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Developments for 2015

Developments for 2015

For those with a Nexus account, greater details can be found in the Rules, both under the 2014 Pubmeet for new additions and the bulk of Character information in the 2011 pubmeet.

2015 is the year we seek to tidy up the loose ends of Phoenix and really get down to flattening the learning cliff but at the same time add long-term depth and luring back former players and catching the attention of completely new players.

Here is presented an abbreviated list of things that we will be focusing on:

Player Recruitment
We have already outlined improvements to the UI. Further to this and with the understanding that any reduction in turn fees in certain areas may require balancing to remain financially stable, we will review costs to play the game and the limits of free-play. Key features of this overhaul:
  • Tightening signing up procedure - there are steps in the process that could be clearer as discovered by a review of where players stop when signing up.
  • Pulling sign-ups back to the site - need things to pull players back to the site over the first few days to check results, get more things moving - email/SNS.
  • More Initial Missions - tutorial style with stellar rewards, officer experience, access to ships. These will include tasks such as contacting affiliations, signing bonus for joining an affiliation and posting on the recruitment forum.
  • Advertising - we have already identified sites that list games along with voting protocols. These have response hooks back to the origin of the vote. Include links on Nexus to allow players to vote and get in-game rewards (a thousand stellars is a big deal to a new player).
  • Free Basic Political - The old arguments against this are no longer salient.
  • More Political Perks for Upgrades - Give big reasons to upgrade and remain upgraded. Monthly fees to be applied to prevent swapping and changing political level.
  • Android and Iphone App - initially these will receive push SNS's of (Red) notifications and PM's. Give a reason to download the app such as a stellar bonus. Make the benefit of the download clear on signing up.
  • Event Notifications - things happen to politicals (or at least the position they are in). Offers of a good trade deal such as BP's or hi-tech goods, information about an anomaly, chance to buy a nice ship. These may be in the form of mission tags. Always a Red Notification and pushed through phone app.

The Political Package

As politicals are essential for playing Phoenix, they have historically formed a barrier to getting into the game by those that are initially unwilling to pay to play. To remove this we will make them free to play but including Political upgrade options to discourage current players from downgrading to free politicals:

  • Political - 10k Bonus on creation (and 5 ships) - but need the KJC account - free
  • The Budget Package - Pol + Starbase + 2k/week + 2 free Updates/week (and 10 ships) - £2.50/week
  • Pol Upgrade - one-off 200k bonus on upgrade + 10k/week + 5 Updates/week - £2/week
  • Pol Upgrade - 10k/week + 20k weekly troop wage subsidy +15 updates/week - £3/week
  • Pol Upgrade - 20k/week + 50k weekly troop wage subsidy + unlimited updates/week - £4/week

Upgrade to politiical also include upgrade to in-game political support, i.e. better contacts with civilians and backers. A free political for example may only get the occasional offer of a few trained troops for purchase from civilian sources whereas a political with the best political support may find out about a few hundred veterans.

The Budget Package:
  • One off package per account and purchased for minimum period of 1 month.
  • Advice on where to build and basic starbase construction will be covered in future IGN articles.
  • The package will also include some authorisations from civilian populations for the following complexes to get the starbase up and running quickly:
    • 5 Command
    • 100 Factory
    • 50 Merch (6700 stellars even on a 80/3 120/30 merch world)
    • 35 Starbase Shields
    • 50 Mines
    • 10 Security

We have converted all the existing characters to the new framework described a number of years ago. This has required that all the items in the game are databased and instanced correctly and has required a large rework of the existing code. While the actually implementing this kind of thing is relatively easy, making it work in code that was not designed this way 14 years ago is not :) However we now have a system that has all the characters converted to individual items that can carry their own data, so that system can be built on.

We need to expand this so that you can get report on all the characters and submit orders as separate positions. We are going to make it so that you can interact with characters through the positions they are in and via individual orders. This will be achieved via a character tab on the nexus that will keep all the necessary utilities for characters in one place so that they can be happily ignored if that's the way you chose to play them or used to micro manage every detail if you are that way inclined.

We need to create the option to apply a default template to characters along which they automatically develop. This will be a Nexus tool (similar to Position and Base Editor). So when you recruit a character you could select one of these templates and ignore the character as he develops into the role that you hired him/her for. We also need to create a utility to allow you to create these templates so that you can plan out exactly how they will develop. We want to provide all the tools so having characters can be relatively painless but at the same time they can be a whole other aspect to the game.

Agent Networks (for characters)
We will be rewriting all the agent orders so that an agent/operative is more about setting up a network consisting of safe houses and operation centres within a starbase and then using these accumulated assets to interact with the starbase in a more straight forward way. This will not make it more simplistic to cause problems at a starbase but will make it clearer what is required to actually do an action. We will be using notifications to make sure the starbase owner has a clue what is going on but on the other side of things we will be creating false alarms so that a single clue will not bring down everything onto a new operation. We will be stepping far away from the current mechanics of one shot and % success equates to sending in multiple operatives to achieve success.

Missions are in a very usable state within the game but adding and checking them is very time-consuming. We need an internal debugging process for the missions allowing their results to be checked without requiring a test platform. This will allow Mica to add more missions without having to have to write them 'blind' and having them debugged later by Darak.

The infrastructure orders are being done entirely in custom code within the game. The underlying custom code engine and interface has been slowly improving stretching the achievable limits of custom code. This has allowed coding of some interesting things that previously would have got bogged down in how much could be done. This organic development as also defined clear and achievable borders for development.

The engine and therefore custom orders will constantly improve. We are adding more features to the orders and more generic features to the custom code, this is allowing the game to evolve without constantly changing to base code.

Improve Utilities and UI
We are going to go through the nexus and see how we can create a bunch of utilities that allow turns to be crafted more easily. We will never remove the standard order editor but there are ways of creating turns that mean that you will never have to see the actual set of orders. These utilities will focus on letting you do what you want to with your assets and not on automating the game. Part of the ideology is that modern gamers are daunted by the old PBM style of issuing orders and this may a big part of the learning cliff.

Currently we are not exactly sure where this is going to go but we need to make the game easier to play the game while not removing the ability to do everything in the game with simple lists of orders. I'll be looking into how the jump/system maps could be improved to help with movement and actions. We will also look to parsing the turns from text into a more interactive format.

******Empire Syndicated News Network (ESNN) ******

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Welcome to the latest version of ESNN, giving the news and views from the ESNN's reporter and news anchor, Ainsley Moore, making this the peripheries' most favourite and most reliable unbiased publication in the known universe from our home in the Heartland,

And so with the news from the last couple of weeks,

Cluster War! DNA Gather Fruit
******Empire Syndicated News Network (ESNN) ******

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Welcome to the latest version of ESNN, giving the news and views from the ESNN's reporter and news anchor, Ainsley Moore, making this the peripheries' most favourite unbiased publication in the known universe from our home in the Heartland,

And so with the news from the last few weeks,

Cluster War! MZC attacks DNA
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*** Inter Galactic News ***

The Dewiek rise again!

After the death and destruction wrought upon the Dewiek Nation by the Architects, there was a period of calm if you were a werewolf fancier. But now the Dewiek have risen to once more in the name of the Dewiek Packs, led by Skarn. Their new message being one of peace, a most unusual change for the large humanoid wolves. While they rise from the ashes of the Mizuchi Combine the Galaxy waits to see how this new affiliation acts, baring in mind the Dewiek have something of reputation.

Empire invade the Cluster!

A significant force of GTT warships recently entered the Cluster, somewhere they have not seen the need to go for a very long time. At the same time the CIA banned the Dewiek Packs from it’s space and also sent a large number of warships into the Cluster to bolster the GTT’s presence. After this show of force the Crossley system, known for it’s wormhole connecting from the Cluster to CIA space shifted to be claimed by the GTT. Currently the Empire has over 200,000 troops and 2000 warships roaming the nearby systems. Inhabitants of the Cluster are waiting to see if there are any further developments. GTT CEO Xavier Fox when asked by our office dismissed it as a “Training exercise”.

Krell sale!

The Krell Clan Dark Angels has been selling off bases, outposts and even systems lately. It is unknown why they have decided to cash in their assets and territories, but it points to the accumulation of significant wealth by the Krell clan. If you have any spare cash and want to expand your assets then it seems to our office that the best place to go is the Dark Angel Clan and ask what will be going up for sale next, assuming they actually have anything left.

*** Affiliations ***

AFT Association of Free Traders (54) - Marion Tweedy
BLG Bolg Organisation (22) - Akhenaten
BHD Brotherhood (63) - de Molay
CIA Combined Intelligence Agency (64) - Laton CIA
DNA Displaced Natives Asylum (66) - DNA people
DTR Detinus Republic (58) - Morley Decker
DEN Dewiek Elder Nation (67) - <unknown>
DWK Dewiek Packs (19) - Skarn
FCN Falconian Republic (70) – Bacran *
FEL Felini Tyranny (49) - Juris
FLZ Flagritz Republic (47) - Kayxaer
FET Frontier Exploration & Trade (56) - Cu Chulainn
GTT Galactic Trade & Transport (52) - Xavier Fox
GCE Garcia Enterprises (4) - Neil
HEX Hexamon (23) - <unknown>
KRL Krell (30) - Namica
KRT Krell of the Reverence Temple (37) - Kal Torak
KST Kastor Kastorians (12) - Kastor
MZC Mizuchi Combine (86) - Mizuchi
MOH Mohache (73) – Listens
NHS Noble Houses (41) – Roy Roberts
NLF Naplian Liberation Front (38) - NLFHQ
SMS Stellar Mining and Smelting (53) - MikhailM
WMB Wimble Nations (25) - zz

* Leader MAY be inactive, affiliation may be active
** Only known contact, please update us if this is incorrect.


*** Submissions ***

By private message to The Editor or via Mica if you prefer to remain anonymous.
GTT step forward to control protection and peace in the Stellar Empire.

With the retirement of Jack Johns and various lower-level IMP officers from public life, the Imperial Services were left on the verge of being unable to fill their role as protectors of the Stellar Empire. Due to the serious nature the Imperial Services found itself in, the Emperor recently travelled to GTT HQ to attend a board meeting with the directors of the GTT.

With Galactic Trade and Transport being one of the few remaining loyal Imperial Chartered affiliations, who also supply well over half of the war material to the Imperial Services, the Emperor sought the position of the GTT with regard to the Imperial Services becoming overburdened with bureaucracy and lacking effective leadership. Effectively the Imperial Services were at the point of collapse. A position highlighted when an opportunistic supposed ally subverted four Imperial Outposts in the Inner Empire, thinking their asset grabbing would go unnoticed.
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  Star Date: 221.30.5

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A Forlorn Hope

The seat of Dewiek Government has fallen. What began as a small group of Architect ships picking up retreating DEN forces, amalgamated into a much larger force. The bombardment fleet comprised dozens of Adult ARC ships plus several Planet Killers. The force made short work of the impressive fortifications of the planetary orbit of Newstart. Multiple heavily armoured and maximised deflector shield platforms crumbled. They did so only after releasing their volleys of antimatter and nova weapon batteries. Any DEN warships that remained from earlier encounters also stood the line. But within the week, the last defence was gone.

Bombardment of Wolf Lair starbase proceeded without further resistance from the Dewiek. ARC Plasmas ripped through starbase shields. They demolished tens of thousands of factories and research facilities. The ARC demolished the huge military recruitment and training facilities on the planet. Over half a million trained troops evacuated from deep bunkers, leaving a token ground defence.

The ARC were not satisfied to burn the facilities and murder the workers. They deployed repeated salvos of their Virus Bombs on the wider population. Reports began to arrive of civilians of the world regressing. Leaving settlements and returning to nature. Much as the Dewiek found themselves some decades ago when they started to recover from the First Great ARC-DEN War. This time there was no High Lord Magnus willing to obliterate the world to save a remnant of the people. Newstart was already lost.

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Newstart is lost

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  Star Date: 221.27.2

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End Game Lost

A short-lived period of peace followed the Dewiek Elder Nation’s historic and Saga-worthy defence against the Architect Planet Killers. A handful of the more typically encountered ARC ships were spotted picking off DEN support ships in Forlorn Hope before more than forty of them appeared back in End Game.

While the ARC “Adult” class ships, as the DEN had previously classified them, were eight times smaller than the “Planet Killers”, they were still as big as the largest ships any other species has managed to produce. Including the otherwise technologically advanced Dewiek.

Forty-four of these Plasma armed organic vessels smashed through the DEN forces left circling the orbit of Beacon, End Game. The mass of ARC weapons bombarded the DEN Shipyards at Ragnorak with their superheated ionized gas, razing the entire outpost to the ground.

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ARC Plasma weapons devastate End Game

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  Star Date: 221.22.5

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Assault on End Game

The ancient Architects have declared war on the Dewiek Elder Nation. The first sign of the conflict was subspace transmissions in a remote system in the Pocket Periphery. This followed reports that the ancient Ragnarok shipyards on Beacon were malfunctioning. In response, the Wolf Mother sent urgent orders to several Dewiek scout ships to patrol the End Game system.

The Konungr Smidamadr was the first to encounter the gigantic, “Planet Killer” class ARC ships. Measuring in at thirty-two hundred heavy hulls and armed with a hundred ARC plasma weapons, the ship was more like a mobile armed platform. It is certainly the largest vessel ever recorded. The scout ship was vaporised instantly.

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ARC Planet Killer dwarves largest DEN warships

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  Star Date: 221.11.4

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Caste Apart

The Flagritz Republic is (very nearly) no more. In its place, a single Hexamon and Flagritz power has arisen. The new Collective has absorbed much of the Flagritz holdings with only a handful of Clique-caste Flagritz systems choosing instead to align with the other Elder species, the Dewiek.

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Flagritz and Hexamon Hybrids - A hope for the Future?

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  Star Date: 221.3.3

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Meklan scout ships continue to be seen around the Orion Spur periphery. These cyborg creatures in service of hidden ancient masters appear to be terrorising the Wimble Nation in particular. Despite public lamentations against the hardship of defending themselves, the Wimble leadership have not yet responded to our request for comment.

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Artist's impression of a Meklanised Wimble

However, Xavier Fox, CEO of Galactic Transport and Trade, did give us the following statement:

“We have engaged several Meklan ships, although currently the source has not been identified. GTT Directors have been running patrols and have engaged and destroyed numerous ships that have attacked outlying outposts belonging to different affiliations. The pattern of ships encountered leads us to believe there is a central source, but until that is found we would suggest any affiliation with assets in the area provide adequate defences.”

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Doomsday On Pause

At the site of the Thete anomaly, the Dewiek Nation has sent media sensation Sharon Aleman to the scene. Aleman, whose cybernetic enhancements allow her to directly interface with her ship’s sensor array, led her hardened crew into a dive of the outermost “edge” of the anomaly. After spending several days collecting and analysing data (mere minutes to the rest of us outside the anomaly), Aleman reported her shocking discoveries.

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  Star Date: 220.50.5

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Veil Lifted on Flagritz Home Space

As the Hellcadium ISR field continues to fluctuate, one of the newly exposed systems is Junista inside the previously hidden and inaccessible home periphery of the Flagritz Republic.

Over the past few weeks Flagritz Republic patrols and platforms have dealt with a number of scout ships from the Human Empire as the IMP wasted no time in exploiting this opportunity to poke around in their old enemy’s backyard. It is understood that at least one of these unarmed scouts was destroyed with no one willing to estimate how many more might be buzzing around.

Coincidentally, suspected IMP lackey, SSL TOAD, has also been overheard showing an obsessive interest in the Flagritz periphery. However, we have received no reports of this being anything other than his usual drug-fueled, barely decipherable mutterings at this stage.

Either way, this sudden, uninvited interest in the Flagritz Periphery has left the FLZ leadership muttering darkly about appropriate measures being taken. Defensive fleets and supporting structures are being deployed in the Junista system and beyond in expectation of further uninvited guests.

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When You stare into the Flagritz Periphery...

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Thete's Timey-Wimey Tease

Investigation into the Thete anomaly continued in the Dewiek Pocket Periphery. The anomaly was scanned from all angles by a number of the Dewiek Nation’s best sensor ships and officers. The data, collected over several weeks, was sent to one of the DEN’s most advanced scientific laboratories for analysis.

What they found will shock you!


Free Ship when you sign-up
Complete missions for in game rewards
Control everything, up to an entire empire
Dedicated human moderators
Player and Moderator driven plotlines
Discover new worlds to explore, exploit & colonise
Over 20 years of content development
Persistent Browser-Based Game (PBBG)

I’ve played on and off for approximately 10 years, over a 20 year spell. After some interesting debate on the in-game forum, I did wonder what, exactly, has kept drawing me back to the game, when for so many others I’ve generally lost interest after a few months.

Ultimately, I think it is a combination of automation (that allows the game to handle thousands of positions to interact on a daily basis) coupled with Special Actions (that allow the story arc to develop in a way that could not be catered for by a set of predefined list of available orders).