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Elite sequel to be Kickstarted 
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While you are waiting, seek out Oolite - an one source Elite implementation which is really rather nice.

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Wed Nov 07, 2012 10:59 pm
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There's a dev diary update video on the KickStarter now!

Looks fricking awesome!

http://www.kickstarter.com/projects/146 ... s?ref=live

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Mon Nov 26, 2012 4:20 pm
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Multiplayer :P

Might be lonely though as if it has 1 billion star systems then once you get out beyond the rim you might not see any human players.

Still needs £600k of funding - anyone got £600k lying around?

Fingers crossed this finally gets made.

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Mon Nov 26, 2012 8:00 pm
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JohnSheridan wrote:
Multiplayer :P

Might be lonely though as if it has 1 billion star systems then once you get out beyond the rim you might not see any human players.


There was a game being developed for the Archimedes that took this idea and ran with it. The game was set in real time, or as close to as tolerable, and the idea was that as you played the game, so things moved. If you set off on a 10 lightyear journey, you had to navigate to where the target would be when you arrived. And, yes, if you didn’t play the game for a month, your ship’s location would be calculated for that period, and if you happened into a star, the that was it. Game over. Basically, you had to park carefully ;-)

Sadly, though, the game never got past a demo as the developer was killed in a motorcycle accident.

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your posts are just combo chains of funny win

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Tue Nov 27, 2012 10:43 pm
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JohnSheridan wrote:
Multiplayer :P

Might be lonely though as if it has 1 billion star systems then once you get out beyond the rim you might not see any human players.

Still needs £600k of funding - anyone got £600k lying around?

Fingers crossed this finally gets made.

Let me look in my sock draw.

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Tue Nov 27, 2012 11:20 pm
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paulzolo wrote:
JohnSheridan wrote:
Multiplayer :P

Might be lonely though as if it has 1 billion star systems then once you get out beyond the rim you might not see any human players.


There was a game being developed for the Archimedes that took this idea and ran with it. The game was set in real time, or as close to as tolerable, and the idea was that as you played the game, so things moved. If you set off on a 10 lightyear journey, you had to navigate to where the target would be when you arrived. And, yes, if you didn’t play the game for a month, your ship’s location would be calculated for that period, and if you happened into a star, the that was it. Game over. Basically, you had to park carefully ;-)

Sadly, though, the game never got past a demo as the developer was killed in a motorcycle accident.

Sounds a lot like eve online.

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Wed Nov 28, 2012 12:07 am
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Sadly, I have little more information on that game - unless I dig out my copies of RISC User and try to locate references to it.

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Wed Nov 28, 2012 10:21 am
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Quote:
We will probably allow the supplemental purchase of Credits with real money, for those who want to accelerate their progress through the game.

Well that takes the fun out rather...

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Wed Nov 28, 2012 1:48 pm
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I really try to avoid games with this kind of strategy. If you want me to get your game on iOS, the best thing you can do is charge a fair price for it, rather than impair progress in this way.

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Wed Nov 28, 2012 2:58 pm
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paulzolo wrote:
I really try to avoid games with this kind of strategy. If you want me to get your game on iOS, the best thing you can do is charge a fair price for it, rather than impair progress in this way.

You will still get people willing to buy rare parts or ships off eBay or some other way.

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Wed Nov 28, 2012 4:20 pm
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Amnesia10 wrote:
paulzolo wrote:
I really try to avoid games with this kind of strategy. If you want me to get your game on iOS, the best thing you can do is charge a fair price for it, rather than impair progress in this way.

You will still get people willing to buy rare parts or ships off eBay or some other way.

It would be retry cool if you could get a 3D print of your ship, with any customisations included.

This is all assuming that they release it on a platform I own.

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Wed Nov 28, 2012 5:40 pm
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paulzolo wrote:
Amnesia10 wrote:
paulzolo wrote:
I really try to avoid games with this kind of strategy. If you want me to get your game on iOS, the best thing you can do is charge a fair price for it, rather than impair progress in this way.

You will still get people willing to buy rare parts or ships off eBay or some other way.

It would be retry cool if you could get a 3D print of your ship, with any customisations included.

This is all assuming that they release it on a platform I own.

That could be easily provided at some point. Maybe someone will develop an app that can read your game file and print such an ship or output a print file to do that.

For me there are two issues, one you mentioned, that they release it on a platform I own, preferably OSX and two, I want a single player version as I am not interested in multiplayer games.

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Wed Nov 28, 2012 6:16 pm
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Amnesia10 wrote:
I want a single player version as I am not interested in multiplayer games.

There will definitely be a single player mode - he says so on the website.

When it will come to Linux and OSX depends on funding. They know that Windows will sell by far the most, so they have to do that first. There were quite a few questions about a RISC OS version too, but it certainly won't be the first version released!

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Thu Nov 29, 2012 1:48 pm
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JJW009 wrote:
Amnesia10 wrote:
I want a single player version as I am not interested in multiplayer games.

There will definitely be a single player mode - he says so on the website.

When it will come to Linux and OSX depends on funding. They know that Windows will sell by far the most, so they have to do that first. There were quite a few questions about a RISC OS version too, but it certainly won't be the first version released!

Well I will definitely try a Single user OSX version. Just a long wait now.

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Thu Nov 29, 2012 10:27 pm
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they have announced if they get to 1.4million they will release a Mac version three months after the PC version

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