Astro Galaxy - a realistic space exploration game

Info Terminal => Updates => Topic started by: SirEmi on May 11, 2015, 04:44:56 PM



Title: Improvements and balancing
Post by: SirEmi on May 11, 2015, 04:44:56 PM
* Ship scan computer will now remember scanning data during the session

* Combat missions difficulty decreased because there are more pirate ship types like:
   - Shield tanker, Reinforced Hull tanker, Decoy
   - On higher power missions: Interceptor / Tackler
   - Pirate Hijacker mission reward multiplier has been increased to 150% of enemy power

* Balancing
   - Using of AP to speed up combat timers was never encouraged. AP was mostly intended for space exploration with the game stands for.
   - Thus we decided, in the interest of balance for existing and future events / missions and with regards to PvP fair play, that AP can no longer be used to speed up combat. This will make a more even playing field and enable the addition of the new event quests.

* Dialog windows greatly improved to scale better on mobile devices / tablets



Title: Re: Improvements and balancing
Post by: Dragonfly on May 11, 2015, 04:47:09 PM
Awesome! Thanks SirEmi  :D


Title: Re: Improvements and balancing
Post by: lavis on May 11, 2015, 09:14:46 PM
fantastic... back to the super slow version. I enjoyed being able to speed up coms cause I actually played the game. Now its log on, begin attack.. wait 68 hours. Emi.. why :( .. why force such slow progression..


Title: Re: Improvements and balancing
Post by: raphael on May 11, 2015, 10:17:09 PM
SirEmi, why include PvP? Were there people who raised that issue? Thanks for addressing some issues but don't fix something that's not broken. PvP was fine as it was.


Title: Re: Improvements and balancing
Post by: Dragonfly on May 12, 2015, 03:25:47 AM
Well yeah, this update should not affect PVP. Instant COM's is like cheating but PVP without sped up possibility makes no sense.


Title: Re: Improvements and balancing
Post by: SirEmi on May 12, 2015, 08:02:01 AM
Looking into enabling the combat speed up just for PvP.

Thank you.


Title: Re: Improvements and balancing
Post by: SirEmi on May 12, 2015, 09:14:53 AM
OK, we can use AP to speed up PvP combat timer now.

NPC timer remains the same.


Title: Re: Improvements and balancing
Post by: Dragonfly on May 12, 2015, 03:03:45 PM
Nice :)


Title: Re: Improvements and balancing
Post by: RegnadKcin on May 12, 2015, 03:45:49 PM
* Ship scan computer will now remember scanning data during the session

Thanks.
Not that we don't have ample time now, but I think it would be nice if we could scan more than one ship at a time...


Title: Re: Improvements and balancing
Post by: Antilak on May 12, 2015, 10:52:10 PM
I like the removal of speed up for COMS mainly because it's not as easy for people to ninja each other. Good for PvP. But maybe it's possible to allow speed ups for fights against non-players?

How come there's no "close" for the System Scan dialog window in the System screen? Before, when you scrolled down, there was a Close button. Now I have to click on the "X" at the top-left or have to click "System View". I think a better way to do this is to rename "System View" to "Back to System View". It's more descriptive.

I can't speak for the rest.

EDIT: I see that speed up was re-enabled for PVP. Why? It doesn't make sense, from what I can tell. Why allow players to ninja/gank each other? Or am I wrong? Is it hard to gank players by using AP to kill fast?

Is this a consequence of AP allowing fast travel which allows the player being attacked to pull in all their military ships to protect an asset in the event of an attack, thus defeating any attacker who's not considerably stronger? So by enabling speed ups for pvp the attacker has a chance of winning against a stronger enemy?

The problem is still that the attacker is being favored over the defender. I think in any PVP game ganking/griefing should always be at a minimum. The aggressor is going to abuse if they're allowed to.

CAn someoen enlighten me how pvp actually works? All I have are fears and speculations.


Title: Re: Improvements and balancing
Post by: JamJulLison on May 14, 2015, 04:55:21 PM
you might want to include we can speed up pvp timers again in the update thing.  I didn't realize it until i read this thread.


Title: Re: Improvements and balancing
Post by: sargas on May 14, 2015, 07:10:49 PM
...

CAn someoen enlighten me how pvp actually works? All I have are fears and spec...

The best way for anyone to learn PvP is to attack someone.

Good Luck...


Title: Re: Improvements and balancing
Post by: JamJulLison on May 14, 2015, 07:40:10 PM
...

CAn someoen enlighten me how pvp actually works? All I have are fears and spec...

The best way for anyone to learn PvP is to attack someone.

Good Luck...


The best way to improve pvp is just to remove the timers all together.  Of course that would change a lot of things in the game and make it more exciting lol


Title: Re: Improvements and balancing
Post by: sargas on May 14, 2015, 07:54:52 PM
we weren't speaking about improving anything.

Try to keep up with the conversation,JJ...


Title: Re: Improvements and balancing
Post by: CarolusRex on May 21, 2015, 02:47:05 AM
* Ship scan computer will now remember scanning data during the session

SirEmi, why on earth would you want to limit this to be remembered for just the session? You spend hours and hours (or APs) gathering the data, and then it's gone because your browser session dies?

Please, let our imaginary ship computers remember scanned ship data indefinately.