UltraCorps

November 9, 2009: Super PUBs!

We've rolled out some changes to PUB games. When you create a new PUB game, you can now view the game map without joining. Also, the PUB admin index page is now a list of your currently hosted PUB games (for most people that'll just be one game).

The "edit game units" feature has been removed from beta testing; that'll be an Elite feature on launch, and has been moved to Elite-only access now for final testing.

As a player, you may notice some super-sized PUB games on the PUB page; feel free to join and help us test these super-sized PUBs!

[ past news ][ rss ]

Frequently Asked Questions

Upated November 17, 2009

. . . About Joining, Getting Started, and Reporting Bugs

How can I get into a playtest?
Sign up here to be on a mailing list for UltraCorps playtest notifications. (This is not the permanent UltraCorps information mailing list, which doesn't even exist yet - this list will only be used for pre-release playtest.) To actually sign up for a game, follow the "Games You Can Join" link on the lobby page.
Where can I read the rules?
Right here.
How do I get the client?
There is no client; the game is completely browser-based. If you can read this, you can ALMOST certainly play. Follow this link and look at the bottom of the page for the UltraCorps system requirements.
How do I log in?
Click on the "Registered Users" button. (After you've registered, of course.)
Who do I contact if I think I see a bug?
First, please check the known bug list to see if we already know about it. If not, please report it to help@ultracorps.com.

. . . About Gameplay

Why is the FP on a world often not quite equal to the sum of the FPs of the fleets there?
Firepower is listed for your guidance; the system uses different (and much more complex) code to determine battles. The "firepower" stat is an approximation, calculated on the fly by a quick-and-dirty algorithm. It doesn't take into account X-factors, and in the case of units that complement each other very well (like an E-class backed by lots of fodder) two fleets can combine into a single fleet with notably more FP than the sum of the original fleets. FP is intended to make learning easier and to make play a bit faster, NOT to replace the skill of the players.
What happens if I miss a tick?
Then you missed that turn. There's no way to set the clock back.
What if the whole system misses a tick?
Then something is broken. That shouldn't happen . . . but if it does happen, everyone missed the turn, so you aren't suffering any personal penalty.

. . . About Our Plans

What's your goal for UltraCorps?
To run a fun, classy, and profitable for-pay game, with paid, professional moderation, that appeals to the sort of intelligent fans who like our other games. That seems to be the same kind of people who like UltraCorps now, which is probably why Steve liked it so much when HE got into it.
When will the open beta start?
It has already started, and is open to everyone. Note . . . "beta test" does mean a TEST, and "beta" means "Still being messed with." We'll do our best to maintain the integrity of test games so the players can have fun, but if something breaks, we may decide that a game can't be continued . . . or we may continue a game even if a bug has completely and unfairly hosed some players . . . and that's the way it goes in a test game. So please be patient with us.
What will the game cost to play?
Until the end of the open beta, it'll be free. After that . . . we don't know. We will have to run UltraCorps for a while to get an idea of what our true costs will be, and we have been surveying the players, via the forums, to find out what level of service you want and are willing to pay for.
Will you change the rules?
Yes. We have already tweaked starting setups and unit stats for balance, and we're continuing to do so. We've added a few new units and some special racial powers. As we run the game, we'll find ways to do things better, and we'll try them. But we won't make changes randomly, and some of the changes will probably be to provide a variety of different game scenarios, rather than actual rules changes.

. . . About Fan Involvement

Can I help you run UltraCorps?
If you were one of the game's original programmers or artists, we sure want to hear from you! Drop a line to sj@sjgames.com. Otherwise . . . We're already using volunteer moderators for the forum. We hope there will be enough demand for the game that we'll need a paid part-time GM position, and obviously that will have to be someone with experience with the game. But we don't know yet. Hide and watch . . .
Will you link to other UltraCorps websites?
Yes. SJ Games always likes to link to really good fan sites, and UltraCorps will be no exception. An online game is nothing without an active community, and fan sites are part of that community. If you're interested in setting up a fan site, please check out our online policy. And notify us when it's set up . . .

. . . About History and Stuff

Who originally designed and programmed UltraCorps?
View the credits page for a list of people who have worked on UltraCorps over the years.
Why was UltraCorps dropped from the Microsoft Zone?
It wasn't bringing in enough money. This should not come as a surprise; this game is not for everyone. It's not going to have millions of customers, and it probably could never cover its overhead on a mass-market system. But if we can reach even a thousand faithful fans who WANT a game with this level of challenge and involvement, we'll be fine.

[ back to top ]