Astro Galaxy - a realistic space exploration game

Info Terminal => Updates => Topic started by: SirEmi on August 27, 2014, 07:40:49 PM



Title: Mysterious encounters completed
Post by: SirEmi on August 27, 2014, 07:40:49 PM

There are rumors of mysterious remnants of an Alien civilization in the new star cluster.
Unusual structures and derelicts have been detected buried deep in some of the planets. The SOL Corporation has sent an update to all ship scanners, and we should now be able to detect the sites in "Surface" view.

Advances in wormhole technology have lead to the development of a new function for the Wormhole Generator: "Blind Jump"
-> Executes a long range blind jump. Takes only 10 seconds for the calculation.
-> Uses 150 m3 Fuel Cells and jumps a random distance between 50 to 150 LY, in a random direction. Can be activated in Ship->Modules

The SOL Corporation is proud to present the latest addition to our ship models: "The Wormhole shifter Experimental Cruiser"

This ship incorporates the latest experimental advances in Wormhole science, giving increased navigation speed and less fuel consumption.
Cruiser ship with a unique optimization "Wormhole shifter" | Optimization bonus: "-80% navigation time, -80% fuel cost"

With a fuel efficient drive and on small inter-system jumps, the ship may jump without any fuel use at all.

We've also developed new modules that will allow for scanning of the latest anomalies:

"Wormhole locator / Black Hole locator locator"

Scans for natural open wormhole signature(s) in range, determines distance and size, and can set a course to any of the found signatures.
Scans up to 50 LY at MK I. Higher mark extends scan range.

There have also been some advances in navigation techniques, that allow the "Locator" modules to plot a direct course to an anomaly and show the direction and distance to the anomaly,
even if the anomaly was not previously scanned and is out of jump range. The new technology allows the nav computer to orientate itself to the point in space detected.

The "Locator" will also be able to set a Long Range Course via a navigation waypoint / beacon, for more distant targets.


Title: Re: Mysterious encounters completed
Post by: raphael on August 27, 2014, 07:54:31 PM
Finally! Thanks SirEmi!

When will we see space monsters and/or new missions?  :)



Title: Re: Mysterious encounters completed
Post by: SirEmi on August 27, 2014, 08:04:50 PM
The sites are new types of mission(s) with different rewards...


Title: Re: Mysterious encounters completed
Post by: raphael on August 27, 2014, 08:11:53 PM
I see. That's nice!

About this bullet, is it possible to battle some space monsters?  :gun_bandana:

+ Monsters lurking and mysterious events may lie between the empty space to distant star pockets...


Title: Re: Mysterious encounters completed
Post by: SirEmi on August 27, 2014, 10:49:10 PM
I see. That's nice!

About this bullet, is it possible to battle some space monsters?  :gun_bandana:

+ Monsters lurking and mysterious events may lie between the empty space to distant star pockets...

Still working out the details for that, it will be a different type of event for deep space, with different scenarios. Don't want to be just anything, it has to be a great experience and like a treasure hunt :)


Title: Re: Mysterious encounters completed
Post by: sargas on August 27, 2014, 11:57:06 PM
Rafe, have some patience, my friend.

All things come to those who wait.

Let us see what this opens up for us and then ask for more...


Title: Re: Mysterious encounters completed
Post by: raphael on August 28, 2014, 12:28:48 AM
I wouldn't have asked for it if it wasn't included in the project detail.

The chance to encounter a space monster is the main reason I really anticipated this update. I'm sure I'm not the only one who feels that way. Blind jumps, shifters, and even relics pale to the thought of encountering/fighting space monsters.

Maybe the update should have been named "Ancient Relics" instead of "Mysterious Encounters"?  Haha

Just saying. The update still rocks though. :)


Title: Re: Mysterious encounters completed
Post by: sargas on August 28, 2014, 12:51:12 AM
Oh yes, I want that 'BUG-EYED-MONSTER' myself...


Title: Re: Mysterious encounters completed
Post by: JamJulLison on August 28, 2014, 01:38:10 AM
I noticed for the ship we still have to shell out for the silence. Considering the high cost the license really should have been included with the ship. We are talking 187,500,000 solars here.  I am just glad I never wasted QP on the ship that was on the update before this.  People were convinced cheaper new ship overall because they thought licensing cost would be covered.  I can see now just how wrong they were then. Funny that I can't recall anyone commenting on it during the last update when they saw that they were wrong.


Title: Re: Mysterious encounters completed
Post by: JamJulLison on August 28, 2014, 02:32:48 AM
Further reason the high cost is severely not worth it. I wish I had just saved my solars. 


 Are you sure you want to remove this optimization?
 Wormhole shifter Mk X

 You will receive 50% of the optimization cost: $19,200,000 solars


This means the optimization itself is only worth $38,400,000.

A cruiser hull cost $320,000.

This ship has no modules at all. 

So tell me again how it is worth paying $187,500,000.  The total value of this package is only $38,720,000.  It is a major rip off. In the future I will be steering clear of all ships offered in pledges since they clearly are not worth it.  It most definitely will be an even bigger rip off when it's price changes to 1500 QP.  Or $375,000,000.


Title: Re: Mysterious encounters completed
Post by: Rostin on August 28, 2014, 02:37:25 AM
What did you expect? I'm pretty sure it had been decided that you would need to buy a new license for any pledge ships long before they rolled off the line...

And the optimization is UNIQUE to the pledge system. SOL/Sir Emi can demand any price they want for it since it is so exclusive and since billionaire playboys such as yourself still bought it after he indulged every detail you would need to know about the ship. Cruiser class with just the MK X wormhole shifter optimization installed.

If you are disappointed then you have no one to blame but yourself... You clearly paid what you thought the ship was worth knowing full well EXACTLY what you were getting.


Title: Re: Mysterious encounters completed
Post by: JamJulLison on August 28, 2014, 02:42:16 AM
What did you expect? I'm pretty sure it had been decided that you would need to buy a new license for any pledge ships long before they rolled off the line...

And the optimization is UNIQUE to the pledge system. SOL/Sir Emi can demand any price they want for it since it is so exclusive and since billionaire playboys such as yourself still bought it after he indulged every detail you would need to know about the ship. Cruiser class with just the MK X wormhole shifter optimization installed.

If you are disappointed then you have no one to blame but yourself... You clearly paid what you thought the ship was worth knowing full well EXACTLY what you were getting.


I kinda figured maybe like with the ship we get for graduating that at least the license came with it. With the huge cost it would only make since.  The license itself cost me $42,694,824.  I think with this sorta thing that should be includes and no SirEmi never said it wasn't includes.  Also you would think if he is going to mark this up so high he would make it appear to be worth more on the optimization page for if you want to sell it.  This goes to show he clearly even believes it isn't really worth a lot.  Also I wouldn't call me a billionaire playboy. That's raph. Every solar I got goes towards upgrades for my ships and TGE corp ships. I only considered this pledge option because I thought perhaps it might help me improve my income. Still debating on now if it was really worth it though.


Title: Re: Mysterious encounters completed
Post by: SirEmi on August 28, 2014, 06:20:17 AM
Please note, if you wish to get a refund for your QP for the Wormhole Shifter ship after you delivered the pledge, do NOT sell the optimization.

Instead message support to have it removed from the ship and get your QP back. We have logs so it's no problem to change your mind.

Regarding ship licenses, I would suggest selling a used ship like a scout to get a license slot open...

Thank you.


Title: Re: Mysterious encounters completed
Post by: JamJulLison on August 28, 2014, 06:33:10 AM
Please note, if you wish to get a refund for your QP for the Wormhole Shifter ship after you delivered the pledge, do NOT sell the optimization.

Instead message support to have it removed from the ship and get your QP back. We have logs so it's no problem to change your mind.

Regarding ship licenses, I would suggest selling a used ship like a scout to get a license slot open...

Thank you.

I'm keeping it cause the money for the QP is already spent. Plus I already got it outfitted with stuff. So I might as well keep it.  I just wanted to express my views and frustration on this matter.  I think it is important for everyone to understand how much this is really worth. Also I am hoping maybe in the future you can actually price stuff like this more reasonably and possibly include the license. As for selling another ship. Decent idea but the problem is even my smaller ships are put to good use already. Actually now that I think about it, I think this new ship is my smallest personal ship now.


Title: Re: Mysterious encounters completed
Post by: raphael on August 28, 2014, 06:44:55 AM
As much as I personally love the idea of including the license, it just isn't fair. My next personal license cost 1.64 billion solars. I'd buy 10 shifters to get 10 licenses instead of 1. LOL

As for the QP price, it does seem a bit costly, especially once its price doubles.

Having the option to change your mind and get the QP back is great though. I believe that  applies to the Long Range Jumper as well. Right, SirEmi?  :)


Title: Re: Mysterious encounters completed
Post by: JamJulLison on August 28, 2014, 07:13:39 AM
As much as I personally love the idea of including the license, it just isn't fair. My next personal license cost 1.64 billion solars. I'd buy 10 shifters to get 10 licenses instead of 1. LOL

As for the QP price, it does seem a bit costly, especially once its price doubles.

Having the option to change your mind and get the QP back is great though. I believe that  applies to the Long Range Jumper as well. Right, SirEmi?  :)


Are you regretting that purchase that I foresaw as a waste of solars? lol


Title: Re: Mysterious encounters completed
Post by: raphael on August 28, 2014, 07:35:28 AM
Nope, but I want to make sure that that option is open.  :)


Title: Re: Mysterious encounters completed
Post by: SirEmi on August 28, 2014, 08:41:24 AM
Having the option to change your mind and get the QP back is great though. I believe that  applies to the Long Range Jumper as well. Right, SirEmi?  :)

Yeah you can have the optimization removed from any Pledge system ship in exchange for 740 QP if you message Support within let's say 30 days from pledge delivery. The ship will not be affected in any other way, so it will have any modules installed etc. just the optimization gets removed. With double price and pending logs verification, you may receive what was paid.

This applies to any ship optimization from the pledge system, existing and future.



Title: Re: Mysterious encounters completed
Post by: raphael on August 28, 2014, 08:49:48 AM
That's good to know.  :)


Title: Re: Mysterious encounters completed
Post by: JamJulLison on August 28, 2014, 09:23:24 AM
Yes it is. Though I hope in the future the cost will go down.  It's a good optimization but really cost too much QP. Now if say this had been for on a titan, well i could see that being more worth it.  Especially if you were to also include 1 of each new module that is being released on the update you do it as well. Make it sorta like a package deal.


Title: Re: Mysterious encounters completed
Post by: Matamaure001 on August 28, 2014, 01:40:29 PM
A few questions for you SirEmi: does the alien artifacts found on planets are one time deals or will they regenerate over time like the other missions? Does the reward is based on the power of the exploration ship?


Title: Re: Mysterious encounters completed
Post by: SirEmi on August 28, 2014, 07:11:53 PM
A few questions for you SirEmi: does the alien artifacts found on planets are one time deals or will they regenerate over time like the other missions? Does the reward is based on the power of the exploration ship?

The artefacts will spawn when a new solar system is created and are specific to the star cluster. This means star life cycle may bring in new artefacts.

No, the reward is based on RP investment and time for these missions.

There is also an unknown factor related to alien structures that can't be revealed at this time...


Title: Re: Mysterious encounters completed
Post by: JoolzVern on August 28, 2014, 10:31:16 PM
I could've sworn SirEmi did reference that the license would be separate but not in this thread.

At any rate, the update is fantastic as usual.


Title: Re: Mysterious encounters completed
Post by: SirEmi on August 29, 2014, 07:41:48 AM
The SOL Corporation has received reports of alien structures being discovered on the new alien planets.

It looks like the structures are to big to moved from the planet surface, being tied to the planet and can not be destroyed, only captured.
These structures seem to enhance the specific planet with a special bonus.

This is an intended feature. It makes a planet more desirable for colonization.

Have fun :)


Title: Re: Mysterious encounters completed
Post by: Irredrache on September 01, 2014, 02:35:59 AM
Sir Emi, I have a question about the alien structures. I found a Research Facility, and it's labeled as Mk II. Will there be some way to upgrade these? I know we can't move them, and typically you can't upgrade this sort of thing without reverse engineering two of them together... but what would make this superior to science labs is if there were a way to upgrade them. Right now the Mk II is maybe 35% better than one of my sci labs, but it takes 3300% more staff to operate. And it will take me 22 days of full use to make up the RP cost to investigate it. That said, if I could find a way to upgrade it, it would scale up much faster than science labs, and then be extremely useful. As a secondary question, will the structures be a factor in the upcoming patch?

I'm excited to see what's in store for these alien modules, and am looking forward to exterminating some more arachnids. I hate spiders.  0o

Thanks for a cool update!