TheBlack Fleet Crisis pointed out the weakness of relying only on smaller, compact warships. Following the conflict, design teams at Mon Calamari went to work on a concept that would become the largest battleship ever constructed at the Mon Calamari Shipyards, the Viscount-class Star Defender.[1]
It was envisioned that ships of this kind would help safeguard the New Republic, defend it against larger threats like the Imperial Remnant's Star Destroyers.[1] Because of the more benign purpose of the class, the ship-type was designated "Star Defender", to contrast the use of historically burdened terms like "Star Destroyer."
The first vessel commissioned was the lead ship of the class, Viscount.[1] During its construction, the face of galactic politics changed, with the formal end of the Galactic Civil War in 19 ABY and a gradual return to Galactic Republic-style infighting. Finally completed and commissioned in 25 ABY, Viscount went on its maiden voyage only weeks before the start of a galactic conflict that would see it put to good use, the Yuuzhan Vong War.[2]
As the war progressed, other Star Defenders joined the fleet, like the Corellian-designed Strident-class.[3] Following the war, many Stridents were gathered for Corellia's personal defense and would see action again, during the Second Galactic Civil War.[4]
At some point following the Second Galactic Civil War, heavy warships like the Star Defenders and Star Dreadnoughts were phased out of service, citing the expenses in operating the various designs.[5]
Works best in webkit browsers, not perfectly though (Chrome tends to rarely apply random turns in fullscreen that make no sense), looks like it is rather unplayable in Firefox (mouse events ignored? Also no pixelated version of canvas display).
Worlds & most of the colors are generated randomly, matches are endless and it works best in webkit-like browsers (for some of them like Opera - UDP needs to be enabled in browser settings). Keep in mind that once you press Quick Play - you can be connected to other players, directly.
Well...
In terms of personal popularity as a developer:
- Re-make a classic game which is loved by everyone and make video about it where you describe how you did that using your real voice.
- Try to make web games until you have audience. Players won't really trust your .exe files.
- Most streamers/video making people do not really care if your game will succeed, unless you make a deeply integrated fan game into their community, but you'll probably won't be able to make many of these.
- Piracy kind of makes games popular in unexpected regions. I feel like game developers should consider trying adding their support credentials at credits screens.
- In modern age it is kind of important to appear frequently. Your audience might overwrite memory of you with literally everything else.
In terms of revenue:
- Don't be afraid to ask for support/donations/payments early. If you'll happen to release a big project that is fueled on altruism - in about 10 years you'll not be able to convert it into revenue.
- You can validate your risky decisions by making polls. Most of the time audience thinks exactly how you do. Though I believe there can also be audiences that would prefer you to not ask the community, I guess it depends.
In terms of game quality:
- Quality is kind of overrated, especially in projects you are uncertain whether they will become big.
- Demo games are pointless, make sure to release your games (make menus, finish story mode even if it is a multiplayer game).
- Be able to tell yourself why playing your game will dramatically change life of your player to the better. The more points you can name - the better.
- Make sure your game has something everyone always thought would be cool (but AAA game companies would see it as too risky) and just add it. It might be actually the only thing of high quality and polish in your game.
- Make it look simple at first glance.
- You kind of have to mix already popular game ideas, especially ones that are deeply in the culture and not the ones that players will probably forget in a few years. We are looking into something like Doom/Minecraft but not Among us, for example.
- Some old genres like strategy games can be reborn but I personally feel like they aren't popular because there is no entry-level strategy games. StarCraft/WarCraft were a really popular series of games but it might be solely because of Dune/C&C/RA, which were much simpler and suited more what I'd call an entry-level strategies. Racing genre probably also lacks an entry-level simpler yet still fun cart games, but I feel like younger people generally started to feel like cars are overrated.
- Playtesters give ideas. Being able to find people who can debate your ideas and directions is useful even if is kind of harsh - these can't be your friends or family, they are just too nice. Annoying other developers on developer forums into giving you a feedback can be kind of better.
- There is only one step between hater and fan. People like these are sort of easily obsessed with whatever. You can use their help but they can also demand features that make no sense for almost everyone else - it can be useful to know more about the way they live their daily lives. It can tell you more on what kind of audience these players might represent, then you decide whether it matters for you or not. These people can be kind of the first ones who will share info about your game, but I mean not the person that DMs you specifically - you'd have to please rather a group people with shared tastes. Also probably younger players because older people have much less connections.
- Players kind of don't know what they want. You might often know better if you are able to put yourself in their position, or try to remember your thoughts when you were at their age.
Amazing,great everything,but would it be possible to reset the map after some time in a match because it gets a bit harder to play when most of the map is destroyed but thats mostly a nickpick,but anyway all the mechanics are great and its really easy to pick up and play,this is a masterpiece.Well done. p.s. could you make the scroll wheel select weapons?
Unfortunately I feel like project isn't interesting to many people... I had plans to rewrite plenty of stuff in it mostly due to optimizations but I so far stick to my primary project (Plazma Burst 2.5/3) while occasionally revisiting Star Defenders 2D, which is a remake of a project from which Star Defenders 3D assets came from.
You can do what ever you want and whatever makes you happy,I really like this project but if you don't want to do it then don't do it its your choice and I will support it don't feel pressured to fix stuff for my sake do what you want to do,I really like this game and i'm happy with what it is now so don't feel as if you have to focus on this thanks!
yo this is so cool! Makes me wish it had themed maps similar to thing thing arena 3, as it's gameplay reminds me of a mix of that and a classic 90s arena shooter. Love how the arena slowly gets covered with blood over time as well lol. Wonder if the same effect can be accomplished with shell casings/spent mags? Seeing them litter the environment would be so neat. Again tho really great work definitely going to find myself coming back to this one often :)
Staff Sgt. Anthony Fields, 790th Missile Security Forces Squadron flight security controller, poses for a photo in front of a joint light tactical vehicle in the Peacekeeper High Bay on F.E. Warren Air Force Base, Wyoming, Dec. 14, 2023. The JLTV is a recent addition to the security forces vehicle fleet, and Fields and his fellow defenders must train with the vehicle as Airmen who routinely travel to the missile field. (U.S. Air Force photo by Airman 1st Class Mattison Cole)
Staff Sgt. Anthony Fields, 790th Missile Security Forces Squadron flight security controller, trains with fellow defenders on the new joint light tactical vehicle in the Peacekeeper High Bay on F.E. Warren Air Force Base, Wyoming, Dec. 14, 2023. The JLTV is a recent addition to the security forces vehicle fleet, and Fields and his fellow defenders must train with the vehicle as Airmen who routinely travel to the missile field. (U.S. Air Force photo by Airman 1st Class Mattison Cole)
Before joining the U.S. Air Force and serving a purpose greater than himself, Staff Sgt. Anthony Fields, 790th Missile Security Forces Squadron flight security controller, was perusing a much different passion: playing football.
During his time playing semi-pro, he got the opportunity to attend a football camp at Rutgers University in New Brunswick, New Jersey, also attended by National Football League scouts. Fields approached a scout with the New York Jets and after talking for a while, he was invited to their practice facility. From there, Fields began playing with the Jets camp team, or a secondary practice team, in his position as an outside linebacker.
Since joining, Fields has served at Minot Air Force Base, North Dakota, with the Tactical Response Force team and then at Fort Leonard Wood, Missouri, as a U.S. Army special reaction team instructor. Now, he is a flight security controller with 790 MSFS and trips out to the fields for a week at a time every three weeks. As an FSC, Fields ensures security in a portion of the 9,600 square mile missile field by dispatching security forces teams to check alarms, provide security for maintenance operations and to perform regular checks. Fields also checks each visitor's credentials and allows or denies their access onto the facility in his role as an FSC and communicates directly with the missileers in the capsule downstairs.
Today, Fields attributes his positive outlook toward helping Airmen and his neighbors, to his teachers, coaches and friends that he met at his school in New Jersey. They showed him a different way of life, one with care and concern for his well-being, from the rough living situation of his old neighborhood of Jamaica in Queens, New York City.
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