Astro Galaxy - a realistic space exploration game
  May 11, 2024, 11:46:24 AM *
Welcome, Guest. Please login or register.

Login with username, password and session length
News:
 
  Home Help Search Members Login Register  
  Show Posts
Pages: [1]
1  Info Terminal / Knowledge base, Information board / Re: Mining expedition on: May 12, 2014, 10:24:09 PM
JJL,

correct, my module didn't have more power then my COM ship, that's why I send Sir Emi, and ingame message about it.
2  Info Terminal / Knowledge base, Information board / Re: Mining expedition on: May 12, 2014, 10:02:53 PM
so Ralph,

with the new rounds of combat, it's not really that difficult to understand, maybe too big of words for "admiral" cough Ralph.
   i.e. 5 enemy ships
       one of them fires first, instead of me. it fires on my mining module, instead of my COM ship.. one needs to use small words for ralph so he can also understand
       then when it's my ships turn to fire
       my ship fires and destroys enemy ship.
       next ship up for combat, etc, etc, etc
        small enough words for you?? Admiral. lol.

are you now saying you are the game developer? interesting, thanks for the info.




3  Info Terminal / Knowledge base, Information board / Re: Mining expedition on: May 12, 2014, 09:21:07 PM
A. I've seen occasions, when doing COM missions, I'd drop a random mining module, forget to scoop back to the cargo bay before engaging combat, and then have one of the enemy ships, instead of targeting my ship, instead targeted the very weak module, destroy it, then enemy ship is also destroyed is short order by my COM ship. so even parking a combat ship in orbit there is no real safety for your high level mining modules, and/or orbital stations.  I've sent Sir Emi an ingame message regarding this over a week ago, and to date "no response"

No response because it is not happening anymore since the combat system revamp.  Try checking the updates sometimes. 14

cough. this is AFTER updates, unlike you i actually can read, but thanks for the taunt
4  Info Terminal / Updates / Re: Mineral/Gas deposits regeneration completed! on: May 12, 2014, 07:26:39 PM
The probes will boost the natural regeneration rate of planets / moons / belts like this:

If planet has 3% regeneration rate / day, adding a probe MK I will make the regeneration rate 3*1.2 = 3.6%

That means there is a chance of 3.6% for each empty deposit slot on the planet that each day, a new deposit will be found.

That's why the probes work best on planets / moons / belts with 10+ empty deposit slots, as the chance is applied on each deposit, sometimes hitting more in a day, sometimes none.

Other then that, the probes provide detailed information on the planet hidden resource map data. It could be useful for when you want to settle a planet and fortify it as main base and have long term mining plans.

"If planet has 3% regeneration rate / day, adding a probe MK I will make the regeneration rate 3*1.2 = 3.6%"

Now this is a very interesting statement.

A. I've looked over all of the various screen views available to us players, and don't see anywhere where we would be able to determine a planets "regeneration rate / day", so how would we know what one planets rate is compared to any others? Would think that would be a good thing to show in the planet screens??

B. " The probes will boost the natural regeneration rate of planets / moons / belts like this: If planet has 3% regeneration rate / day" This seemingly implies that "?all?" planets have an inate regeration rate. To date, I've seen no evidence that any planet has ever "regenerated" a new deposit. Not that I'm saying I'm constantly scanning planets on a daily basis, however certainly someone would have seen these, and posted about it, not to mention "but of course I will" the complete lack of regeneration of minerals has been discussed going back to game inception. Counting all planets, moons, and asteroid fields, there must be several thousand places where minerals "could be found", and taking lets say a 1% average regeneration rate,  one would expect to see regenerated mineral fields in the double digit rate per day, even without the new modules.
5  Info Terminal / Knowledge base, Information board / Re: Mining expedition on: May 12, 2014, 07:03:29 PM
This mining mission can't really be compared to the combat missions. The investment in specialized modules for combat ships is much more then the investment needed for dedicated mining ships.

The mining expedition is meant for mining ships. In time it will balance out as mining gets more profitable when it combines with searching for artefacts etc. while combat gets more difficult as pirate ship designs get more upgrades, illegal modules and maybe even pirate ship optimizations. The aliens will be even tougher...


The problem with mining ships is many aren't powerful enough to really protect high MK advanced mines and harvesters you need for this. That is why most miners just use basic mining modules often times at MK 1 for mining.  Larger modules become tempting targets for pirates. So in order to really do this quick you need high MK mine and harvesters. But you also need a decently powerful ship to protect the stuff.  Thing is once you have such a ship your better off just doing COMs.  So these missions just overall aren't that great for anyone.  I am about to give it a try anyways though.  My net was down so I didn't have a chance to try it yet.


JJL is quite right on this one.

Additionally:
A. I've seen occasions, when doing COM missions, I'd drop a random mining module, forget to scoop back to the cargo bay before engaging combat, and then have one of the enemy ships, instead of targeting my ship, instead targeted the very weak module, destroy it, then enemy ship is also destroyed is short order by my COM ship. so even parking a combat ship in orbit there is no real safety for your high level mining modules, and/or orbital stations.  I've sent Sir Emi an ingame message regarding this over a week ago, and to date "no response"
B. Putting a orbital station in orbit to auto-offload your minerals for higher level modules, doesn't work correctly. Auto-offload is set on a 6 hour timer, and a high level module could fill-up several times in that amount of time. Consequently, the highest effective level of mining modules "unless you're mining at extreme depths", is low to mid teens on module level. That leaves a miner, constantly baby sitting the very long tedious task of mining, or waiting months to mine out the deposit you paid for, and then spent hours searching out.

Seems a bit more tweeking is in order here. Additionally, I like one of the previous suggestions that when deposit if found, the finder receives and automated "finder fee", of some multiple of the mission cost or size/value of deposit found. this would be compensation for completing that portion of the mission. These missions compared to either COM and/or SOS are not yet where they need to be.
6  Info Terminal / Updates / Re: Mineral/Gas deposits regeneration completed! on: May 05, 2014, 10:25:08 PM
well of course you need to deploy it like a normal mine, that was done.

20% over what time period though. all other mine types are measured in a rate/hour. I'm saying I had one deployed for a week. 24hrs X 7 = 168 hours, and if rate is actually anywhere close to 20% chance per hour, would make me quite the unluckly miner.
7  Info Terminal / Updates / Re: Mineral/Gas deposits regeneration completed! on: May 05, 2014, 06:47:12 PM
Was finding them over the weekend, so the latest update seems to have worked, however you'll spend a good deal of time finding your deposit; it's something at least, but compared to com, and even SoS still leaves a lot to be desired, but better then leaving burned out husks of worlds everywhere.

It's better then the previous released "core drilling probes", said to give 20% increase of change to find new mineral deposits. curious statement as before these there was zero chance to find a new deposit... it doesn't say over what time period that 20% is, had one planted for a week, and didn't do anything, doesn't seem to be per hour or day, interested to know what time period that 20% is for... real waste of QP there so far.

Don't see the wormhole project listed yet, hopefully this, at least, is going to expand the playing field way past the current 4x4 area, the current size of the top 5, or 10 players, at thier current growth rate, it will get extremely crowed, as if it's not already.

Also will just keep asking this question, until we're supplied an answer: on all of the new module types, shouldn't these be added to the module drop list on com missions, albiet with less frequency then the current unknown module list??
8  Info Terminal / Updates / Re: Mineral/Gas deposits regeneration completed! on: May 02, 2014, 06:18:29 PM
If you doubled/tripled the rate, it must still be quite rare... I've had a small fleet scouring the map since the release, and have yet to encounter this new mission.

Additionally on all of the new module types, shouldn't these be added to the module drop list on com missions, albiet with less frequency then the current unknown module list??
9  Info Terminal / Updates / Re: Combat revamp project completed on: April 16, 2014, 06:46:15 PM
"Why must the most fatigued marine module (ie the 1st one in line) always go out first? Surely you would send out your strongest and fittest team first, as is with all weapons."

Finally someone else is saying something about this.

Only General Pickett ( google pickett's charge, if you're not familiar with him), would employ this tactic... even he saw the error of his ways, eventually; not before most of his men were dead, loosing the battle, a major factor in loosing that campaign, and the turning point of the war... other then that, the strategy worked ok "cough". wounded1

Game developer is always saying he wants to emulate real world as much as possible, this in no way emulates real world. If you have a dozen or two MAU's why would you not rotate them, instead of shooting the 1st units lifeless bodies out the torpedo tubes when they reach 100% level of fatique
10  Corporation General Talk / Bounty hunting / Re: [PMI] Gronk's Station on: January 22, 2014, 07:45:47 PM
Mission accomplished. QPs were sent!  1

LOL, this is quite comical. and to boot you even paid to find me... With a power of ~100K, anyone that has played the game for 2 months, with the current combat engine being how it is, could easily overcome my very small station with minimal effort. About the same effort is took one of my SoS ships to take out both of your stations on Jupiter and Mercury on 19-Jan-2014. that wasn't a typo, those stations of your were destoyed with SoS ships   laugh

We took no monetary loss in loosing that station; We've now destroyed or captured 300+ science modules of yours;
installed modules should have looked quite familiar to you, as they were re-purposed modules of yours we captured, or money from selling some + minerals were used to furnish the station; We still have copious amounts of captured modules of your's to repurpose.

Gronk has kicked a few of your COM ships to the curb with little effort; Gronk has no fear of you, we enjoy devouring braggarts. 
Pages: [1]
Powered by MySQL Powered by PHP Powered by SMF 1.1.21 | SMF © 2015, Simple Machines Valid XHTML 1.0! Valid CSS!