Astro Galaxy - a realistic space exploration game

Caffe => Whatever => Topic started by: raphael on November 14, 2014, 09:24:59 PM



Title: Trade Modules
Post by: raphael on November 14, 2014, 09:24:59 PM
I need the following modules: 1) completed death rays mk I and 2) science labs (mk C and above).

I need hundreds of both modules. I am willing to trade any other module for the DRs and SLs.

Just send me a message so we can work out a deal. I assure you that any deal will be beneficial for you. Just don't expect that I am willing to trade my best modules for it (like lasers mk M and AES mk DCCC, LOL).  :)



Title: Re: Trade Modules
Post by: Irredrache on November 14, 2014, 09:38:55 PM
Lol, WHAT? Shields MK 800?!? I just FINALLY got my shields to C  0o


Title: Re: Trade Modules
Post by: Rostin on November 15, 2014, 02:25:14 PM
What the f**k...


Title: Re: Trade Modules
Post by: raphael on November 15, 2014, 08:07:59 PM
Lol, WHAT? Shields MK 800?!? I just FINALLY got my shields to C  0o

I will bring it to mk M before the year ends. :)

Anyway, I will also buy DRs and labs at 50% more value. I will pay in resources or QPs. PM me if interested. :)


Title: Re: Trade Modules
Post by: JamJulLison on November 15, 2014, 08:44:21 PM
I can just imagine the cost lol.  I am working to getting all mine updated to advanced MK 200 right now.  I could take the tech higher but I want to first get all my ships updated first. Once I do income will become even higher making it easier to go for the higher tech.  I think raph has reached a point where he is bored and is just making these for the hell of it lol


Title: Re: Trade Modules
Post by: Irredrache on November 15, 2014, 11:37:17 PM
Lol, WHAT? Shields MK 800?!? I just FINALLY got my shields to C  0o

I will bring it to mk M before the year ends. :)

Anyway, I will also buy DRs and labs at 50% more value. I will pay in resources or QPs. PM me if interested. :)


Haha, MK M AES. Oh man. What is the RP requirement for your next level of shields?

I'm getting ready to go back into the new cluster, so maybe I'll be rolling in DRs and can finally sell you some :)


Title: Re: Trade Modules
Post by: sargas on November 17, 2014, 02:44:26 PM
pm me for the location of my two public fueling stations located there.


Title: Re: Trade Modules
Post by: raphael on November 18, 2014, 08:50:31 PM
Lol, WHAT? Shields MK 800?!? I just FINALLY got my shields to C  0o

I will bring it to mk M before the year ends. :)

Anyway, I will also buy DRs and labs at 50% more value. I will pay in resources or QPs. PM me if interested. :)


Haha, MK M AES. Oh man. What is the RP requirement for your next level of shields?

I'm getting ready to go back into the new cluster, so maybe I'll be rolling in DRs and can finally sell you some :)

mk 801 cost 28,836,000 RPs. Railguns mk 401 cost more (even more than lasers mk 1001) at 57,744,000 per level. :)

Sweet. Message me once you want to sell some. :)


Title: Re: Trade Modules
Post by: raphael on November 29, 2014, 06:45:17 PM
I am buying labs at TWICE their manufacturing cost. :)


Title: Re: Trade Modules
Post by: Rostin on November 29, 2014, 07:14:40 PM
 :)) why??


Title: Re: Trade Modules
Post by: sargas on November 29, 2014, 10:27:11 PM
timing, I'm sure.  RevEng is quicker than manufacture.


Title: Re: Trade Modules
Post by: Raptor on December 01, 2014, 03:16:01 AM

mk 801 cost 28,836,000 RPs. Railguns mk 401 cost more (even more than lasers mk 1001) at 57,744,000 per level. :)




So, that's like 10 seconds of research for your nerds?  :))


Title: Re: Trade Modules
Post by: raphael on December 03, 2014, 09:36:42 PM
Talking about science, I just noticed I now have 20 billion RPs. LOL

Latest module offer:

1. Complete death rays for 25m each (need only 30 now).
2. Science labs with at least mk C at thrice their manufacturing cost (only need a few hundreds now).

Sigh, I wish we had a trade center for modules. :)


Title: Re: Trade Modules
Post by: raphael on December 03, 2014, 09:39:28 PM
:)) why??

I wasn't kidding when I said that I am aiming for 100,000,000 RP/hr. Haha I now offer THRICE their manufacturing cost. :)


mk 801 cost 28,836,000 RPs. Railguns mk 401 cost more (even more than lasers mk 1001) at 57,744,000 per level. :)




So, that's like 10 seconds of research for your nerds?  :))

I wish. LOL


Title: Re: Trade Modules
Post by: Matamaure001 on December 03, 2014, 10:26:57 PM
Last week I noticed I had 22 billions RP accumulated, I managed to spent it all and I want more :)


Title: Re: Trade Modules
Post by: raphael on December 04, 2014, 08:56:46 PM
Nice. What's your rp/hr?  :)


Title: Re: Trade Modules
Post by: Matamaure001 on December 04, 2014, 11:31:27 PM
A direct question. An evasive answer you get from it: I am far from 100,000,000 RP/hr. From previous comments you did, Ralph, I estimated that you where making 7,500,000 RP/hr a month ago. I was making much more at the time. And yes, I have tech above MK 3999.


Title: Re: Trade Modules
Post by: Irredrache on December 05, 2014, 01:21:08 AM
Lol, you guys are crazy  :))

How high can Roman Numerals count? What happens when you run out of Roman Numerals?!?


Title: Re: Trade Modules
Post by: raphael on December 05, 2014, 04:02:14 AM
A direct question. An evasive answer you get from it: I am far from 100,000,000 RP/hr. From previous comments you did, Ralph, I estimated that you where making 7,500,000 RP/hr a month ago. I was making much more at the time. And yes, I have tech above MK 3999.

7.5m? I was making many times more than that a month ago. Even more so now. LOL


Title: Re: Trade Modules
Post by: Viracocha on December 05, 2014, 10:31:02 AM
250 days for 1 module  0o


Title: Re: Trade Modules
Post by: Viracocha on December 05, 2014, 10:32:47 AM
Will be hard to pass you gays with science  :))


Title: Re: Trade Modules
Post by: sargas on December 05, 2014, 10:50:24 AM
Lol, you guys are crazy  :))

How high can Roman Numerals count? What happens when you run out of Roman Numerals?!?

Okay, I'll have a shot at theis question and someone should correct me if I'm wrong. If I'm remembering my Roman numerals properly, the following equivalences hold:

I = 1
V = 5
X = 10
L = 50
C = 100
D = 500
M = 1000

I can't remember any other numerals. As well, I thought that a numeral with a bar over it stood for 10 times the value of the numeral without the bar. (Actually this must only be the case for M and D since it would be pointless for any other numeral) Thus, the number 10,000 could be easily made with:
_
M

and the numbar 12345 would be overscored M followed by MMCCCVL or overscored M followed by MMCCCVIV.


Title: Re: Trade Modules
Post by: Matamaure001 on December 05, 2014, 12:52:04 PM
Sargas, look on wikipedia for big Roman Numerals, it goes in the millions!


Title: Re: Trade Modules
Post by: lisunken on December 05, 2014, 02:41:50 PM
Lol. I have to google and print it out.


Title: Re: Trade Modules
Post by: raphael on February 23, 2015, 04:06:43 AM
I am still looking to trade modules.

Your science lab to my marines x 2.

Example: Your 10 science lab mk D to 20 of my marines mk D. That way you will get your com ships finished twice as fast.

I'm also open to counterproposals.  :)


Title: Re: Trade Modules
Post by: raphael on March 02, 2015, 06:49:20 PM
Offer increased to: your lab to my 2 marines and 5 QPs.

Example:

Your 20 Labs mk D to my 40 Marines mk D and 100 QPs. :)

I'm open to different mks as well. Thanks to those who traded with me. :)


Title: Re: Trade Modules
Post by: raphael on March 15, 2015, 11:16:14 PM
Talking about science, I just noticed I now have 20 billion RPs. LOL

Latest module offer:

1. Complete death rays for 25m each (need only 30 now).
2. Science labs with at least mk C at thrice their manufacturing cost (only need a few hundreds now).

Sigh, I wish we had a trade center for modules. :)

To those who asked, yes, I am still buying labs at thrice their manufacturing cost. :)


Title: Re: Trade Modules
Post by: Antilak on March 19, 2015, 10:49:53 PM
Humbly looks at his science/hour..... Oh, hmm, 15500.

So you're a factor of 1000 higher than me. Or three orders of magnitude.

Got to say, my friends, it's all relative. Why? Because I'm having fun. :p

My entire time in astro-galaxy I was aware other players had ~1 billion ship/station power. Certainly doesn't stop me from enjoying the game. I'm not the kind of player who wants to get to end game asap or will quit. I play and play, regardles.

It's the journey which matters.

One thing I am trying to avoid is being overwhelmed by ships/stations/miners/etc. It's always on my mind when I'm playing. I'm always wondering "Lets see, how can I minimize the time I'll be playing per solar? I like to be afk."

My opinion is games should reward us minimally if we're playing more than 1 hours per day. But it all depends on the game. Some people really do not have more than 30 minutes to devote to gaming on a given day. Doesn't mean they shouldn't game.

Don't take what I say personally. And I've gamed a lot in my life. I've probably been addicted a few times.

There was one browser game I played which decreased your experience after an hour or two to 20%. That's not enough, imho. And yet the dumb thing also had a cash shop which allowed you to buy more time so it'd be 100% again. /shake head.


Title: Re: Trade Modules
Post by: raphael on March 20, 2015, 08:05:23 AM
Having many ships and stations doesn't mean that you have to spend a lot of time in the game. Most of the time nowadays I log in to just check the corp board and forum. That said, I spend more time responding to forum posts and corp boards than actually playing the game. LOL


Title: Re: Trade Modules
Post by: Antilak on March 20, 2015, 07:35:22 PM
Having many ships and stations doesn't mean that you have to spend a lot of time in the game. Most of the time nowadays I log in to just check the corp board and forum. That said, I spend more time responding to forum posts and corp boards than actually playing the game. LOL

But it does give you more opportunity to be busy in the game. When you start out with just one ship, travelling to another star or getting anything done is very slow. You have lots of reasons to be afk, unless you buy QP. But later on... It's a different experience. Multiple ships allow you to explore all hours of the day, if desired. You can mine and do missions too. And then there's the issue of managing all your modules and upgrading everything, wherever it may be. As you add ships and stations and module slots and modules to the planets, it certainly does give you more things to potentially do, if that's what you desire.


Title: Re: Trade Modules
Post by: Matamaure001 on March 20, 2015, 07:54:50 PM
As your ships become bigger the missions take longer. For me it is much less work to maintain my ships now than it was when I was doing SOS missions. A lot of the time I pass to read all messages on the forum like Ralph.


Title: Re: Trade Modules
Post by: raphael on March 20, 2015, 08:12:00 PM
Having many ships and stations doesn't mean that you have to spend a lot of time in the game. Most of the time nowadays I log in to just check the corp board and forum. That said, I spend more time responding to forum posts and corp boards than actually playing the game. LOL

But it does give you more opportunity to be busy in the game. When you start out with just one ship, travelling to another star or getting anything done is very slow. You have lots of reasons to be afk, unless you buy QP. But later on... It's a different experience. Multiple ships allow you to explore all hours of the day, if desired. You can mine and do missions too. And then there's the issue of managing all your modules and upgrading everything, wherever it may be. As you add ships and stations and module slots and modules to the planets, it certainly does give you more things to potentially do, if that's what you desire.

Can't make a reply if you edit your post so many times. Haha


Title: Re: Trade Modules
Post by: raphael on March 20, 2015, 08:14:05 PM
As what Mata said, the solution to your problem is doing COMs. Start researching marines and shields. The stronger your ships, the longer you can be afk. :)


Title: Re: Trade Modules
Post by: raphael on March 22, 2015, 06:26:59 AM
Back to the topic, I am still trading modules for your science labs. I am willing to trade any module, including lasers and railguns.  :)


Title: Re: Trade Modules
Post by: raphael on May 17, 2015, 10:02:07 AM
Offer now closed.  :)