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 First OE Podcast

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Stellar Aitann
Ares
Unfrozen Jon
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Unfrozen Jon

Unfrozen Jon


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PostSubject: First OE Podcast   First OE Podcast I_icon_minitimeMon Mar 22, 2010 1:53 pm

The OEDev team has released part 1 of their first podcast:

http://outer-empires.com/PodCasts/OuterEmpiresPodCasts.xml

Its half an hour but filled with a lot of useful info such as upcoming fixes, updates, support for the iPad and even a Nyridion Player Government in the works.
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Ares

Ares


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PostSubject: Re: First OE Podcast   First OE Podcast I_icon_minitimeMon Mar 22, 2010 4:04 pm

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Stellar Aitann




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PostSubject: Re: First OE Podcast   First OE Podcast I_icon_minitimeMon Mar 22, 2010 6:49 pm

Yes very informative lots of goodies coming soon. I did my interview that is about 45min long and then the devs talk for about 15 mins rounding the next one to an hour O.o ... If you can stomach it that long ...lol

But afterwards when the recording was off we hung out on skype for an hour or so and chatted .. There are lots of goodies planning to roll real soon after these next two patches hit. Colony and Combat rewrite patches are obviously priority one at this point.

The Hybrid ships are real close along with the player govt that is Paul's personal baby and has huge plans for. There are also a bunch of new variations coming on medium hulls along with all kinds of other goodies... Good times in Nyridion Very Happy
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Ref Minor

Ref Minor


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PostSubject: Re: First OE Podcast   First OE Podcast I_icon_minitimeMon Mar 22, 2010 6:54 pm

Thanks for keeping us informed, I am looking forward to the improvements and developments.
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Unfrozen Jon

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PostSubject: Re: First OE Podcast   First OE Podcast I_icon_minitimeMon Mar 22, 2010 7:31 pm

OE is now going beyond other MMOs, never heard of a MMO that had a player government running the game economy and travel.

I'd just readying my campaign, I've encouraged all Councilors of the Commonwealth to throw their hats in the ring too.
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Stellar Aitann




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PostSubject: Re: First OE Podcast   First OE Podcast I_icon_minitimeMon Mar 22, 2010 9:57 pm

My understanding is there will be 6 council seats.
The 6 council members elect a CEO type.
Anyone can run for council but faction leaders cannot be CEO.
It will cost atleast 1million if not 2million credits to run for council.

The govt will have a budget and can fund projects. New ship hulls, new ship parts, colony upgrades, worker cost reduction, jump gates .. etc... and many more options, but obviously the budget will be limited and hard choices will have to be made.

And Jon its more than that, the govt will be making the choices on what the dev's work on for content releases. That is what its all about. Real players voting on what content gets into the game and what doesnt. Limited budget ...because dev time is also limited and also some people like some ideas and hate others ..etc .. now there will be a voted on govt making the choices on what gets implemented and what doesnt.

The politics, diplomacy, and conflict will be great if you are into that part of the game.


Disclaimer: This is just my understanding ..some might be right on ... some not, only Paul knows exactly how its going to work.
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Alpha

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PostSubject: Re: First OE Podcast   First OE Podcast I_icon_minitimeTue Mar 23, 2010 8:27 am

Wow, we have a link right to the devs in Stellar here. Great info!
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Rokk Skullcrusher

Rokk Skullcrusher


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PostSubject: Re: First OE Podcast   First OE Podcast I_icon_minitimeTue Mar 23, 2010 9:27 am

So when does your interview expect to get posted Stellar? I look forward to listening to it.
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Wildstar

Wildstar


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PostSubject: Re: First OE Podcast   First OE Podcast I_icon_minitimeTue Mar 23, 2010 12:17 pm

So, the council will have a budget with which to work. Is Paul going to come up with some number for the budget? If so, how will he arrive at that number? If not, how will the budget be determined?
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Stellar Aitann




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PostSubject: Re: First OE Podcast   First OE Podcast I_icon_minitimeTue Mar 23, 2010 12:34 pm

My interview is slated for release tomorrow, I believe.

Wildstar, No idea at all on such details as that. Obviously somethings will be cheaper than others but I was happy to get a some basic hints on how its going to work. In depth stuff like that is probably not even decided on yet. My guess is it will probably have to do on the amount of income generated at govt stations and will vary from term to term, if I know Paul. Very Happy
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Alpha

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PostSubject: Re: First OE Podcast   First OE Podcast I_icon_minitimeTue Mar 23, 2010 4:07 pm

Stellar Aitann wrote:
My interview is slated for release tomorrow, I believe.

Wildstar, No idea at all on such details as that. Obviously somethings will be cheaper than others but I was happy to get a some basic hints on how its going to work. In depth stuff like that is probably not even decided on yet. My guess is it will probably have to do on the amount of income generated at govt stations and will vary from term to term, if I know Paul. Very Happy


I probably think that the budget will be determined by putting together the average amount of money pulled in by government stations per month (repairs, fuel, market fees, etc.,) although it will need to be around the average amount for the last couple months because only in the last couple months have the Commonwealth and the IRON station network started to take off in popularity. I also think there will probably be a government bank that everyone can donate to.
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Wildstar

Wildstar


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PostSubject: Re: First OE Podcast   First OE Podcast I_icon_minitimeTue Mar 23, 2010 4:23 pm

My first thought was like yours, AB. But, I think that would make the economy too fragile. I mean, if there were ever a mass exodus of players (like what almost happened) the galaxy would be a wreck. The game would be ruined.

Under the current system, the game could theoretically continue if a lot of people stopped playing. The game would take a hit, but it wouldn't die.

I think a mix of Paul "stimulating" the economy and revenue derived from players.
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Stellar Aitann




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PostSubject: Re: First OE Podcast   First OE Podcast I_icon_minitimeTue Mar 23, 2010 4:47 pm

Not exactly sure you guys are getting this ... the govt budget will be non real credits. At astronomical high levels..

Example say the term is 3months... this budget of 1 billion credits

Jumpgate would be 400million
new ship hulls 250 million ea
new electronic equipment 200mil ea
worker cost reduction 300mil
ect
ect
ect
ect

So the govt will be able to pick a couple of things each term.
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Wildstar

Wildstar


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PostSubject: Re: First OE Podcast   First OE Podcast I_icon_minitimeTue Mar 23, 2010 4:55 pm

Stellar Aitann wrote:
Not exactly sure you guys are getting this ... the govt budget will be non real credits. At astronomical high levels..

Example say the term is 3months... this budget of 1 billion credits

Jumpgate would be 400million
new ship hulls 250 million ea
new electronic equipment 200mil ea
worker cost reduction 300mil
ect
ect
ect
ect

So the govt will be able to pick a couple of things each term.

Understood. And that goes back to my original question. And Stellar, I know that you don't have the answers. I'm just sort of wondering aloud. I'm excited to see what's going to happen.
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Alpha

Alpha


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PostSubject: Re: First OE Podcast   First OE Podcast I_icon_minitimeTue Mar 23, 2010 7:44 pm

Stellar Aitann wrote:
Not exactly sure you guys are getting this ... the govt budget will be non real credits. At astronomical high levels..

Example say the term is 3months... this budget of 1 billion credits

Jumpgate would be 400million
new ship hulls 250 million ea
new electronic equipment 200mil ea
worker cost reduction 300mil
ect
ect
ect
ect

So the govt will be able to pick a couple of things each term.

OK I'm DEFINITELY not getting this but wow that's a lot of money

I would go worker cost reduction then new ship hulls and some left for a jump gate
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