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Update: Cred Price Reduction, Boost Changes

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Post by X Wed Jun 06, 2012 8:07 pm

Greetings Pilots,

Moon Breakers is what we call “games as service” — we don’t put out a game, then take a few weeks of recovery time before starting work on the sequel. Instead we start small, then continually upgrade the game, balancing new features, visual polish, player requests and new content so that week after week the game gets better and better. We have a vision for Moon Breakers that builds on the current core gameplay, adding features like a persistent galactic map, clan “squadrons” with their own carriers, extensive ship customisation, new maps, new gametypes… and creates an epic experience that still allows players from anywhere in the world to jump into combat with just a few clicks. However, to do this we need to push and pull levers, make changes and experiment with the right balance between selling content and providing it for free.

We’ve had a lot of feedback from our community (and reviewers) that our Cred thresholds for unlocking ships is too high. To give you some background, while we are a very small team, the ongoing development of Moon Breakers (including paying the current staff, contractors, and all the myriad expenses of running an office) and the cost of running the servers requires we earn enough through players paying for content. Right now our population growing, but still small enough that that’s critical. On the other hand we want people to play and enjoy our game and to have a fair expectation of what they would be able to earn without having to slavishly devote their lives to playing Moon Breakers. Part of that for us is the concept of Boosts which strike a balance between lower-cost unlocks and the amount of time needed to invest in the game to unlock ships. Still, many of our players don’t realise that and see the high Cred cost per ship as a means of forcing them to pay money.

So… we’ve been having a lot of discussions about lowering the Cred costs for ships, while reducing the number of available Boosts and raising their He-3 prices to compensate. We think this will help address the demand for lower Cred prices and will allow those players who want to earn Cred faster to continue to do so, while (and this is still important) allowing us to keep a reasonable income to keep the game running for ALL players, as we have committed to do. So here’s what today’s update brings:

Boosts

We have reduced the number of Boosts to just three, one-day purchases : a 2x, 4x and 10x. This vastly simplifies the Boost system and moves some of our He-3 earnings from ships to Boosts
It’s important to note for anyone who has bought a boost of any type already, your boosts will still work and expire correctly. You should see your actual Boost multiplier at the end of each game
Your Boosts will now displayed in the Main Menu – any you have activated will show up as icons under the Boost bar (except “old school” boosts)
Cred Prices

We’ve dropped the prices on all of the ships, some pretty drastically
Cred thresholds for unlocking the “prestige” ships are still relatively high – because we want people to invest in them – but much lower than before
We’ll continue to adjust prices based on feedback and data we collect on how ships are selling but we hope this goes some way to increasing the investment rewards for playing Moon Breakers
As always, let us know what you think at userecho.moonbreakers.com.

http://moonbreakers.wordpress.com/2012/06/06/288/


Last edited by X on Mon Jun 11, 2012 4:19 am; edited 1 time in total
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Post by Ferc Polo Wed Jun 06, 2012 10:38 pm

Tell me about it! I just bought my Merlin.
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Post by Loki Wed Jun 06, 2012 11:44 pm

I'll be getting a Merlin tomorrow morning; just need a few more matches. That puts me ahead of schedule by about 3-4 weeks...
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Post by Ferc Polo Thu Jun 07, 2012 1:05 am

Loki wrote:I'll be getting a Merlin tomorrow morning; just need a few more matches. That puts me ahead of schedule by about 3-4 weeks...

DO IT. This ship is GREAT!
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Post by electriccode Thu Jun 07, 2012 6:01 am

Hmm, the space is now full of FH-200,just like returning to the free trial period of new ships. Although I can buy several ships immediately with the cred i have saved, I miss the 'peaceful space' that no longer exist.

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Post by SuPerKen Thu Jun 07, 2012 12:17 pm

Of course, NOW they drop the prices LOL
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Update: Cred Price Reduction, Boost Changes Empty MERLINS FOR EVERYBODY!

Post by Agent of Change Thu Jun 07, 2012 1:52 pm

You get a Merlin, and you get a merlin, AND YOU GET A MERLIN!

Is funny because is true.

But yeah the reduced prices in a master stroke made credits more valuable and the space between carriers.... more interesting.
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Post by Nyxy Thu Jun 07, 2012 2:27 pm

They are still ignoring the real issue. When can I get my FH-250 available in hot-pink with a picture of John Stamos

(No homo, it would just be emberassing to be killed by that)
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Post by Ferc Polo Thu Jun 07, 2012 2:30 pm

200s EVERYWHERE. the 99 and the 66 were still semi rare...and I was the only A-80 on last night. I've seen SuperKen with a Barracuda and another dude recently, but apparently the FH-200 is the popular ship.

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Post by Agent of Change Thu Jun 07, 2012 3:01 pm

Nyxy wrote:They are still ignoring the real issue. When can I get my FH-250 available in hot-pink with a picture of John Stamos

(No homo, it would just be emberassing to be killed by that)

Seriously though, this is the real issue. Neon Pink ships with rainbow contrails and little sparkles as the bullet graphic. It takes a real man to fly a Pretty Pink Pirhana.
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Post by SuPerKen Thu Jun 07, 2012 3:37 pm

Ferc Polo,

You're seeing all those Piranhas around right now because they are the new "Free to Try" ship, Krait's too. I don't know what the others are right now.
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Post by Loki Thu Jun 07, 2012 3:52 pm

Those Kraits can pull down a bomber really fast if there's two of them working together...
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Post by Ferc Polo Thu Jun 07, 2012 4:54 pm

[TP] SuPerKen wrote:Ferc Polo,

You're seeing all those Piranhas around right now because they are the new "Free to Try" ship, Krait's too. I don't know what the others are right now.

hahaha doh.
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Post by Grim Reaper Wed Jun 13, 2012 3:23 am

why couldn't they drop the prices earlier :/
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Post by MFD Suraj ITA Thu Jun 21, 2012 8:52 am

i just have the sensation , cause i don't really think is changed from lately , but looks like mamba bullets last longer than x-99 , in realtion of what i remember , or maybe are the x-99 the last less ... but i say again i think is just a wrong sensation , right ?

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Post by longshot Thu Jun 21, 2012 10:55 am

bullets are bullets, regardless of the ship that shoots them.
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Post by Loki Thu Jun 21, 2012 12:21 pm

All machine gun bullets last the same length of time and have a maximum range of 900m.
You can start firing when your target is at 1100 if they are flying towards you.
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Post by MFD Suraj ITA Fri Jun 29, 2012 8:25 am

sry , i express badly myself, i ment lasting longer as total bullets shooted (and realative cooling time ..just to get more the idea )...tkx for info anyway.

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