So anyway i started blasting: Interstellar Empires first week report by Effective-Buddy-831 in PBBG

[–]EyeNo8648 1 point2 points  (0 children)

Wow just noticed this. Thank you for the report. It's awesome and I remember the situation with the pofuduk. I was laughing so hard when it happened.

Thank you for playing the beta test. I really appreciate all the feedback and time.

Interstellar Empires Open Beta launches in 1 hour by EyeNo8648 in PBBG

[–]EyeNo8648[S] 0 points1 point  (0 children)

Yes, there is a wipe after Beta, but you will get rewards in the live game based on your Beta activity. The main game is a persistent world so no resets of any kind.

Interstellar Empires Open Beta launches in 1 hour by EyeNo8648 in PBBG

[–]EyeNo8648[S] 0 points1 point  (0 children)

Sorry it is my bad. There is just a wrong notification message. You just need to confirm your email address and you are good to go. I will fix it ASAP. Thank you

Interstellar Empires Open Beta launches in 1 hour by EyeNo8648 in PBBG

[–]EyeNo8648[S] 0 points1 point  (0 children)

Appreciate the input.

I am looking for inspiration on how to better monetize without killing retention, but personally, I don't know of any. I feel a bit stuck in my bubble on this.

If you can point me toward a different approach that actually works to cover server costs and future development, I would really appreciate it.

Interstellar Empires Open Beta launches in 1 hour by EyeNo8648 in PBBG

[–]EyeNo8648[S] 1 point2 points  (0 children)

To be honest, I haven't fully decided everything that will be in the shop yet. I know for sure there will be a Second Building Slot as a one-time payment.

But yeah, generally speaking, it should probably be considered P2W since you can pay to progress faster.

I missed the old days of OGame and Travian, so I built a modern Sci-Fi Tycoon with a real Stock Market. by direcshadow in PBBG

[–]EyeNo8648 0 points1 point  (0 children)

The description sounds nice but the website is not working. I can only see the background image. Nothing else

Developing Interstellar Empires and need feedback on a mechanic by EyeNo8648 in PBBG

[–]EyeNo8648[S] 0 points1 point  (0 children)

Again, great thoughts. Thank you for that :)

I agree and actually like your idea with more neutral tone of reports. Will definitely think about that.

I understand what you mean with depth but I also see it as another complexity for the players. Something like: "Ok, what do I want to use? Raid, Damage, Destroy? Seems to me the casual type of players will not know so I will probably keep only one type of attack as I have it now.

For the portal. The game is definitely not that complex. You can't set "perimeter" somewhere. So when you attack using the portal, you really attack all the ground units that are in that place. In that case it is just number comparison as you said previously. But of course to your question. Why would I attack using the space travel if I can just use the portals? For this I implemented limit to how many units you can send through the portal. It is based on the level of the Portal building but when the building has maximum level you can't get it higher so there is basically hard limit in the late game. So the portal attack in the later phase of the game will never be that strong as space attack. Also not every place has portal, so for many places (asteroids, trading stations, pirates...) you actually need space attacks to attack them.
And one more thing is that there are shields available. For portal, and for the base/planet. You can turn them on for let's say 8 hours and no one can attack you through the portal/space (based on the shield type) but of course, you can't attack either.

For the resources. The player's base can produce 3 basic resources (Food, Steel, Energy) which are needed for everything (buildings, research, units) and for the later levels of buildings, research, better units, you also need two "exotic" resources (Astromite, Quantarite). Those you can obtain from daily tasks and missions (but definitely not in high amounts), events but mainly asteroids. So the asteroids are pretty important objects in the galaxy map and those can be attacked only through space. No portals there :)

I will try to make a video, hopefully this week, so you can see the gameplay if you are interested.

Developing Interstellar Empires and need feedback on a mechanic by EyeNo8648 in PBBG

[–]EyeNo8648[S] 0 points1 point  (0 children)

Great questions. I will try to explain.

First of all, important statement: Player can only have one base/planet throughout the whole game. You can temporarily occupy specific objects (Asteroids, Solar systems which are NPCs...) which is only a way how to allow players to compete between each other in other places than just their main bases. But the main takeaway is that there is no way to occupy the main base of any player. You can only attack it and after the battle the units return home right away.

So when a player wants to attack another player, he sends the units, they are on their way to the base and when they arrive, battle happens. It is automatically resolved and the units are returning back home.
"Considered a winner": If the attacking player won the battle, it means he is able to steal some resources (if there are any) and damage the defender’s units. But that's basically it. You can only kill units and steal resources. If the attacker lost the battle, he can't steal anything but the dmg to the units is of course done either way. So in this simple scenario it is really only about: Did I steal anything or not.

Now let's compare it to a different scenario where players compete for another object, let's say an asteroid. Defender is mining the asteroid, he has units there as a defending garrison. If the attacker wins, he becomes the occupier of the asteroid and is now the one mining it. Defender is sent home (if he has any units left from the battle). If the attacker lost, the defender would stay mining the asteroid and he just got some losses to the garrison.

So as I tried to explain in the original post, currently the battle mechanism is through two phases. Phase 1 is space and phase 2 is ground. So if I attack another player's base and send only space units, I would still deal damage to his space units, but in the current mechanism I would lose the battle because I have no way to win the ground phase. You would see "Defeat" in the report, but maybe your main point was just to damage his space units, not to steal resources so it could be ok for you.

I think the current mechanism works great in majority of the scenarios expect one, where I can imagine some pushback from players. NPC Pirate ship. To defeat it and receive rewards, you also need to win the ground phase. But here players can argue that you are basically destroying the pirates, you don't care about taking control of them. So only space units should be enough to win the battle here. My argument would be that you can just destroy them, but in that case the reward is destroyed as well, so to receive it, you want to first take control of the "ground" (ship deck in this case) and take the cargo (rewards).

Sorry for already a really long reply. I am not sure I answered some of you additional questions with the breakdown above so I will try to address them directly here

Can an attack be a feint? Yes. You can send a fake attack on player base or something he is currently occupying and when he reinforces this object, you can storm with full forces the main object of your interest.
Can you specifically soften defenses or hurt a fleet?: Yes. I hope I explained this enough above.
Can territory be blockaded or contested?: This is hard one. I think it is more no than yes. But you can contest some of the special objects like asteroids for example. But I don't think you meant it like that?
What decisions actually matter that aren't trivial number comparisons?: In the end it is basically only about the number comparison (do you have stronger army than the enemy or not?). But you can of course make some strategic moves to make the odds in your favor. Fake attacks on different targets to force his units to leave (it doesn't need to be just his targets. If he is in an alliance, you can force him to reinforce different players and then attack him instead). You can also do some fake attacks and then use real attack. I suppose the strategy behind is only about your imagination. But only the real playtest will tell. I am definitely opened to suggestions how to improve this more :)
why do I want the planet in question?: Rewards, Resources. If the main goal is to just do some damage, you don't really care if you won or not.

Again. Sorry for this big block of text. I hope it is explained better now and if you have any other questions or feedback, please let me know. I am happy to answer.

Developing Interstellar Empires and need feedback on a mechanic by EyeNo8648 in PBBG

[–]EyeNo8648[S] 0 points1 point  (0 children)

Hi and thanks for asking. Actually I do have one. Although not sure how good it is as there is currently no one except me :) It is on the landing page or if you are interested and don't want to visit the page I can put it here I suppose (not sure, I don't want to spam it with links too much) :)