Astro Galaxy - a realistic space exploration game
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661  General Talk / News & Strategy / Re: IMG war update on: December 11, 2013, 11:36:58 AM
Numbers:

Ralph income: you brag that you were making 40 millions so it is the number I used.

Mata income 6 months ago: 10 COM ships of 8 mil power each (total power 80 millions as you stated it). 1 COM ship max income of double max power 16 millions with a timer of 3 days. We do not get the max all the time. Lets average at 12 millions per 3 days. Then 4 millions per ship per day times 10 ships: 40 millions per day.
3 SOS ships: average 3 millions per day times 3 ships: 9 millions per day

Total mata income per day 6 months ago: 49 millions
662  General Talk / News & Strategy / Re: IMG war update on: December 09, 2013, 07:09:22 PM
"Mata, you need to think before you post something.  I'll give you a hint why I earn more than you: 28 ships."

Let me also give you a hint, the number of ships do count but what counts more is the power of those ships. Let me give you the example of one of my last Com pirate mission, prize 30 millions, timer 6 days meaning 5 millions a day (the counter is still on). Look at the number of ships I have and make a calculation.

In fact I was making more than you today,  6 months ago boy.
663  General Talk / News & Strategy / Re: IMG war update on: December 09, 2013, 10:24:20 AM
"I'm the No. 1 now in terms of income."

In your dreams lol
664  Feedback Terminal / Suggestions / Re: Manufacturers For Hire on: December 02, 2013, 09:04:28 PM
Manufacturing time is a great limitation when you have high level techs. It also maintain the balance of the game.

To improve manufacturing time, we could have a new module called something like a "Manufacturing accelerator". It could improve a little the manufacturing speed and as we upgrade it to better MK levels, it could become more and more efficient. We could also have more than one on our manufacturing ship.
665  Feedback Terminal / Suggestions / Cargo bay sorting on: November 29, 2013, 05:10:56 PM
It would be very usefull for me to be able to sort the content (read modules) contain in my cargo bays. An aphabetical order would be nice or something like the modules screen.
666  Feedback Terminal / Suggestions / Re: Fleet sorting on: November 29, 2013, 05:06:05 PM
Good idea sinaarrgghh.
667  Feedback Terminal / Suggestions / Buy research levels by 10 levels at a time on: November 25, 2013, 03:27:14 PM
I would appreciate to be able to buy tech levels by 10 levels at a time. At high tech level, I often buy 100 levels at a time. Doing it 10 levels at a time would benifit medium level players and also myself by reducing my workload by a ten fold.

Regards,

Captain Matamaure
668  General Talk / General Discussion / Re: On the topic of checklists and SSS on: November 17, 2013, 01:29:59 PM
Dadds, I agree with you 100%. I think the same way as you but you took the time to write it. Well done. lol
669  Feedback Terminal / Suggestions / Re: Folding Modules/Pressurized Cargo on: October 30, 2013, 11:06:31 PM
You lose your cargo bay content when your lose a battle.
670  Feedback Terminal / Suggestions / Mining on: October 29, 2013, 05:02:22 PM
I decided to try mining. I build myself nice MK 200 Miner and harvester. I have install a space station to collect automatically the mineral and gaz. The transfer is done every 6 hrs and my miner and harvested fill up every 2 hrs. As it is now 2/3 of my mining goes to waste. I am building 48 new ones at MK 400. They will fill in one hour.

Suggestions:
1- transfer every hour (more load on the game server and what if I upgrade my miners to MK 600 it will be broken again) an easy to implement but not very good solution.
2- improve the miner storage with the MK level. Let say 2.5 m3 more storage per level. At MK 200 that would give (200*2.5)+100=600m3 storage. This would be my prefer solution because it would work for all MK levels.

Regards,

Captain Matamaure
671  Feedback Terminal / Suggestions / Re: Decrease Marine Power Rating on: October 24, 2013, 12:18:15 AM
Marines:

You forgot some facts: marines fire last, to be effective you need a very strong defense. Marines by themselfe are almost worthless. To compensate marine never miss and attack all ennemy ships in the battle. Marine became effective when the dodge rule were introduced. Before nobody care about it. Since the dodge rules, it  became the most effective weapon in our arsenal. It offer the most bang for the buck. Admiral Raphael just found it and use it to its advantage. Good for him. If you want to beat him, just do it better, do not try to change the rules.  In this game, all weapons have not been created equals, do not blame someone that find out the best weapon stategy.

Yes I also use shields and marines a lot, Sure I will not be happy if the rules change but I would redo my calculations and get the new best startegy (solar wise). But be aware that what you propose could be a big set back for me.   
672  Info Terminal / Add-on projects in progress / Re: Projects priority on: October 16, 2013, 05:46:52 PM
This is what I am waiting for to expand the game:

Other combat / trading missions
Mysterious encounters
673  Feedback Terminal / "Bugs" and Problems / Re: Attacks list on: October 15, 2013, 01:31:09 AM
Admiral Raphael started a combat in Jupirer that involve 3 players because of corporate ship present. I left for Ganymede and I am not involve in the combat anymore. But the combat is still in my attacks list.
674  General Talk / News & Strategy / Re: Galactic Universal News Special Report on: October 11, 2013, 04:37:40 PM
Dadds, I have already dispatched one of his big ship as reported previously.

Matamaure vs Admiral Raphael in Alpha Gamma Cephei
13,589,857 vs 5,579,083
Peacekeeper 1 Vs. The Iron Maiden
675  General Talk / News & Strategy / Re: Galactic Universal News Special Report on: October 10, 2013, 01:57:42 PM
The battle continue.

Following you will find 2 new battle reports from 2 far away locations where we face off with Admiral Raphael and won.

Alpha Gamma Cephei

Peacekeeper 1 Vs. The Iron Maiden

Weapons assault
Peacekeeper 1 maneuvers into fire range and attacks first.
Peacekeeper 1 attacks with Viper Squadron MK CCXCVII using standard formation.
Direct hit on target, doing 194250 damage!

Peacekeeper 1 maneuvers into fire range and attacks first.
Peacekeeper 1 attacks with Viper Squadron MK CCXCVII using standard formation.
Critical hit on target, doing 280275 damage!

Peacekeeper 1 maneuvers into fire range and attacks first.
Peacekeeper 1 attacks with Viper Squadron MK CCXCVII using standard formation.
Critical hit on target, doing 341325 damage!

Peacekeeper 1 maneuvers into fire range and attacks first.
Peacekeeper 1 attacks with Viper Squadron MK CCXCVII using standard formation.
Hit on target, doing 158175 damage!

Peacekeeper 1 maneuvers into fire range and attacks first.
Peacekeeper 1 attacks with Viper Squadron MK CCXCVII using standard formation.
Excellent hit on target, doing 266400 damage!

Peacekeeper 1 maneuvers into fire range and attacks first.
Peacekeeper 1 attacks with Viper Squadron MK CCXCVII using standard formation.
Minor hit on target, doing 69375 damage!

Peacekeeper 1 maneuvers into fire range and attacks first.
Peacekeeper 1 attacks with Viper Squadron MK CCXCVII using standard formation.
Hit on target, doing 163725 damage!

Peacekeeper 1 maneuvers into fire range and attacks first.
Peacekeeper 1 attacks with Viper Squadron MK CCXCVII using standard formation.
Direct hit on target, doing 199800 damage!


Boarding assault
Peacekeeper 1 maneuvers into boarding range first.
Peacekeeper 1 sending Marines Assault Unit MK ??? to find a boarding spot.
The boarding party found an area and sabotaged it, doing 1419496 damage!
Target shield is down!
EMERGENCY JUMP!


The Iron Maiden has retreated from the battlefield due to heavy damage!
Peacekeeper 1 captured a group of 42853 enemy personnel during the fight.
The Iron Maiden lost some cargo while executing the emergency jump...
Peacekeeper 1 searching for dumped cargo...
964 m3 Fuel Cells scooped into cargo bay.

Objective: Destroy 10% or more of the enemy while losing less % then the enemy.  
  
Attacker victory!





Saturn
  
Attacker opened fire!

Voyager Vs. SSS Sol Patrol

Weapons assault
Voyager maneuvers into fire range and attacks first.
Voyager attacks with Viper Squadron MK CCXCVII using standard formation.
Excellent hit on target, doing 233100 damage!

Voyager maneuvers into fire range and attacks first.
Voyager attacks with Viper Squadron MK CCXCVII using standard formation.
Direct hit on target, doing 194250 damage!

Voyager maneuvers into fire range and attacks first.
Voyager attacks with Viper Squadron MK CCXCVII using standard formation.
Excellent hit on target, doing 269175 damage!

Voyager maneuvers into fire range and attacks first.
Voyager attacks with Viper Squadron MK CCXCVII using standard formation.
Minor hit on target, doing 72150 damage!

Voyager maneuvers into fire range and attacks first.
Voyager attacks with Viper Squadron MK CCXCVII using standard formation.
Hit on target, doing 141525 damage!

Voyager maneuvers into fire range and attacks first.
Voyager attacks with Viper Squadron MK CCXCVII using standard formation.
Light hit on target, doing 102675 damage!

Voyager maneuvers into fire range and attacks first.
Voyager attacks with Viper Squadron MK CCXCVII using standard formation.
Critical hit on target, doing 333000 damage!

Voyager maneuvers into fire range and attacks first.
Voyager attacks with Viper Squadron MK CCXCVII using standard formation.
Minor hit on target, doing 69375 damage!


Boarding assault
Voyager maneuvers into boarding range first.
Voyager sending Marines Assault Unit MK ??? to find a boarding spot.
The boarding party found an area and sabotaged it, doing 1322080 damage!
SSS Sol Patrol sending Marines Assault Unit MK C to find a boarding spot.
The boarding party found an area and sabotaged it, doing 162921 damage!

Voyager maneuvers into boarding range first.
Voyager sending Marines Assault Unit MK ??? to find a boarding spot.
The boarding party found an area and sabotaged it, doing 1697829 damage!
Target shield is down!
EMERGENCY JUMP!
SSS Sol Patrol has retreated from the battlefield due to heavy damage!
Voyager captured a group of 9143 enemy personnel during the fight.

Voyager Vs. SSS Sol Scout 2

Boarding assault
Voyager maneuvers into boarding range first.
Voyager sending Marines Assault Unit MK ??? to find a boarding spot.
The boarding party found an area and sabotaged it, doing 1516913 damage!
Target shield is down!
EMERGENCY JUMP!
SSS Sol Scout 2 has retreated from the battlefield due to heavy damage!
Voyager captured a group of 222 enemy personnel during the fight.
SSS Sol Scout 2 lost some cargo while executing the emergency jump...
Voyager searching for dumped cargo...
16 m3 Fuel Cells scooped into cargo bay.

Voyager Vs. SSS Prison

Boarding assault
Voyager maneuvers into boarding range first.
Voyager sending Marines Assault Unit MK ??? to find a boarding spot.
The boarding party found an area and sabotaged it, doing 1182914 damage!
SSS Prison surrendered and is looted!
Target cargo bay was empty.

Voyager Vs. SSS Hotel

Boarding assault
Voyager maneuvers into boarding range first.
Voyager sending Marines Assault Unit MK ??? to find a boarding spot.
The boarding party found an area and sabotaged it, doing 1085497 damage!
SSS Hotel surrendered and is looted!
Target cargo bay was empty.

Voyager Vs. SSS Casino

Boarding assault
Voyager maneuvers into boarding range first.
Voyager sending Marines Assault Unit MK ??? to find a boarding spot.
The boarding party found an area and sabotaged it, doing 1558663 damage!
SSS Casino surrendered and is looted!
Target cargo bay was empty.

Objective: Destroy 10% or more of the enemy while losing less % then the enemy.  
  
Attacker victory
 
 
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