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Sorcerer King 5.4 beta update released. Bug fixes, UI improvements,and Balance tweaks: http://bit.ly/1UsKadB
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Offworld Trading Company Beta 4 released! Black Market improvements, matchmaking system, and much more: http://bit.ly/1SwAdcV
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Sorcerer King 5.3 beta update released. Expanded Rival Faction system, improved Skill Trees, Sovereign specific interactions, various improvements and fixes: http://bit.ly/1ftuyX3
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Ashes of the Singularity Founder’s Alpha is now available. Play the massive scale RTS early and get lifetime access to all future DLC content and expansions at:www.ashesofthesingularity.com
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Steam Flash sale -- Sins of a Solar Empire: Rebellion is 75% off! bit.ly/SinsReb_Steam
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Stardock is showcasing Ashes of the Singularity with @AMD during its New Era of PC Gaming live stream at 9:00 AM PDT on 6/16/2015 watch it at: www.twitch.tv/stardock
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Sorcerer King launching on 7/16! Learn more at: http://bit.ly/1C5uMOw
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Servo Beta 2 released! New mix and match weapons, new Juggernaut Servo, new reward and level system for leveling and gearing up faster, and various bug fixes and improvements: http://bit.ly/1ITBczA
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Steam Summer Sale - GalCiv III is 10% off! http://bit.ly/GCIII_on_Steam
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Steam Daily Deal: Offworld Trading Company for 50% off - just $20! http://bit.ly/OTC_on_Steam
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Stardock is showcasing Ashes of the Singularity with @AMD during its New Era of PC Gaming live stream today at 9:00 AM PDT watch it at: www.twitch.tv/stardock
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:) ok, another dream in progress, great stuff. Now the fun part(which probably belongs to the forums ;P):
1. are the meta units aware of the terrain, or this goes to player? On the screenshots there is a 3D terrain features, which(considering the ambitious tactical design of the combat) may create unique RTS.
2. Are you considering multiple weapon type(a reference to GalCiv). An energy weapon may be very accurate but at the same time it lacks ballistics. Adding versatility there will allow the players a freedom I haven't seen in any RTS so far. Missile weapons may also be dependent of terrain and/or guidance scramblers. If you consider the lock property where a small fast unit highlights the target and the heavy launcher just performs the attacks new gameplay options will be opened. 
3. capturing units. Given the fantasy behind the game all units are remotely controlled. Given the latter it would be cool to add a second layer into the game- the computer vs computer battle. It may be designed around emitters - basically seed similar buildings/units that are positioned around the map. Those may be linked in a communication system designed by the player(imagine firewalls, gateways, sandboxes). Those types of units will allow on-field interaction with all units in the area. The player will need such unit to grant that his army responds to its commands. Additionally such unit may try to detect the carrier frequencies(for example) at which the enemy is broadcasting and try to infiltrate-open channel to its network. Since an open channel works two way you may attack but may also be attacked. You may develop upload attacks and defend against attacks. I imagine you may deploy a network of seeds that can be upgraded with defensive or attacking modules. Now I suppose this can get a bit difficult for the players, if we consider a multiplayer game, you may have one combat officer and once cyber officer. To keep the unit mobility you may promote 'clones' that actually operate units autonomously- those however will have to perform pre-created programs, for example:
- seek and destroy(set priorities which types of units can and can not be attacked)
- explore (move across the map avoid detection, if detecting retreat)
- defensive patrol (monitor an area)
- offensive patrol (monitor an area if target attack based on permitted/denied targets)
- guard ( monitor an area if target call backups form a meta-unit/squad attack)
Those units may be assigned missions- once completed they will return to the controlled zone(covered from the mobile seed) and either select automatically new mission queued from the player for those types of units or wait for further instructions. 
Such units may be ranked also since they can get experience from the missions. In multiplayer (lets call it team mode) players may control such units, or even form a meta-unit/squad around them. The latter may require an unit upgrade with a module that allows the autonomous unit to act like a seed (carrier/command transmitter)
4. Upgrading units. I saw on the site that single units support multiple weapon systems performing different purposes. In how far have you considered component models there?
5. R&D background. Given the fantasy and the growing power of the player I suppose in campaign mode(or even a multiplayer career mode) some tech-advancements must be supported. New guns new propulsion systems, building upgrades etc.
6. From the screenshots I feel you neglected the fantasy a bit. The units are super cool(at least what I got as designs from the site) but the seed looks too mechanical. You can really stand up there. Of course it is the old Command center we are all familiar with, but with this fantasy- entanglement, meta-verse...a bit more work there will make the game stand apart from other titles in the genre. We all know that looks is super important for games.
7. On the two types of materials and the power supply. Really cool ideas, but I think you should use those a bit better- maybe each unit will have fuel cell and it must be loaded using the radio active materials. If done so it does not need refueling and delivers a nasty explosion when destroyed from enemy. Such unit may also have a self-destruct sequence :). A different option will be to use a battery charged from the power station. Such unit may run out of juice and remain on the battle field, get captured from enemy engineers and exploited:
- flash its memory and capture it completely
- dump the memory core and gain information about communication frequencies and command encryption codes.
- dump the list of the last send commands (not as plain text however, but as command sequences). The player must remember what was the unit doing and map the sequences to the actual commands. The latter can be abused as a source for injection attack, forcing units to attack allied units, to retreat, to move towards directions. A possible defense can be a module that constantly shuffles the encryption keys, but the remote units have to keep a set of those locally since a firmware update may not occur on the battle field - it can expose a master protocols and keys to the enemy that is actually listening.....the possibilities people are truly astonishing.
As the matter of fact considering the meta-unit model depending on the implementation you may have it already in place ;). 
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Steam Daily Deal: Pick up GalCiv III for 25% off! http://bit.ly/GCIII_on_Steam
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Stardock is a PC software company specializing in Windows experience software and PC games.