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	<title>Comments for The TurnEngine Blog</title>
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	<link>http://www.turnengine.com/blog</link>
	<description>Inside the minds of the TurnEngine developers</description>
	<pubDate>Sun, 05 Jul 2009 02:46:42 +0000</pubDate>
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		<title>Comment on Shadow Wars - The Alpha Approaches! by Zedd</title>
		<link>http://www.turnengine.com/blog/2009/04/20/shadow-wars-the-alpha-approaches/#comment-253</link>
		<dc:creator>Zedd</dc:creator>
		<pubDate>Sat, 30 May 2009 17:28:53 +0000</pubDate>
		<guid isPermaLink="false">http://www.turnengine.com/blog/?p=117#comment-253</guid>
		<description>[thed]train - No, you can only create one building at a time, however you can build space ships as well. Just playing around with the layout indeed.

Chris - As for Java, the previous front end was generated using PHP, this time Java Servlets are being used and in the near future GWT.</description>
		<content:encoded><![CDATA[<p>[thed]train - No, you can only create one building at a time, however you can build space ships as well. Just playing around with the layout indeed.</p>
<p>Chris - As for Java, the previous front end was generated using PHP, this time Java Servlets are being used and in the near future GWT.</p>
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		<title>Comment on Shadow Wars - The Alpha Approaches! by Chris</title>
		<link>http://www.turnengine.com/blog/2009/04/20/shadow-wars-the-alpha-approaches/#comment-241</link>
		<dc:creator>Chris</dc:creator>
		<pubDate>Mon, 25 May 2009 02:06:11 +0000</pubDate>
		<guid isPermaLink="false">http://www.turnengine.com/blog/?p=117#comment-241</guid>
		<description>So when you say you are using Java for your front end, what part are you using it for? Obviously the design is in HTML. Are you embedding Java for certain functions?</description>
		<content:encoded><![CDATA[<p>So when you say you are using Java for your front end, what part are you using it for? Obviously the design is in HTML. Are you embedding Java for certain functions?</p>
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		<title>Comment on Shadow Wars - The Alpha Approaches! by [thed]train</title>
		<link>http://www.turnengine.com/blog/2009/04/20/shadow-wars-the-alpha-approaches/#comment-239</link>
		<dc:creator>[thed]train</dc:creator>
		<pubDate>Sun, 24 May 2009 14:22:14 +0000</pubDate>
		<guid isPermaLink="false">http://www.turnengine.com/blog/?p=117#comment-239</guid>
		<description>The screenshot seems to imply that more than one building can be built at a time.  Is that something to look forward to, or just you all playing around with the layout of the page?</description>
		<content:encoded><![CDATA[<p>The screenshot seems to imply that more than one building can be built at a time.  Is that something to look forward to, or just you all playing around with the layout of the page?</p>
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		<title>Comment on Shadow Wars - The Alpha Approaches! by FrostyCoolSlug</title>
		<link>http://www.turnengine.com/blog/2009/04/20/shadow-wars-the-alpha-approaches/#comment-234</link>
		<dc:creator>FrostyCoolSlug</dc:creator>
		<pubDate>Tue, 19 May 2009 18:14:24 +0000</pubDate>
		<guid isPermaLink="false">http://www.turnengine.com/blog/?p=117#comment-234</guid>
		<description>We are predicting a few games which end *VERY* quickly, although we're going to balance movement to help prevent those from happening, we're also not going to allow extensive number stacking..

One of the more interesting things about shadow wars though, is that it's not about what fleets you have, it's about how you use them.

Jumpgates make for an interesting strategy in themselves, there could be an all out war on the front lines in which one team has the upper hand, but all it would take is for a jumpgate being escorted by a large fleet to make it into enemy territory by sneaking round the back, invade a planet and set up shop, giving a direct route into the back lines (although transport through them wont be free) at which point one faction could suddenly find all their hws are being stolen from under them leaving them surrounded on both sides.. Even with the superior military force, this is a *BAD* position to be in!

We're hoping to develop a game in which an 'all-in' approach will work, but without sufficient planning has the chance of blowing up in your face.

The black market also introduces another interesting dynamic, sell all your resources, and buy lots of ships with the cash you make, obviously this will devastate your economy potentially to a point where you will never fully recover, but has the potential to not only destroy the opposition, but mount a counter-offensive to take back systems and land.

We'll see how it all goes :D</description>
		<content:encoded><![CDATA[<p>We are predicting a few games which end *VERY* quickly, although we&#8217;re going to balance movement to help prevent those from happening, we&#8217;re also not going to allow extensive number stacking..</p>
<p>One of the more interesting things about shadow wars though, is that it&#8217;s not about what fleets you have, it&#8217;s about how you use them.</p>
<p>Jumpgates make for an interesting strategy in themselves, there could be an all out war on the front lines in which one team has the upper hand, but all it would take is for a jumpgate being escorted by a large fleet to make it into enemy territory by sneaking round the back, invade a planet and set up shop, giving a direct route into the back lines (although transport through them wont be free) at which point one faction could suddenly find all their hws are being stolen from under them leaving them surrounded on both sides.. Even with the superior military force, this is a *BAD* position to be in!</p>
<p>We&#8217;re hoping to develop a game in which an &#8216;all-in&#8217; approach will work, but without sufficient planning has the chance of blowing up in your face.</p>
<p>The black market also introduces another interesting dynamic, sell all your resources, and buy lots of ships with the cash you make, obviously this will devastate your economy potentially to a point where you will never fully recover, but has the potential to not only destroy the opposition, but mount a counter-offensive to take back systems and land.</p>
<p>We&#8217;ll see how it all goes <img src='http://www.turnengine.com/blog/wp-includes/images/smilies/icon_biggrin.gif' alt=':D' class='wp-smiley' /></p>
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		<title>Comment on Shadow Wars - The Alpha Approaches! by Supremo</title>
		<link>http://www.turnengine.com/blog/2009/04/20/shadow-wars-the-alpha-approaches/#comment-232</link>
		<dc:creator>Supremo</dc:creator>
		<pubDate>Tue, 19 May 2009 10:59:04 +0000</pubDate>
		<guid isPermaLink="false">http://www.turnengine.com/blog/?p=117#comment-232</guid>
		<description>Don't worry Imca, i'll be on the underdog side to balance it up, and kick your ass :P

Just kidding, can't wait to see this running... i miss this/these game/guys.</description>
		<content:encoded><![CDATA[<p>Don&#8217;t worry Imca, i&#8217;ll be on the underdog side to balance it up, and kick your ass <img src='http://www.turnengine.com/blog/wp-includes/images/smilies/icon_razz.gif' alt=':P' class='wp-smiley' /> </p>
<p>Just kidding, can&#8217;t wait to see this running&#8230; i miss this/these game/guys.</p>
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		<title>Comment on Shadow Wars - Designing a Game - Part 2 by orathaic</title>
		<link>http://www.turnengine.com/blog/2008/09/04/shadow-wars-designing-a-game-part-2/#comment-229</link>
		<dc:creator>orathaic</dc:creator>
		<pubDate>Sun, 17 May 2009 08:36:06 +0000</pubDate>
		<guid isPermaLink="false">http://www.turnengine.com/blog/?p=73#comment-229</guid>
		<description>the ideal solution, imho, is one where the benifits are large if you are the only player choosing that option, but they become less lucrative as more people choose it. Then don't bother trying to balance them.

So if everyone becomes a war general, they all have amazing ships which are unbeatable, but it's not really that much of an advantage anymore because everynoe else has them too... (extreme case where even with some kind of implicit self-balancing leads to everyone choosing one route) 

maybe a better example would be if there was a pirate/scavenger rank, where a new ship type became available which harested resources from destroyed ships.(so you send you fleet to a battle but not to fight just to watch other and collect the debris) 

if everyone chooses this rank then they are splitting a limited resource (the number of ships being destroyed) among a large number of player. Thus this new ship type is less useful. If only one player chooses this rank he gets large amounts of resource for every battle which he sends his/her scavenger too... (a third rank system adds to the complexity, and may be unneeded, i only mentioned it because i couldn't think of a good example using your current ranks off the top of my head...)</description>
		<content:encoded><![CDATA[<p>the ideal solution, imho, is one where the benifits are large if you are the only player choosing that option, but they become less lucrative as more people choose it. Then don&#8217;t bother trying to balance them.</p>
<p>So if everyone becomes a war general, they all have amazing ships which are unbeatable, but it&#8217;s not really that much of an advantage anymore because everynoe else has them too&#8230; (extreme case where even with some kind of implicit self-balancing leads to everyone choosing one route) </p>
<p>maybe a better example would be if there was a pirate/scavenger rank, where a new ship type became available which harested resources from destroyed ships.(so you send you fleet to a battle but not to fight just to watch other and collect the debris) </p>
<p>if everyone chooses this rank then they are splitting a limited resource (the number of ships being destroyed) among a large number of player. Thus this new ship type is less useful. If only one player chooses this rank he gets large amounts of resource for every battle which he sends his/her scavenger too&#8230; (a third rank system adds to the complexity, and may be unneeded, i only mentioned it because i couldn&#8217;t think of a good example using your current ranks off the top of my head&#8230;)</p>
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		<title>Comment on Shadow Wars - Generating a Galaxy by orathaic</title>
		<link>http://www.turnengine.com/blog/2008/08/17/shadow-wars-generating-a-galaxy/#comment-228</link>
		<dc:creator>orathaic</dc:creator>
		<pubDate>Sun, 17 May 2009 07:53:22 +0000</pubDate>
		<guid isPermaLink="false">http://www.turnengine.com/blog/?p=36#comment-228</guid>
		<description>it seems like with only two links per star you have far more dead ends, so it is easier to block off an area of space (like in risk where you defend australia from all attackers by defending one territory)

but how does this scale up to larger (2000 system) galaxies?

is a random number of connections preferable? (maybe 2-5, maybe 1-6 and perhaps with an uneven weighting...)</description>
		<content:encoded><![CDATA[<p>it seems like with only two links per star you have far more dead ends, so it is easier to block off an area of space (like in risk where you defend australia from all attackers by defending one territory)</p>
<p>but how does this scale up to larger (2000 system) galaxies?</p>
<p>is a random number of connections preferable? (maybe 2-5, maybe 1-6 and perhaps with an uneven weighting&#8230;)</p>
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		<title>Comment on Ask the Players by orathaic</title>
		<link>http://www.turnengine.com/blog/2008/08/04/ask-the-players/#comment-227</link>
		<dc:creator>orathaic</dc:creator>
		<pubDate>Sun, 17 May 2009 07:34:54 +0000</pubDate>
		<guid isPermaLink="false">http://www.turnengine.com/blog/?p=13#comment-227</guid>
		<description>about babysitting and what ort of access should be allowed.

in a strategy war game it feels like the conomic stuff should be minor. (important for unit production(say), but fairly simple and clear how to get the best prodction from your available resources(even if which units you choose to build is more of a choice rather than a problem to solve).

So giving babysitting these powers seems a little pointless. Complete acount sharing would give an advantage to the team of players who work well together (you migth find yourself fighting one player, but you would be aware that this group acted under one commander) it amount to support for account sharing, but mean the multi-ing is at a disadvantage (one player controling many account is more difficult than many players - if the are well co-ordinated - playing many accounts) on the downside, if as a player i log in to find my ships are involved in a fight, and i don't need to be online to help or part-take i would quickly lose interest in a game. When one player takes over all control it hurts the participation of other players...</description>
		<content:encoded><![CDATA[<p>about babysitting and what ort of access should be allowed.</p>
<p>in a strategy war game it feels like the conomic stuff should be minor. (important for unit production(say), but fairly simple and clear how to get the best prodction from your available resources(even if which units you choose to build is more of a choice rather than a problem to solve).</p>
<p>So giving babysitting these powers seems a little pointless. Complete acount sharing would give an advantage to the team of players who work well together (you migth find yourself fighting one player, but you would be aware that this group acted under one commander) it amount to support for account sharing, but mean the multi-ing is at a disadvantage (one player controling many account is more difficult than many players - if the are well co-ordinated - playing many accounts) on the downside, if as a player i log in to find my ships are involved in a fight, and i don&#8217;t need to be online to help or part-take i would quickly lose interest in a game. When one player takes over all control it hurts the participation of other players&#8230;</p>
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		<title>Comment on Shadow Wars - Designing a Game - Part 5 by Imca</title>
		<link>http://www.turnengine.com/blog/2009/05/04/shadow-wars-designing-a-game-part-5/#comment-216</link>
		<dc:creator>Imca</dc:creator>
		<pubDate>Sat, 09 May 2009 18:18:57 +0000</pubDate>
		<guid isPermaLink="false">http://www.turnengine.com/blog/?p=121#comment-216</guid>
		<description>i want an anti overkill :P 

1 rambo should be able to kill at least 10 other soldiers before he goes down. this would be interesting to make people think before they throw in all their stuff for invasion. A slightly better army should give a better result in %.</description>
		<content:encoded><![CDATA[<p>i want an anti overkill <img src='http://www.turnengine.com/blog/wp-includes/images/smilies/icon_razz.gif' alt=':P' class='wp-smiley' /> </p>
<p>1 rambo should be able to kill at least 10 other soldiers before he goes down. this would be interesting to make people think before they throw in all their stuff for invasion. A slightly better army should give a better result in %.</p>
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		<title>Comment on Shadow Wars - Designing a Game - Part 5 by Cova Lue</title>
		<link>http://www.turnengine.com/blog/2009/05/04/shadow-wars-designing-a-game-part-5/#comment-210</link>
		<dc:creator>Cova Lue</dc:creator>
		<pubDate>Tue, 05 May 2009 03:24:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.turnengine.com/blog/?p=121#comment-210</guid>
		<description>Sounds good, now all you need are some spys to help shut down the planets defence grid and a few bomb agents to knok out the space plateforms.

Really the game is sounding Better and Better.

Thanks for all the work.

Cova Lue</description>
		<content:encoded><![CDATA[<p>Sounds good, now all you need are some spys to help shut down the planets defence grid and a few bomb agents to knok out the space plateforms.</p>
<p>Really the game is sounding Better and Better.</p>
<p>Thanks for all the work.</p>
<p>Cova Lue</p>
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