Astro Galaxy - a realistic space exploration game

Info Terminal => Knowledge base, Information board => Topic started by: Antilak on June 14, 2015, 11:12:10 PM



Title: Prospectors and site determination....
Post by: Antilak on June 14, 2015, 11:12:10 PM
This comes up because my last prospector mission was a hit on the first check. I wondered if it didn't matter which planet you visited as long as it was the right terrain and it always fired on the first try? Well now I know it doesn't always fire on the first try. But I'm wondering exactly how it does fire, as this will impact how I check candidates. Atm, I'm recording teh candidates b4 I check and then I'm starting with the ones with the most open slots first. Obviously, this is tedious. If it turns out the associated chance is tied to the number of candidates (If the total candidates is 12 then the chance is 1/12 at the beginning.) then I will proceed to check each candidate as I find them, as opposed to checking the best ones first.

For those who're confused by what I write above, I'm simply wondernig if the chance to find the site is what you'd expect it to be--tied to the total number of candidates in the quadrant--or if it's instead some kind of fudged math which makes things more convenient. Using the fudged math, it might mean you never have to check ALL the candidates. For example, it's feasible a very unlucky player has to check all of them to finally find the site. This might be deemed too inconvenient. Perhaps it's capped at n checks and n is always less than the total candidates? This would mean checking the best ones first is favored.

And sorry if this comes across very stupid. I'm 99% thinking the chance is 1 in (total candidates). I'm just wondering if some kind of fudged math was used so players do not have to sometimes check nearly all or all of the candidates to find the site.

Some final thoughts: It would be nice if the mission generator for prospector missions only included planets/moons with X open slots. The problem is a lot of slots are used up, even in the outer rings. And moons!!! Moons uusally just got 1 or 4 slots. It'd be nice also if I could easily send a message to another player and escort their modules somewhere else or relocate them without having to annihilate them or simply abandon the mission. And oftentimes these players aren't even playing actively.

The game definitely needs to consider this because more and more LAB's and miners poop up on planets/moons and the player who put them there do not clean it up and/or they leave the game and those slots are off limits to others.

I'm currently considering if I am to become a active prospector I'll need to remain open to destroying the modules and actively messaging those who placed them there to compensate the loss. Payment is certainly an option, if it's not too high. But if the player doesn't play actively then how do I compensate? Just messaging them without compensating might fail. If it were easy to "mail" solars to another player or even deliver their modules to them (instead of annihilating)...


Title: Re: Prospectors and site determination....
Post by: raphael on June 15, 2015, 12:44:58 AM
It's random. so if you're lucky, you will find it on your first try. I seriously doubt SirEmi programmed it otherwise--that would be too much and, imo, unnecessary. There are simply better things to for him do.  :))

About occupied planets/moons, just message the owner, and if there's no reply after a few days, destroy the modules. :)


Title: Re: Prospectors and site determination....
Post by: Madden on June 15, 2015, 04:56:42 AM
It took me a week of jumping here and there in order to find it, and I was (and still am) quite a noob so I thought I would get a reward in cold hard money. Not in terms of the value of the mineral. And I didn't have any mining equipment with me. So yeah. Wasted my time.


Title: Re: Prospectors and site determination....
Post by: Antilak on June 15, 2015, 12:40:56 PM
It took me a week of jumping here and there in order to find it, and I was (and still am) quite a noob so I thought I would get a reward in cold hard money. Not in terms of the value of the mineral. And I didn't have any mining equipment with me. So yeah. Wasted my time.

Certainly one idea I have is only check sites with enough slots. I won't even look at 1-slot moons. Maybe not even 4-slot. If I don't find it then I'll just keep the mission in cargo until I'm at Earth to avoid the cost of cancelling it.

Ofc, a 1-slotter with a diamond deposit would be a loss to me, but I think that's too rare for me to worry about. Atm, # of slots is more important to me than anything else, since it makes collecting the resource more convenient time-wise.

Problem with having bad prospector missions in cargo is sometimes I forget which is which. The inventory system in this game needs a lot more tools to make managing it easier. A lot of players ignore this and I think sir emi does too. If a different system is planned to be used then get on it. Otherwise add some inventory management tools. Just do something. (For example, having an ignore feature for inventory might work. Or maybe a way to flag certain things as no drop. Or just a highlight toggle.)


Title: Re: Prospectors and site determination....
Post by: SirEmi on June 23, 2015, 02:04:48 PM
It's all LUCK  :))

If the target quadrant has few stars with few planets, you're lucky  :)


Title: Re: Prospectors and site determination....
Post by: Dragonfly on June 24, 2015, 02:36:10 AM
I agree that we should be able to see more details about missions which we have in our cargo, not mentioning sorting stored items and order of our units in ship list.