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Tradewars - Homeworld: More on The Derelict

I wanted to share with you some statistics with the NEW "The Derelict" scenario.

Tradewars - Homeworld: Player elimination

Another aspect of the game which was brought up was "Player Elimination". Some less experienced players felt that the game favored veteran gamers. In all honesty, we are really surprised by the POSITIVE feedback experienced gamers have given us so far!

But we are NOT ignoring feedback/comments that ALL our playtesters have been giving us. We want to make the game as GREAT as possible. And so I come to you all to discuss "Player Elimination".

Tradewars - Homeworld: Missions revisited!

I have been struggling about the Planetary Expansion and what needs to be a part of the CORE game (First Edition).

Tradewars - Homeworld: New beginings!

Well I took the plunge and decided to hire a writer to write the storyline behind the game. I had made an attempt - but I decided that the storyline was not what I really wanted. I wanted more political intrigue and socio-economic sabotage... A more mature content for an older crowd.

The intention was to add a storyline that could be enjoyed by a mature game crowd such as 18+ years of age. Something with some true depth (I'm not good enough of a Science Fiction writer).

Tradewars - Homeworld: NEW The Derelict scenario

For a long time there has been a "disliking" of my solitary scenario for "Tradewars - Homeworld" (TWHW). First of all, the scenario is hard to play until you figure out how to beat it - and then it simply becomes a matter of time until you win the scenario.

I don't like it.

And so I began searching for AI mechanics (for another reason altogether). This had to do with the "United Trade Cartel" scenario for the Privateer expansion. I wanted a level of AI that made it that an AI player could play against the player - and have some form of AI that manages the scenario.

Crystal Heroes: Legendary Souls no more...

Well amazingly we WON the GoDaddy Auction for the domain name http://www.crystalheroes.com.

We are very happy about this and this is the reason for this blog entry: Legendary Souls no more... Our Android game will be entitled "Crystal Heroes"!

So far our team is comprised of one Director and a Solution Architect. I am the end-user in the big picture and will also help with programming on the server side of things.

Tradewars - Homeworld: Outbreak!

I have been thinking some more about the next expansion of "Tradewars - Homeworld". And so far the ideas are not too bad, but no one scenario is 100% designed, just *rough* ideas:

  • Privateer = One player plays the Space Pirates and the other players co-op against that player.
  • Outbreak! = Each player is trying to find a solution to a disease that threatens to wipe out the Exterra colonies.
  • United Trade Cartel = A solitary game in which the player tries to beat his own HIGH SCORE.

Tradewars - Homeworld: Planetary expansion (2x)

As I flesh-out the Planetary expansion, one of the topics that has surfaced is opponent AI (Artificial Intelligence).

Talking with Joe about it, he sees it as being a simple deck of Space Pirates that contain fifteen (15) cards with different variations of Pirate fighters.

So far this sounds okay: each Pirate Fighter card will have a Resistance and Firepower.

But the problem I am having is determining HOW many of these cards can be in space. Let us assume that we will use 1d6 to determine how MANY of the Pirates will appear (from one to six - using 1d6)...

Tradewars - Homeworld: Planetary expansion

I know that I have mentioned an "expansion" with *Planetary* cards (also know as the Privateer expansion). So the planetary cards are used in conjunction with the "Treasurer" role (which trades resources for credits). How a planetary card affects this is by specifying "multipliers" for certain resources:

  • Planet A: 2x Food and 3x Medicine
  • Planet B: 2x Polymers and 4x Isotopes
  • Planet C: 2x Technology, 3x Contraband and 4x Weaponry

Tradewars - Homeworld: Now in BETA!

Well we had yet another group playtest our game with some very interesting feedback. We owe this to Joe (The Professor), who is doing a very good job of putting the game into the hands of gamers, so that we can get as much feedback as we can.

The question everyone must be asking themselves is "How much feedback did you get and what is the outcome of it?"

Okay so we got feedback mostly on the ten (10) roles in the game. Each turn a player may choose one out of the ten possible roles. This obviously expands what a player can do on his turn.

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by Dr. Radut