One challenge with the old build of the game was instantiating ‘new stars’ for a new player to call home when joining the game. As a designer, you want them to have a little bit of a platform from which they can step up and take on the other players who have been playing a while, and have expanded out among the stars. But how to do that in a way that seems even remotely fair? The first time around, I used an algorithm to choose where the new player’s star would be placed, called the Archimedes Spiral. It took as input the number of previously-registered players, and made a somewhat galaxy-shaped spiral, expanding outward from a ‘galactic center’. But issues arose when it became more and more apparent that the stars were too close together, and there weren’t a lot of “other places” for a player to check out that weren’t already someone else’s homeworld. I could have tuned parameters of the spiral, but ultimately, the new stars were always appearing in a predictable pattern, so an experienced player could camp the end of the spiral arm with a Shipyard or a few heavy warships and make a quick PK on a new player as soon as they joined.
Mostly, I’m attempting to make the first pass at development a 1:1 replacement Ruby for Python and Rails for Django, but this was one area that I knew would be a problem as soon as beta testing began, so I chose to take on the challenge of re-imagining this as I rebuilt the new onboarding path.
This is an issue that has been gnawing at me ever since I put this game away 10 years ago (probably second-only to concocting ways of ‘rubber banding’ the exponential growth advantage of players who joined before you), so I had some ideas on how I might approach it.
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