Astro Galaxy - a realistic space exploration game

Info Terminal => Add-on projects in progress => Topic started by: SirEmi on April 11, 2014, 03:21:56 PM



Title: Mysterious encounters project
Post by: SirEmi on April 11, 2014, 03:21:56 PM
PROJECT: Mysterious encounters, 3500 QP min, 24 days
    - black holes can be left behind by exploding stars
    - wormholes can form in space between stars and around exploding stars
    - wormholes lead far away into unknown space, new distant star pockets are discovered
    - alien civilization remnants are discovered in the new unexplored areas
    - black holes and wormholes have a lifetime, depending on it's size. For wormholes, size also determines the range of the jump.


To be updated.


Title: Re: Mysterious encounters project
Post by: sargas on April 11, 2014, 03:59:13 PM
oh, yes...

I am ready for this...


Title: Re: Mysterious encounters project
Post by: Matamaure001 on April 11, 2014, 05:49:50 PM
This is the one I want. more fun...more fun...more fun...MORE fun...MORE FUN in the game. :)


Title: Re: Mysterious encounters project
Post by: johnnydrinkmeth on April 11, 2014, 07:40:56 PM
This should be awesome!

Thanks Emi  :))


Title: Re: Mysterious encounters project
Post by: sauron on April 15, 2014, 05:35:45 AM
would the pocket universe also be reachable by normal means?
If the wormhole goes to (let's say) quadrant -24,7 and the wormhole dissolves, could you still go to -24,7 by normal travel and find all the stuff there?

S.


Title: Re: Mysterious encounters project
Post by: SirEmi on April 15, 2014, 10:24:10 AM
would the pocket universe also be reachable by normal means?
If the wormhole goes to (let's say) quadrant -24,7 and the wormhole dissolves, could you still go to -24,7 by normal travel and find all the stuff there?

S.

Yes, if you can survive the journey... it will be like traveling trough the desert with Fuel Cells as water... because in between will be deep space.


Title: Re: Mysterious encounters project
Post by: sauron on April 15, 2014, 11:26:28 AM
Yes, if you can survive the journey... it will be like traveling trough the desert with Fuel Cells as water... because in between will be deep space.
ah, but diamonds are a captains best friend... And who knows what will lurk in the darkness between the stars...  :)


Title: Re: Mysterious encounters project
Post by: JoolzVern on April 15, 2014, 12:48:44 PM
The universe has a lot of mystery for sure(especially in sci-fi lol) so I think this is an awesome idea- adding more of the unknown, mystery and wonder to the landscape spacescape.


Title: Re: Mysterious encounters project
Post by: SirEmi on April 16, 2014, 09:19:02 AM
Yes, if you can survive the journey... it will be like traveling trough the desert with Fuel Cells as water... because in between will be deep space.
ah, but diamonds are a captains best friend... And who knows what will lurk in the darkness between the stars...  :)

This is actually a good idea, maybe have a few spread out wormholes and black holes or some oasis kind of stars in between the big deserts of space... even a space monster or two  :))


Title: Re: Mysterious encounters project
Post by: Dadds on April 17, 2014, 08:51:04 PM
plus with the cloning vats and the crematoriums you have an unlimited source of fuel , albeit very slow production rates. (yep i know you cant "crem" a clone, but you can hire them to your living quarters then fill them the conventional way). Drop down your WHG manpower to make efficiency vs time factor more, and add a support vessel with very big cargo capacity. I am up for the challenge of long distance space running! :)


Title: Re: Mysterious encounters project
Post by: JamJulLison on April 18, 2014, 02:53:36 AM
I have been prepared for long distance voyages for a long time. Hell we can even put some hangers on corp ships and give our members lifts further out so they can save on fuel.


Title: Re: Mysterious encounters project
Post by: SirEmi on April 18, 2014, 09:09:31 AM
I imagine setting up a voyage with auto-jump, setting in 100 LY in any direction then let the map data update on each auto-jump and back track when you see something interesting...

Could be fun   B-)


Title: Re: Mysterious encounters project
Post by: raphael on April 18, 2014, 10:10:23 PM
I imagine setting up a voyage with auto-jump, setting in 100 LY in any direction then let the map data update on each auto-jump and back track when you see something interesting...

Could be fun   B-)

That could indeed be fun. if anyone needs some high level crematoriums (like mk XCIV), im willing to swap them to high level safety overrides. :)


Title: Re: Mysterious encounters project
Post by: sargas on April 18, 2014, 10:11:17 PM
I have been prepared for long distance voyages for a long time. Hell we can even put some hangers on corp ships and give our members lifts further out so they can save on fuel.

that has always been anticipated by (starting with) PMI, and continuing with both TGE and EOS.  One of my fuel selling goals is to have refueling stations on ring 4 to help with deeper space explorations.  I mean, into the void (the last knowledge the Empire has is that an exploration made it all the way to the edge in only one direction).  There is still a lot of space out there.


Title: Re: Mysterious encounters project
Post by: sargas on April 18, 2014, 10:14:36 PM
I imagine setting up a voyage with auto-jump, setting in 100 LY in any direction then let the map data update on each auto-jump and back track when you see something interesting...

Could be fun   B-)

That could indeed be fun. if anyone needs some high level crematoriums (like mk XCIV), im willing to swap them to high level safety overrides. :)


hmmm, that's a valid commodity.  Except for the price - instead let's do 5 ovens for 1 override...


Title: Re: Mysterious encounters project
Post by: raphael on April 18, 2014, 10:44:24 PM
5:1? LOL.. I only swap it for the same value, so a crem mk XCIV should get a override mk LXIII.

It's rare to get high lvl illegal mods without reverse engineering, and if anyone else got a mk XCIV from pirate looters, it's probably only Mata and nobody else. LOL


Title: Re: Mysterious encounters project
Post by: raphael on April 18, 2014, 11:02:04 PM
I have been prepared for long distance voyages for a long time. Hell we can even put some hangers on corp ships and give our members lifts further out so they can save on fuel.

that has always been anticipated by (starting with) PMI, and continuing with both TGE and EOS.  One of my fuel selling goals is to have refueling stations on ring 4 to help with deeper space explorations.  I mean, into the void (the last knowledge the Empire has is that an exploration made it all the way to the edge in only one direction).  There is still a lot of space out there.

To update your knowledge, the Syndicate explored space far beyond the edge, and deep into to the void: up to the tenth ring!  :12:


Title: Re: Mysterious encounters project
Post by: sargas on April 18, 2014, 11:12:00 PM
The entire tenth ring and all rings inward?  Thank you for the update.


Title: Re: Mysterious encounters project
Post by: raphael on April 18, 2014, 11:22:17 PM
I didn't scout all the edges of the tenth ring, but I got as far as around 500 LY away from SOL. Strangley, there are still salvage ships out there (5x price penalty) and fuel cost 250 solars per m3. LOL


Title: Re: Mysterious encounters project
Post by: sauron on April 19, 2014, 03:30:41 AM
I was wondering about the salvage ships part already, but they are available even there... lol.


Title: Re: Mysterious encounters project
Post by: Matamaure001 on April 19, 2014, 10:39:24 AM
I am also ready to travel far. I have enough high level hangar bays to take all my ships into one mothership or 5-6 warships into one scout ship. It has been tested as soon as the hangar bays became available. I have been waiting a long time for the "Mysterious encounters project".


Title: Re: Mysterious encounters project
Post by: JamJulLison on April 20, 2014, 07:07:59 PM
I have been prepared for long distance voyages for a long time. Hell we can even put some hangers on corp ships and give our members lifts further out so they can save on fuel.

that has always been anticipated by (starting with) PMI, and continuing with both TGE and EOS.  One of my fuel selling goals is to have refueling stations on ring 4 to help with deeper space explorations.  I mean, into the void (the last knowledge the Empire has is that an exploration made it all the way to the edge in only one direction).  There is still a lot of space out there.


I myself wouldn't mind setting up similar stations along the way to help others as well. Though with the current state of things those likely would become targets by certain individuals. lol


Quote
5:1? LOL.. I only swap it for the same value, so a crem mk XCIV should get a override mk LXIII.

It's rare to get high lvl illegal mods without reverse engineering, and if anyone else got a mk XCIV from pirate looters, it's probably only Mata and nobody else. LOL


Reverse Engineeriing kinda sucks anyways. That is why I haven't bothered to do much with it.


Title: Re: Mysterious encounters project
Post by: Dadds on April 21, 2014, 01:21:58 PM
Quote
I myself wouldn't mind setting up similar stations along the way to help others as well. Though with the current state of things those likely would become targets by certain individuals. lol
Boo Hoo! I wanna help but i am scared to try so therefore i will just be a pirate. Thats how I read that comment. New combat rules are in now. You can protect a fuel outpost a lot more easily than before JamJul. Dont keep pointing your finger at others why you can and cant do things. I got between 14-16 outposts out there which i bet you are trying to find desperately. You dont build anything anymore since you became a raphael sycophant. When you find them, then you will be shown a new lesson in combat tactics.


Title: Re: Mysterious encounters project
Post by: JamJulLison on April 23, 2014, 12:56:48 PM
Quote
I myself wouldn't mind setting up similar stations along the way to help others as well. Though with the current state of things those likely would become targets by certain individuals. lol
Boo Hoo! I wanna help but i am scared to try so therefore i will just be a pirate. Thats how I read that comment. New combat rules are in now. You can protect a fuel outpost a lot more easily than before JamJul. Dont keep pointing your finger at others why you can and cant do things. I got between 14-16 outposts out there which i bet you are trying to find desperately. You dont build anything anymore since you became a raphael sycophant. When you find them, then you will be shown a new lesson in combat tactics.


In order to protect it well it means diverting resources for it that would be better spent elsewhere. Considering such fuel stations, unlike your stations would need to be public knowledge, locating them would be quite easy for you. Strategically it would just be a bad idea.  As for yours.  I am not even bothering to waste my time looking for yours. If I find them great. If not then oh well.  Once novas are in you will either be dismantling them temporarily or letting them get blown up in the novas anyways.  As for piracy, I never said anything about that.  I haven't really even been doing much of that at all.  Nor to I intend to.  It is rare for me to go out raiding. Especially when I am busy working hard in the real world to try to earn some money.


Title: Re: Mysterious encounters project
Post by: Dadds on April 23, 2014, 01:43:09 PM
Well here is a one time offer JamJul. If you wish to declare amnesty on your fuel stops, i will honor that. I am a warrior, not a craven coward looking for an easy hit. If those fuel stops are for the purposes of military build up against me, they will be removed. If they are for the community, they will survive. I ask no boon in return. I will protect my holdings.


Title: Re: Mysterious encounters project
Post by: JamJulLison on April 23, 2014, 01:48:32 PM
Well here is a one time offer JamJul. If you wish to declare amnesty on your fuel stops, i will honor that. I am a warrior, not a craven coward looking for an easy hit. If those fuel stops are for the purposes of military build up against me, they will be removed. If they are for the community, they will survive. I ask no boon in return. I will protect my holdings.


I will accept that offer.  I will begin setting those up after novas are brought in. Not much point in setting them up just yet.  Even though you ask no boon, I will still extend the same offer to you. We will not attack any public fueling stations you set up.  So once you set them up let me know where and I will make sure none of my people attack those.


Title: Re: Mysterious encounters project
Post by: sargas on April 23, 2014, 03:48:01 PM
good, I like this.  Let's keep our service stations exempt from attacks  (SOL corp. stations are a different matter).


Title: Re: Mysterious encounters project
Post by: raphael on April 23, 2014, 09:42:35 PM
I will still extend the same offer to you.

No need to extend the same courtesy to IMG. Every IMG asset made public will be exterminated by the Syndicate within hours.  :)


Title: Re: Mysterious encounters project
Post by: JamJulLison on April 24, 2014, 02:47:04 AM
I will still extend the same offer to you.

No need to extend the same courtesy to IMG. Every IMG asset made public will be exterminated by the Syndicate within hours.  :)


If they are willing to be nice and leave my public fuel stations I set up alone, I will be more then willing to return the favor. This is about helping out other players in general. We all know there will be no real profit in this.


Title: Re: Mysterious encounters project
Post by: SirEmi on May 10, 2014, 08:53:26 AM
Mysterious encounters project has been added to the in-game pledge system.



Title: Re: Mysterious encounters project
Post by: sargas on May 10, 2014, 03:06:52 PM
funded


Title: Re: Mysterious encounters project
Post by: johnnydrinkmeth on May 11, 2014, 05:44:39 AM
The blind jump function is really quite something.

I wonder how useful it would be in explored space...

It can imagine using it to (try to) quickly jump out to the 4 ring...

and yay!  this sounds like it'll be great!


Title: Re: Mysterious encounters project
Post by: sargas on May 13, 2014, 02:34:02 AM
...round and round she goes...

...where she stops, nobody knows...

...close your eyes, make a dream...

...but things just ain't what they seem...

...close your eyes, take a chance...

...try the slide without your pants...

...round and round and round she goes...

...until the cops make you close...



Title: Re: Mysterious encounters project
Post by: johnnydrinkmeth on May 13, 2014, 07:56:16 AM
well I think the heading mysterious encounters describes that comment perfectly....

Although I must say, if your ships have on board slides, maybe I'd be willing to accept a little creepy behaviour.  My on board entertainment is limited to convincing the new clones that everyone wears their underwear on the outside  :12:


Title: Re: Mysterious encounters project
Post by: Rostin on July 20, 2014, 11:44:08 AM
Sir Emi, once this project is completed will every quadrant of space that you can see on the galaxy map have the possibility of being populated with new star clusters? Or will there still be vast reaches of space at the borders with nothing after them?

I guess what I'm asking is; will it be like it is now, with seemingly endless quadrants of empty space that do not have anything past them? or will there be the possibility of clusters and such all the way to the edge of the map (not knowing where that will be...)

Will you be utilizing all possible space in the current galaxy with this project or only some of it?


Title: Re: Mysterious encounters project
Post by: SirEmi on July 20, 2014, 12:19:38 PM
Will you be utilizing all possible space in the current galaxy with this project or only some of it?

Space should be infinite... There will be hermit stars between the voids the separate two big pockets, however you should first watch the news and hear what the SOL corporation will say before trying to venture and find these hermit stars.

I can tell you that these voids will not be completely empty, the stars and events in between will also be very special. These hermit stars may be unique / unstable or just very weird :)

Anyway, we plan to add 4 pockets that will be around 1000 - 1500 LY away from the local SOL pocket and orbiting around it, so after that I would recommend restricting your range to maybe 2000 LY from Sol, until we discover other pockets and such...


Title: Re: Mysterious encounters project
Post by: JamJulLison on July 20, 2014, 05:23:24 PM
Will you be utilizing all possible space in the current galaxy with this project or only some of it?

Space should be infinite... There will be hermit stars between the voids the separate two big pockets, however you should first watch the news and hear what the SOL corporation will say before trying to venture and find these hermit stars.

I can tell you that these voids will not be completely empty, the stars and events in between will also be very special. These hermit stars may be unique / unstable or just very weird :)

Anyway, we plan to add 4 pockets that will be around 1000 - 1500 LY away from the local SOL pocket and orbiting around it, so after that I would recommend restricting your range to maybe 2000 LY from Sol, until we discover other pockets and such...

Am I correct in assuming that it will be possible to find COMs out that far if there is a system around?


Title: Re: Mysterious encounters project
Post by: SirEmi on July 21, 2014, 12:13:33 AM
Am I correct in assuming that it will be possible to find COMs out that far if there is a system around?

No, because the space outside the local Sol group is unexplored... but you will find other signals...


Title: Re: Mysterious encounters project
Post by: raphael on July 21, 2014, 12:27:04 AM
That's what I thought. That's when space monsters/aliens come in.  :)


Title: Re: Mysterious encounters project
Post by: sargas on July 21, 2014, 12:30:10 AM
and/or 'rogue' planets and stars


Title: Re: Mysterious encounters project
Post by: JamJulLison on July 21, 2014, 01:31:06 AM
Am I correct in assuming that it will be possible to find COMs out that far if there is a system around?

No, because the space outside the local Sol group is unexplored... but you will find other signals...


Space beyond the 1st ring was always listed an unexplored on star chart maps yet there are COMs there.  I think perhaps there should be the occasional COM out there. But maybe make them not appear as often as the others.


Title: Re: Mysterious encounters project
Post by: sargas on July 21, 2014, 03:57:52 AM
I believe he meant the 'local Sol group' as being our little pocket of stars, and not just sector 0,0.  In this advisory about 'Mysterious Encounters',  I see him saying "No, there will not be the COM or SOS missions you are used to, but something new and different (at least I hope that I am interpreting SirEmi correctly). 

And, it looks as if the nearest cluster will be around 100 jumps in whatever direction (not all directions; but 1 direction, maybe 2).  It's 1000 - 1500 LY  between clusters and jumps are 12 - 16 LY each.


Title: Re: Mysterious encounters project
Post by: JamJulLison on July 21, 2014, 05:56:19 PM
I believe he meant the 'local Sol group' as being our little pocket of stars, and not just sector 0,0.  In this advisory about 'Mysterious Encounters',  I see him saying "No, there will not be the COM or SOS missions you are used to, but something new and different (at least I hope that I am interpreting SirEmi correctly). 

And, it looks as if the nearest cluster will be around 100 jumps in whatever direction (not all directions; but 1 direction, maybe 2).  It's 1000 - 1500 LY  between clusters and jumps are 12 - 16 LY each.


I know what he ment.  I am not an idiot.  I was simply explaining from a story perspective and the fact that on the old star maps anything beyond the first ring did not show on the star start.  I would just like to see the occasionly COM far out around systems that may be out there. Not be as frequant for story reasons. But still they could still appear.  Yes the new stuff out there might be good. But for all we know they could be even less profitable then hijackings and even less then nest.  Lord knows the mining missions are useless.  If we get another useless set of missions we will have no reason to even want to leave the 4th ring.  At least if COMs are kept up out there, there might be more of a reason to move out that far.


Title: Re: Mysterious encounters project
Post by: SirEmi on July 21, 2014, 07:57:19 PM
There will be different types on missions beyond 4,4... human, alien and something else... some might be similar to the ones in 4,4 a Com against some aliens, or a mining mission for an unknown mineral or gas...


Title: Re: Mysterious encounters project
Post by: raphael on July 21, 2014, 08:47:36 PM
There will be different types on missions beyond 4,4... human, alien and something else... some might be similar to the ones in 4,4 a Com against some aliens, or a mining mission for an unknown mineral or gas...

I want some death rays from those aliens!  :lustslow:


Title: Re: Mysterious encounters project
Post by: Rostin on July 21, 2014, 09:33:33 PM
There will be different types on missions beyond 4,4... human, alien and something else... some might be similar to the ones in 4,4 a Com against some aliens, or a mining mission for an unknown mineral or gas...

I want some death rays from those aliens!  :lustslow:

Or Anal Probes! :lustslow:
(destroy all humans reference...)


Title: Re: Mysterious encounters project
Post by: Matamaure001 on July 22, 2014, 12:23:40 AM
Ralph, if I remember well, there may be rays that will bypass the shields. For our ships, you could call that death rays. :)


Title: Re: Mysterious encounters project
Post by: sargas on July 23, 2014, 12:39:22 AM
and, as always, be careful what you wish for...


Title: Re: Mysterious encounters project
Post by: JamJulLison on July 23, 2014, 01:13:25 AM
There will be different types on missions beyond 4,4... human, alien and something else... some might be similar to the ones in 4,4 a Com against some aliens, or a mining mission for an unknown mineral or gas...


If it is mining I know it won't be worth it.  Those are just horrible. lol. COM against aliens sounds good though.


Title: Re: Mysterious encounters project
Post by: sargas on July 23, 2014, 01:24:03 AM
you never had the patience for mining...


Title: Re: Mysterious encounters project
Post by: JamJulLison on July 23, 2014, 01:41:10 AM
you never had the patience for mining...



I used my hybrid ship with advanced mk 40 mines and harvesters on board.  I tried a mining mission. Picked one up. Had to fly far away about half way across galaxy to find the stupid system. Had to search for the planet.  Then tried to mine it.  Progress was slow.  I decided to just have the ship do a quick COM.  The ship made more on a COM in less time then I had already spent on the mining mission and I wasn't even close to being done with the mining mission. I have patience. But even that has limits.


Title: Re: Mysterious encounters project
Post by: raphael on July 23, 2014, 02:25:58 AM
Ralph, if I remember well, there may be rays that will bypass the shields. For our ships, you could call that death rays. :)

More modules to dominate the game. Bring 'em all in!  :devil: