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 Post subject: Re: Consolidated ideas thread
PostPosted: Mon 20 Feb, 2012 11:31 am 
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Dart
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Getting some stuff out tonight, probably will post soon.

If there won't be any real changes with the crew/pilot/ship upgrade suggestion I posted earlier, maybe instead change the level cap depending on crew specialist type, so Common can only level up to the default 3 times, while Rare types can do so up to 5 ? Would make them slightly more valued rather than tossing them out (the Airlock) soon as a higher ranking common has better stats that exceed the maximum of the rare.


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 Post subject: Re: Consolidated ideas thread
PostPosted: Tue 21 Feb, 2012 9:35 am 
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Shortbus

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Ok, I beat the game three times so I'd like to share my ideas:

- Merge Bombs/Mines/Subsystems/Drones techs with other - lower number of available techs for one main reason - it's just single player game and gameplay should allow many different styles, not sticking blindly on first playthrough to tech, that "looks cool" and then respec or regret. IMO at the beginning of chapter 4 player should have every tech upgraded to level 8. Other thing is that difference between two tech levels (i.e. cannons) is huge - at high levels boost to both damage and reload almost doubles damage output, it's too much.
- Make point defence usable. If you merge PD with Beams techs, then pd would receive damage, range and reload upgrades. Other option is Advanced PD, available at tech level 6/8 that shoots faster then regular PD.
- To balance cannons/beams difference add phisics to cannons. Cannon bullet should inherit ship velocity - with this strafing and shooting would be much difficult. Also torque should have effect on cannons - stair cruiser has cannons far from CoG, so angular velocity of mounts is very high.

Best regards


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 Post subject: Re: Consolidated ideas thread
PostPosted: Thu 01 Mar, 2012 3:00 pm 
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Dart
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Also I had a few other concepts to work out. Basically stuff for side missions, such as epic scale freight/carriers ships in size terms would be maybe twice or three times the size of the MotherShip. It's sorta like the Passing Meteor type side-mission but it's slightly more difficult, as it's larger, heavily armored and armed with an array of weapons. In which you got to destroy it before it leaves from one map edge to the other. Not sure if that's been suggested before but if not, I'll throw in some sketches when I post next batch of ships.


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 Post subject: Re: Consolidated ideas thread
PostPosted: Thu 01 Mar, 2012 6:01 pm 
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Ranger
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It definitly is a nice idea, somehow reminds of Terraria where u need to defeat a boss(Wall of Living Flesh) before it reaches the other side of the map as well :)


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 Post subject: Re: Consolidated ideas thread
PostPosted: Sat 03 Mar, 2012 2:37 pm 
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Dart
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There are a few things which I think might come in handy...
- Persistant orders: I have to set my tiny ships to aggressive, free roaming and not collecting rez at the start of every mission. It's not much hassle but keeping orders between missions might be good.
- Similar to #206, have a "Scuttle" order for ships who won't survive, allow them to deal a bit more damage before they go.
- A dedicated anti-critter weapon. I usually use some beam weapon like a windscreen wiper but this would do it for me while I keep fighting.
- Larger sized tractor beams can grab smaller ships, slowing/stopping them. Speed reduction is proportional to the difference in size between the beam and ship.
- Why does a size 2 mining staion have two huge mining lasers but a size 3 has only one? Give the size 3 station three huge mining lasers.


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 Post subject: Re: Consolidated ideas thread
PostPosted: Tue 06 Mar, 2012 10:42 am 
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Scout
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~ update to original post ~

- removed all references to patches (leave that to the DEV's)
- split up list into easy to read categories
- no new ideas have been added
- removed colour codes as they served no purpose

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 Post subject: Re: Consolidated ideas thread
PostPosted: Fri 23 Mar, 2012 2:18 pm 
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Gimp
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- Utility slot "anchors" that root your ship in place, takes time to set up, immobile once fully done, refire speed / damage increase bonus, takes time to remove.
- Same anchors can be used to attach to enemy ships. if target ship has less mass than user ship, target ship can't move beyond a certain range (boarding anchors)
- "Class bonus" system where using 1 right hook, 2 left hooks results in stat boost for all ships, similar ideas for other ship groups. (1xsaucer,2xgyro 1xcarrier,2xbig brother, and so forth)

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 Post subject: Re: Consolidated ideas thread
PostPosted: Sat 24 Mar, 2012 12:45 am 
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Scout
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-- added to original post --

The Icecream Snowman

  1. A.I: keeping orders persistant (e.g tiny ships agressive stance) between missions might be good. [The Icecream Snowman]
  2. Ships: increase damage of scuttled ships. [The Icecream Snowman]
  3. Weapons: A dedicated anti-critter weapon. I usually use some beam weapon like a windscreen wiper but this would do it for me while I keep fighting. [The Icecream Snowman]
  4. Utilities: Larger sized tractor beams can grab smaller ships, slowing/stopping them. Speed reduction is proportional to the difference in size between the beam and ship. [The Icecream Snowman]
  5. Campaign: Give the size 3 mining station three huge mining lasers (size 2 has two and so forth). [The Icecream Snowman]

Cyriel

  1. Utilities: Utility slot "anchors" that root your ship in place, takes time to set up, immobile once fully done, refire speed / damage increase bonus, takes time to remove, same anchors can be used to attach to enemy ships. [Cyriel]
  2. Ships: "Class bonus" system where using 1 right hook, 2 left hooks results in stat boost for all ships, similar ideas for other ship groups. (1xsaucer,2xgyro 1xcarrier,2xbig brother, and so forth) [Cyriel]

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 Post subject: Re: Consolidated ideas thread
PostPosted: Mon 26 Mar, 2012 2:29 pm 
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Shortbus

Joined: Mon 19 Mar, 2012 5:35 pm
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Some things i would like add to the game:

1: Basic tractor beam in any hull, so you dont have to "thread the needle" every time your small ships pics up single goon pod or rez. Just make the little beam that pics up data go for both goons and rez too?

2:Someone wanted to be able to ajust the angle of the fixed turret mod, i support that!


3: Make minable astoids more visible on tacktics screen, maybe just outline them? or more yellow in color?


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 Post subject: Re: Consolidated ideas thread
PostPosted: Wed 28 Mar, 2012 11:18 am 
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Gimp
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Location: The Netherlands
- Ambient zombie radio chatter. Sets the mood better and overall creepyness would increase. (nothing is more messed up than having your shit infected then having it broadcast messages back to you about how messed up your ex-ship is now)

- Infection indicator that shows how badly your ship is infected and when you lose control over it. Right now it's basically a guess and on several occasions i've had maybe 2-3 infected take over a ship with 80+ alive crew.

- Point based hangar system. Clockwork 1 supports a few ships of various sizes. As clockwork goes up, it supports bigger ships, but i don't want a lot of tiny ships, hence the point system.

EX: Clockwork 3 (4?)
1 huge = 5 points
1 large = 4 points
1 medium = 3 points
1 small = 2 points.

That's 14 points, meaning it would support 2 huge and 1 large. To compensate for this, it wouldn't allow earlier versions of the clockwork to carry huge / large until they normally become available. Just to add a more "fleet" feel of the hangar system. You could go all out smaller ships or grunt around with 2-3 larger ships.

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-=Simple rules of galactic conquest=-
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B. If the problem persists, throw more Tyranids.
C. Repeat A and B until victorious. Then make gala plans and dinner reservations.


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 Post subject: Re: Consolidated ideas thread
PostPosted: Wed 28 Mar, 2012 1:22 pm 
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Dart

Joined: Tue 27 Mar, 2012 11:26 pm
Posts: 13
I hope nobody has already posted this, I've only read pages 1-2 and 6-8
My suggestions:

1: Combined boosters. That is, a booster that boosts 2 different kinds of weapons, but by less than regular boosters. They would be usable when both weapons reach their corresponding booster tech level. That way, we could have a combined arms ship, with for example lasers and missiles, and a combined booster (laser-missile booster). Right now, only one of the weapons would be boosted, so in the end it's better to just replace the unboosted weapon slot with another booster.

2: Make tractor beams affect other ships on command, so that they are pulled towards the tractoring ship (and viceversa?), and can't escape. Their effect should depend on the mass of both ships. Right now nobody uses tractor beams... unless mining, which is the most unfun part of the game.

3: Separate research into two categories, main and secondary, and increase to 4 the number of tech points received per level. That way, secondary weapons would see more use, while you wouldn't be able to abuse the increase in tech points to boost your primary weapons. A completely random example of main/secondary distinction could be (cannons, beam, engine, reactor, amor, hull / everything else).

4: Take out the weakness of beams against armor. Beams are strong against shields, which never stay on for long, and may not even be present on the first place (cloaks). Both armor and hull are usually more durable, thus the fact that it is strong against neither (as opposed to cannons and missiles) should balance it out. Either that, or give us the plasma cutter :)


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 Post subject: Re: Consolidated ideas thread
PostPosted: Fri 30 Mar, 2012 12:03 am 
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Dart

Joined: Tue 27 Mar, 2012 11:26 pm
Posts: 13
Oh, and something very important: I'de like to know what abilities a specialist has before having to space one of mine because I've reached the maximum number of specialists allowed. Right now you don't know if the specialist that you forfeit will end up being worse or better than the new one.


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 Post subject: Re: Consolidated ideas thread
PostPosted: Fri 30 Mar, 2012 2:04 pm 
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Dart
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Recon-Unit wrote:
Also I had a few other concepts to work out. Basically stuff for side missions, such as epic scale freight/carriers ships in size terms would be maybe twice or three times the size of the MotherShip. It's sorta like the Passing Meteor type side-mission but it's slightly more difficult, as it's larger, heavily armored and armed with an array of weapons. In which you got to destroy it before it leaves from one map edge to the other. Not sure if that's been suggested before but if not, I'll throw in some sketches when I post next batch of ships.

The Great Space Train Robbery? Have Pod's that can be busted off to get data, rez or goons, So even if you don't destroy it you can still steal some stuff from it.

Edit:
pacovf wrote:
Oh, and something very important: I'de like to know what abilities a specialist has before having to space one of mine because I've reached the maximum number of specialists allowed. Right now you don't know if the specialist that you forfeit will end up being worse or better than the new one.

You can check the stats of the Specialist floating in space by hovering over there capsule on the Tactics screen.
Also there should be other ways to train your specialists, in late game it becomes almost impossible to train up any new specialists you get because your level ups are so few and far between.


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 Post subject: Re: Consolidated ideas thread
PostPosted: Mon 02 Apr, 2012 8:03 pm 
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Dart

Joined: Tue 27 Mar, 2012 11:26 pm
Posts: 13
Nintyuk wrote:
pacovf wrote:
Oh, and something very important: I'de like to know what abilities a specialist has before having to space one of mine because I've reached the maximum number of specialists allowed. Right now you don't know if the specialist that you forfeit will end up being worse or better than the new one.

You can check the stats of the Specialist floating in space by hovering over there capsule on the Tactics screen.


Oh, thank you very much for the info! Two further questions then: if you don't want the specialist, you lose the data that you would receive if you spaced it? And can you see the stats of a specialist offered by the BH in the arena?


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 Post subject: Re: Consolidated ideas thread
PostPosted: Sat 07 Apr, 2012 10:28 pm 
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Shortbus

Joined: Sat 07 Apr, 2012 10:21 pm
Posts: 9
I don't know if this may happen but it's something that has been on my mind for a while and i just wanted to say it.

I have always been thinking of another class of ship like, "mega hulls" you know, something larger than the huge hulls. its been in my mind for so long that i actually drew designs for them in my spare time. i don't know, it was a big idea that i have so far. i really this does get in the game somehow, if not, then it's okay. :mrgreen:

as i have been reading about the AI, i also do hope they get smarter, because the AI will go towards a heavily armed station in point blank range. :?

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 Post subject: Re: Consolidated ideas thread
PostPosted: Sun 08 Apr, 2012 2:40 am 
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Dart

Joined: Tue 27 Mar, 2012 11:26 pm
Posts: 13
When you get to chapter 4, you lose access to the oldest blueprints. In my case, I realized too late that I couldn't get point defense anymore once I got there, because all their blueprints were in solar systems now inaccessible.


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 Post subject: Re: Consolidated ideas thread
PostPosted: Mon 09 Apr, 2012 6:52 pm 
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Hatchet

Joined: Sun 04 Mar, 2012 9:22 pm
Posts: 183
DestinyAtlantis wrote:
I don't think you are right pacovf, from what i have played/learned every blueprint you don't have you can earn in chapter 4 by destroying stations(outposts, hearts, tumors, etc.).
This has been my experience as well - you can't purchase them or easily locate them, but you can collect them at random from infected structures. (Particularly the ones in the missions blocking warp.)


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 Post subject: Re: Consolidated ideas thread
PostPosted: Mon 09 Apr, 2012 11:22 pm 
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Dart

Joined: Tue 27 Mar, 2012 11:26 pm
Posts: 13
Ok, I should have been more specific: I can only buy high tier blueprints, and infected structures randomly gift me blueprints, which up until the end of the game where high tier too (Though I haven't unlocked all of them yet). I don't feel like exploding every single infected structure in the galaxy, and maybe even let zombies recapture some systems so that they infect even more, with the vague hope that I will end up getting Point Defense...


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 Post subject: Re: Consolidated ideas thread
PostPosted: Fri 13 Apr, 2012 9:44 pm 
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Shortbus

Joined: Thu 12 Apr, 2012 10:30 am
Posts: 1
First time here. Wish to add my ideas. Sorry for long post.

Tactical: Tactical Escalation [lunaticneko]
Player can call for Tactical Escalation once per battle, at cost of 3000 Rez and 40 Goons (need 100 in stock however, to help deploy it). Tactical Escalation warps in a bigger Beacon with more attack and tractor beam points, harder shields and health, as well as larger harvest radius, a bit stronger than T0 base. Ideal for epic farming time or when you really rely on your own reinforcements. If player manages to extract from the battle successfully, all goons and Rez are refunded. If retreating while the new Beacon is under fire, the Rez is lost. Might be able to mine autonomously, I think. It has crew after all.

Tactical: Complex Shortcut Keys [lunaticneko] (not sure if Tactical or UI)
Some advanced keystrokes for complex actions without using Tactical Map. Multiple-presses scheme is intended to prevent accidental use.

List of the commands | Click to toggle: +
Ship-specific commands: Issue complex order without selecting ship(s) (While pressing Ctrl, your current ship will continue what you were doing, e.g. if you are running from an enemy when you start holding Ctrl, the ship should still thrust forward)
Ctrl + <Ship Numbers>, E, Q (keep Ctrl pressed, press Ship Number, then R, then E) = Repair
Ctrl + <Ship Numbers>, E, W = Sell, Sell!
Ctrl + <Ship Numbers>, E, R = Self-Destruct
Ctrl + <Ship Numbers>, E, T = Vent decks
Ctrl + <Ship Numbers>, Q, Q = Come here
Ctrl + <Ship Numbers>, Q, W = Attack my target
Ctrl + <Ship Numbers>, Q, E = Defend my target
Ctrl + <Ship Numbers>, Q, R = Run and draw whatever you're fighting away from me

<Ship Numbers> means more than one can be selected, e.g. Ctrl + 123EQ means repair ships 1, 2 and 3

Fleet commands:
Ctrl + R, R, R, R = Retreat (display dialog)
Ctrl + R, R, E, E = Sell all ships except current
Ctrl + C, C = Cease Fire / Commence Fire


Utilities: Unique Upgrades and Concepts
Some unique upgrades can be applied to your fleet. This might be earned from special missions, only available in one system, very high cost, or require something hard to attain. Examples:
- Kamikaze: When low on health, friendly-AI-controlled ships can autonomously run into enemy ship and deliver a violent explosion, knocking enemies and stunning ships. All minus one goon (the captain - he's there hitting the suicide key manually) makes it to life pods.
- Armor Specialization: Earn 10% bonus to a specific kind of armor. Sacrifice 5% from the rest.
- Countermeasures: Ships can deploy anti-missile (and missile only) chaffs to distract missiles. Low chance of successful distraction, even lower if enemy missile level is high.
- IFF Hack: Taken-over ships (i.e. you have crew on enemy ship and enemy has no man on that ship left) have IFF cache purged and are prone to making friendly fires. (i.e. they can accidentally shoot their friends now) The ship's old IFF data is restored if the ship regains control somehow. ("Cache purge" means database is still there)
- Direct Secure Shell: Stolen data is not dropped onto the field, instead they are channeled to the fleet directly. Does not apply to Techs and Blueprints.
- Clockwork-Mod kit: Upgrade Clockwork with more, bigger guns to suit the status of "flagship"


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 Post subject:
PostPosted: Fri 13 Apr, 2012 10:43 pm 
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Scout
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ADDED TO ✪RIGINAL POST


TACTICAL
  • Tactical: Tactical Escalation, warps in a bigger Beacon with more attack and tractor beam points, harder shields and health, as well as larger harvest radius, a bit stronger than T0 base. [lunaticneko]
  • Tactical: Complex Shortcut Keys. | Ctrl + <Ship Numbers>, E, Q (keep Ctrl pressed, press Ship Number, then R, then E) = Repair | Ctrl + <Ship Numbers>, E, W = Sell, Sell! | Ctrl + <Ship Numbers>, E, R = Self-Destruct | Ctrl + <Ship Numbers>, E, T = Vent decks | Ctrl + <Ship Numbers>, Q, Q = Come here | Ctrl + <Ship Numbers>, Q, W = Attack my target | Ctrl + <Ship Numbers>, Q, E = Defend my target | Ctrl + <Ship Numbers>, Q, R = Run and draw whatever you're fighting away from me. | <Ship Numbers> means more than one can be selected, e.g. Ctrl + 123EQ means repair ships 1, 2 and 3. [lunaticneko]
  • Tactical: Complex Shortcut Keys for Fleet commands: Ctrl + R, R, R, R = Retreat (display dialog) | Ctrl + R, R, E, E = Sell all ships except current | Ctrl + C, C = Cease Fire / Commence Fire. [lunaticneko]



The list in the original post was created based on a very early version of SPAZ (May 2011).

So if anyone would like to help me by pointing out which items in the List are obsolete.

It would be appreciated thanks!

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 Post subject: Re: Consolidated ideas thread
PostPosted: Wed 18 Apr, 2012 11:00 am 
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Scout

Joined: Thu 23 Feb, 2012 1:30 pm
Posts: 31
DRONES: Drone factory booster hastens respawn and +1 drone, but no stat bonuses.

A drone factory booster would add +1 drone to the ship, of the type created by the drone module. Each drone factory also divides the drone production time by a higher number.
The drone module is considered as a drone factory lalso.

Taking a hypotetical 60 seconds respawn time: (respawn time = 60 / 1)

1 drone factory: +1 drone, 30 secs respawn time (60 / 2)
2 drone factories: +2 drones, 20 secs respawn time (60 / 3)
3 drone factories: +3 drones, 15 secs respawn time (60 / 4)a

And so on.a


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 Post subject: Re: Consolidated ideas thread
PostPosted: Mon 23 Apr, 2012 9:13 pm 
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Shortbus

Joined: Mon 23 Apr, 2012 8:55 pm
Posts: 1
I'd suggest 3 things, and I apologize in advance if they've been suggested before, but I checked the first post and didn't see them yet;
-Upgradeable Tractor Beams (from Surplus to Advanced greater range & speed)
-Warp Beacon upgrades along with the Clockwork (gains better Tractor Beams and weapons)
-Warp Beacon customization (customize what modules to fit on your Warp Beacon on the Hangar screen, changes would take effect the next time you warp)


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 Post subject: Re: Consolidated ideas thread
PostPosted: Fri 04 May, 2012 8:51 am 
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Dart
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I was considering an idea that TURBO DEFENDER 9000-EX would become a unique specialist after the player defeats him in combat. With one of his skills being a Data Acquired Bonus , since finding a specialist with a skill without having strict requirements to use it is quite rare, and since later in the game you may need to go on a data harvest to bulk up your equipment levels to combat high tech level enemies is sometimes a must. If this is considered a possible idea to include later, he could provide a unique bonus of providing extra experience gain to other specialists to keep his usefulness to higher grade levels in the game. Other skills could be better use of Drones and other automated type equipment.

Just feels like he's getting a rather unfair demise, and would like to see him being useful to the player's team.

Alternatively defeating him could provide a permanent 15%-20% data gather boost throughout the game. Or something more interesting than just a simple reward after completing the mission.


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 Post subject: Re: Consolidated ideas thread
PostPosted: Sat 05 May, 2012 3:46 am 
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Gyro
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Location: The Clockwork
Recon-Unit wrote:
I was considering an idea that TURBO DEFENDER 9000-EX would become a unique specialist after the player defeats him in combat.


Specialists have their skills randomly generated, so unfortunately we couldn't have a specialist with specific skills given to him without changing the way specialists are generated.

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 Post subject: Re: Consolidated ideas thread
PostPosted: Mon 07 May, 2012 6:16 pm 
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Ranger
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Posts: 328
Location: Weert, the Netherlands.
Btw devs, how is the Flak point Defence coming along?


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