Astro Galaxy - a realistic space exploration game
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1  Feedback Terminal / "Bugs" and Problems / Re: Combat Issues. on: October 25, 2012, 10:29:17 AM
That and having weapons damage module or kill crew would make for interesting battles. And make the marines assault units even more useful.
2  Feedback Terminal / "Bugs" and Problems / Re: Combat Issues. on: October 25, 2012, 04:36:53 AM
I like your CDR idea, but I would also make another suggestion: nerf all weapons. We can just have multiple rounds of fighting.
3  General Talk / Hi. My name is... / Re: Hi Im Sydney on: October 23, 2012, 04:06:04 PM
Seen a bunch of your ships. I'm glad you're friendly. :p
4  Feedback Terminal / Suggestions / Re: We can minimize loss in planetary combat and add strategy. on: October 22, 2012, 02:49:16 PM
Well, it just doesn't make sense for a pirate to destroy modules rather than loot them. Plus if you loot them, you can loot them later!

Destruction is part of the game, part of the fun. The problem or new players not being able to compete is a real one though. But it goes further than just fear of pirate, what about space? Soon, we might not have enough room for new players to drop their mine, with everybody already claiming them.

One answer  is corporations.* New players can gain protection from older players. Another answer is diversification. We need more ways to play than just mining and pirating, so new players got something to do.




*And this is partly why I didn't loose too many modules yet. My fellow corp members got my back.
5  Feedback Terminal / Suggestions / Re: We can minimize loss in planetary combat and add strategy. on: October 22, 2012, 12:28:19 PM
Well, I'm sorry, but no. Loosing your modules should sucks. Getting something back? Maybe, but only part of the value.

What I'd suggest is to choose between looting the modules (getting what's inside, but not destroying them) or destroying them and not getting anything. A choice that would be made by the attacker.
6  Feedback Terminal / Suggestions / Re: We can minimize loss in planetary combat and add strategy. on: October 22, 2012, 07:06:03 AM
How can you say capturing a module cost more than buying it in sol?
7  Feedback Terminal / Suggestions / Re: finding the correct MIL/ATH on: October 22, 2012, 07:05:10 AM
We got a shuffle module function? Man, I didn't know that!
8  General Talk / Hi. My name is... / Re: Scion on: October 22, 2012, 07:04:20 AM
Can we hire you to shoot yourself?
9  Caffe / Game Room / Re: What about a lil' RPG? on: October 21, 2012, 03:38:13 PM
No, I meant running an RPG here, on the forum, with me as GM and forum members as crew of a ship.
10  Feedback Terminal / Suggestions / Re: finding the correct MIL/ATH on: October 21, 2012, 03:37:35 PM
Click on command, and you should have a list of all the miners with what's inside.
11  Feedback Terminal / "Bugs" and Problems / Re: Manufacturing, the expensive way! on: October 21, 2012, 03:36:49 PM
Well, it could represent the fact that Earth-based factories are much more efficient than your ship's shop.
12  General Talk / General Discussion / Re: Coffee time and talk about interface. on: October 19, 2012, 04:21:52 AM
I dunno, the interface seems okay to me. Definitely not a priority.
13  Caffe / Whatever / Re: Where are you from? on: October 16, 2012, 01:14:14 PM
Belgium. I laugh at your lack of beer.
14  Caffe / Game Room / What about a lil' RPG? on: October 15, 2012, 02:35:34 PM
I don't know if there is enough activity to warrant this, but how about a little RPG set in this universe? Basically another way to experiment the universe from another perspective, as a ship's crew. What do you think?
15  Feedback Terminal / Suggestions / Re: Corp members should fight together on: October 13, 2012, 02:51:43 AM
Oh, do they? I didn't know that.
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