Aug 242010
 

The new space system has successfully launched and the initial problems have been taken care of. I’m sure there are more problems lurking somewhere that will rear their heads someday, but for now the transition is complete.

We’re still on track to return to focusing on plot by the end of August, though there will be some buildup first before we have a new scheduled event. We’ll be using this buildup time to attempt to expand the player population. This still requires some preparation, but we’ll let you know when we’re getting started.

In preparation for this, most of our time lately has been spent on the early portion of the game, including the Mentor system, a new set of newbie quests, and a new early half-tier of battlesuits. But not to worry, we also recognize the need to add to the mid- to late-game and we have some plans for that.

And finally, we’ve added a new builder! This person will be helping to expand the new space stations into actual places, and will also be addressing player housing soon. So that will be an exciting time for all.

September should be a month of new players, new plot twists, and new additions to the game, and with the server situation stabilized and population on its way back up, it’s a great time to get back into the game! We’ll need the assistance of our veteran players to make the next month go smoothly!

 Posted by at 2:29 pm
Aug 152010
 

We’ve launched the new Star Conquest space system!

Keep in mind that this is merely an initial release. While there’s a few all-new places, our goal was really just to convert existing space to the new system. Mainly, this release is just paving the way for many more changes to follow. Just so that’s clear.

Read the full changelog after the break!

Continue reading »

 Posted by at 5:01 am
Aug 132010
 

Tonight I ran the first full test of the new space system! It had the expected hiccups, but once I took care of those issues, everything seemed to work pretty smoothly. There are a few more things that need to be worked out, but it looks like we’re on track to make the switch this weekend. It’s likely to take place Saturday evening or Sunday morning.

To be clear, this is not yet the glorious Star Conquest relaunch, which will take place later in the month and coincide with a new event schedule. Keep an eye out for further announcements about that.

 Posted by at 12:46 am
Aug 082010
 

I’ve been doing stuff too! Server stuff!

Believe it or not, SQ-0.1.10 (the server version we used up to the shutdown) actually had some fairly major potential stability issues which have now been rectified. In addition, we’ve added some cool new under-the-hood features (which are of rather limited utility to everyone who isn’t actually a host), which will be after the break.

Continue reading »

 Posted by at 6:11 am
Aug 042010
 

Just so everyone knows we’re not just twiddling our thumbs, we have the following plans to resurrect SC after a rough month of heavy downtime:

  1. Finish the new space system that was discussed a few months ago. The principle features of the system are:
    • A new, smaller, more true-to-life scale for sectors. Mostly there will be one planet to a sector, and ships will actually be traveling at sublight speeds. Yes, this means a lot more sectors.
    • A sort of hierarchical cluster system for intersector travel. Instead of going to the New Earth sector to find New Earth, Telex, etc., you’ll instead go to a gateway sector, from which you’ll be able to travel directly to New Earth or Telex or any of the other destinations currently in Sector 21. Again, a lot more sectors. But no worries, travel between the common destinations you know and love will not really take any longer. This is to give space more of a geography, plus it’ll give certain sectors a heavy strategic value.
    • Sector clusters will vary in how heavily they are patrolled by the controlling alliance’s navy, and how resource-rich they are. In general, less safe areas will contain more valuable resources. Conversely, this means that capital sectors and other major populated locations will be safer than they are now. This allows for PvP to be both possible and entirely voluntary.
    • Resources (particularly ones like asteroids, uncharted debris, and artifacts) will no longer be “everywhere” but will instead be linked to particular resource points. Many points are permanent property of one alliance or another, others will be influenced by Conquest, and still others will be outright capturable in PvP conflicts. This will give conflict a material benefit but also allow each player to decide how much they want to personally risk.
    • From a game design standpoint, the nature of sector clusters will allow us to easily expand the game world to add unique places to visit and explore. It’ll make SC almost a whole new game, and that’ll be exciting.
  2. The other part of our plan is to launch a new plot advancement arc and re-commit to a goal of holding a planned event every weekend as much as our schedules will allow.

I can’t give a specific ETA, but it should be safe to say that the new space system will be launched and we’ll be holding scheduled events by the end of the month.

 Posted by at 2:42 am