Astro Galaxy - a realistic space exploration game
  September 28, 2020, 12:14:06 PM *
Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length
News:
 
   Home   Help Search Members Login Register  
Pages: [1] 2 3 ... 10
 1 
 on: September 27, 2020, 11:38:33 AM 
Started by Capernick - Last post by caker18
Just wanted to expand on the issue of the economics of the game breaking down when you have been playing for a long time.

Most of the elements we can spend QP on (VIP, officers, stabilisers, etc) are affordable from in-game income or AP exchange.

The main area where it would be tempting to spend real money would be to increase build speed. However, unlike the things mentioned above, that is way too expensive.

As an extreme example, say I have a ship that is about to complete 48x AES-7000. That’s a lot of investment – 14 months’ build time on top of nearly $11 billion of in-game income.

£11 billion has taken a long time to accumulate, but if I want to speed up production, I have to swap QP for AP at 1:1 exchange and pay 1AP per hour build time reduced. That would cost me over half a million QP to get all those modules built straight away.

If I paid cash for that, at $100 for 1250QP, I’d have to invest over $40,000. I could buy AG for that.

If there were an option to pay 10 or 20QP to complete any unit, then it might be attractive for me to pay a bit of cash to save the months of build time – and it opens the game up to getting income from long-term players (and there are a high proportion of those).


Herod makes a fair point. Perhaps something like 1AP > 50% > 25% > 12.5%> etc until 96 hours, when 1AP then equals 1hour, or when 1AP<1hr according to the first plan, in which case it also defaults to 1AP>1hr

 2 
 on: September 27, 2020, 07:25:08 AM 
Started by Capernick - Last post by Herod
Just wanted to expand on the issue of the economics of the game breaking down when you have been playing for a long time.

Most of the elements we can spend QP on (VIP, officers, stabilisers, etc) are affordable from in-game income or AP exchange.

The main area where it would be tempting to spend real money would be to increase build speed. However, unlike the things mentioned above, that is way too expensive.

As an extreme example, say I have a ship that is about to complete 48x AES-7000. That’s a lot of investment – 14 months’ build time on top of nearly $11 billion of in-game income.

£11 billion has taken a long time to accumulate, but if I want to speed up production, I have to swap QP for AP at 1:1 exchange and pay 1AP per hour build time reduced. That would cost me over half a million QP to get all those modules built straight away.

If I paid cash for that, at $100 for 1250QP, I’d have to invest over $40,000. I could buy AG for that.

If there were an option to pay 10 or 20QP to complete any unit, then it might be attractive for me to pay a bit of cash to save the months of build time – and it opens the game up to getting income from long-term players (and there are a high proportion of those).

 3 
 on: September 27, 2020, 05:50:27 AM 
Started by Capernick - Last post by Herod
I wouldn't want to be dismissive of anyone who wants to improve the game, but I think there are a couple of issues to consider:

1. I think you're being asked to pay far too much. I wouldn't advise paying more than 3x annual income. Have no idea what revenue AG generated last year, but I'd be surprised if it were over $13,000, given how few players there are.
2. The game is not set up for revenue generation. Once a player reaches a certain level, in-game income can be so high that it is easy to buy all required QP from solars and there's no incentive to put money into the game. I suspect more revenue would be generated if players received 10x the amount of QP per dollar – that would at least give beginners and intermediate players a big enough boost to be worth the investment.

Also, if your purchase were successful, there are lessons that can be learnt from the last attempt. For example, agree and rigorously UAT test each proposed change thoroughly before implementation. Last time, I spent about three weeks thoroughly testing the second instance, but far too many changes were made at the same time and every change affected so many other areas that, not unexpectedly, the gameplay fell apart. Go slowly, one change at a time, with plenty of opportunity for experienced players to advise on the possible negative side-effects prior to development, then thorough testing in the test environment before implementation.

 4 
 on: September 27, 2020, 04:19:40 AM 
Started by Capernick - Last post by NoBrain
I wish you luck Capernick..  12

I'm not going to use any more money or develop time on AG...  and I can't understand why this is up again under a year after last freud..

Last time I used $110 of real money and got nothing.. (We got a new instance orion, ment for testing of new improvement for real AG) I used a total 5 days programing time without any improvement getting to real AG..

Sir Emi is really getting funds for nothing.. you want to invest $45K on a game, without any development for the last 5 years (Oct 30, 2015)

You know, active players are around 100 and that is including alts..
Players: 85 (Power change in last 30 days)
Players: 146 (Power change in last 180 days).

 5 
 on: September 21, 2020, 08:16:25 PM 
Started by Capernick - Last post by Madden
Whats the possibility of you investing all the 45000 usd yourself and taking full ownership of shares?

Because I really doubt anyone's gonna pay 300 USD

 6 
 on: September 20, 2020, 01:05:02 PM 
Started by Gildavinor - Last post by Gildavinor
I wanted to bump this up as it is becoming relevant again. This still reflects SPQNR policy. Anyone poaching marked deposits will be dealt with accordingly.

 7 
 on: September 20, 2020, 12:35:09 PM 
Started by Capernick - Last post by Capernick
there's paperwork and documentation you know...

Says you...

Certainly. Being a banker (more specifically, an investment banker), I have a plethora of experience in this area. Furthermore, these are legal documents that can be held to account.

 8 
 on: September 20, 2020, 12:31:06 PM 
Started by Capernick - Last post by Capernick
I think you'll find most players here to adopt a "once bitten - twice shy" outlook to investing in this venture. However, if you are really serious I need some more information before I invest any real money, let me see your business plan:

1. How are you planning to market the game to draw in new players?
I intend to market Astro-Galaxy through Google and Facebook ads, potentially even through Youtube (Google component) ads. Furthermore, I intend to implement an incremental referral-to-QP scheme where users can refer others, for QP rewards; i.e. one referral gets 5QP, when they reach 50,000 power rating, another 5QP, 100,000, 10QP, etc etc.

2. What kind of improvements are you making? (be exact here ... new hardware?, Software upgrades? game improvements?).
Excellent question. I have a number of goals in mind - primarily, however, game improvements. From what I can tell, software and hardware have been holding on for a decent while, so I can hold off on those updates for a good amount of time.

I primarily expect game improvements to happen, in the following priority listed below:
1. Improving and updating the Academy to a more user-friendly format. Often, many new players are turned away by the huge vomiting of text that is the SEA. I intend to change/update the Academy with such user-friendly features as UI overlays to make the 20step process easier to comprehend.

2. Expanding the alien sector/other sectors. I intend to add more alien-cluster mountable modules in addition to the Death-Ray, such as an Alien Shield (+150% defense against personnel, 65,000 shield at Mk1) - though this will require player input. I also want to add more clusters into the game, such as a second "human" sector and later a second "alien" sector - the former possibly having a "central marketplace" similar to Sol at the center, plus star decay protection for the first ring... giving new players a slightly more even playing advantage.

3. Long overdue UI updates. I want to minimize the amount of text players face, by changing some of the game mechanics, such as battles, to a more interactive Adobe Flash-style layout. Possible additional enhancements include user-designed strategies, like choosing which weapon to strike with, and changing specific weapon strike strategies mid-battle. Of course, for obvious victories, there will be a "quick resolve" option to avoid the hassle - this new battle mechanic system should only be used for particularly tough or even battles.

EDIT: There should also be free station price fixing, and the ability to sell even more products, minerals (vs 15 cap), even POWs (human triafficking? Opps) and modules at stations, facilitating free-market trade.



3. Who are your developers? (Their resumes? experience?).
I am currently looking for developers, primarily from current players who are already well versed with the game dynamics and structure.

4. How soon/often can we expect game updates? Can you set up a ZOOM meeting with you and the developers so that potential investors can ask questions and provide feedback?
When we can locate developers, we can most certainly set up a Zoom meeting with the devs and I. Furthermore, I expect the first, Academy-related update to begin rolling out three to four months after the beginning. Successive updates will occur between three to nine months thereafter, depending on the size of the update and the time required to program/test the updates.

I'm anxiously waiting a reply.

Please note though, I am a busy person (a banker and financial analyst, as I said before), so I will check with developers only once a month or so. As a result, I expect to have a "Contact Staff" option where players can individually request status updates and suggest ideas. Furthermore, I expect our developers to publish "teasers" in the News, so players know what is coming up.

 9 
 on: September 20, 2020, 09:22:27 AM 
Started by Capernick - Last post by sargas
 coffee1

 10 
 on: September 19, 2020, 08:27:59 AM 
Started by Capernick - Last post by RegnadKcin
there's paperwork and documentation you know...

Says you...

Pages: [1] 2 3 ... 10
Powered by MySQL Powered by PHP Powered by SMF 1.1.21 | SMF © 2015, Simple Machines Valid XHTML 1.0! Valid CSS!