Astro Galaxy - a realistic space exploration game
  May 01, 2024, 11:30:46 AM *
Welcome, Guest. Please login or register.

Login with username, password and session length
News:
 
  Home Help Search Members Login Register  
  Show Posts
Pages: 1 [2] 3
16  Feedback Terminal / Suggestions / Re: Selling Menu while at SOL on: January 05, 2013, 03:10:15 PM
most of the time i just want to sell everything i have anyway
17  General Talk / News & Strategy / Re: How fast engines do you guys have? on: January 05, 2013, 03:05:02 PM
The more drives the higher the fuel cost to travel to. It might be a little cheaper to just use a single drive that is higher level then multiple smaller level drives. I haven't actually checked though.
when it comes to fuel usage there is no difference between many low-level modules and one high-level module. only thing that matters is overall speed. the formula is simple: fuel = distance * speed
18  General Talk / General Discussion / Re: Out with a Bang! on: January 05, 2013, 02:58:01 PM
its called addiction
19  Info Terminal / Knowledge base, Information board / Re: 15 tips for newbies on: December 30, 2012, 05:20:39 PM
good tips, and @11 - you may also use 2x Mk 1 drives. they work like single Mk 9 drive, they are cheaper and require no research, but take twice as much slots and personnel
20  General Talk / General Discussion / Re: Out with a Bang! on: December 30, 2012, 05:14:30 PM
this post made me laugh, thanks
21  Feedback Terminal / Suggestions / Re: mining control (having trouble thinking of a better name) on: December 30, 2012, 10:45:55 AM
im sure there are ways to achieve this on all modern browsers. and im not saying this is a bad suggestion, im just providing a makeshift solution until Emi implements that functionality to the game.
22  Info Terminal / Knowledge base, Information board / Re: A noobs guide to noobiness Step one: Boldly going where no man has gone before on: December 30, 2012, 10:42:29 AM
some informations in this thread are obsolete and other ones are simply wrong. for example, its never cheaper to manufacture something than to buy it. don't take things for granted and use your head.
23  Feedback Terminal / Suggestions / Re: mining control (having trouble thinking of a better name) on: December 29, 2012, 07:42:22 PM
unloading any number of modules is <5s on Opera with Snap Links add-on, you just open all links in background tabs and click "close all but this tab"
24  Feedback Terminal / "Bugs" and Problems / Re: Looting too Easy / too Profitable? on: December 29, 2012, 06:51:54 PM
there are 2 advantages of having own mines: you know where they are and you can defend them. but right now defending is risky as you might lose a lot more than the potential attacker. thats why there are that many unguarded mines. i think that attackers should get 10 m3 less loot. that is when the mine or harvester is full they get ~70 m3, 10 m3 is left in the mine and the rest is wasted. and if theres less than 10 then the attacker gets nothing. this means people unloading their mines every 10h or so would be safe from looting.


You really should read the last update.


Quote
- Combat balancing: when looting mining modules / station cargo bay resources, 20%-30% of the resources gets wasted in the looting attempt.
what makes you think i didn't read it? ive suggested something more than wasting resources
25  Feedback Terminal / "Bugs" and Problems / Re: probably with navigation computer on: December 29, 2012, 06:07:24 PM
thats an issue with all Emi's games. where you have a table with checkboxes every line you can click anywhere on that line to check it, but if you click on the checkbox itself, it will check and instantly un-check it, effectively doing nothing
26  Feedback Terminal / "Bugs" and Problems / Re: Looting too Easy / too Profitable? on: December 29, 2012, 05:17:34 PM
there are 2 advantages of having own mines: you know where they are and you can defend them. but right now defending is risky as you might lose a lot more than the potential attacker. thats why there are that many unguarded mines. i think that attackers should get 10 m3 less loot. that is when the mine or harvester is full they get ~70 m3, 10 m3 is left in the mine and the rest is wasted. and if theres less than 10 then the attacker gets nothing. this means people unloading their mines every 10h or so would be safe from looting.
27  Feedback Terminal / Suggestions / Re: Nav Comp Idea on: December 27, 2012, 03:30:06 PM
There is no reason the nav computer couldn't remember certain calculations making  it easier to calculate to the location.
they are using quantum computers and persistent quantum memory is too expensive.

Not exactly a legit excuse since there are computers this day and age that could do such a thing. Especially the super computers out there. All it needs is to remember the calculations from point a to point b.
lets assume that computations needed to establish a wormhole are beyond the power of conventional computers and quantum computers must be used with no persistent memory

but i would like to see stationary wormholes (similar to stations) that would allow instant travel. the owner would need to provide it with fuel and could define a toll.
28  Feedback Terminal / Suggestions / Re: Nav Comp Idea on: December 27, 2012, 10:14:11 AM
There is no reason the nav computer couldn't remember certain calculations making  it easier to calculate to the location.
they are using quantum computers and persistent quantum memory is too expensive.
29  Feedback Terminal / Suggestions / Re: station capabilities on: December 22, 2012, 01:43:49 PM
it shouldnt be possible to speed up attacks on stations. otherwise only top players with no enemies can afford them. all other players would lose their stations eventually, no matter what they do. right now its impossible to be a pirate and build a hideout station, because it would be blown up at the speed of light.

EDIT: i mean destroy attacks, loot&plunder is ok
30  Feedback Terminal / Suggestions / Re: Crew as a Resource on: December 16, 2012, 10:26:19 AM
just a little suggestion - i would love to be able to assign personnel to modules one by one, not just using the buttons for 0%, 50% and 100% crew
Pages: 1 [2] 3
Powered by MySQL Powered by PHP Powered by SMF 1.1.21 | SMF © 2015, Simple Machines Valid XHTML 1.0! Valid CSS!