BS2.5

March 5th, 2010 Leonard Lin 52 comments
  1. 80% of ships given a new updated look
  2. Manga-ish characters
  3. new Explore/Expedition system
  4. New combat client – the flash module that displays combat. More useful info, less clutter
  5. New Hangar – which is part simulator, helps you to optimize your builds though not as comprehensive as Yeow Leong’s
  6. New shop – also lets you view how new weapons, parts will their effect on your build
  7. More optimised CW system
  8. Island base raiding and defense
  9. New crew/ship system – ships don’t require resources but require certain # of crew (details on the blog)
  10. Equip you crew with outfits / decorate your cabin. So you don’t have to cross dress anymore
  11. Instance Run boss mobs. Bosses will have epic HP, you can fight them with your friends.
  12. Combat drops, mobs might drop loot after battles
  13. Weapon/ part upgrading
  14. 2nd Tier classes released!
Categories: battle stations Tags:

New crew system – AGAIN

March 3rd, 2010 Leonard Lin 11 comments

With the removal of notifications (and soon invites too) by Facebook we’ve had to come up with a new way to “virality” market Battle Stations.

Tentatively here’s the plan:

The new crew system is alot like the old one, the really old one that no one really had any problems with. It’s sort of like the system a certain farm game uses.

Basically, to upgrade to a better ship will require a certain number of crew. The good news is upgrading to a better ship won’t cost resources anymore (just gold).

You get crew by getting them to click your referral link (did I mention FB said no more invites) or you post a feed item on your friend’s wall (which will contain your referral link). They click the link, add BS and accept your crew request in the game then you get them on your crew and vice versa.

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Grindable/Upgradable weapons

February 18th, 2010 Leonard Lin 5 comments

It’s been suggested before by a few players (I think Michael Lee probably suggested this at least once); We’ll be working on a system for upgrading/grinding weapons soon. Weapons will be grindable to +3 and will be slightly stronger than their default versions.

This way we’ll have “more weapons” and we can:

- drop more weapons in treasure chests without upsetting the overall value (expected value) of the treasure chests.
- drop weapons and parts in combat.

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Battle Stations User figures 2009

January 3rd, 2010 Leonard Lin 14 comments

Here is the DAU (daily active users) chart for Battle Stations (original English version) for 2009 taken from Facebook.
Since we switched to BS2 there’s been a huge drop in DAU. A further drop in  MAU after we introduced a new crew system to comply with new FB rules. Compared to the same period in 2008 the dip seems to be a seasonal effect though I’m not willing to assume that was the only reason for the fall in MAU/DAU.

The new FB rules are a joke: there are still many apps using forced invites to gate content, providing benefits for having 501 friends playing the game. This is going to be annoying but it looks like we’re going to have a new crew system again very soon.

bs_2009_insights

Categories: battle stations Tags:

December 31st, 2009 becky-becks 5 comments

Battle Stations was featured on gamasutra a few days ago in an article about ” Zynga and the End of the Beginning”.

I thought it was quite an interesting read about why Zynga could perform better than other similar apps and about whether they could still sustain its huge fanbase.

Battle Stations was featured in the article too! !

“On the other hand, applications that don’t spread but retain well tend to be boutique games like Battle Stations,”

Good to hear that we have good retention and a loyal following! ( thanks to all of you!)

But we’re not spreading so we’ve got to really focus in  increasing our user base growth!! We can work together and grow to be a worldwide hit!! =)

The article : http://www.gamasutra.com/blogs/TadhgKelly/20091218/3665/Zynga_and_the_End_of_the_Beginning.php

Ps : Don’t forget to invite your friends to take part in our special New Year event : Santa Vs Mechakaiju because the winning team gets more FREE APs and Gold and remember to attack at least 10 times during the weekend to get your special monster item!

Santa Vs Mechakaiju

Santa Vs Mechakaiju

**Have a happy new year!!**—–from all of us here =)

Categories: articles Tags:

Coming update to the crew system

December 18th, 2009 Leonard Lin 10 comments

There was a lot of player frustration with the new crew system.

I have some observations about the complaints:

  • Most of the complaints are from players level 45 – 80 non-Ocho
  • Some astute players pointed out that offering rewards for referrals might be a violation of the FB rule against encouraging multis
  • Many players misunderstood the system and thought they absolutely HAD to pay the 1,000,000 gold to hire someone even if they referred the player
  • There was concern about the possibility that your crew might leave (even after we increased the leaving period to 90 days)
  • +2 AP regen is viewed as a penalty (the loss of the +2) for not having enough crew instead of a bonus (+2 over base 5 AP/hr) for hiring sufficient crew.

IMO the argument that this was a move to force players to Ocho has no merit:

  • There hasn’t been any option to purchase robot crew in the Ocho shop since last week.
  • The average number of friends a FB user has is 164 and the median is 132. 3 crew is 1.8% of that.
  • Many players argued that they’d already asked most of their interested friends to play. 1) If they were referred by you, they’d be in your crew. 2) BS has changed quite a lot now that it’s BS2.0. We’ve spent a huge effort to make the game friendlier and easy to learn for beginners. Try again before insisting that you won’t be able to get even 1 friend to try it out now.

Anyway, here’s the plan:

  1. To dispel any remaining association between crew and friends, we will remove the option to hire friends as crew
  2. All your friends playing BS will be in your crew but crew will not be used as the benchmark for giving out the +2 AP regen
  3. “Squad” will be renamed “Crew” (again) and you’ll be able to assign friends to the 4 main crew roles we have on the main page
  4. Quests do not require a certain number of crew.
  5. In the future, quests may require specific crew (must have/be a pirate of level 10+ to do this quest) < idea contributed by Morten Løvaas
  6. Instead, you will need 1 fuel generator to get +1AP regen, 2 more generators to get +2 AP regen
  7. You can do a referral instead of paying the generator’s cost

You’ll be able to build a fuel generator for:

  • 500K gold (10 Ochos value)
  • 2 Plasma rocks (10 Ocho value)
  • 100 Ore (14.3 Ocho value)

Yes, that’s more before but it’s permanent and it’s about the same as what we were planning to charge for robot crew (30 Ochos). Those crew you hired so far, you get to keep as generators (and no, generators can’t be sold).

New players who purchase Ocho will get +1 AP regen and 3 fuel generators (+2).  Existing players who purchased Ochos will not have their AP regen affected (we’ll give you 3 generators). Ocho players who hired crew will get a refund. Non-Ocho players who hired crew will have their crew converted into generators.

Ok so what about referring encouraging multis? For starters, the fact you can build the generators will reduce the need to badger a friend into accepting your crew request and hence reduce the “encouragement” to create a multi. There’s still incentive to create a multi for those who all of the following:

  • don’t want to pay the cost
  • don’t want to make a referral
  • don’t want to buy Ocho

We’ve made a decision that the way we will not “encourage” these people is to actively seek them out and ban them. Furthermore we may do periodic checks on the referrals to see if the players are still active. If they are inactive and have a low PV score we may remove them.

For those of you who insist that this is still encouraging multis, you are also insisting we remove the +2 AP regen for non-Ocho players. I have argued with the board about this ad nauseum, there are no 2 ways about it; either we have the option to refer for +2 OR non-Ochoers have their AP regen slashed to +5 per hour.

Categories: battle stations Tags:

Idea to make skill activation non-random yet not too frequent

December 18th, 2009 Leonard Lin 29 comments

I got this idea from the trap cards in the Zendikar set (I don’t play MtG anymore but some of us at the office do): Skills could be triggered when certain preset conditions are met.

For example:

  • Opponent attacks with at least 4 cannons
  • opponent speed > 1000
  • your HP less than 50%

The trigger conditions would have to be unlocked by performing certain tasks or by level. We’ll probably have to restrict certain skills to certain activation conditions for balance. Might also need a skill points system to ensure that skills won’t trigger all the time (e.g. HP less than 50% = activate Battle Repair + use multi to attack = auto repair?)

This won’t be an easy system to code….

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Renaissance: Story Immersion

December 10th, 2009 The Other Leo 2 comments

There are currently three main schools of thought to designing an immersive story for a game.

The first follows the Half Life approach, last seen in Modern Warfare 2 and Uncharted 2. Place the player into a specific individual within the game, give him a clear cut goal, and rail him through a rollercoaster plot. Surround him with sound and fury, leaving him little time to ponder anything else. Immersion arises from the cinematic presentation of action and gameplay, but the story unfolds in a linear progression. Done well, the player seeks to finish the story, to see how the plot unfolds, to experience the game as they might normally experience a movie, just with more interactivity. Great stories can be told through this method, but they’re rarely suitable for a more multi-player experience.

Battle Stations is thus incapable of this, just yet.*

The second is the Choice and Consequence approach, as evidenced by Dragon Age, Mass Effect, and The Witcher. The player becomes an active agent in the story’s progression, rather than the guy who’s ordered to shoot things. The player is presented with a choice that will affect the outcome of the story. Players become invested in their choices, and the characters they play. Play the power-hungry mage and sacrifice all who come into your path, or play the paragon of virtue, spreading compassionate ass-kicking to all corners of the galaxy. It’s the player’s choice to make. The outcome of the story is thus determined by the player’s actions, not a linear progression of plot, sandwiched between stretches of gameplay.

Several players have remarked that they would like to see this in Battle Stations Quest system, yet these are incredibly complex to design, and often overwhelming to more casual players.

The third is the emergent narrative, Civilization, Warhammer, Fallout 3 etc. Design the world, litter it with details of a living, breathing ecosystem, like audiotapes, lost logs, pedestrians you can mug, cars to steal. It’s the backbone of a well-designed sandbox game such as Grand Theft Auto, (before they railroad you down the linear plot). The writers and designers create a world and all its ancillary information so players can make up their own stories, and go on their own adventures, discover the worlds little secrets.

This is what we’re trying to do, more or less.

Some of the real story that derives from Battle Stations comes from the players themselves, who their captains are, what sort of feud is going on between the clans, which famous captain is flying high in the skies of Sios this week. We want to build on that. Obviously, a static quest system will not be the best way to involve players in the game world. That’s why we have a Renaissance.

We’ll be launching Battle Stations: Renaissance sometime alongside Chapter 1 of the quest updates. Renaissance is essentially a wiki format for all things Battle Stations, including Siosian history, Prominent player characters, personal character stories, etc. One of the main features is for fan contribution, whether in terms of fan fiction, or creating a short story we can fold into our flexible quest system. The idea is that if there’s a particular bit of story there, something we can spin several quests out of, we’ll look at being to produce it with what resources we have in-house, and you’ll see it in the quests sooner or later.

We’re trying to build a world for you guys to play in here, but where others can visit.

Overhaul of the CW system

December 9th, 2009 Leonard Lin 7 comments

We’re going to remove the 24 hour cooldown system and replace it with a clan war (rez) token system:

Token system:

  • Clans can salvage their fort as long as they have a token. Let’s call them rez tokens (rez = Resurrect, a Tron reference)
  • Each clan will get a rez token everyday so you don’t have to rez exactly after 24 hours just to maximize your clan warring (< that’s definitely an improvement)
  • You can’t keep more than 1 rez token, spend it or lose it when the next one comes in
  • If your fort was just sunk you have to wait 30 mins before you can use a token to rez
  • On weekends clans will get tokens every 5 hours (current system has a 5 hour cooldown on weekends)
  • Weekend auto-rez will remain

“Scheduled” CW system (this may come in later or not at all):

  • Every clan must pick a preferred time slot (1 hour)
  • You can change the timeslot once a week
  • When you rez your clan fort you will also rez any other clan if it’s their preferred timeslot (though only 15 minutes later and the clan will get a notification).
  • if a clan has already been rezzed once through this method it will not be rezzed; 24 hour cooldown

I’ll make updates to this post if we decide to change anything.

Categories: Clan Wars, battle stations Tags:

Possible +1 AP regen for those with a 2nd class

December 8th, 2009 Leonard Lin 9 comments

It’s a proposal I put forth to the Tyler Senate. More details as soon as we trash this out (if we keep doling out +1s we might need to revise Ocho package prices = moar rebates??!).

We may also award another +1 AP regen for something else depending on our objectives (*update: I just had the idea that everyone gets +1 if BS has more than 1M MAU. that’s not against FB rules. :P ). If so that would make the AP regeneration rate 1 every 4.6 minutes on weekends and every 6 minutes on weekdays.

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