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Istvan's Update:
The View from DEEP Space

Implementation is well under way for the core portions of the faction conflict system. Since I've been giving attention to descriptions of those systems in my recent columns, as well as in the official forums, I want to offer a taste of future items on the development agenda. As always, I'm in no position to make representations about when things will be implemented. Numerous concerns, incidents, and other needs of the project can detract from the time available for getting new features into the game, making it nearly impossible to estimate a timeline for any new material. However, new material is the one tool available to me as developer for improving the chances of the game's continued survival, so that's where I try to focus my time.

Remaining warfare items: Territorial Contests and Privateering are key parts of the complete conflict system design, and will be my top priority after patch 1.0109 is released. Territorial Contests will be a "game-within-the-game" to focus fleet battles on border areas and add objectives to the faction struggles. Privateering will be a system to allow pilots to fly for other factions in "foreign
The HST Deep Field photo took the "long view" by focusing on infinity, revealing ancient light from distant galaxies.  Some say that CIA edited this picture to remove jumpgates that were revealed in the original photo. service", a vital capability to prevent boredom when your own faction is at peace, or just at peace with the people you want to shoot.

Economy: When all the warfare work is complete, I will have spent many months having set aside other very important parts of the game. There are many economic enhancements I'd like to make, up to and including a massive revision of the commodity lists. Such a revision would have extensive effects throughout the game code, but could go a long way to solve the problem of bottlenecks in the mining and manufacturing processes. The Jumpgate economy has been made player-dependent, but operationally it's still not player-centered enough. I expect that reconstructing the economy to become more player-driven will improve gameplay for everyone, not just the haulers and miners. Furthermore, another of my long-term objectives is to try to make the Jumpgate economy business-friendly. I think it should be possible for players to operate in-game businesses of several sorts, with reasonable expectation of profit. The logical focus for this kind of operation would be the POS, which almost certainly means revisions and upgrades to the existing POS code, as well as a number of major bugfixes. I probably won't start with massive changes, but I'll welcome any chance to spend more time trying to make the Jumpgate economy more dynamic, and player-centric.

Conflux: Plans for improvements to the conflux AI have been in the works for more than a year, and I admit personal frustration that they weren't further along when I decided I had to switch focus to the warfare material. The conflux have always been a pretty simplistic AI enemy, but the means exist to make the conflux more sophisticated and more of a challenge on both an individual and a collective basis. Some proof-of-concept work has already been tried for a number of planned conflux changes, and I urgently need to carry those tasks to completion. One interesting project on the mid-term agenda sits right on the border between economy work and conflux work, being a new option for resource-gathering in conflux space. This project might prove to be the best solution to one of our economic problems while simultaneously adding a new, fun type of gameplay, so I hope to have time to explore it as soon as possible.

Squads: Jumpgate's squad system was something of a novelty in 2000, but it has long been surpassed by many other games' full-featured guild systems. Due to past problems with our website infrastructure, we've even lost some basic capabilities we once had. A massive revision to the Jumpgate squad system, involving bringing all squad-related functions into the game code instead of relying on a web-based interface, is vitally necessary. I would prefer not to let the game limp along much longer without tackling this important, but onerous task.

Graphics: Nearly everyone would agree that Jumpgate requires updated graphics to survive. A few minor steps have been taken in the past, and as a distraction from all my other work I've been intermittently researching what's needed to make Jumpgate capable of using more modern methods and better effects. I hope to have time to try some improvements later this year. Aside from modernizing the engine itself, there are items in my to-do list specifically about adding eye candy to improve the look of the game, to draw more players. This can generally be done just by adding assets, but that requires corralling an idle NetDevil artist. With the extremely demanding workload from Auto Assault still facing the rest of the company, chances to do that are very rare. However, work on the engine will pay long-term dividends even if I can't arrange art time in the near term.

Bigger Objectives: Yet another area of the game I badly want to address is the concept of the Reconstruction itself. The backstory of the game has moved away from TRI being like a "United Nations of the factions" and toward TRI being a major corporation among many. However, the idea of the Reconstruction itself continues, and aside from faction missions to build buildings, there hasn't ever been much tangible evidence of the Reconstruction in the game. Given the time and opportunity, I mean to change that, even to the point of putting critical Reconstruction activities directly in the hands of the players, as much as possible. When was the last time somebody built a gate to a new sector, for example? Creating ways for players to alter the game environment through their actions is the theme that links nearly all my gameplay goals together, and it's perhaps the loftiest goal I aspire to as a designer. A game where the players can't affect the environment isn't really worth playing, in my opinion. Why be a witness to change when you should be able to participate? I think this is the direction all future online games need to go, and even though Jumpgate released long ago, there's absolutely no reason it can't be a place where these tantalizing possibilities are tested.

We all wish progress on Jumpgate were happening at a faster rate. I probably want faster progress more than anyone else, if only because the more stuff we need that I can get out of the way now, the more of the difficult, long-term projects I can try out. Given enough time, everything I've outlined above can be accomplished, along with many more, smaller projects. The combined result should take Jumpgate to a very interesting place.

There have been times since release when plans for future development on Jumpgate were pretty aimless. This is not one of those times.

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