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General Talk / General Discussion / failed attacks
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on: December 22, 2012, 03:54:39 PM
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So iv noticed that when some has a ship in orbit and they attack you and fail you will attack there mines/weapons on the surface and go for capture/destroy instead of looting them.
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2
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General Talk / News & Strategy / Re: Science!
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on: December 11, 2012, 09:40:16 PM
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ya i noticed that cargo bays just are a good time investment.
currently i have tier 4 cargo tier 2 science tier 5 viper squad tier 3 worm hole generator and tier 3 ftl.
up grading science bay helps a lot with getting more well every thing.
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Caffe / Whatever / Other Games That You Play
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on: December 10, 2012, 03:09:25 PM
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So what other games do you play besides Astro Galaxy.
For me it is
MineCraft Dwarf Fortress any good RPG Dragon Age Mass Effect Diablo1-2
and various pen and paper RPG with friends
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Feedback Terminal / Suggestions / Re: Crew as a Resource
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on: December 09, 2012, 06:14:20 PM
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another idea is t make a habitation unit with when deployed on planets or stations they will operate to make new crew with more crew being made the more habitable the planets turn out to be.
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Info Terminal / Knowledge base, Information board / Re: Quick tips and tricks
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on: December 07, 2012, 12:25:22 AM
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Still putting all of this in one place will help any one new to the game, and may keep them from rage quitting.
Now More Tips
When mining look at the price for what your bringing out of the ground/air and extract the most expensive our you can.
On that same note don't start mining until you can put some defenses up because people will try to steal it.
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6
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Info Terminal / Knowledge base, Information board / Quick tips and tricks
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on: December 06, 2012, 09:07:44 PM
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This is just a place where you can share quick tips and tricks with the rest of the community.
So here are mine When entering orbit of a planet or moon make sure you set to jump to a new place a fast as you can it saves time and may save your cargo if there is a pirate there.
Next when you enter a system set your next jump to a new system at once, again it be help full to be able to escape quickly and save a lot of time when compared to doing it at the end of whatever your doing there.
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7
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General Talk / News & Strategy / Science!
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on: December 06, 2012, 01:43:00 PM
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What science trees are you currently working on and what was the first tree you went for i the start of the game
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9
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Feedback Terminal / Suggestions / Re: active ship scanners
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on: December 06, 2012, 02:55:56 AM
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That could just work so two new modules the scanner and the jammer.
The scanner would work to let you scan the planets or scan the open system space you cant do both at once and open space should take longer say 3 hours compared to 1 hour for planets and will only provide basic information say hull type, name and location.
While the jammer lets you attack faster say hard cap max of 15% while making less likely you will be located when some one is scanning.
With few mods to the world to make it so past 0.0 area there are no true safe zones just areas for you to hide.
That would make some interesting game content like game of cat and mouse in deep space between pirate and bounty hunter.
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Feedback Terminal / Suggestions / Re: active ship scanners
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on: December 06, 2012, 02:01:16 AM
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Not if you set it up right. If you have several different locations say 10 or more and you make it so that you can get to it when you enter the system(point chosen randomly) , emergency jump from combat(also random), chose the hide in deep space option on the system map(also random), and finally find a ship with your scanners at one of the points.
That would fix it to keep them from being Noob bashing points Because say it takes 60 min to scan a system then it takes another 10-20 min to get there it would be very hard to bash Noobs. The way i think the scanners would work is that with a lvl 1 scanner there is a 15% chance to find a ship in the system, so you would find some of the ships in the system but might not find the ship your looking for. at high lvl i think that diminishing returns would work nice so you can never be 100% certain. or another thing you could do is have stealth mods to stop scaners.
and JamJulLison Thank you for constructive criticism it's helping me flesh out this idea
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11
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Feedback Terminal / Suggestions / Re: active ship scanners
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on: December 05, 2012, 11:45:25 PM
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no safe zones are like earth it's a different game space for each player. I think it would be better if you dropped in to that point in space(what is now the safe zone) and could move back to it but other people could still go there if they could find it, by having you send them the coordinates or by locating your ship with a scan. So it still would be a safe point relatively unless you pissed some one off in the system or there are pirates there.
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Feedback Terminal / Suggestions / Re: active ship scanners
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on: December 05, 2012, 12:18:03 PM
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I know how an active ship scanners could work they could scan the system for ships or scan the ships near you. It would let people fine pirates and it would let pirates find better targets.
I think the best way to implement this is to make it a Module and and have the higher rating one active scan ships faster or have a higher percent chance to find ships in a system.
edit: It could all so solve the problem with pirates just moving in the the safe zone at night because you could detect there ships in space and go attack them, and steal there rum.
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Feedback Terminal / Suggestions / active ship scanners
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on: December 04, 2012, 02:12:59 PM
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I think that active ship scanners would be a nice addition to the game
currently trying to scan a ship or station takes way to long (60min) and it would be nice to add a mod or Research to lower this time.
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