the game a little too passive in my opinion, but then again that means they cant defend their sectors. Guess I will just have to wait and see it in action.



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