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Topics - TinCow

#1
Help section / Server status port
June 07, 2014, 05:12:34 AM
We've put up a server for VE.  Our website uses a server status monitor system run by GameQ.  While GameQ does not yet support VE specifically, it does include a general protocol that is supposed to at least return online/offline status for even unsupported games.  However, it always shows our VE server as offline, even when it is on.  Is there a port other than 5000 that VE uses to report online status and number of players online?

You can see the server status monitor here:
http://www.mobiusgamers.org/
#2
Servers / Mobiodus Expanse
June 07, 2014, 05:08:33 AM

http://www.mobiusgamers.org/ (http://www.mobiusgamers.org/)

We are a general gaming community that host servers for a few different games.  VoidExpanse has piqued our interest, so we've added a server for it.  The server runs on a dedicated box in the Netherlands, and gets very good pings for most parts of the world.  We only have two rules and Mobius, and these apply to the VoidExpanse server as well:

  • Have fun.
  • Don't be an asshat.

Server name: Mobiodus Expanse
Server address: 95.211.218.224

Server settings:
* Mods installed: None
* Whitelist only: No
* Player limit: 12 (Will increase this whenever necessary if the limit actually starts getting reached.)
* PVP: Yes
* PVE: Yes
* EXP penalty: Yes
* Money penalty: Yes
* Ship penalty: Yes


There really aren't much in the way of options for servers at the moment, since there basically aren't any mods.  However, we are very open to modding when something interesting gets made.  Death penalties are on, though they're still pretty minor.  We'll add in complete ship loss when possible.
#3
I purchased and played the game this past weekend and thought I would provide some feedback.

First of all, I was a huge fan of the Escape Velocity series many, many years ago.  I also played a lot of Subspace when that game first got started, so I'm very familiar with the isometric space shooter genre.  I really think you've got the foundations for a great game here, and I'm very excited to see where it goes.  Combat and movement are already solid and the game looks gorgeous.  Your use of weapon hardpoints and aiming arcs in particular is inspired and really improves on the systems used by EV and Subspace.

I'm personally interested in VE for the multiplayer only.  EV:Nova was a spectacular game with a huge universe and tons of ships.  I've long dreamed of being able to play that game with a multiplayer aspect, I think you'll find a lot of success if you focus on that area.  You have a great system set up to make, essentially, a smaller, moddable version of EVE.  Give us the option to generate huge galaxies with tons of star systems, then let players form their own factions/alliances, build stations/platforms, and conquer systems, and you'll have a game that attracts a LOT of players and sustains interest for a very long time.  In short, give the players the ability to create their own content and purpose, and you'll really open this thing up.

On to more specific suggestions for improvements.  I understand this is an alpha and expect you already have a lot of things planned that haven't made it in yet, so please forgive me if some of this is redundant of what you already know.  First, please implement death consequences soon.  I noticed in the server config that there are already options for penalties to money and experience from death, as well as loss of the ship you are piloting.  However, these do not appear to work yet.  Adding those on will give a major boost to the experience, particularly in multiplayer.

Second, we need additional classes of ships.  I've seen some comments by the devs that it is not planned to implement fleets of ships controlled by a single player.  This seems perfectly fine to me, particularly with multiplayer available.  However, I think this game needs to eventually embrace much, much larger ships with several more tiers.  In particular, I think 'carrier' ships with small drone fighter craft are needed.  EV:Nova did this really well, by having both dedicated carriers as well as carrier upgrade modules that converted cargo space into hangers for fighter craft.  This also opens up the option for numerous types of upgradable drone craft.

Third, the game needs a sense of active warfare between the factions.  In most sectors, it's just pirates everywhere.  The home sectors of the factions should be largely safe and free from enemies, with enemies showing up more frequently as you get out towards the fringes.  It seems a bit odd at the moment to have pirates constantly swarming around (and getting killed by) the turrets the dot the major central sectors.  We should be seeing these sectors largely peaceful and patrolled by ships loyal to the local faction, which attack anyone (AI or player) who targets a friendly or neutral ship in that sector.  At the same time, factions which are hostile to each other should occasionally launch fleets into each others' territory, resulting in AI battles in contested areas.

Fourth, commodity trading needs to be implemented.  I do not believe it is important to integrate the actual planets into the game.  The stations are perfectly fine and can do all of that on their own.  Control a station, control the planet.  However, these needs to be a galactic economy to make being a merchant/trader a viable career.  That means many different types of goods with different prices at different stations, to give players the ability to discover and make use of trade routes.

Fifth, increase the social interactivity for MP.  One immediate improvement that would help would be the ability to use the game chat while docked at a station.  At the moment, I can only chat with other players while flying, which is very dangerous and inconvenient.  It would be nice if I could park at a station and then talk to a friend about where to go next.  Beyond that, allow us to make in-game alliances with other ships and trade money, items, etc. back and forth.