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	<title>Round 1:UKGamer Interview - Revision history</title>
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		<title>Cheerios at 06:03, 20 July 2005</title>
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		<updated>2005-07-20T06:03:18Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;&amp;lt;p&amp;gt;Before We start the interview I would like to send a big thank you out to Spinner &lt;br /&gt;
  for taking the time to answer all these questions so concisely, and not skipping &lt;br /&gt;
  any of them. I know I threw quite a lot at him. My questions are in bold, and &lt;br /&gt;
  Spinner&amp;#039;s answers are in indented, and in italics.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;How do you feel about large alliances like the concordium for example, is &lt;br /&gt;
  it something you wish to encourage after the reset or do you think alliances &lt;br /&gt;
  should be capped? &amp;lt;/b&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;p&amp;gt;&amp;lt;i&amp;gt;Alliances are fine, but only to a certain point. The way some of the larger &lt;br /&gt;
    alliances work today, its not fine, if you hit one of them, you get 365 planets &lt;br /&gt;
    attacking you, even if you are small. This is not nice, and we certainly would &lt;br /&gt;
    like to encourage smaller alliances. But we shall see, with better protection &lt;br /&gt;
    of smaller planets, more focus on cooperating in the galaxies, we will see &lt;br /&gt;
    if the problem is still as bad. &amp;lt;/i&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;What sort of support will there be for alliances spanning across galaxies &lt;br /&gt;
  after the reset?&amp;lt;/b&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;In-Game support for this will probably not be there in this coming round, &lt;br /&gt;
  but the round after &amp;lt;/i&amp;gt; &lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Galactic alliances seem to be encouraged at the moment what are you going &lt;br /&gt;
  to do to encourage them even more after the reset? &amp;lt;/b&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;Well, first of all, we will enhance some functions to allow the galaxy to &lt;br /&gt;
  work as a unit, better than today. A new minister post will emerge, the minister &lt;br /&gt;
  of Communication. He will be responsible for keeping the Politics board nice &lt;br /&gt;
  and clean. He will be given more duties in the coming round, to make room for &lt;br /&gt;
  some more politics, or relations. Furthermore, we will introduce the Galactic &lt;br /&gt;
  Defense Fleet, which will help protect the smaller planets in the galaxy. Everyone &lt;br /&gt;
  can put ships into it, and transfer their ships back out, and at any time, a &lt;br /&gt;
  certain percentage of the fleet will be within range of each planet, ready to &lt;br /&gt;
  assist in a possible defense operation there. This will happen automatically, &lt;br /&gt;
  as long as anyone puts something into the Galactic Defense Fleet. &amp;lt;/i&amp;gt; &lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;At the moment you have SC&amp;#039;s and MOD&amp;#039;s, do you have any other special posts &lt;br /&gt;
  planned for after the reset? &amp;lt;/b&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;i&amp;gt;Ah, well, there is the mentioned Minister of Communication, a MOC..(-: &amp;lt;/i&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Are you going to enable MOD&amp;#039;s to donate to the MOD&amp;#039;s of other galaxies? &amp;lt;/b&amp;gt;&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;i&amp;gt;there has &lt;br /&gt;
  been some speculation about this. Yes, we intended to, but we are not sure. &lt;br /&gt;
  I reckon I will take a round on the boards to hear what people think. Personally, &lt;br /&gt;
  I am not against it, and it would open up some interesting possibilities, but &lt;br /&gt;
  there is always the problem of cheating and this must be inspected thoroughly. &lt;br /&gt;
  Short answer: I don&amp;#039;t know! &amp;lt;/i&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Are you going to make the funds donated to MOD&amp;#039;s separate so that everyone &lt;br /&gt;
  can see what is in the galaxies MOD account, and the MOD won&amp;#039;t accidentally &lt;br /&gt;
  use stuff that he/she shouldn&amp;#039;t? Something like this could also stop abuse of &lt;br /&gt;
  MOD powers. &amp;lt;/b&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;What you refer to as abuse of MOD power, is part of role-playing within the &lt;br /&gt;
  game. If you are not happy about your MOD, then get a new one! If your SC does &lt;br /&gt;
  not agree, well, get a new one of him too! See what I mean? If you abuse your &lt;br /&gt;
  power, you will be elected out of the minister-job by the SC. &amp;lt;/i&amp;gt; &lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;There was talk of being able to vote undesirables out of the galaxy, are &lt;br /&gt;
  you going to implement this? &amp;lt;/b&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;I can safely say, this is a feature which received quite a bit of attention &lt;br /&gt;
    in the discussion boards when we mentioned it, and I still believe it is a &lt;br /&gt;
    good and needed feature. Many feel strongly against it, and therefore I have &lt;br /&gt;
    been forced back to the drawing board on this one. So for now, it&amp;#039;s not going &lt;br /&gt;
    in, but we&amp;#039;re adding support to put it in quickly once we have made our minds &lt;br /&gt;
    up. &amp;lt;/i&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;If so aren&amp;#039;t you worried that it could be a good tool for multis to try &lt;br /&gt;
  and get all their planets in the same galaxy, or people to try and make sure &lt;br /&gt;
  they get all their friends in the same galaxy, or even as a tool to kick out &lt;br /&gt;
  a powerful player from the galaxy out of jealousy? &amp;lt;/b&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;Well, part of the thing with this feature, was to delete the account after &lt;br /&gt;
  say 5 moves. So a multi jumping to get his planets within the same galaxy, would &lt;br /&gt;
  certainly have to be very lucky to achieve this. But possible, yes! As for kicking &lt;br /&gt;
  out a huge player our of jealousy, would be a really stupid thing to do. Since &lt;br /&gt;
  galaxies will be ranked, and galaxy cooperation will be vital, I really believe &lt;br /&gt;
  our players are more intelligent than kicking out their top player! And if you &lt;br /&gt;
  are a top player, kicked out by envious little people, you are better off in &lt;br /&gt;
  another galaxy! &amp;lt;/i&amp;gt; &lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;What of the talk of a galactic defense fleet, is this going to be implemented? &lt;br /&gt;
  &amp;lt;/b&amp;gt; &amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;Yes. It might be one of the features we do not have time for, but if not, &lt;br /&gt;
  it will be implemented very quickly after the reset, about 1 week. What it does, &lt;br /&gt;
  is allows you to transfer a part of your ships to the Galactic Defense Fleet. &lt;br /&gt;
  This fleet will orbit the galaxy, being ready to intercept attackers. So at &lt;br /&gt;
  any time, if there are 20 planets in the galaxy, 1/20th of the fleet will be &lt;br /&gt;
  at every planet protecting it. So the smaller ones will have constant protection &lt;br /&gt;
  by their fellow galaxy members who put bigger ships into that fleet. &amp;lt;/i&amp;gt; &lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;If a member of the galaxy goes inactive and his account is deleted what &lt;br /&gt;
  will happen to the ships he has given to the galactic defense fleet, will they &lt;br /&gt;
  de removed as well, or will they stay? &amp;lt;/b&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;i&amp;gt;They will die with the player. &amp;lt;/i&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;What sort of protection have you got planned for newbies? &amp;lt;/b&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;The protection thing is a complex thing. But not really (-: &amp;lt;br&amp;gt;&lt;br /&gt;
    &amp;lt;br&amp;gt;&amp;lt;ul&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt; No one can attack a planet in its first 72 hours of playing. &amp;lt;br&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt; All planets are created without asteroids, so there is little to gain &lt;br /&gt;
      by attacking one. (Yes, this means you need the basic telescope to get a &lt;br /&gt;
      hold of asteroids) &amp;lt;br&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt; Asteroids will be cheaper to come by, for bigger players as well, to &lt;br /&gt;
      make the small planets a less attractive target &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;li&amp;gt;The Galactic Defense Fleet will be a major Newbie Protector. Goes without &lt;br /&gt;
      saying I guess? &lt;br /&gt;
  &amp;lt;/ul&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;If you have planned a form of protection that does not allow you to hit &lt;br /&gt;
  people at a certain score or somebody who&amp;#039;s score is a certain percentage below &lt;br /&gt;
  yours don&amp;#039;t you think this might be unfair if you have 2 large players who fight &lt;br /&gt;
  it out and one player loses all his fleet dropping his score enough to prevent &lt;br /&gt;
  the other one stripping his roids after doing all the hard work? &amp;lt;/b&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;Yes, but we have not planned anything like this. This is way to artificial &lt;br /&gt;
  for our liking. &amp;lt;/i&amp;gt; &lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;There has been a lot of concern with multi&amp;#039;s and inactive players, what &lt;br /&gt;
  can you tell me about your plans to cut down on them after the reset? (I understand &lt;br /&gt;
  it&amp;#039;s unlikely you will go into great technical detail because you don&amp;#039;t want &lt;br /&gt;
  to help them get round it) &amp;lt;/b&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;First of all, you&amp;#039;re right about assuming I will be careful on the info I &lt;br /&gt;
  give out here on this subject. We do not wish to make it easier for them (-: &lt;br /&gt;
  But: What I can tell you, is that the 3 of us, the creators, will not be the &lt;br /&gt;
  only ones able to rid the universe of multi&amp;#039;s, we will have trusted help on &lt;br /&gt;
  this matter. We will of course have strict rules so that hopefully none are &lt;br /&gt;
  deleted in mistake. We are also logging more info about the users in the next &lt;br /&gt;
  round, so we have access to more factors who can point towards or against mutli&amp;#039;s. &lt;br /&gt;
  So on the multi-thing: We will still have them, but they will be less than in &lt;br /&gt;
  this round, and they will be harder to keep undetected. As for inactives, as &lt;br /&gt;
  some may have noticed, we have just deleted approximately 14.000 accounts who &lt;br /&gt;
  were clear inactives. We have had problems with this for a while, but in the &lt;br /&gt;
  next round, we will have a Vacation option in the game. With this enabled, we &lt;br /&gt;
  will deleted inactives much quicker. So I do believe inactives will not that &lt;br /&gt;
  big a problem in the next round. &amp;lt;/i&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Will you be supporting the use of managers that some people have created &lt;br /&gt;
  to automate tasks and such like?&amp;lt;/b&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;No, I am sorry to say that we do NOT support them. In fact, we might be looking &lt;br /&gt;
  for ways to limit their use. Some of them have some nasty features that allows &lt;br /&gt;
  message spamming and such, and we will do something about that. But whether &lt;br /&gt;
  I like them or not, they are a sign of missing features in the game. Eventually &lt;br /&gt;
  I hope that Planetarion will have all the features it is meant to have, and &lt;br /&gt;
  people will no longer feel the need to use programs like that.&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt; &amp;lt;b&amp;gt;There are a few people who have been looking into getting a user&amp;#039;s ID number &lt;br /&gt;
  and then somehow getting their magic number and hacking into PA accounts. How &lt;br /&gt;
  are you going to deal with people that try to cheat like this?&amp;lt;/b&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;First of all, I would like to state that hacking hasn&amp;#039;t been a major issues &lt;br /&gt;
  this round. There were some rumors getting around about it once, and indeed, &lt;br /&gt;
  a clever guy sorted out our magic number (well done!), but there was never any &lt;br /&gt;
  abuse. He proved he had done it, and reported it to us. Hence, we fixed it, &lt;br /&gt;
  changed it, and made it more secure. Naturally we have no problem with this. &lt;br /&gt;
  However, anyone caught hacking or trying to hack us, will be dealt with harshly. &lt;br /&gt;
  This game is all we have, and we will not let people ruin it, just for fun. &lt;br /&gt;
  &amp;lt;/i&amp;gt; &lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;There are apparently some security holes in the current CGI system allowing &lt;br /&gt;
  you to order things you haven&amp;#039;t researched and also make yourself MOD if you &lt;br /&gt;
  are SC (something I&amp;#039;m told you shouldn&amp;#039;t be able to do) Will these be fixed &lt;br /&gt;
  after reset?&amp;lt;/b&amp;gt; &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;i&amp;gt;They have already been fixed. (-: &amp;lt;/i&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;If you do fix these security holes how will that affect people who use managers, &lt;br /&gt;
  and people who log in from alliance pages? &amp;lt;/b&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;First of all, I would again say, I do not recommend people logging in from &lt;br /&gt;
  anywhere but the real Planetarion log-in page. For all you know, your username &lt;br /&gt;
  and password are not only sent to Planetarion, but also to the makers of that &lt;br /&gt;
  page, or reported to someone by a Java Script. Managers can easily do this as &lt;br /&gt;
  well, so be careful! And if something weird happens with an account logged in &lt;br /&gt;
  from such a place, you are responsible yourself. Now, these security issues &lt;br /&gt;
  will not affect the managers or alliance pages at all, as far as I can see. &lt;br /&gt;
  But again,be careful when using them! &amp;lt;/i&amp;gt; &lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;It has been said that you must make choices in the tech tree that will enable &lt;br /&gt;
  you to build some things but not others; can you give me some examples? &amp;lt;/b&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;Well, there are 6 fields of research and construction in the next round: &lt;br /&gt;
  Defense, War, Jumpgates, Science, Waves and Mining. The top technology of one &lt;br /&gt;
  field, excludes another top technology. So if you go all the way in War, wanting &lt;br /&gt;
  the biggest baddest ship, prepare to sacrifice the best jumpgate you need to &lt;br /&gt;
  shave the extra hour off your attacks and steal more asteroids! &amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Do you not feel that this might encourage some people to multi so that they &lt;br /&gt;
  can experience the whole tech tree? &amp;lt;/b&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;I certainly do not hope so. What I hope to achieve with this is that some &lt;br /&gt;
  people decide to use different tactics, and make it so a Galaxy would benefit &lt;br /&gt;
  from having planets of different specialties. &amp;lt;/i&amp;gt; &lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Everyone is talking about the new combat what can you tell me?&amp;lt;/b&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;Hehe, Yes, everyone is talking about it, and many are worried, and it is &lt;br /&gt;
  a big deal. Planetarion is about a few different things, like politics, allies, &lt;br /&gt;
  communication and war. If the war-part doesn&amp;#039;t work, the game will pay dearly. &lt;br /&gt;
  So, why change it at all? There were several reasons to improve the combat, &lt;br /&gt;
  most of them known to me even before this first Beta round started. Vish, Fudge &lt;br /&gt;
  and me had a vision about the Planetarion game, and how it would be when it &lt;br /&gt;
  was finished. And the round we have just played, although surprisingly popular, &lt;br /&gt;
  has not had all the aspects we wanted in the game. People play Planetarion because &lt;br /&gt;
  it is fun, it&amp;#039;s not too complicated, and you can decide how much you want to &lt;br /&gt;
  put into it. The real hard-core gamers are usually those on top of the list, &lt;br /&gt;
  but you don&amp;#039;t have to spend hours and hours every day to do well with your planet. &lt;br /&gt;
  So, we wanted to add more tactics to the game, without creating more hassle &lt;br /&gt;
  for the users, more complexity if you like. Also, the current system does not &lt;br /&gt;
  protect the smaller planets from the bigger in any way, and in my eyes, such &lt;br /&gt;
  a protection is both right and realistic. &amp;lt;br&amp;gt;&lt;br /&gt;
  &amp;lt;br&amp;gt;&lt;br /&gt;
  Short example: If your fleet with 1000 fighters attack my fleet which is 50 &lt;br /&gt;
  fighters, do you really believe that you would be able to use all your 1000 &lt;br /&gt;
  fighters as efficiently as my 50? Your fighters would have to avoid friendly &lt;br /&gt;
  units much more, be careful not to hit them. So it is almost like guerilla tactics, &lt;br /&gt;
  but in space. So, the new system will make use of an efficiency attribute, influencing &lt;br /&gt;
  the accuracy of each ship type. The smaller your fleet is, compared to the other, &lt;br /&gt;
  the more efficient your fleet will be in combat. Also, I guess it is safe to &lt;br /&gt;
  let you know that fast and maneuverable ships, like the Fighter class ships, &lt;br /&gt;
  will have a bonus when attacking slower bigger targets. Sure, the new War Frigate &lt;br /&gt;
  (the old Battleship unit) is good for wiping Fighters, as it has a good set &lt;br /&gt;
  of guns, but it is very open to a Fighter attack. So, a Destroyer (Last round &lt;br /&gt;
  it was wrongly named Cruiser) which is big, slow and meant to take out big ships, &lt;br /&gt;
  will get a penalty when trying to shoot at the faster smaller crafts. The last, &lt;br /&gt;
  but perhaps most important thing, is that ships can now take a different number &lt;br /&gt;
  of hits before going down. A fighter will be destroyed after just 1 hit, but &lt;br /&gt;
  expect the bigger ships to take several before going down. Also, the system &lt;br /&gt;
  is less based on random factors than the old one, and with the new system, two &lt;br /&gt;
  fleets having the exact same ships, will do the exact same damage to each other. &lt;br /&gt;
  &amp;lt;/i&amp;gt; &lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Are some ships going to be unable to attack others?&amp;lt;/b&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;No. In the beginning I hope to accomplish this, but after talking a lot to &lt;br /&gt;
  many players in the Discussion Boards and on IRC, I have been convinced that &lt;br /&gt;
  doing this will sooner or later create awkward (?) situations where no ships &lt;br /&gt;
  shoot at each other. So, instead, we are allowing for ships to have preferred &lt;br /&gt;
  targets. If there are no ships of the preferred target CLASS in the combat, &lt;br /&gt;
  it will shoot at random, like it did in the old system. This way, we allow for &lt;br /&gt;
  specialization, but keep it so that at least you will never get into the deadlock. &lt;br /&gt;
  &amp;lt;/i&amp;gt; &lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Have you decided on the final ships yet, and if so can you tell me what &lt;br /&gt;
  they are and stats if possible (i.e. shields, chance to hit, number of guns), &lt;br /&gt;
  even if you haven&amp;#039;t decided on names? &amp;lt;/b&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;Well, I certainly know a great deal, there is still 1 ship to be considered &lt;br /&gt;
    before my list is 100% complete, but I am working on that. For a starter, &lt;br /&gt;
    the 5 basic ships we have today, from Fighter to Destroyer, will be in the &lt;br /&gt;
    game, &amp;quot;relatively&amp;quot; with the same stats. There is talk of a possible bigger &lt;br /&gt;
    ship than the new Cruiser, perhaps a Battleship of some sort, that is the &lt;br /&gt;
    1 ship I am still considering. Also, as most people know, a new type of ships &lt;br /&gt;
    will emerge, the ships that can steal other ships. There are two ships of &lt;br /&gt;
    this kind, one small for stealing the two smallest ship types, and a bigger &lt;br /&gt;
    one for the bigger ship types The biggest ship (Cruiser, or Battleship if &lt;br /&gt;
    it gets in) can not be stolen. If you have just small stealing ships, you &lt;br /&gt;
    may still get to steal a big one (preferred target: small ship) but it could &lt;br /&gt;
    be that it requires multiple successful stealers to steal one of the bigger &lt;br /&gt;
    ships. The EMP-based units will survive the game, although be slightly modified. &lt;br /&gt;
    They are named Spider and Tarantula for now, one small and one large. Now, &lt;br /&gt;
    EMP Units are relatively immune to EMP, so they are not likely to get held &lt;br /&gt;
    at all, but they might still be targeted. Also, expect a new Fighter ship, &lt;br /&gt;
    which is a normal Fighter, with one difference, it is immune to EMP. This &lt;br /&gt;
    is all I am going to say on the matter, and it is pretty much a full picture &lt;br /&gt;
    I believe. The stats will be published in the manual. &amp;lt;/i&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Are you going to give some ships hit points in new system so that it takes &lt;br /&gt;
  larger ships like destroyers more than 1 hit to be destroyed, or are you still &lt;br /&gt;
  going to just use a high shielding percentage? &amp;lt;/b&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt; Yes, you can say ships have hitpoints, only one ship at the time. This means, &lt;br /&gt;
  when your 10 destroyers shoot at my 5 cruisers, you might get roughly about &lt;br /&gt;
  10 successful hits on my ships. Now, with cruisers taking 5 hits to kill, you &lt;br /&gt;
  will then kill 2 cruisers (2*5=10), not injure them randomly. We have to do &lt;br /&gt;
  it like this to save our database and combat simulator from overheating, and &lt;br /&gt;
  we still have a tick time to keep :-p &amp;lt;/i&amp;gt; &lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Are you going to have different ships inflicting different damage on different &lt;br /&gt;
  classes? (I.e. fighters not very likely to damage a destroyer if they hit it, &lt;br /&gt;
  but much more likely to damage another fighter, whereas a destroyer will be &lt;br /&gt;
  likely to damage both fighters and destroyers equally) &amp;lt;/b&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;As I stated above, we are allowing for ships to have preferred targets. If &lt;br /&gt;
  there are no ships of the preferred target CLASS in the combat, it will shoot &lt;br /&gt;
  at random, like it did in the old system. &amp;lt;/i&amp;gt; &lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Are stealth ships now not going to show up on the incoming screen just suddenly &lt;br /&gt;
  pop up when they attack you? &amp;lt;/b&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;Stealth will still be a factor in the game, and it will work differently &lt;br /&gt;
  in the coming round. Instead of not being able to be shot down by ships shooting &lt;br /&gt;
  before them, stealth units have 3 advantages. They do not show up in the fleet &lt;br /&gt;
  size when a fleet is incoming, they are hard to detect with scans, and they &lt;br /&gt;
  always shoot first!&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;There was talk of asteroids not giving you as many resources as you get &lt;br /&gt;
  more, is this going to be implemented, and if so how are you going to work out &lt;br /&gt;
  the resources gained from them?&amp;lt;/b&amp;gt; &amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;i&amp;gt;Ah, there is a little misunderstanding here. The thing is, asteroids will &lt;br /&gt;
  give off less resources than they do today, true. BUT: You will have more asteroids! &lt;br /&gt;
  So the balance should be about the same, possibly everyone would have more than &lt;br /&gt;
  today actually, but we needed to raise the number of asteroids captured in combat, &lt;br /&gt;
  as the 10% limit with the small numbers we had, was a bit weird. &amp;lt;/i&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;If so are ship costs going to be lower since we wont be able to gain such &lt;br /&gt;
  huge incomes or will we all just have to get used to having smaller fleet sizes? &lt;br /&gt;
  &amp;lt;/b&amp;gt; &amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;i&amp;gt;As I explained above, no, you will not have to get used to smaller fleets. &lt;br /&gt;
  &amp;lt;/i&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;You said that eonium would be used as fuel, will every ship use the same &lt;br /&gt;
  amount of fuel to travel somewhere, and will it cost more to travel further &lt;br /&gt;
  away? &amp;lt;/b&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;The cost in fuel per launch, is set per Class. If you wish to launch a &lt;br /&gt;
    destroyer, it will surely cost more than to launch a fighter! The cost is &lt;br /&gt;
    not relevant to distance. &amp;lt;/i&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;There has been talk of making some ships faster than others, and travel &lt;br /&gt;
  times between galaxies and clusters changing. How are you going to work out &lt;br /&gt;
  the new travel times? &amp;lt;/b&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;Right, I have seen some confusion on this area as well. I must try to explain &lt;br /&gt;
  myself better. Here is the deal: Every ship type has an attribute called Speed. &lt;br /&gt;
  Now to explain what this is, it is the number of ticks it takes to get this &lt;br /&gt;
  ship off the ground, refueled, rearmed, reshielded, and to the jumpgate-point. &lt;br /&gt;
  Now, logically enough, it takes slightly longer to do all this with the bigger &lt;br /&gt;
  ship types, although they might actually be able to move faster. In addition &lt;br /&gt;
  to this, the number of ticks it takes to jump from 1 sector to another, depends &lt;br /&gt;
  on the jumpgate technology you have. &amp;lt;/i&amp;gt; &lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Are things like carrier ships being considered to ship your fighters about?&amp;lt;/b&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;i&amp;gt;I have spent time thinking about it, but we have decided against it. &amp;lt;/i&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;There has been a lot of talk about jump gates, are they going to be included &lt;br /&gt;
  and what exactly will they do?&amp;lt;/b&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;The quickest possible jumptime COULD be 2 ticks. Now, in the Military screen, &lt;br /&gt;
  where you see the overview of your fleet&amp;#039;s, what ships they contain, a new row &lt;br /&gt;
  at the bottom of that table will display the fleets current travel time, which &lt;br /&gt;
  is the speed attribute of the slowest ship in that fleet, plus the number of &lt;br /&gt;
  ticks the jump takes depending on your jumpgate technology. &amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Some people have said it would be a good idea if you could have a graphics &lt;br /&gt;
  pack which you could download to add a few animation&amp;#039;s and graphics that would &lt;br /&gt;
  be bandwidth heavy, to make Planetarion even nicer, have you thought of including &lt;br /&gt;
  this?&amp;lt;/b&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;I am not sure how this pack could work, I guess technically, we would have &lt;br /&gt;
  to make sure everyone installs it to the same directory on the same drive and &lt;br /&gt;
  all, but it is possible I guess. So it sounds like it is a good idea, and we &lt;br /&gt;
  will look into it. But right now, its the coding and moving and reset that occupies &lt;br /&gt;
  our minds. &amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;There has been rumor of a small prize to the player with the highest score &lt;br /&gt;
  at the end of the next round, any comments? &amp;lt;/b&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;Well, we are not negative to such items, on the contrary, but there are a &lt;br /&gt;
  few important things about things like this. Suddenly, when introducing prizes, &lt;br /&gt;
  there is the obvious problem of giving people an incentive to cheat. Now, disregarding &lt;br /&gt;
  that, yes, we would like to find something special for good players, but what &lt;br /&gt;
  it might be is unknown. You know, if people could do a marathon clicking on &lt;br /&gt;
  banners, I am sure we could afford prices to every one (-: &amp;lt;/i&amp;gt; &lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;With this taken into account, how often are you planning to have resets?&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;Well, originally we assumed 3 resets a year, now we know better (-: I guess &lt;br /&gt;
  a reset could be done every 6 months, but we will have to see about how all &lt;br /&gt;
  the new things in this round will affect the playing time. Could be longer, &lt;br /&gt;
  could be shorter, Most likely somewhere between 6 and 8 months is what my gut &lt;br /&gt;
  tells me. &amp;lt;/i&amp;gt; &lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Is there anything else you can tell me about Planetarion post reset that &lt;br /&gt;
  I have not mentioned?&amp;lt;/b&amp;gt; &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;i&amp;gt;Good lord no! What, you want me to spoil everything now? (-: &amp;lt;/i&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Have you got anything else that you can release to whet peoples appetites?&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;i&amp;gt;Not anything right now. &amp;lt;/i&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Finally there has been some confusion as to how long Planetarion will be &lt;br /&gt;
  down before the reset, most people think it&amp;#039;s a week, how long do you think &lt;br /&gt;
  you will need? &amp;lt;/b&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;i&amp;gt;OK, let me clear things up a bit: We will have 2 down periods. &amp;lt;br&amp;gt;&lt;br /&gt;
  &amp;lt;br&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
  &amp;lt;ul&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;First of all for putting our servers on the new line. &amp;lt;br&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;Secondly for actually resetting, and deleting EVERYTHING.&amp;lt;br&amp;gt;&lt;br /&gt;
      &amp;lt;br&amp;gt;&lt;br /&gt;
  &amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;i&amp;gt;&lt;br /&gt;
Depending upon when the line is ready, and when all the needed coding is ready, &lt;br /&gt;
these two things could happen at the same time, but we do know that yet. The &lt;br /&gt;
phone company in Norway is not the fastest in the world when it comes to ordering &lt;br /&gt;
Internet lines. But, best case, all we need is a downtime of say a few hours, &lt;br /&gt;
worst case, some days. A week? I think not! &amp;lt;/i&amp;gt; &lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Source: UKGamer @ http://www.ukgamer.com/article.php4?id=19&amp;amp;page=1&lt;/div&gt;</summary>
		<author><name>Cheerios</name></author>
	</entry>
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