Astro Galaxy - a realistic space exploration game
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631  Corporation General Talk / Bounty hunting / Re: [TGE] Bob's Station on: January 25, 2014, 08:07:09 PM
lol, lol, lol, lol...................................................lol, lol...............................................

It starts again


lol, lol, lol, lol...................................................lol, lol............................................... me too I am unable to stop.........lol, lol,..................you make my day..............
632  Feedback Terminal / Suggestions / Re: New look at the combat system on: January 23, 2014, 05:55:07 PM
SirEmi: "Regarding managing ship power by powering down modules:

A setting can be added to Ship->Weapons that will affect the ship power, weapon setting disable (not for nukes), but for all other weapon systems and maybe for shields too.
When set to disabled, the weapon will no longer fire in combat or count towards power rating. In the view ship screen, it might show with gray area to mark it as disabled."


I am very pleased with this idea. Thx
633  Feedback Terminal / Suggestions / Re: New look at the combat system on: January 23, 2014, 02:48:43 PM
For the option of splitting a 35 million ship in 2, it is not practical because of the cost of the license (around 96 millions for me now).

I like the idea of modeling the power of a ship to reduce timer but with marines it is not possible (I can not put those in cargo bays, can I). If I could move then in a state (let's say: stasis in cargo bays) where they would not attack and count toward total power, that would be great. I already pack 375750 marines in 100 m3 lol.

Be careful before reducing the timer for COM mission (you know, I like it very much) because it will mean more solars for us big players.

And I don't mind adapting to new rules, I have done it in the past. I am already planing for the rules outlined here 1
634  Feedback Terminal / Suggestions / Re: New look at the combat system on: January 23, 2014, 01:34:31 AM
SirEmi: I like all the ideas you bring so far.

One question: While doing nest missions with very high power ships ( 20 millions range) equipped only with marines (6 MK M), once I had to face 21 and an other time 23 ennemy ships. With your proposed modifications, would it be possible to win the battle? Will you modify the nest mission so that this situation will not hapend anymore? 3 weeks ago, I have played with a 35 millions ship for a short time!
635  Corporation General Talk / Bounty hunting / Re: [PMI] Gronk's Station on: January 22, 2014, 09:24:48 PM
I like your style Gronk ;)
636  Feedback Terminal / Suggestions / Re: New module for mining on: January 22, 2014, 03:15:28 PM
No prob
637  Feedback Terminal / Suggestions / Re: New module for mining on: January 21, 2014, 09:12:49 PM
The subject has been adress in:  Suggestions:Mining

Check it out.
638  Feedback Terminal / Suggestions / Re: Fleet sorting on: January 19, 2014, 06:40:25 PM
I have been doing a lot of SOS and COM missions (with slow ships by your standard Fenix). The SOS gave me about 3 millions a day before optimization. COM missions give me between 4 to 5 millions a day per ship. I only take the combat COMs and not the nest COM. Even if SirEmi says that they have the same rewards, they are much more trouble and not worth the effort (my opinion). I have stopped recently to do SOSs and only do COMs. I have 17 ships (between 13 and 22 millions power each) doing COMs. I am building 4 more now. They give me about 68 millions a day in average now.
639  Info Terminal / Knowledge base, Information board / Re: Cargo Bays on: January 19, 2014, 05:52:01 PM
You need adv. cargo bay when you begin the game. The difference in cost is quite important, in the order of the double cost for ADV. cargo bays. I personnaly use cargo bays now, they are MK MD and give 37575 m3.  To acheive that you need a lot of research. Also the modules take much more time to build. It means you also need better planing.
640  Feedback Terminal / Suggestions / Re: New look at the combat system on: January 19, 2014, 03:42:55 PM
My point was simply that it is possible to imagine such marines.
641  Feedback Terminal / Suggestions / Re: Fleet sorting on: January 19, 2014, 03:41:58 PM
I was taking about a week to make a round trip in ring 4. Well, at the time there was no optimization! 10
642  Feedback Terminal / Suggestions / Re: New look at the combat system on: January 19, 2014, 01:51:05 PM
It is easy for me to see marines with power armor, propulsion system, 3 small nuke missiles on one shoulder, a big blaster on the other shoulder, explosive in hand to blast the ship hull... Like in Starship trooper (not the film but the novel) and slow speed to pass the ennemy shields. With imagination, anything can be. It is to the game designer to decide. It is not to prevent us from complaining if we do not like it. I have invest a great amount in marines, if the rules changes it will be at great cost to me.
643  Feedback Terminal / Suggestions / Re: Fleet sorting on: January 18, 2014, 08:07:54 PM
Fenix: at a time I had 6 dedicated SOS ships. They are very cheap to build and can make about 3 millions a day only with escape pod. The only negative aspect is that they need a lot of time. I have keept mine until recently. They have been gradually converted to COM ships only because they need less time. I still have one 1
644  Corporation General Talk / Bounty hunting / Re: [PMI] Gronk's Station on: January 18, 2014, 01:02:39 AM
Same here.
645  Corporation General Talk / Bounty hunting / Re: IMG Stations on: January 17, 2014, 10:14:49 AM
I also want to brag.

"Mine is at 300 million. Even if all of that 86 million is just weapons (and no shields and armor) you still cant defeat all of my ships because my total shields are at least 130 million.

raphael: I have been making calculations following your declaration above. Studying the previous combat we had, I bet that I can rig one of my ship in such a way that I could beat all your ships in one battle. One of mine VS all of yours ;)
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