Astro Galaxy - a realistic space exploration game
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16  General Talk / General Discussion / Re: SOL is a puppet on: May 26, 2013, 02:25:50 AM
You have obviously never lived in military barracks before  19

On top of that, currently, the majority of my ships have little to no military presence.
17  Feedback Terminal / Suggestions / Navigation Computer Notes on: May 26, 2013, 02:11:16 AM
Can it be possible to edit the notes you have for a particular coordinate? As I see it right now, every time you want to change the note you applied to a coordinate, you have to create a brand new coordinate and delete the previous one. I like to change the status of some of my notes from time to time. It's a bit frustrating to have to create and delete every time.
18  Info Terminal / Knowledge base, Information board / Re: Combat Drives on: May 26, 2013, 02:09:08 AM
What makes me curious is when you look at the optimization of Interceptor. It states:

+80 km/s combat speed, +25% combat speed

Combat engines increase in km/s with each upgrade.

It seems like the Interceptor optimization might increase both speed of positioning, as well as increasing first strike chance.

Combat engines don't say anything about combat speed. So, in the end, what is the difference between combat speed by km/s and straight up combat speed?
19  Feedback Terminal / "Bugs" and Problems / Re: Mechanical Engineer on: May 25, 2013, 12:53:38 PM
Yep, progress timers are fine. I'll have to look more closely, but I think there are some components that calculate just fine, and others not.

Arctic
20  Feedback Terminal / "Bugs" and Problems / Mechanical Engineer on: May 25, 2013, 04:07:20 AM
When you hire a mechanical engineer, many of the products you can produce will represent the 50% reduction in manufacturing time when you view an MK I level of the item you want to produce, but when you choose MK II or higher, the production time defaults back to the standard time without having an engineer. For instance, when you bring up the manufacturing list, The FTL drive will state 1.5 hours to produce an MK I version, but when you select MK II, it will say 6 hours. If you click it back to MK I, it will state 3 hours.

Arctic
21  Info Terminal / Knowledge base, Information board / Combat Drives on: May 25, 2013, 03:24:18 AM
I'm still not fully sure of the ultimate purpose of combat drives. Do they reduce the amount of time to position yourself for attack? Do they give you first strike advantage? Does it do both? How does it calculate?

Any insight would be greatly appreciated.

Arctic
22  General Talk / General Discussion / SOL is a puppet on: May 23, 2013, 11:21:08 PM
It's obvious to me that the SOL corporation is a slave to the Military Industrial Complex. Lets look at living quarters and marine barracks. While the marines enjoy quality living standards in nickel and danbaite quarters, the civilians are encased in Iron boxes infused with lead. On top of that, the workers in the living quarters have to deal with cramming in 20% more people than the marines do in a comparative living space, while surviving off of 28% percent less oxygen.

Our very own living conditions that we create for our own people are based off of SOL designs that are reminiscent to concepts born from tyrannical philosophies of ancient empires.

Think about it......
23  Feedback Terminal / Suggestions / Re: Navigation Computer on: May 23, 2013, 07:11:36 PM
Rock on
24  Feedback Terminal / Suggestions / Navigation Computer on: May 23, 2013, 05:57:27 AM
When you first open the Nav computer, it defaults to "distance" from smallest to largest, which I think is just fine. However, it only does this page by page, so page 1 will start from 0 with everything that is on that page, then goes back to 0 again for everything that is on the second page. Can we get a "true" distance list that calculates all of your coordinates? It will eliminate the need to use the manual selection of distance that's above the list. Perhaps just make the "distance" title a clickable link that will put everything in ascending, then click the same link again which will put everything in descending.

Arctic
25  Feedback Terminal / Suggestions / Owned Ships on: May 19, 2013, 12:12:23 AM
I think there should be one more column in the "Owned Ships" list that shows the ship's current optimization and optimization rank


Arctic
26  Feedback Terminal / Suggestions / Module Confusion on: April 23, 2013, 02:08:08 AM
There should be an added feature that you should be able to see which mining or atmospheric module is mining which material in the "Scoop Module" window. I was trying to replace an old mining module with a new one, but the order that they appear in the scoop list is not the order on which they appear on the planet surface. One extra column showing which node is mining which element can make it much clearer. I had to pick up 3 mines before I grabbed the right one.

Arctic
27  Feedback Terminal / "Bugs" and Problems / Re: Upgrading Wormhole Generator on: April 14, 2013, 10:08:34 PM
Yeah...it seems to happen to me a lot. Not sure the deal, guess I'm just unlucky like that...
28  Feedback Terminal / "Bugs" and Problems / Upgrading Wormhole Generator on: April 14, 2013, 12:12:12 AM
Whenever I have a ship that is upgrading it's wormhole generator, at least half of my travel times in the sit rep menu disappear. I have to select a ship for the travel time to display. Once wormhole generator is complete, all travel times once again appear normally.
29  Info Terminal / Add-on projects in progress / Re: Fortress, planetary structure on: April 12, 2013, 11:08:54 PM
Agreed, its annoying to have to keep scooping and deploying modules to manage personnel. I also think you should be able to place a unit on to a planet surface or station from your cargo bay. If you change one, then the mechanics of the other makes sense.
30  Feedback Terminal / "Bugs" and Problems / Re: Runaway! on: April 11, 2013, 07:07:37 PM
Well, I just had them send me the coordinates, I saw the 0 to 344 odds, and moved along...
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