Rebel Space

Last updated

Rebel Space was the second play-by-email game offered as part of a major commercial online service. It ran on Prodigy from 1992 to 1995. The game was developed by Stormfront Studios, designed by Don Daglow and programmed by Mark Buchignani.

Rebel Space was offered by Prodigy online service in the summer of 1992 as a combination PBEM (play by email) strategy game and posting board system. Games were numbered with letters and numbers to denote when they began, the first game being AA01. Prodigy had three game speeds of varying number of required turns per week, the fastest paced being five moves per week (one each Monday through Friday) and the slowest being one move per week.

The original tagline in advertisements for the game was "The Empire fell, now what?" The premise was that a galaxy spanning Empire was in terminal decline, and forty commanders of Empire Fleets were the seeds of possible new empires.

Rebel Space was an online community as well as a game. The posting boards were populated by thousands of players and many of them were regulars at such virtual hangouts as "Wits End", "Top of the Galaxy", and "Lord Drexion's Wrath". The social aspect of the game was of great interest to some, and utterly uninteresting to others, but it added a dramatic counterpoint to the game movements to those who got involved there. For several years, groups of friends from Rebel Space had get togethers all over the USA so players could meet.

The game itself was fairly simple:

Each commander had four Starships under his control and these starships could be upgraded with MODS (modules) that would increase the ships capabilities. To add a MOD to a ship the ship had to end its turn's movement on a friendly Starbase, i.e. a Starbase owned by that commander or a Starbase belonging to the same faction as that commander. Every ship started with one Engine Mod and one Scan Mod to give it the minimum movement distance (four squares) and minimum scanning range (the square passed through plus one adjoining square for the flight path of the ship).

The list of MODS included:

Initially all the commanders were of the same alliance: Empire. At some point, generally in the first third of the game, commanders would rebel from the Empire by choosing one of three factions (Environmentalist, Militarist, or Scientist) they preferred. Each faction had certain advantages. Environmentalists developed their colonized worlds in Environmental level without any special actions taken. This gave them more rapid advancement of Tech level also. Scientists advanced Tech levels most rapidly without special actions taken, even on worlds with lower Environment level the Tech levels would still advance faster. Militarists had the advantage of more firepower from offensive weapons and stronger defenses to better protect planets. The Empire and the Rogue factions had no special abilities.

After joining the rebellion all Empire planets and ships were enemies as well as planets and ships of the two other factions not chosen. Ending movement on an enemy planet resulted in combat with that planet. If enemy ships were also at that planet a battle would first happen with the enemy ships present and then with the planet after the ship to ship battles were decided if all enemy ships were eliminated. If a planets defenses were destroyed, the planet would then be captured and added to that commander's list of controlled planets.

Later in the game, a commander could also elect to become "Rogue" which meant all other players would be enemy regardless of which faction they belonged to. This was a useful ability to enable the taking of planets from another player of the same faction.

In addition to ownership (which commander owned it) and faction (which of the three factions that planet belonged to) planets had the additional properties of Environmental Level and Technological Level. These levels ranged from 1–5 with 5 being the highest. Technological Level would independently progress on all worlds that joined the rebellion, and would slowly decline on worlds that stayed under Empire control. The higher the Environmental Level of a planet caused Technological Level progression occur faster. Higher Technology Levels made a planet worth more points in the standings of the commanders. When a planet reached the highest Technological Level it became a Starbase.

At the end of each game the top half of the commanders score list received a promotion, the bottom half did not. The top player in each game was named the Rebel Lord and received a fabric patch and free start to the next game from Prodigy.

This gaming system initially put a big premium on efficiently searching and colonizing planets quickly. Early alliances in Rebel Space were typified by groups such as The Crimson Knights, and The Q Alliance which were rapid colonizer groups that acted in coordinated fashion with one another to insure frictionless colonization. These early large but relatively undefended empires begged the evolution of predatory alliances, such as the dreaded *M*E*V* alliance, which would locate areas of dense colonization and devour them. Later groups such as the Destruction Team (DT) carried this predation to ever greater levels of efficiency.

Additionally, some other main alliances were the Sensix Alliance, C*A*R*N*A*G*E, and the Flur De Lis. Some factions warred against others and even had different members playing different factions (Environmentalist, Scientist, Militarist) or Rogues in concert with each other. Doing this required a great deal of coordination and there were even spies who were double agents. Overall, it was a complex and advanced gaming community for its day.

Many players participated in Rebel Space, but most noteworthy were those who reached the top of the ranking lists. This rank was called Star Marshall, and three of the many Star Marshalls of Rebel Space were Thor (Crimson Knights), Race Pilsner (*M*E*V*), and Klaatu (DT).

Reception

Computer Gaming World in 1993 recommended Rebel Space to newcomers to PBEM games because of its simplicity. [2] A 1994 survey of strategic space games set in the year 2000 and later gave the game three stars out of five, stating that "the GMs keep the universe quite lively and interesting". [1]

Related Research Articles

<i>Star Trek: Bridge Commander</i> 2002 video game

Star Trek: Bridge Commander is a space combat simulation video game for Windows, developed by Totally Games and published by Activision in 2002, based in the Star Trek universe.

<i>Star Fleet Battles</i> 1979 Star Trek board game

Star Fleet Battles (SFB) is a tactical board wargame set in an offshoot of the Star Trek setting called the Star Fleet Universe. Originally created in 1979 by Stephen V. Cole, it has had four major editions. The current edition is published by Amarillo Design Bureau as Star Fleet Battles, Captain's Edition.

Renegade Legion is a series of science fiction games that were designed by Sam Lewis, produced by FASA, and published from 1989 to 1993. The line was then licensed to Nightshift games, a spin-off of the garage company Crunchy Frog Enterprises by Paul Arden Lidberg, which published one scenario book, a gaming aid, and three issues of a fanzine-quality periodical before reverting the license.

<i>Star Wars: Empire at War</i> 2006 real-time strategy video game

Star Wars: Empire at War is a 2006 real-time strategy video game developed by Petroglyph Games and published by LucasArts for Microsoft Windows and Mac OS X. Set between Episode III and Episode IV, it focuses on the fledgling struggle between the Empire and the Rebels. It uses Petroglyph's game engine Alamo. In October 2006, an expansion titled Star Wars: Empire at War: Forces of Corruption was released.

<i>Star Wars: Battlefront II</i> (2005 video game) 2005 action shooter video game

Star Wars: Battlefront II is a 2005 first and third-person shooter video game based on the Star Wars film franchise. Developed by Pandemic Studios and published by LucasArts, it is a sequel to 2004's Star Wars: Battlefront and the second installment in the Star Wars: Battlefront series. The game was released in PAL regions on October 28, 2005, on the PlayStation 2, PlayStation Portable (PSP), Microsoft Windows, and Xbox platforms, and in North America on November 1 of the same year. It was released on the PlayStation Store on October 20, 2009, for download on the PSP. The PSP version was developed by Savage Entertainment.

<i>Galactic Civilizations II: Dread Lords</i> 2006 video game

Galactic Civilizations II: Dread Lords is a 4X turn-based strategy by Stardock for Microsoft Windows. It is the sequel to the 2003 game, Galactic Civilizations, and was released at retail and on Stardock's online subscription service, TotalGaming.net, on February 21, 2006. An expansion, Dark Avatar, was released in February 2007. A second expansion, Twilight of the Arnor, was released in April 2008.

<i>Master of Orion II: Battle at Antares</i> 1996 video game

Master of Orion II: Battle at Antares is a 4X turn-based strategy game set in space, designed by Steve Barcia and Ken Burd, and developed by Simtex, who developed its predecessor Master of Orion and Master of Magic. The PC version was published by MicroProse in 1996, and the Macintosh version a year later by MacSoft, in partnership with MicroProse. The game has retained a large fan base, and is still played online.

Federation Commander is a tactical starship combat board wargame system, produced and developed by Amarillo Design Bureau Inc. (ADB) It is designed to represent combat between vessels of various factions in the Star Fleet Universe, such as the United Federation of Planets and the Klingon Empire. The Star Fleet Universe is based upon a licence to use properties in the fictional Star Trek universe as it stood in 1979. Thus it includes the original series and the animated series as well as fan contributions but diverges from then and does not include anything from the movies or any subsequent television series. Much of the combat in Federation Commander is said to take place around the time of the fictional "General War", a large scale conflict in the Milky Way that involved prolonged conflict between a multitude of star-faring cultures.

<i>Master of Orion III</i> 2003 video game

Master of Orion III is a 4X turn-based strategy game and the third in the Master of Orion series. Master of Orion III was developed by Quicksilver Software and published by Infogrames Interactive on February 25, 2003.

<i>Star Wars: Empire at War: Forces of Corruption</i> 2006 video game

Star Wars: Empire at War: Forces of Corruption is an expansion pack for the computer game Star Wars: Empire at War released in October 2006. It adds the "Zann Consortium" as a third faction in addition to a number of new features.

<i>Sins of a Solar Empire</i> 2008 video game

Sins of a Solar Empire is a 2008 science fiction real-time strategy video game developed by Ironclad Games and published by Stardock Entertainment for Microsoft Windows operating systems. It is a real-time strategy (RTS) game that incorporates some elements from 4X games; its makers describe it as "RT4X". Players are given control of a spacefaring empire in the distant future, and are tasked with conquering star systems using military, economic and diplomatic means.

<i>Empire!</i> 1986 video game

Empire! is a space combat and trading video game designed by Andrew Glaister and published by Firebird Software in 1986 for the Commodore 64, ZX Spectrum, and Amstrad CPC.

<i>Star Fleet I: The War Begins</i> 1984 video game

Star Fleet I: The War Begins is a 1984 strategy video game designed by Trevor Sorensen and developed by Interstel. It was released for Apple II, MS-DOS, and Commodore 64. Versions for the Commodore 128, Atari ST, and Atari 8-bit computers were released in 1986 and versions for the Amiga and Mac were released in 1987. The game was successful enough to spawn sequels which are collectively known as the Star Fleet series.

<i>Pardus</i> (video game) 2004 video game

Pardus is a graphical browser-based MMORPG written in PHP and C/C++ and set in a futuristic universe where players interact and compete in space. It is a persistent-universe, open-ended game with a player-driven economy. Players travel through hundreds of "sectors" or solar systems while trading, building or battling with non-player characters (NPCs) and other players. There are dozens of spacecraft models in Pardus, which can be customized with different weapons, armor and other equipment. Pardus characters do not have a defined 'class'.

<i>Star Trek: The Rebel Universe</i> 1987 video game

Star Trek: The Rebel Universe is an action-adventure computer game published by Firebird Software in Europe and Simon & Schuster Interactive in America. It was originally released for the Atari ST in 1987 and was followed the next year with versions for the Commodore 64 and DOS.

<i>Darkest Hour: A Hearts of Iron Game</i> 2011 video game

Darkest Hour: A Hearts of Iron Game is a grand strategy wargame that is based on Paradox Interactive's Europa Engine.

<i>Star Wars: Galaxy of Heroes</i> 2015 video game

Star Wars: Galaxy of Heroes is a mobile collectible RPG game. The game received a soft launch in Australia during October 2015, and was formally released on November 24, 2015.

<i>Endless Space 2</i> 2017 turn-based strategy, science fiction 4X game

Endless Space 2 is a turn-based strategy 4X game developed by Amplitude Studios and published by Sega. It is the sequel to Endless Space, which was released in 2012. The game had been made available through Steam's early access program since October 2016. It was released on 18 May 2017, and received positive reviews.

Starborne: Sovereign Space is a massively multiplayer, online real-time strategy game developed by Icelandic software company Solid Clouds. In 2013 Solid Clouds began pre production of Starborne with full production starting in 2016 and the first external Alpha that same year. It is currently in Beta. The game is set in a futuristic science fiction setting and the writing fits the genre of a space opera.

References

  1. 1 2 Brooks, M. Evan (May 1994). "Never Trust A Gazfluvian Flingschnogger!". Computer Gaming World. pp. 42–58.
  2. "A Survey of On-Line Games". Computer Gaming World. May 1993. p. 84. Retrieved 7 July 2014.