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I need a few play testers for a game I am developing.

Game overview :
- 4X space game
- Browser based, only runs in Firefox (maybe Chrome soon)
- Closed Beta status
- Basic 2d graphics
- Strong focus on grand strategy & diplomacy
- No action, not a RTS & no tactical control
- Role play possible
- Not commercial, this will never be a pay to play. (it's my hobby)

Please pm me if you wish to help test.
Post edited December 16, 2013 by mahks
Why would I create yet another 4X Space game?
Because all 4X I have played had poor AI and a lack of strategic & diplomatic scope.

I define strategy as the following :

Planning : This is a time element thing. Games usually permit a player to react fairly quickly to an unexpected situation. Fast reaction time eliminates the need for planning.

Logistics : Dealing with the logistics must not be onerous, but its effect has to be there so it affects decisions. This aspect can present many strategic opportunities, like cutting lines of supply, interdicting re-enforcements and the need for intelligence regarding it.

Intelligence : Lack of information can really add a lot of intrigue to a game. For this, fog of war is a must and it has to be persistent (what I mean is, if you have no assets at a location, you have little, none or old info about it).

Manoeuvre : Major & minor battles, feints, diversions, supply & trade disruption, siege, retreat, looting and scouting all add to strategic scope. Many games seem to devolve into placing the majority of assets in one big fleet and going on a rampage. Basically a FPS and about as far from the type of strategy I am talking about as you can get.

All these aspects of strategy are available in other genres, but rarely in a 4X.
As for the AI issue, I think breathing humans are the best opponents.

Here are some screen shots & reasons why this 4X may be different :

There is an emphasis on diplomacy.
Much effort has gone into creating organic "situations" that evolve into diplomatic crisis. These come about from conflict between several realms of influence. These being political relationships, trade, military actions, resource access and a feudal hierarchy.

Trade is encouraged by a mechanism whereby the number of types of minerals governs the efficiency of your refineries and thus your limits to production of assets. Since only a few mineral types are found locally you must trade with other areas to gain more mineral types.

The manoeuvre element is the fleet. Fleets move between stars by an instantaneous jump, but then must wait while the jump engine re-charges. This slows down the pace of the game, giving you time to plan. It creates the feel of a turn based game, even though it is a persistent universe.

Fleet movement may be automated.
- Patrol routes may be created to look for enemies.
- Gathering routes take minerals to stars with a refinery. This works kind of like railway tycoon.
- Other routes may be configured to move new ships to the front, return the battle weary for R & R, etc.

The game is not played in "binges" (hours in a session) but in short play sessions. Think of a normal 4X that has its play session sliced into bits. This is by design, so that those with real lives may fit it into a busy schedule (or a fanatic gamer can play a session between all those other games) allowing them to play a deep, involving game even though "they have no time".

Fog of war is constant. If you have no ship or spy at a star you do not know what is there, you only know what was there last time you visited. This permits a "cat & mouse" situation, where cunning can win out.

Building assets takes a long time. This creates pressure to plan, as you cannot react immediately to a new threat by "popping out" fleets of new ships at a moments notice. You can build & assign additional builders to speed up a project, but there is cost there as well.

A large selection of technologies are available that affect all aspects of the game. There is no "tech tree" you just research the areas you want an advantage in. you may choose to be mediocre in all or focus on a few that complement your overall strategic direction.

There is a robust economic model that provides many ways to gain income and many ways to lose it. Taxation, tribute, piracy, export contracts, asset support, salaries are some of the factors.

There is a whole game within the game in regards to spies. Covert agents may conduct espionage, sabotage, incite labour or student unrest and incite rebellions. They can embezzle, slander and assassinate as well.

In the beginning you manage all aspects of your realm, but as your empire grows you may opt to do less micro-management and automate repetitive tasks.

The game progresses though stages; exploration, build-up, contact and then the core game play begins with diplomacy, trade & conflict.

There is a play through of a typical 1st session on the website. The game begins slowly as you are mostly exploring and colonising, so the video may be a bit boring. Any suggestions on how to present a "cerebral" game and not make the presentation boring?

This slow start is intentional as the game is complex and is designed so that a new player is not overwhelmed and has time to get his bearings.

StarLords3K.com

We need a few more play testers, pm me if interested.
All feedback is welcome.
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Welcome to the forums. Am I detecting the influence of Stars! in the graphical style?
You lost my interest at "online" and "browser based", sorry.
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Wishbone: You lost my interest at "online" and "browser based", sorry.
Yep lost me here as well.
Same here. Just don't have the time for online based games anymore.
Browser based I can tolerate but online? Nope I've been burned by online browser based strategy games too many times already.
Unless of course it's not based on players waring with each others. That's the part I hate. Constantly getting crushed by people that have no life outside such games.
Usually I'm a big fan of turn based strategy but I also have made bad experiences with browser based games. They basically suck the time with not giving back enough.

Key questions would be:
- how much time should the player spent on the game per day
- what happens if the player is not available for some days
- how repetitive is the game
- how long will an average game lasts
- what is the difference to all the other strategy games out there

I didn't read the wall of text yet but the screenshots like quite reasonable for a strategy game. At least the graphics isn't a show stopper.
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mahks: As for the AI issue, I think breathing humans are the best opponents.
Sorry, but I have a bit of an aversion to humans as opponents, especially if it is online i.e. strangers. In my experience it tends to bring out the worst in people. Co-op can be ok, but I am never touching PvP with a 10 foot pole again.
Online and browser based are two keywords which turn me off from games:(
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amok: Sorry, but I have a bit of an aversion to humans as opponents, especially if it is online i.e. strangers. In my experience it tends to bring out the worst in people. Co-op can be ok, but I am never touching PvP with a 10 foot pole again.
^And also this :)
I like to play only against people I know IRL, not against random dudes :)
Post edited December 17, 2013 by blotunga
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blotunga: Online and browser based are two keywords which turn me off from games:(
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amok: Sorry, but I have a bit of an aversion to humans as opponents, especially if it is online i.e. strangers. In my experience it tends to bring out the worst in people. Co-op can be ok, but I am never touching PvP with a 10 foot pole again.
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blotunga: ^And also this :)
I like to play only against people I know IRL, not against random dudes :)
I have no problem playing with random people from all over the world. In fact I find it interesting. IF it is a laid back game.
When competition, prestige, bully tendencies and all that sort of things happens my fun factor goes out of the window.
It's not playing against other people I hate it's games where crushing others and making their enjoyment of the game or even their playing of the game (By for example taking over all their cities/planets/whatever.) is by design the goal of the game. It defeats the fun of meeting interesting people when you know that the ultimate goal is to crush them.
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kalmis666: Just don't have the time for online based games anymore.
This game was designed specifically for you. See next reply.
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Trilarion: Key questions would be:
- how much time should the player spent on the game per day

Design goal was 1 or 2 15 minute sessions. Seems to have evolved to more like 5 to 10 minute with periodic sessions of 20 or so (reorganising).

- what happens if the player is not available for some days

A few days is not a problem. On the drawing board is "holiday mode" where you go into protection, but working out way to counter abuse still.

- how repetitive is the game

Depends on what you mean. If you mean copious mirco management issues, not really these can be automated.

- how long will an average game lasts

Design was for months.

- what is the difference to all the other strategy games out there

I see few truly strategic games out there. See my definition of strategy in post #2 above.
Sorry about that wall of text, but that is where I mentioned some of the differences.

In reply to the on-line PvP problems.
I have tried to design in mechanics to deal with that. It is possible to stay in game for long periods and fiddle around, but one does not gain a huge advantage by doing so. The way diplomacy and the feudal hierarchy work solves much of the PvP issues.

This is not a game you will find "twits" playing. The build up of military is slow, too slow for those who just want to blow things up. Combat in the game is a tool of diplomacy and not the main reason to play. That said those who enjoy true military strategy will find this game refreshing, because "higher" considerations are influencing your military decisions.
Post edited December 18, 2013 by mahks
I'd rather see this as a downloadable game but I'm still interested. I just don't think the overlap of browser gamers and people that want a deep sophisticated 4X is that big. You might have more luck finding an audience if you make it an .exe, and you might even get GOG to distribute it as a free game! This sounds really cool though and I'm definitely interested.
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Tarm: It defeats the fun of meeting interesting people when you know that the ultimate goal is to crush them.
I know exactly where you are coming from. The community of players in the game is what drives this. I have played those "crush them" games where the community "had the right attitude" and the game was fun.

My game is designed to be a diplomatic "crush them all". Still could be a problem with the wrong crowd, but since I have no pressure to make a profit, I don't need the "twits" and can code to make them leave.
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Tarm: It defeats the fun of meeting interesting people when you know that the ultimate goal is to crush them.
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mahks: I know exactly where you are coming from. The community of players in the game is what drives this. I have played those "crush them" games where the community "had the right attitude" and the game was fun.

My game is designed to be a diplomatic "crush them all". Still could be a problem with the wrong crowd, but since I have no pressure to make a profit, I don't need the "twits" and can code to make them leave.
Well then I wish you luck. Could certainly not hurt if we get more like the one you are aiming for.