Astro Galaxy - a realistic space exploration game

Feedback Terminal => Suggestions => Topic started by: raphael on October 16, 2014, 10:04:43 AM



Title: Break down modules
Post by: raphael on October 16, 2014, 10:04:43 AM
We should be able to break down modules. Nobody needs the extra percentage: Safety override, Mk CXXII   0   -156.25% emJump   $91,500,000.

Or maybe get two modules instead of one? Mk 122 Seems like a waste of mk to me.   :21:


Title: Re: Break down modules
Post by: JamJulLison on October 16, 2014, 10:21:09 AM
Especially since there is a limit to how much you can prevent a jump anyways. Isn't it like 98 percent or something like that?


Title: Re: Break down modules
Post by: sargas on October 16, 2014, 09:41:50 PM

Did you rev-eng it to MK 122 or did that size appear as loot?  

Either way, I don't see how you can ask for change.  

Either use it or sell it.


Title: Re: Break down modules
Post by: Rostin on October 16, 2014, 09:46:44 PM
Sargas, he found it like that :)


Title: Re: Break down modules
Post by: sargas on October 16, 2014, 09:57:30 PM
Ok, I understand that. But, I still don't see a need to break it down into smaller modules just because you cannot/will not use that level. At that point it becomes nothing more than profit (or as a 'last-man' defense that kills all - and the ship still won't jump - leaving it open for actual boarding and removal of modules or taken as a prize --- not now maybe, but who knows the future). But all it is good for is profit.



Title: Re: Break down modules
Post by: JamJulLison on October 20, 2014, 10:00:22 AM
Ok, I understand that. But, I still don't see a need to break it down into smaller modules just because you cannot/will not use that level. At that point it becomes nothing more than profit (or as a 'last-man' defense that kills all - and the ship still won't jump - leaving it open for actual boarding and removal of modules or taken as a prize --- not now maybe, but who knows the future). But all it is good for is profit.




The ship will still jump after so much damage.  There is a limit to how useful they are. It does seem like a bit of waste to have that extra percentage.  But hell it's a better find then what I find anymore.


Title: Re: Break down modules
Post by: sargas on October 20, 2014, 10:41:24 AM
I know it jumps, it was just wishful thinking for the upcoming tractor beams.


Title: Re: Break down modules
Post by: JamJulLison on October 20, 2014, 10:47:33 AM
I know it jumps, it was just wishful thinking for the upcoming tractor beams.


Assuming we ever get those.  Hell we still don't got novas.


Title: Re: Break down modules
Post by: sargas on October 20, 2014, 02:11:50 PM
that pledge will start after he finishes the piece-meal upgrades he's doing now...


Title: Re: Break down modules
Post by: JamJulLison on October 20, 2014, 03:01:40 PM
that pledge will start after he finishes the piece-meal upgrades he's doing now...


I know. But this is assuming this update doesn't get pushed back further.  Or for that matter the nova doesn't get pushed back further. He has a bad habit of doing that.