Astro Galaxy - a realistic space exploration game
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1711  Info Terminal / Updates / Re: Big december update: Mining more profitable, balancing and new features on: December 02, 2012, 02:28:42 PM
As you know you already have some officers stuff. Perhaps you could add one that reduces the attack time by a fixed percentage.  Even as large as 50% could work.

The thing with attack timer is you have a timer for both attacker and defender. When you apply a bonus it has to work both ways. Not to mention a 50% less attack time officers is way too overpowered. Maybe we'll add an officer like that, but it will probably be max 10% - 15% less attack time. In combat missions, the attack time is very important, it's a direct measure of how well you do and how much solars / hour you can gain.

I was just giving a number. 10 percent would be good. You could make it only get applied with someone on the offense has it. I doubt many on the defense end would want a decrease in the timer lol. I think it would be a little more fair and balanced then QP for decreasing the timer. You could also make some sort of module for helping to speed up attack times.   I am just trying to think of ways that could help to improve the game without risk destroying the balance between paying players and free players. After all the game needs both. Free players are good for telling their friends about the game and with every person who joins, there is always the chance one of them will end up becoming a paying player. Paying players are needed to help with server cost and stuff. I accept they do deserve certain extra perks. It is only fair.
1712  Info Terminal / Updates / Re: Big december update: Mining more profitable, balancing and new features on: December 02, 2012, 01:40:54 PM
Any comments though on my concern about QP for shortening attack timers?

There's no problem there, the QP value went up with the update so they have to think twice if it's worth it to speed up the attack timers. My guess is it will only be used in extreme circumstances to gain a tactical advantage or if they really want to get revenge on some pirates etc. I don't expect anyone to trow out QP blowing everything up.

Alright but I suggest keeping an eye on things with it. If you get any kids in here with Rich daddies they are likely to not care how much it cost to buy the QP and do it anyways.  I do have a suggestion though that would be better then shortening attack timers with QP.   As you know you already have some officers stuff. Perhaps you could add one that reduces the attack time by a fixed percentage.  Even as large as 50% could work.
1713  Info Terminal / Updates / Re: Big december update: Mining more profitable, balancing and new features on: December 02, 2012, 01:31:29 PM
It screwed with the setting just from the story. Glad it is fixed now though.

Any comments though on my concern about QP for shortening attack timers?
1714  Info Terminal / Updates / Re: Big december update: Mining more profitable, balancing and new features on: December 02, 2012, 01:16:46 PM
I just noticed a screw up too. In this little update of yours you have given Earth Resources. Doesn't this kind of screw with the setting of the game itself? Though I guess those resources it does have now aren't the greatest. lol
1715  Info Terminal / Updates / Re: Big december update: Mining more profitable, balancing and new features on: December 02, 2012, 12:55:24 PM
Some of this is good and some of it is horrible.  In particular using QP to speed up the attack timer. Those who are rich in real life can already get ahead quite a bit in the game. While I don't like it, it doesn't quite break the game.  What can though is this with attack timers. Anyone who actually has real life money they can spare for the game can now get a huge advantage in the gamer. Say there is a larger station and the attack timer is pretty large but still under an hour or a little above it. Someone can easily swoop in, spend their QP they just bought, rob the station and planet blind/destroy everything and then swoop out again before the defender has really figured what is going on. They might be online and see the attack. But they might not have had a chance to look over the enemy forces and decide the next step.  The same holds true for attacking other people's ships. Someone can be going around doing transports or whatever. They are waiting on the timer to jump again. They see their corp member left them a message. They go to check it. As they are reading and replying, another person shows up with a lot more power. Decides to attack them and then speed up the timer in the matter of just a minutes or so.  Even more caution will be needed now when our ship arrives at a planet that has several space stations or even just one large one. Cause now they can shell out some money for qp, attack with their stations and advance the count down timers before you have a chance to respond.

Something needed to be done about the attack timer time but this wasn't it.  This is just something that will set the rich apart from the poor. Those who can afford shell out money to the game now have a big advantage over those who are poor like myself and can not afford to spare any extra money to the game. Believe me if I could afford to donate to this game I would.
1716  General Talk / Hi. My name is... / Re: running naked through the thread, I stop to introduce myself on: December 02, 2012, 02:46:16 AM
The only instructions I have is from myself.
1717  General Talk / Hi. My name is... / Re: running naked through the thread, I stop to introduce myself on: November 30, 2012, 11:00:48 PM
I can say the same to you. If there is a chance for profit I will go for it. It's nothing personal lol
1718  Corporation General Talk / Corporation Recrutment / Re: [PRKL] For Money Makers! on: November 30, 2012, 05:18:42 PM
At least you cost him a nuke lol
1719  Feedback Terminal / Suggestions / Re: FTL and Wormhole Drive ideas on: November 29, 2012, 11:47:08 PM
I like these idea and your explanation is a good one.  I am glad you think things through on stuff like this. Those ideas seem pretty good as well. I wish I could see all the idea you got that your working on. Each one seems to be better then the last.
1720  General Talk / Hi. My name is... / Re: running naked through the thread, I stop to introduce myself on: November 29, 2012, 09:36:07 PM
Target of Opportunity... 12

lol. People can target me all they want. But they gotta catch me first which isn't so easy. I know there are some that don't like me. I do got some friends though lol
1721  General Talk / Hi. My name is... / Re: running naked through the thread, I stop to introduce myself on: November 29, 2012, 07:43:00 PM
actually, this information has placed you on the ToO list...

ToO list? What's that?
1722  Feedback Terminal / Suggestions / FTL and Wormhole Drive ideas on: November 29, 2012, 05:12:06 PM
There is something that is bugging me. How come higher level FTL and Warp Gens use up more fuel then the lesser ones. It's not like the timer itself is saying how long the ship is traveling. The timer is just making the calculations. So the only thing on them drives more powerful on them is their computers which calulate the times faster. So I can't see the drives using up more fuel to open the same kind of wormhole the lesser drives are creating. I can understand with multiple drives of the same kind. Since more drives are being used. But it doesn't make much sense with a single drive.

My idea. Either make it so it cost the same fuel regardless of the types. But the bigger the ship, the more fuel it cost. After all it would have to open a bigger wormhole for larger ships then smaller ships.

The other idea is have sort of a hyperspace travel developed and it replaces the wormhole gen and the timer counts as the actual time the ship is spent traveling. Of course during that time the ship can't be attacked or even seen anywhere since it is in hyperspace. The FTL could still remain though. Just change it to what I suggested before.

Out of these ideas ideas I would prefer the first one.
1723  Feedback Terminal / Suggestions / Re: Resource Restocking/Respawning on: November 29, 2012, 12:48:50 PM
The part I don't like is the unlimited amount of resources on a planet.  I'm sorry but it just doesn't make any sense and is highly unrealistic. If this game didn't try to be realistic, I might be ok with that.  But to me it just doesn't seem to fit here. Instead of the native resource being unlimited, just give that planet an absurdly high amount of resources. After all look how long it took to burn through Earth's resources. Now I would say perhaps certain gasses could possible respawn from time to time because that wouldn't be unusual. In the real world on Earth, we breathe the oxygen. Exhale Carbon diaoxide. The plants feed on the carbon diaxide and release oxygen.  So no reason so me naturally occurring gasses couldn't respawn itself from time to time.  We need to keep the ground resources as a finate amount though. Otherwise people will have less reasons to expand outwards into the galaxy and into the unknown areas.  If we allow respawning of even just the gasses though, newer players can at least harvest those. There sure are plenty of gas giants out there. So they should be fine.

As for dealing with pirates. People everywhere will have to deal with them. As new players join there will be more people that want to pirate. The older pirates will likely migrate to the farther out areas as things expand.  As for minors protecting their mines. I think the limit on ships should be raised. If there is one on space stations that one should be completely removed.  This could allow for miners to patrol their areas more and protect their mines better.
1724  Feedback Terminal / Suggestions / Re: bounty and rewards on: November 29, 2012, 12:30:49 PM
Unfortunately even with a bounty on my head you or anyone else will never be able to force me into a battle that your likely to win* Because I will allways jump away if the odds are not in my favour. Much as id expect any other sensible pilot to do.

If there were no safe zones, and a way to actually follow/track ships down, then bounties would work, and would be a nice addition to the game, as would some sort of law-level system



* Unless i forgot to put a ship in a safe zone while offline, or i get distracted and leave a ship in orbit too long ie, only when I mess up.


I have to agree with Scion.  Catching a pirate off guard isn't easy because we are always on guard. When we go offline, unlike some other players, we use our brains and park our ships in a safe zone. With the rediculas amount of time it takes to set up some of the larger battles, there is plenty of time for us to jump. With my Leviathan it takes a ship with more firepower to be able to beat it.  Which means a higher timer.  Most of the time that ship of mine is in powered down mode. So all I have to do is increase the power to increase the timer a little. More then enough to ensure I can get away.  The reason I run my ship in low powered though is for shorter attack times against mines and weak ships.


meth A bounty system would be nice though. But only if they implement some sort of way to track ships. Maybe in system scanning. Though pirates would be able to use this to their advantage as well. As for preventing us from selling to Earth. If Earth is as desperate for resources as the story makes out, they can't afford to be picky about who they do business with.  Also how is the system to know who is a pirate and who isn't? The bounty system? If so then anyone can put a bounty on anyone and prevent them from using Earth. This would hurt players. In particular newer players. If you prevent all buisness being done between Earth and pirates new players wouldn't be able to buy and sell resources as needed from Earth and wouldn't be able to do transport missions. FYI, I am still a new player myself. Only been playing for a little over a week now.  If I can survive in this universe then you can too. Your mistake is trying mining early on. Mining just isn't very profitable in the early game. Especially in Sol. Your better off running transport missions inside Sol for a while.
1725  Feedback Terminal / "Bugs" and Problems / Re: Planetary attack bug on: November 29, 2012, 12:17:17 PM
Please also note that on larger fleet engagements the attack timer gives time to both attacker and defender to bring in reinforcements.

Some ships may leave while others may come, changing the odds of victory just how it would happen in a real battle.

There still needs to be some way to decrease this timer as well. Perhaps with higher level combat drives.  Maybe create a module for for sensor jamming or something. The attack times are just too long at times. Especially when you are attacking a player who is offline. Not to mention reinforcements are either going to need really good engines or already be close by to join in on the battle to help out.  In most cases it would just be better for the defender to just jump out. Which they got way too much time to do in sometimes. Too much time to even be realistic.
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