Space Victory Blog

Tuesday, 1 December 2009

Thursday, 5 November 2009

Back to teh drawing board



Due to lack of popularity and general disappointment with the game, Space Victory has closed down.

Work has started on a different and hopefully better Space Victory due to release somewhere in 2010.

Thanks for playing!

Friday, 2 October 2009

Status update & unit changes


I haven't been able to write here as much as I would have wanted... but here goes an important update on the unit stuff.

With the next major update, the firepowers of all units will be made equal, with the exception of D-Star Jr:s that will lose their firepower completely. Their only power will be that of planet destruction (an idea... what if instead of planet plague, there were some evil guys in the universe whose goal would be to blow up planets?).

So... STOP investing to Death Star Jr. technology right now, you won't have much use for it as it will be scrapped from the game (you can only level units that have actual firepower).

And yeah, the general reason for making all unit firepowers equal is to just make the game easier for everyone without losing any tactical flavour. Existing units will be adjusted so that everybody retains the same firepower as they have now (with the exception of D-Star users of course, sorry!).

In the other news, there has been a bunch of changes to the core game mechanics:
  • instant building upgrades
  • instant spies, psyops and sabotages
  • only attacks within telescope ranges are visible
  • faster gain rate for "actions" or APs
Opinions and background can naturally be found in Discussions, that have been lively lately with old faces such as Boojamon and masmad showing up for reunions and hand-made GIFs. We're currently brainstorming a new Special Tech expansion to be released before Xmas too.

Good times!

Tuesday, 18 August 2009

Multi-racial heirs


Previously, the heirs of any given Space Commander were always of the same race as their parent. To improve game balance, the race is no longer a factor when selecting parent for the starting Space Commander.

At a later date, we might still tweak the parent selection algorithm further so that the average Space Commander bloodlines would look a bit less like Benetton ads. But for now, enjoy the diversity along with improved game balance!

Friday, 26 June 2009

Attack ranges to be dropped



You heard it here first:

The attack ranges will be dropped altogether. So, basically, you can fully interact with any planet you can see. Ruby Laser Drive special tech will be modified to increase attack speed instead of the attack range.

Thus, the previously existing "routes" between planest will become quite meaningless, but being a "neighbour" of a planet might still matter in the future in a manner similar to PR Offices. And naturally, long distances mean long attack times so there's still tactics involved in manouvering your forces.

Thx for to everybody who gave feedback on this issue (on/offline). You can expect this change to be deployed within one week from now.

Wednesday, 10 June 2009

Space Combat #1: Rock, Paper & Scissors





In Space Victory, Mechas have a 200% firepower bonus against Marines. Heavy Tanks have a similar bonus against Mechas. And naturally, Marines have 200% firepower bonus against Heavy Tanks. Rock, paper & scissors in space!

Implications:
  • if you have fully balanced army (equal firepower of Marines, Mechas and Heavy Tanks), both you and your opponent will always have a +0% tactical modifier. Safe & sound.
  • if you have army consisting of two unit types (equal firepower of say, Marines and Mechas), you and your opponent can have a tactial modifier up to +100%. If you're the one with +100%, great! If it's your opponent, it's rather bad.
  • if you have an army consisting of single unit type (say, Marines only), you and your opponent can have a tactial modifier up to +200%. It's nice to kick ass if you manage to find a suitable opponent and get the +200% modifier in battle. Not so much when you're wasting a huge army against a much smaller foe enjoying the same benefit. It's risky!
What does this mean in practice? It's not good to put all your eggs into one basket.  Try to be as diverse as you can, while exploiting the unbalanced troop configurations of your enemies.

In the early game it might be nice to grow fast with a single unit type, but later on the +200% might get you. 


Saturday, 6 June 2009

How to unlock races in Space Victory

Awful Thing - reach orbital firepower of 15000
Stellar Shroom - reach ground firepower of 15000
S-pac-e-man - control 5000000 untapped resources total
Solar Penguin - gather over 100 000 silicon
Cyborg - gather over 150 000 metal
Electric Sheep - control 2 planets or more
Cosmos Prince - control 10 planets or more
Cosmos Princess - wage 5 wars simultaneously
White Mouse - have 5 pacts simultaneously
Space Owl - make it to the montly top ten while controlling 30 planets or more

The unlock is verified using the Daily Stats data (found on the STATS screen of an active commander), so make sure you hold on to each goal until it has been recorded in the Daily Stats. The race to unlock all races has begun... Viel Glück!!!

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