Astro Galaxy - a realistic space exploration game
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1  Feedback Terminal / Suggestions / Re: Longer range Colonisation/Mining contracts on: August 01, 2013, 08:56:58 PM
Sorry Lazurus, but what does that have to do with my suggestion?

I thought that it would be good to see some longer range commissions from Earth to the outlying sectors.

2  Feedback Terminal / Suggestions / Re: Nav Comp upgrade on: July 14, 2013, 06:35:09 AM
Yes Dadds, that's entirely my point.

For games like this, micromanagement is (generally) bad, and is definitely a barrier to entry for new players.

I have 6 ships, one of which I sent off exploring out to the 4 ring (with Tech X WHGs).  Once I got there I realised that I would have to manually pilot each of my ships through all of the intervening space if I wanted to move my base of ops.  Then to sell stuff, buy new crew/minerals, buy stations, etc, I would have to do it all over again time after time.

That was two weeks ago, and I still haven't done it because the thought leaves me cold as a form of "entertainment", which is what I regard games as.

I wouldn't mind a 20h+ timer to get my ships to and from Sol - I can work around that in what is a pretty slow paced game - but let me set it once and come back when it is ready rather than forcing micromanagement for the sake of it.

Xene
3  Feedback Terminal / Suggestions / Re: Nav Comp upgrade on: July 10, 2013, 06:16:27 AM
I am sure that we could come up with endless reasons to have a limitation on our imaginary technology, and I like the colourful suggestions in previous posts from a flavour perspective 1

What I am suggesting though is that having a limit for no specific game mechanic reason does nothing but add micromanagement that adds no gaming value.

Xene
4  Feedback Terminal / Suggestions / Longer range Colonisation/Mining contracts on: July 09, 2013, 06:23:51 AM
How about some more adventurous souls that want to be sent further out to make their fortunes?

Something like:
x00m3 to a <pick planet type> in Sector <1+, 1+>  for <a lot more money than local pays>

For example:
Transport 600m 3 to a Terran planet in <4,4> for 800,000 solars or something similar

Xenephon
5  Feedback Terminal / Suggestions / Nav Comp upgrade on: July 09, 2013, 06:19:35 AM
So here's the thing. 

I can see that the game has the potential to be enjoyable, but my enjoyment is tempered by the micromanagement that I have to do to travel around the map, which makes it frankly unfun  confused

I understand that you need to feel your way out into the deep dark depths of space in order to map and explore your way around the hazards, and to find viable wormhole terminii, but once I have done that why can I not jump directly to a location I have mapped already, and back to Sol directly?

I can't see how having the arbitrary 16LY limit on a jump adds anything useful to the game.  Its not like you can be intercepted in deep space, so its just a time killing filler.  This is particularly exacerbated by the fact that you can only buy minerals and gases in Sol, and its the only place you can currently buy stations, hulls and recruit personnel.

Allowing you to target a Nav Comp location directly will not make the travel time any less, nor will it reduce the fuel cost, it will just eliminate the micro-management effort and allow some more forward thinking and strategic planning.

By all means, make this a VIP feature - I am all for supporting freemium games - but please consider reducing some of this game behaviour that only detracts from the game's appeal.

Xenephon
6  General Talk / General Discussion / Re: Nav Comp question on: June 29, 2013, 02:01:27 AM
I *hate* pointless micromanagement, and this is a classic case. 

Happy to wait 18 hours for a jump solution - not so impressed about having to reset jumps every few hours across every ship 10

Ah well.
7  General Talk / General Discussion / Nav Comp question on: June 28, 2013, 08:05:17 PM
Right, so I have done some scouting and now have a target system in my Nav Comp for the rest of my ships.

I currently have VIP status

When I go to set a course for them from Sol it sets the direction OK but only sets the jump distance to 16 LY.  Really?  If I have the required fuel, why can't I just do the hop in one jump?  I am not a fan of micromanagement, and given that I can only sell stuff in Sol...
8  General Talk / News & Strategy / Re: SOS missions on: June 28, 2013, 09:00:46 AM
For what its worth I have sent one ship out to scout.  It is in the 4 ring now looking for a good base of operations. 

Most of my ships have around 9000 cargo with a Laser Cannon 1, Viper 5, Iridium Armour and 2 Advanced Shield Is.  Not sure what sort of combat mission that might open up, but there is only really one way to find out 1

Xene
9  General Talk / General Discussion / Combat drives - any point? on: June 24, 2013, 08:35:19 PM
I notice that Combat Drives add a very small amount to attack strength.  Is the any point to them apart from that?

Essentially, are they worth a ship slot?

Xene
10  General Talk / General Discussion / Re: Looking for startup advice on: June 24, 2013, 07:06:26 AM
Well, my fleet is just about equipped, so I am heading out into the wilds in the next few days.  Got a ragtag fleet of fugitive ships and I am going to see what I can find out there.

Xene
11  General Talk / General Discussion / More noob questions on: June 24, 2013, 07:03:59 AM
So the 3 trade goods, they are only available to buy in Sol?  There is no way to manufacture these, but they can be found in COM missions as loot?

Marines and Civilian crew same deal - Sol only unless you capture some through piracy/COM missions?

Xenephon
12  General Talk / Hi. My name is... / Greetings on: June 22, 2013, 10:09:48 PM
Hi, I'm Xenephon.  I started about a week ago now and am enjoying it so far, even though its a little slow.  The idea of space exploration appeals to me, so I am looking forward to being self-sufficient enough to get out there and start exploring.

Hoping to head right out into the wilds to see what's there.

Xenephon
13  General Talk / General Discussion / Re: Looking for startup advice on: June 19, 2013, 08:43:24 AM
Yes, I found those already (in the forum, and in the actual systems), but thanks for the pointer.

Xene
14  General Talk / General Discussion / Re: Looking for startup advice on: June 19, 2013, 06:31:24 AM
OK, I have done some reading (and bought another ship to house Science Labs).

I have two HF with ~2000 cargo that I am cycling through Interstellar commissions one per day each, and in my evening I am using one of my ships to run Intersystem commissions in Sol for chump change.

Every night I use the cash to upgrade all of my FTL and WHG drives one Mark (VI & IV today).  With any extra cash I am building Adv Cargo I, at least until I replace all the Std Cargo bays

Something other things I could use some help on: 

- Its seems that the only place to *buy* specific raw materials (from an NPC anyway) is Sol? 
- The only place to buy new ships & stations, or recruit personnel, is Earth?
- There are also no NPC colony/prospector commissions outside of Sol?

Once I move from Sol I am then looking at SOS and COM missions, or raiding, for cash, and mining for minerals to build things?  Does this about sum it up?

Xene
15  General Talk / General Discussion / Re: Looking for startup advice on: June 17, 2013, 08:12:11 AM
Thanks for that reply.

From a practical consideration what Adv Cargo Bay & WHG Tech are we talking about here?

I currently have Adv Cargo Bay 1 & WHG 5.

Also, sounds like I should buy another ship hull and stuff it full of Labs  laugh

Xenephon
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