Astro Galaxy - a realistic space exploration game
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16  General Talk / News & Strategy / Re: Finally Won the Lotto on: June 01, 2014, 02:48:13 AM
Well, whether it's bragging or not, congrats
 cheers
Next round's on you when we're all in earth orbit :p
17  Feedback Terminal / Suggestions / Re: MAU on: June 01, 2014, 01:03:59 AM
Perhaps we could go half way and make a PVP mode where people can "play for keeps" but by default player's aren't in this mode.

We could even do gladiatorial matches in earth orbit; give the newbies a show lol
18  Caffe / Whatever / Re: Where are you from? on: May 30, 2014, 08:38:50 PM
Yeah, not exactly holding my breath

I remember hearing one of the commentators or a journalist

"Remember playing in the backyard where teams would take turns picking players?"
"yes..."
"Well, Queensland got the first 13 picks"

That really sums it up, and the injuries don't help

But, we can only hope 1
19  Caffe / Whatever / Re: Where are you from? on: May 30, 2014, 12:36:51 AM
Well, post origin 1 I'll thumb my nose at you

Maybe after 8 years its finally our turn for a win :p
20  Corporation General Talk / Corporation Recrutment / Re: Imperial Trade Organisation is looking for new members on: May 28, 2014, 08:47:07 PM
fine.  but you won't be able to make me wear pants in the cage

They may give us pants, but they will never take our freedom!
21  Caffe / Whatever / Re: Where are you from? on: May 27, 2014, 10:51:13 PM
I'm down in Sydney.  Not that I feel particularly confident admitting to being a new south welshman on the eve of an origin match...

How about you and Jake? 
22  Corporation General Talk / Corporation Recrutment / Re: Imperial Trade Organisation is looking for new members on: May 27, 2014, 07:09:20 PM
Does this mean my suggestion of ITO no pants fridays will also be considered?

I know Sargas will back me on this one being worthy of consideration
 vertag
23  Feedback Terminal / Suggestions / Re: Player Driven Economy on: May 21, 2014, 06:21:18 PM
Dadds:

You might not need to buy modules generally, but a system like this could still be of use.
1.  If you're looking to get some crematoriums or emergency override modules for reverse engineering, this could be a good way to find them
2.  If you've got some modules that are just taking up space, you can now sell them off, for a profit
3.  It would be possible for you, if demand was high, to make significant profit from running a manufacturing ship that makes use of your high science.

Just saying a system like this would be in everyone's interest, not to mention it would help keep people interested in playing in general
24  Feedback Terminal / Suggestions / Re: Player Driven Economy on: May 21, 2014, 09:07:51 AM
Sounds good!  Thanks emi
25  General Talk / News & Strategy / Re: Rostin Merc Unit (Status Update) on: May 19, 2014, 05:42:43 PM
well I'm glad someone has those miner's interests at heart.  You are a kind soul rostin, a kind soul.
26  General Talk / News & Strategy / Re: Rostin Merc Unit (Status Update) on: May 19, 2014, 03:27:47 AM
Does that mean chazbowe units are idle now?  I've seen a few overly full mines, and I wouldn't mind emptying them so that the poor workers aren't too squished in lol
27  Feedback Terminal / Suggestions / Re: Player Driven Economy on: May 19, 2014, 03:26:27 AM
I also wouldn't mind being able to privately negotiate sales with other players in game.  Maybe not set up a station which is a target, not until I had enough power to defend it, but just put up a message here saying, I've got X module I want to get rid of for Y dollars, send me a pm if you're interested.

It might not be a big problem for you raph, but I'm sure a lot of smaller pirates would think twice about knocking off a station if they knew there was no where to fence the loot.  Maybe then some pirates would set up their own stations and sell only to their friends.

Either way, it gives a lot of depth and breadth to the game; which can't be bad.
28  Feedback Terminal / Suggestions / Re: Player Driven Economy on: May 18, 2014, 11:53:28 PM
I agree with rostin and Jamjul

Plus, keep in mind that pirates will quickly lose their welcome if they keep knocking everyone's stations down.  if I rely on dropping goods at a certain station and it's not there, I'll be pretty pissed off at the pirate who took it down lol
29  Feedback Terminal / Suggestions / deposits on: May 17, 2014, 11:57:16 PM
It seems like mining hasn't really been benefited from the new missions, so I was thinking about a bit of a change that could be implemented

It seems to me to be logical that certain planets would have higher concentrations of specific elements, no matter how many deposits they are split into.

It might be worth running missions, if it could be used to identify planets that would be likely to have permanently higher concentrations than usual, of valuable elements.

I'm imagining that the prospectors have got wind of a planet that has really high concentrations of diamond, or moissanite for example.  they tell you that miners will consistently identify new deposits of this mineral, and they find a big deposit when you land.  This way, you know what you're going in for, and you know that it will be worth colonising, since new high value minerals will continue to develop.

What does everyone think?
30  Info Terminal / Knowledge base, Information board / Re: Planetary Defense much easier now on: May 17, 2014, 11:53:20 PM
That sounds like a great idea matamure!

Works in terms of story, and in terms of keeping combat fair.
 rockon
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