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...and So It Begins!

#1 User is offline   Supreme Cmdr 

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Post icon  Posted 15 October 2009 - 08:05 AM

Today the temporary teaser site for Galactic Command Online went live. It contains some media as well as an extensive Q/A document which we will update over the coming months. If there are any questions that you would like addressed in that Q/A, please post them here for further discussion.
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#2 User is offline   Badman 

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Posted 15 October 2009 - 08:17 AM

Yeah baby, just what the doctor ordered, AAW engine bolted to updated universe engines .......

Awesome SC!!!!!

P.S. May I please be involved in some phase of the testing?? ................

EDIT: Ah ... just finished reading the site and see that you're initially focusing on NA; I'm in ASPAC .... hmmmmm, I have 30+ years in I.T. .... hmmmm, hosting ..... hmmmm
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#3 User is offline   Supreme Cmdr 

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Posted 15 October 2009 - 08:17 AM

Focusing on North America simply means that we're not doing any localization to foreign languages or setting up servers outside of North America.
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#4 User is offline   Badman 

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Posted 15 October 2009 - 08:23 AM

Thanks for the clarification SC.

And if lag, due to massive popularity :-), ever becomes an issue ................ Server down-under, and call it GCOZ (lol).
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#5 User is offline   Supreme Cmdr 

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Posted 15 October 2009 - 08:28 AM

I'm sure that we'll have local operators in English speaking countries. So thats not an issue atm.
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#6 User is offline   Supreme Cmdr 

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Posted 15 October 2009 - 12:32 PM

The FAQ was updated with a missing link only just discovered in the "WILL I EXIST IN FIRST PERSON INSIDE A CAPITAL SHIP?" section. You might want to go and read that section again. :jam_on:
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#7 User is offline   Kalshion 

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Posted 15 October 2009 - 12:44 PM

Darn ya SC! :P

Now I've gone and pee'd for glee over this news. Of course, reading that we don't get carriers as fly-able assets just eradicated some of my plans.... oh well, I'm still looking forward to this game regardless. This is what I've been waiting for seven long years to hear and you've made this fleet leader very very happy :D

Hmm... GC-Online.... :jam_on:
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#8 User is offline   Supreme Cmdr 

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Posted 15 October 2009 - 01:30 PM

The decision regarding carriers - though reversible - was a very difficult one to make. Those of you who have played our games I'm sure understand the reasoning behind it. Particularly as it relates to asset handling. e.g. most carriers can have up to 16 fighters on-board. Imagine folks with carriers, all unleashing NPC controlled fighters and imagine the mayhem.

I'm sure that through gamebalancing, experimentation etc it can be worked out, but until then there aren't going to be any user playable carriers in the game. Even if there are, they will be treated as stations, bases etc - in that you can only purchase them rather being able to have one by way of XP and such.
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#9 User is offline   Kalshion 

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Posted 15 October 2009 - 03:09 PM

Yea, I can see that. All those fighters flying around would cause quite a strain on the server, not to mention people's computers and their graphic cards trying to render all those fighters, weapons discharges, capital ships firing... oh man... almost an instant server halt right there.

So yea, it's understandable.

In relation to NPCs, what kind of NPC's will we see here? I know you mentioned traders and such so that I can see, but what about NPC military/police patrols?
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#10 User is offline   Supreme Cmdr 

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Posted 16 October 2009 - 08:06 AM

View PostKalshion, on Oct 15 2009, 04:09 PM, said:

In relation to NPCs, what kind of NPC's will we see here? I know you mentioned traders and such so that I can see, but what about NPC military/police patrols?


- NPC traders: they move all over the galaxy, between stations, bases etc - and you can trade (buy/sell) with them.

- NPC police patrols are all over the galaxy. Their main task remains the same: to engage and destroy offenders/griefers regardless of race/caste.

- NPC military will only be found in sectors where there is a space station. Their primary role is to defend that sector and station.
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#11 User is offline   Space 

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Posted 16 October 2009 - 09:31 AM

How many people are working on GCO ?
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#12 User is offline   Supreme Cmdr 

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Posted 16 October 2009 - 10:37 AM

View PostSpace, on Oct 16 2009, 09:31 AM, said:

How many people are working on GCO ?


Why does that matter and what has it got to do with this thread?
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#13 User is offline   Space 

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Posted 16 October 2009 - 10:56 AM

View PostSupreme Cmdr, on Oct 16 2009, 05:37 PM, said:

Why does that matter and what has it got to do with this thread?


Oh, I just wanted to know what can I expect from this mmo. I really liked GC (and the complexity of it), so with knowing the number of people working on GCO, I could probably guess the outcome (and the fact that you will spend around a year or so in development). Since this is the only opened thread in this subforum I decided to post here. Sorry if I made a mistake.
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#14 User is offline   Supreme Cmdr 

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Posted 16 October 2009 - 12:19 PM

View PostSpace, on Oct 16 2009, 11:56 AM, said:

Oh, I just wanted to know what can I expect from this mmo. I really liked GC (and the complexity of it), so with knowing the number of people working on GCO, I could probably guess the outcome (and the fact that you will spend around a year or so in development). Since this is the only opened thread in this subforum I decided to post here. Sorry if I made a mistake.


Understood. But the fact is that the number of people working on any game is irrelevant for the most part. You can have one person make a good game and have 100+ people make a terrible game.

Anyway, if you go back to the FAQ and scroll to the very end, the "HOW CAN YOU ROLL OUT AN MMO IN A LITTLE OVER A YEAR?" answers your question I think.
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#15 User is offline   Space 

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Posted 16 October 2009 - 12:35 PM

View PostSupreme Cmdr, on Oct 16 2009, 07:19 PM, said:

Understood. But the fact is that the number of people working on any game is irrelevant for the most part. You can have one person make a good game and have 100+ people make a terrible game.

Anyway, if you go back to the FAQ and scroll to the very end, the "HOW CAN YOU ROLL OUT AN MMO IN A LITTLE OVER A YEAR?" answers your question I think.



Yea, that's it! Thanks :jam_on:
Can't wait first gameplay videos.
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#16 User is offline   Eclipse 

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Posted 18 October 2009 - 12:49 PM

looks pretty cool. Brings back fond memories of UC and BCM
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#17 User is offline   DennyMala 

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Posted 19 October 2009 - 01:38 AM

I'm really looking forward to it. :thumbs:
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#18 User is offline   canshow 

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Posted 19 October 2009 - 06:09 AM

I know youre still working on it SC.

But what would be (or planned) requirements be? Just a fast connection and a decent computer? Or would there be customizable graphics from like UCCE 1.4 (Minimum) to UCCE 2.0 (maximum)?

Its not in the FAQ so i just bothered to ask before someone else.
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#19 User is offline   Supreme Cmdr 

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Posted 19 October 2009 - 06:17 AM

It is too early to talk about any system requirements, but they will be about the same (or higher) as for AAW/AOA. If you can't run either of those two games, you can't run GCO either.

Plus in 2010-11, you better have a rig capable of running a 2008-09 game.

As always, I have no particular interest in the lowest common denominator. People who are going to be attracted to this sort of game should already have a capable system for running it.
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#20 User is offline   Badman 

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Posted 19 October 2009 - 07:27 AM

I would rather have a good system than a good car .........

P.S. Before you smack me SC I know this thread is not about computers but GCO ........ so my point is that I would build a system just for it :-)))))
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