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I'm back again

News and updates from Pulsar and this site , dont expect regular news about Pulsar

I'm back again

Postby Dziku on Fri Jun 13, 2008 1:53 pm

Yes.... work is still going :)
I decided to rewrite pulsar from the scratch. It will be better now :) With classes and fancy JavaScript... lol....
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Postby Miller on Mon Jun 16, 2008 1:44 pm

woohoo for dziku :P
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Postby Paul on Wed Jun 18, 2008 4:04 pm

Got any details for what this new Pulsar's gonna be like ?
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Postby Miller on Fri Jun 20, 2008 12:28 pm

and hes gone again :P
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Postby Dziku on Sat Jun 21, 2008 8:36 pm

Well.... more RPG, less buy-sell-hurt, brand new combat mode, simpler, better, faster ;]
Til now I havn't wrote a single new function, but engine is almost rewritten.
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Postby Paul on Sun Jun 22, 2008 12:50 am

Interesting 8) . Less buy/sell ?, how can we get new ships and new toys to play with ? ( Paul wants a nice warship to go hunting in :twisted:, Big and powerful or Small and deadly )

Combat still gonna be Savlo type firing or are you planning something :?:
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Postby Dziku on Tue Jun 24, 2008 6:54 am

Paul wrote:Combat still gonna be Savlo type firing or are you planning something :?:


Planning something. Combat will be more "real time experience", I almost have it im my mind
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Postby Inverted on Thu Jun 26, 2008 4:17 pm

Less buy/sell? Oh I really hope we will finally get a trade system requiring some planning and/or intelligence.
Please, please, please I want "real" economy. :)
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Postby Paul on Thu Jun 26, 2008 9:14 pm

Would be interesting, but what i really want is an Active game admin :P . Omri did have afew bugs and no 1 was really around to correct them, which was annoying . I think Pulsar should have a team of Admins instead of just 1 ( Tho later on Jezus was promoted ) . Means the game is always watched and if an admin needs time off then s/he has a replacment 8)
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Postby Dziku on Fri Jun 27, 2008 7:02 am

Inverted wrote:Less buy/sell? Oh I really hope we will finally get a trade system requiring some planning and/or intelligence.
Please, please, please I want "real" economy. :)


Well... with real economy there can be a problem. Economy model will be more like in TDZK.
Plus, there will be no resets. In other words: there will be resets, but resets will be local. Only active port will be reseted. Each in it's own time
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Re: I'm back again

Postby nightmare on Fri Nov 20, 2009 9:37 pm

Inverted, just reading up on old posts :P

Care to explain what you mean when you say "real economy" ? :)
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Does anybody have any ideas for a project? :P
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Re: I'm back again

Postby Inverted on Sat Nov 21, 2009 1:53 pm

My humble self in another thread wrote:How about making a trade system based on production chains. If youve played X games (space sim games in case you didnt) you might have a good idea about that. Each type of port uses certain goods to create something else, having no raw materials the production halts. It also goes well with the port leveling system, higher level ports having higher production capacity. Obvious drawback is that this needs serious balancing.
Btw you should avoid making high and low profit goods as long as everything can be transported in amounts to fill up your cargo hold. After all transporting a full hold of metal ore costs the exact same amount than a full hold of diamonds (not counting security) so theres no reason anyone would pay significantly more for any of them, unless they are in great need of it. So IMO the primary source of income should be spotting routes with high supply and demand and not whoring routes of certain wares that for some mysterious reason pay a lot. Remember, you effectively only do the transporting so the actual worth of the cargo is almost irrelevant. (Of course expensive goods should earn more per piece due to higher investment making higher risk).
To make it clear, Omricon had a system where trading certain goods yielded either good exp or good money or so-so, what I suggest is to make all goods roughly the same yield at money and exp with money rates going up and exp rates going down by the rarity of the goods. So if you transport food or ore that must be carried around in huge amounts you get the basic exp and profit while trading luxuries should have higher profit but lower exp (but only like 2x money 0.5x exp). BUT luxuries being only available in small amounts with supply and demand both recovering slowly.

What I didnt include is that places should have fixed production rates. Actually that one would go fine with local resets even, only tells the amount/update.

Example: If port has 1000 Energy + 5000 Metals + 2000 Plastics when it updates, it creates 3000 Machine parts.
The real beauty of this is that you can place all non-basic equips/weapons/ships at the end of production chains effectively forcing players to trade.
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Re: I'm back again

Postby nightmare on Sun Nov 22, 2009 12:03 am

ah right. I like it :)
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Does anybody have any ideas for a project? :P
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