Astro Galaxy - a realistic space exploration game
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31  Feedback Terminal / Suggestions / Re: We can minimize loss in planetary combat and add strategy. on: October 07, 2012, 05:43:09 PM
I do like the idea of having an option not to destroy it. What if, say, you had two options when attacking: one destroys the modules, but has a really low loot value (good during wars where you want to cripple the enemy, but not spread yourself too thin). The other option would be to plunder the module, damaging it but not destroying it, and getting more loot and a chance to capture it?

 17 Hello,

Yes, It is better as you said that the current way.

 21 Imagine this, I took my best ship and I can destroy all that I meet on my way.
So for the new players, the Apocalypse would permanently.
Not just me, another player can do too, so the game quickly loses interest for the new players.

For this last reason, I believe, that destroy a module on the planet should not do this.
 12 My opinion is that not only the ships can not be destroyed, but the station also. They can be damaged, the pillar and put them nonfunctional.

 Opps You know how long (days) and resource (many solars) that it takes to build a nice set-up for get money.
Work over several weeks could destroy just for the pleasure of destroying.

 laugh Say no to destruction, so called recycling.
32  General Talk / General Discussion / 'Station-> Command' : command 'Survey' !!! on: October 07, 2012, 04:01:56 PM
 17 Hello,

 In the window 'Station-> Command', we do not have access to the command 'Survey'.

There is a reason about this ?

Have nice day.
33  Feedback Terminal / Suggestions / More strategy on: October 07, 2012, 02:41:55 PM
 17 Hello again,

Approach brings an option modules become damaged catchable


Before we can capture module damaged, the planet will have NO military unit and NO civilian present.
So, it will capture these units first if they are present, then the other modules damaged.

For these example just needs to say 20% efficiency for damaged modules.

Example 1: Planet with Damages in modules:
1. MIF 20% of 350 = 70 civilians Civilians
Capture 1: Can be captured easily with either 70 civilians and 25 military

Example 2: Planet with Damages in modules:
1. MIF 20% of 350 = 70 civilians Civilians
2. MAU (Marine Assault Units) 20% of 1200 = 240 Military + cost of the module


Capture 1: Capture the MAU with 240 Military,
Capture 2: Capture the MIF as in Example 1.

Greater the MAU and capture modules will be more difficult.
We can add LVQ, the efficiency is lower then MAU but cost too.

Here is the strategy that will increase in the fighting and make them more varied.

I personally believe that every game should avoid too easily destroy the work done by the players
A varied strategy in the fight is a dimension that I like, and avoids the possibility to monotonous repetition when it has no strategy.
This is an idea that can be modeled to finally be realize for the good of all.

 12 Just a discussion, but there are a LOT of potential.

Bomale
34  General Talk / General Discussion / Re: How to clear a WayPoint destination ? on: October 07, 2012, 02:14:53 PM
 17 Hello,

The reason to clear a WP, is when you have many ships in a same system, sometime/often you set by error a wp with the bad ship.
This done, and follow this error it easy after to jump with the bad ship.

 wounded1 Actually to avoids this error I remove all civils in WHG/FTL module, not really nice thing to do.

35  General Talk / General Discussion / How to clear a WayPoint destination ? on: October 06, 2012, 10:07:21 PM
 17 Hello,

In the window 'Navigation', after we have set un destination and press 'Engage' to start jump calculus time.
How I can clear or cancel to return status with NO waypoint?

Same problem in window 'System'. Can not find a way to clear jump to nothing.

Thanks.
36  Feedback Terminal / Suggestions / Re: Pacing Issues on: October 06, 2012, 04:56:33 PM
Yes, already exist.
37  Feedback Terminal / Suggestions / Re: Pacing Issues on: October 06, 2012, 04:11:38 PM
 17 Hello,

You right about tutorial, maybe in this mission speed should be more short.


We can reduce travel time by using more WHG ( Whormhole Generator  ).
Research for better WHG help too.

 12 Myself I use 3@4 WHG, travel time = short , but, expensive fuel.

Hope this help you.
38  Feedback Terminal / Suggestions / We can minimize loss in planetary combat and add strategy. on: October 06, 2012, 02:26:20 PM
 17 Salutation,

Discussion for an optional blank to add to the fight.

We know that currently the modules on systems and stations can be destroyed in an attack.
In my opinion, in this process, it is very  4 frustrating for the player to lose many hours invested and the cost too.
A repetition, it becomes erritant and it is likely that the player gets tired of playing.

 laugh here a way to proceed for fighting, a basic idea what.

Suppose that the modules can not be destroyed in battle, but rather endommaged. Module endommaged work has 20%, and until it is fully repaired.
 atention Pirates maybe just interested by pillar, so don't need to capture, just loot the module.

Behold, now adds a new dimension in the fighting ... modules can no longer be destroyed but rather endommaged when they are located a planet, then a player would have the option of capturing module endommaged.

Only modules endommaged on a planet will be captured. And this option would actually purchase the actual value of module and the amount paid will be returned to the owner legitimate.

Thus, a player capturing the module may become the owner and need to repair to get a fully new module.
The cost to capture and repair is more cost elevate the actual module base is perfect,
so the player has acquerie module for the location, or for a resource, or simply because he wanted technology higher than him he does not possess.

Thus, we eliminate the frustration and travails facts.
This introduce little strategy in planetary invasion.

Note : Option(s) module endommaged :
              Owner : Can not do any change before it fully repair.
              Other player : Loot or capture.

 12 What do you think?
39  Info Terminal / Updates / Re: Ship modules change position / re-order in ship on: October 06, 2012, 11:04:18 AM
 wow Fantastic... so fast, I really like it.  19 Thanks.
40  Feedback Terminal / Suggestions / Re: Modification to the configuration of the modules already installed in a ship on: October 06, 2012, 11:02:20 AM
Effectively. Thank.
41  Feedback Terminal / Suggestions / CLOSED - DONE : Modification to the configuration on: October 05, 2012, 09:43:40 PM
 17 Hello, another nice day.

This is currently a real burden  Opps to move into a vessel module already installed in another case:

We must do what looks like this:
   1. In window 'Module' section 'Installed Modules'
       Select the module for civil or military to remove civilians or military unit has to move.
   2. Then move the module in the cargo.
   3. Replace the last module in the new box
   4. Back again civilians or military in the module.

Now, may I can suggest this simple solution:

   In the window 'Module' section 'Cargo Bay Module'
   1. It selects an empty box.
   2. When you then click on any module already installed, it is moved into the empty box selected.

    12 That's it.
   Simple and very effective to configure our beautiful ships.
  

42  General Talk / General Discussion / Re: When resources on a planet is exhausted. on: October 03, 2012, 09:08:02 PM
Thx
43  General Talk / General Discussion / When resources on a planet is exhausted. on: October 03, 2012, 05:04:27 PM
This resource will it be regenerated?
If so, randomly or by a fixed process?

Thx
44  Info Terminal / Updates / Re: Personnel hitpoints on: October 02, 2012, 05:40:50 PM
 12 Well thought out, nothing less.
45  Feedback Terminal / Suggestions / Re: SOL Ship Maintenance on: September 29, 2012, 04:53:13 PM
 1 A BIG thank from all of us.
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