Astro Galaxy - a realistic space exploration game
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31  Info Terminal / Knowledge base, Information board / Re: Prisoners of war on: December 15, 2012, 12:13:47 PM
stockpiling POWs has some pros and cons. they take up cargo space instead of LVQ or MAU, which is less efficient. but every ship has cargo bay, and not every ship has LVQ or MAU. they can be trained to be civilians or military, adding some flexibility. and they are much cheaper than crew on earth or in space
32  Feedback Terminal / Suggestions / Re: Manufactured items on: December 13, 2012, 05:51:17 AM
you get about 60% back when selling modules i tested
33  General Talk / News & Strategy / Re: Science! on: December 13, 2012, 05:46:43 AM
even then for example manufacturing CAB costs 1050$, 50$ more than buying
34  General Talk / News & Strategy / Re: Science! on: December 12, 2012, 07:48:02 PM
when is it cheaper to manufacture something? modules on Earth are cheaper than everything i can manufacture
35  Info Terminal / Knowledge base, Information board / Re: AG battle system on: December 11, 2012, 06:28:24 PM
When firing a weapon, 6 hit types can happen, each with 100/6 = 16.67% probability chance

1. Minor hit that does 5% - 15% damage
2. Light hit that does 16% - 25% damage
3. Hit that does 26% - 50% damage
4. Direct hit that does 51% - 100% damage
5. Excellent hit that does 101% - 125% damage
6. Critical hit that does 126% - 150% damage
how does it look like now? the news say
Quote
- Weapons: minor hits do more damage, critical hits do less damage. Same weapons damage overall but more closer to the average. 75%-125% instead of 50%-150%. Applies to both weapons and boarding attacks.
and my laser just did 58%

The units are ordered by power with strongest unit on the top. Each attacker unit is matched with a defender unit on the same position, e.g. unit in position 1 attacks enemy in position 1, 2 vs. 2, 3 vs. 3

If either the attacker or defender has more units then the other, the remaining units will be attacked by the strongest enemy unit standing.
so its 1v1, 2v2, 1v3, 1v4... ?
36  Feedback Terminal / Suggestions / Re: station capabilities on: December 11, 2012, 02:46:59 PM
safe spots are good thing imo. i wouldnt play this game if i had to worry about attacks every time i go to bed. keep in mind that being in a safe spot basically means idling and not making profit (not counting science). also putting a station in a safe spot limits its functionality.

regarding science - i think labs shouldnt be allowed in safe spot altogether, even on ships.
37  Feedback Terminal / Suggestions / Re: mining control (having trouble thinking of a better name) on: December 10, 2012, 12:12:42 PM
these things can be achieved by using user scripts
38  Feedback Terminal / Suggestions / Re: station capabilities on: December 10, 2012, 12:11:42 PM
id would like to deploy stations in deep space or safe spots
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