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    <title>Maugrim The Reaper's Blog - Quantum Star SE</title>
    <link>http://blog.astrumfutura.com/</link>
    <description>Pádraic Brady on PHP, PHP Game Development and More</description>
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    <pubDate>Thu, 01 Feb 2007 10:26:46 GMT</pubDate>

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        <title>RSS: Maugrim The Reaper's Blog - Quantum Star SE - Pádraic Brady on PHP, PHP Game Development and More</title>
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    <title>Factions: Social Control on Newbie Bashing</title>
    <link>http://blog.astrumfutura.com/archives/263-Factions-Social-Control-on-Newbie-Bashing.html</link>
            <category>Astrum Futura</category>
            <category>PHP Game Development</category>
            <category>Quantum Star SE</category>
    
    <comments>http://blog.astrumfutura.com/archives/263-Factions-Social-Control-on-Newbie-Bashing.html#comments</comments>
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    <author>nospam@example.com (Pádraic Brady)</author>
    <content:encoded>
    A recent discussion was sparked on the &lt;a href=&quot;http://forums.astrumfutura.com&quot;&gt;Astrum Futura forums&lt;/a&gt; regarding player retention and new player protection. It was one of those times when the discussion branched to a higher view - a wider look at how players interact on a large scale.&lt;br /&gt;
&lt;br /&gt;
The current suggestions called for players to be penalised for undesireable actions, e.g. attacking a new player who is incapable of defending him/her self. This remains a long standing issue in many online games. AF could resort to enforced levelling - limited who a player can attack, and be attacked by. But this is all artificial - in the real world it&#039;s open season on anyone.&lt;br /&gt;
&lt;br /&gt;
Cyberlot (Richard) raised the question of penalising through a Karma rating. As a player attacked newcomers they would attract negative Karma marking them out to other players. I can see the rank of &quot;Newbie Basher&quot; emerging as an undesireable outcome for many players. But Karma while adding some measure, does not address enforcement. Exactly who enforces what and when? Who set&#039;s the standard for interacting with other players?&lt;br /&gt;
&lt;br /&gt;
From there we hit the subject of Factions. A Faction would be a specific group of players sharing a common interest. This obviously includes Races, but is also extendable to a Merchant Guild or a Pirate Clan. The point is to give players an instant group they are a member of. Now where it gets interesting in how the player and game logic would respond in the presence of Factions.&lt;br /&gt;
&lt;br /&gt;
Say you have a Faction, Earth Humans United (go Terrans!). What happens if a member of this Faction attacks a new player who is joining the Earth Humans United Faction? Can&#039;t have allies killing each other off (even if it might reflect reality &lt;img src=&quot;http://blog.astrumfutura.com/templates/default/img/emoticons/sad.png&quot; alt=&quot;:-(&quot; style=&quot;display: inline; vertical-align: bottom;&quot; class=&quot;emoticon&quot; /&gt;). The answer is in the Karma. Killing a new member of your own faction is stupid, damaged the Faction, and makes other players less likely to join it. That member should sur be paying tax to the Faction, which is needed. Such a player would immediately get negative Karma.&lt;br /&gt;
&lt;br /&gt;
So we have Karma, and we have Factions - how do they relate?&lt;br /&gt;
&lt;br /&gt;
Karma is a measure of one&#039;s standing within a Faction. If your Karma falls below a minimal level you&#039;ll be declared an enemy of the Faction, and then its time to start running before you&#039;re hunted down by your peers. Where do you flee? If you&#039;re lucky, some other Faction still has you as Neutral. &lt;br /&gt;
&lt;br /&gt;
But this is where Newbie Protection get&#039;s interesting. It&#039;s not Faction specific - your bad Karma is classified when killing a new player as a &quot;Stigma&quot;. It decreases Karma for &lt;strong&gt;ALL&lt;/strong&gt; Factions. It&#039;s the ultimate punishment - imagine playing when nearly all the Factions refuse to grant you trade access, when your planets are penalised with &quot;special tax charges&quot;, when other players are unable to maintain an Alliance with you once you become Factionless (Outcast). In short, if you gain a reputation for killing new players, you&#039;ll be kicked, booted and sent to Hell with a one way express ticket. No Admin interference or funny AI fleets required. Society will put you straight or else...&lt;br /&gt;
&lt;br /&gt;
More on this later as details are worked out, but it looks like it&#039;s a feasible and supported suggestion.  
    </content:encoded>
    <dc:creator>P&#225;draic Brady</dc:creator>

    <pubDate>Tue, 30 Jan 2007 17:37:04 +0000</pubDate>
    <guid isPermaLink="false">http://blog.astrumfutura.com/archives/263-guid.html</guid>
    <category>astrum futura</category>
<category>factions</category>
<category>newbie bashing</category>
<category>php game development</category>
<category>qgl</category>
<category>quantum star se</category>
<creativeCommons:license>http://creativecommons.org/licenses/by/1.0/</creativeCommons:license>
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<item>
    <title>Test Results</title>
    <link>http://blog.astrumfutura.com/archives/217-Test-Results.html</link>
            <category>Quantum Star SE</category>
    
    <comments>http://blog.astrumfutura.com/archives/217-Test-Results.html#comments</comments>
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    <author>nospam@example.com (Pádraic Brady)</author>
    <content:encoded>
    &lt;br /&gt;
    We are very close to having the Settings classes finished for Partholan. Our tests show the work to date is looking good...&lt;img src=&quot;http://www.quantum-star.com/serendipity/templates/default/img/emoticons/smile.png&quot; alt=&quot;:-)&quot; style=&quot;display: inline; vertical-align: bottom;&quot; class=&quot;emoticon&quot; /&gt;&lt;br /&gt;&lt;br /&gt;&lt;img align=&quot;left&quot; alt=&quot;Partholan Test Results&quot; src=&quot;http://quantum-star.com/devsite/PartholanTestsJune2006.jpg&quot; /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;
Says it all really... &lt;br /&gt;
      
    </content:encoded>
    <dc:creator>P&#225;draic Brady</dc:creator>

    <pubDate>Fri, 23 Jun 2006 22:00:22 +0000</pubDate>
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<item>
    <title>Official Website goes live this weekend!</title>
    <link>http://blog.astrumfutura.com/archives/172-Official-Website-goes-live-this-weekend!.html</link>
            <category>Quantum Star SE</category>
    
    <comments>http://blog.astrumfutura.com/archives/172-Official-Website-goes-live-this-weekend!.html#comments</comments>
    <wfw:comment>http://blog.astrumfutura.com/wfwcomment.php?cid=172</wfw:comment>

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    <author>nospam@example.com (Pádraic Brady)</author>
    <content:encoded>
    &lt;br /&gt;
    I finally did the unthinkable and proofread the entire text being used in the website for QSE - the one currently online for people to stare at during testing: &lt;a href=&quot;http://www.quantum-star.com/serendipity/exit.php?url_id=83&amp;amp;entry_id=173&quot; title=&quot;http://www.quantum-star.com/devsite2/&quot;  onmouseover=&quot;window.status=&#039;http://www.quantum-star.com/devsite2/&#039;;return true;&quot; onmouseout=&quot;window.status=&#039;&#039;;return true;&quot;&gt;http://www.quantum-star.com/devsite2/&lt;/a&gt;. I&#039;ll upload the new correctly spelled and gramtically corrected version at the weekend and place at the URI root.&lt;br /&gt;
&lt;br /&gt;
This is still (and always will be) open country. If you believe more information should be added then drop us a note on the forums. At present it basically a set of minimal pages designed to sketch out what the project is all about, how to contact us, how to help us out, etc. Items like a FAQ, manual etc. will get added eventually.&lt;br /&gt;
&lt;br /&gt;
Of particular relevance are the Bug Reporting Guidelines which have proven highly successful so far. I know those following Generations are waiting for another release, but hopefully Ikoda will be available at some point in the near future to make a release. QSE hasn&#039;t seen any major bugs - but then it&#039;s not even playable yet, nor close to for the moment... &lt;br /&gt;
      
    </content:encoded>
    <dc:creator>P&#225;draic Brady</dc:creator>

    <pubDate>Thu, 16 Mar 2006 19:03:47 +0000</pubDate>
    <guid isPermaLink="false">http://blog.astrumfutura.com/archives/172-guid.html</guid>
    <creativeCommons:license>http://creativecommons.org/licenses/by/1.0/</creativeCommons:license>
</item>
<item>
    <title>QS User Suggestions</title>
    <link>http://blog.astrumfutura.com/archives/171-QS-User-Suggestions.html</link>
            <category>Quantum Star SE</category>
    
    <comments>http://blog.astrumfutura.com/archives/171-QS-User-Suggestions.html#comments</comments>
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    <author>nospam@example.com (Pádraic Brady)</author>
    <content:encoded>
    &lt;br /&gt;
    Since I won&#039;t be online tomorrow... Hope everyone has a good St. Patrick&#039;s Day, and for those with the day off from work, enjoy the parades!&lt;br /&gt;
&lt;br /&gt;
I won&#039;t go into huge detail on current QS progress. I&#039;ve not had much chance to do anything on the project this week, so at the weekend I&#039;ll spend a few hours on it. I have most of the game support ready to go, so all I really want to do for next release is have a location page finished, and fleet navigation enabled. Maybe an Admin Panel section for universe generation. That would make the first release where you can explore the universe and actually do something &lt;img src=&quot;http://www.quantum-star.com/serendipity/templates/default/img/emoticons/wink.png&quot; alt=&quot;;-)&quot; style=&quot;display: inline; vertical-align: bottom;&quot; class=&quot;emoticon&quot; /&gt;.&lt;br /&gt;
&lt;br /&gt;
I also need to get that translation code pulled together and tested - see if this system is workable or an unrealistic pipedream. No detailed planning for this one so its off to unit testing to build it from the ground up.&lt;br /&gt;
&lt;br /&gt;
Back to topic.&lt;br /&gt;
&lt;br /&gt;
I made a new topic on the QS forums regarding what players/users want in QS. It&#039;s one of those sticky threads that are meant as permanent fixtures. So far there&#039;s been a good amount of contributions, and some ideas being swirled around. Many at the moment have been covered by QSE planning - its sad to see the most mentioned are truly bad areas of QS2 in terms of gameplay. Even QSE in its basic form would be a significant improvement over QS2 I think... Anyways, one of those perpetual followers of all things QS (and BNT/AAT more likely &lt;img src=&quot;http://www.quantum-star.com/serendipity/templates/default/img/emoticons/wink.png&quot; alt=&quot;;-)&quot; style=&quot;display: inline; vertical-align: bottom;&quot; class=&quot;emoticon&quot; /&gt;), Kitty, made some good points. One thing she noted was planets and how they&#039;re done in SE style games. QS2 did a little tinkering to limit planet counts, but it was never ideal (and it&#039;s buggy in the current QSG legacy release unfortunately). BNT of course uses the star type to determine number of planets allowable - most logical system.&lt;br /&gt;
&lt;br /&gt;
The QSE aim, and I&#039;ve thought about a bit more, should attempt to force a diminishing return in benefits from creating more and more planets in the same star system. Rather than having an upper limit of 5 planets where those planets will all be identical in type, instead do something more along the lines of reducing the size/limits of each extra planet created (noting there would still be an upper limit of about 4-5 planets).&lt;br /&gt;
&lt;br /&gt;
So a 5 planet limit would give rise to a normal &quot;large&quot; planet, a medium, and three smalls - or maybe just use a fixed scale where the limits for subsequent planets are always 15-20% less then the last preceeding planet. This would encourage players to move outwards since a star system would only support one large planet - the rest being smaller. This of course has a neat side effect of placing a lot of value on the number of systems controlled by a player - something completely missing from QS2. What&#039;s a strategy game without some need for grabbing territory? &lt;img src=&quot;http://www.quantum-star.com/serendipity/templates/default/img/emoticons/wink.png&quot; alt=&quot;;-)&quot; style=&quot;display: inline; vertical-align: bottom;&quot; class=&quot;emoticon&quot; /&gt;&lt;br /&gt;
&lt;br /&gt;
A few other posters have noted a need for more ships (and more variety within them), along with similar suggestions. The point to make is that Ships technically are nothing more than a virtual container of attributes in QS Evolved. They basically act as a collection of &quot;Components&quot; each of which confers an Attribute value upon the ship. So, for example, you could have a ship comprised of Cargo Bays +1000, Mining Laser +5, and Thrusters +10. Result is a ship with attributes of:&lt;br /&gt;
&lt;br /&gt;
Cargo Bays: 1000&lt;br /&gt;
Mining Rate: 5&lt;br /&gt;
Manouver: 10&lt;br /&gt;
&lt;br /&gt;
These attributes would be used within certain calculations and process effecting that ship, as well as specifying any ship restrictions. Since they&#039;re all component based, and attributes are simple serialised arrays, attributes can be added to the current list with ease - another factor to consider in creating future modifications and plugins. &lt;br /&gt;
      
    </content:encoded>
    <dc:creator>P&#225;draic Brady</dc:creator>

    <pubDate>Thu, 16 Mar 2006 18:49:03 +0000</pubDate>
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