Set to debut in February 2008 is Ironclad's Sins of a Solar Empire, a blend of RTS and classic 4X turn-based gaming. Though quite some time off, the game is already in beta, due to the development team's decision to give the game as much exposure as possible. To perpetuate this decision,
I was recently given the opportunity to talk with Blair Fraser, the game's producer, as well as Brian Clair, Stardock's director of publishing, to learn a bit about the game.
Shack: Some players gain an advantage through luck rather than skill. Is there anything to offset the luck advantage?
Blair Fraser: The bounty system isn't all that functional in the current beta, because it's missing some key components and some balancing, but I'd like to give you an overview of how it's going to function. One of the things that used to really frustrate us in multiplayer games, or even more so in single-player, is when there's a pirate, somebody who's ruling the galaxy, and the only way guys could possibly beat him--because he's just so powerful--is to cooperate. But, when you're online, or playing with the A.I., it's really difficult to communicate sometimes.
We use a mechanism that will try to harness people's greed to force cooperation. You put money on someone, and everyone else can contribute to the pool. When people take out that player, they get a portion of the pool in their own income. So if I blow up the guy's capital ship, maybe I get one thousand credits. If I blow up his trade ships, maybe I get one hundred credits or something. One of the really neat things is, when you place a bounty on someone, it's completely anonymous. So you could be allied with a guy, you've got a trade network with him, you're making a ton of money off this trade network, but guess what you're doing with the money? You're putting a bounty on him.
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