Astro Galaxy - a realistic space exploration game
  April 29, 2024, 11:23:08 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 ... 108 109 [110] 111 112 ... 117
1636  General Talk / General Discussion / Re: Sargas Oil Jupiter Station on: April 19, 2014, 05:36:46 PM
I'm back!!!!!!!!!!!!!!!!!!!!!!!!
1637  General Talk / General Discussion / public fueling stations on: April 19, 2014, 05:18:00 PM
this will be a good location to publish your locations.


The Empire is maintaining A fuel station at:

Jupiter (sector 0,0) selling  fuel + meds
1638  Info Terminal / Add-on projects in progress / Re: Mysterious encounters project on: April 18, 2014, 11:12:00 PM
The entire tenth ring and all rings inward?  Thank you for the update.
1639  Info Terminal / Add-on projects in progress / Re: Mysterious encounters project on: April 18, 2014, 10:14:36 PM
I imagine setting up a voyage with auto-jump, setting in 100 LY in any direction then let the map data update on each auto-jump and back track when you see something interesting...

Could be fun   7

That could indeed be fun. if anyone needs some high level crematoriums (like mk XCIV), im willing to swap them to high level safety overrides. 1


hmmm, that's a valid commodity.  Except for the price - instead let's do 5 ovens for 1 override...
1640  Info Terminal / Add-on projects in progress / Re: Mysterious encounters project on: April 18, 2014, 10:11:17 PM
I have been prepared for long distance voyages for a long time. Hell we can even put some hangers on corp ships and give our members lifts further out so they can save on fuel.

that has always been anticipated by (starting with) PMI, and continuing with both TGE and EOS.  One of my fuel selling goals is to have refueling stations on ring 4 to help with deeper space explorations.  I mean, into the void (the last knowledge the Empire has is that an exploration made it all the way to the edge in only one direction).  There is still a lot of space out there.
1641  Info Terminal / Add-on projects in progress / Re: Star maps, navigation computer revamp on: April 18, 2014, 10:05:30 PM
This project is great!

I have 3 suggestions:

1. A hyperjump option: select a star from the navcomp and arrive instantly using QPs (instead of using QPs every single jump).

2. Remove the limit of the nav comp in displaying the explored stars when ordering stars by the distance (currently displays stars within 100 LY only, except Sol).

3. To promote exploration, maybe set up a small reward for players who explored all the stars in the galaxy. 1


my only suggestion to these 3 items are:

1.  The ability to set a course to any star you have knowledge of by setting the course and letting the ship jump and jump and jump (ad infinitum) with a percentage of possible dangers that will increase per jump.

2.  By using the 'Star Map', you should be able to display your known sectors (for those of you who don't understand my 'dialect', sector means the same as quadrant) by (for example) start at Sol, click North to the next 'known' sector, then if you have explored the next sector (which north would be 0,2), and if you have explored the ring positions you could click either N, NW, NE, S, E, W. SW, or SE, and so on...

3.  I, for one do not want to draw that kind of attention to my 'intelligence files'.
1642  Info Terminal / Add-on projects in progress / Re: Star maps, navigation computer revamp on: April 18, 2014, 09:49:44 PM
My only concern is that perhaps if you add too many of these awesome projects to the pledge system at once and none of them will reach the target for a while because we can't all agree that one is best and get behind one.

That's ok, you shouldn't be concerned about that. What we'll do is make a detailed list on the forum / define the projects and add a few at a time, 5 or so, in the game, then when those are done add a few more and define some more. So at most you'll have 5-8 in progress to choose from in game.

Indeed, do not be concerned.  The Empire has funded all projects so far, and I do not see funding being withheld for any future projects (according to the priorities voted upon by the citizens of the Sargasian Empire).
1643  Feedback Terminal / "Bugs" and Problems / Re: Bug in fatigued marines on: April 18, 2014, 09:40:01 PM
and wouldn't a 120% fatigued MAU be comatose anyway?
1644  Info Terminal / Updates / Re: Server upgrade on: April 16, 2014, 08:32:21 PM
It appears to be an issue with generating the combat mission pirate ships.

That's exactly what I experienced. I sometimes get a "timeout error" because it takes too long to load. Everything else loads in less than 2 seconds. Overall gameplay though, I felt the difference in load times since the upgrade--unlike someone else who claims to see no improvement at all. LOL

and that is what I am seeing...
1645  Info Terminal / Updates / Re: Combat revamp project completed on: April 16, 2014, 08:30:39 PM
So I would also like to propose an "all hands on deck"/standby setting, that will enable all modules if a new ship enters the battle field.

That idea automates the settings too much, IMO. Another player could very well propose a setting that will disable weapons and shields that are not needed in the battlefield, even when offline.

What we probably need is a button that enables all disabled modules. 1

I agree with this.
The 'all-hands-on deck' is redundant, just take the time to engage the disengaged as needed.

The button to enable all should include 'disable all' as well and I see it as a good tool to have available.
1646  Feedback Terminal / "Bugs" and Problems / Re: reverse engineering on: April 16, 2014, 08:24:40 PM
the 'Sitrep' shows it as using 12/5 bays...
1647  Feedback Terminal / "Bugs" and Problems / reverse engineering on: April 16, 2014, 05:46:58 PM
I think I found a 'bug'. 

I am currently using 12 manufacturing bays to reverse engineer some modules on a ship with a class V hull (5 manufacturing slots).
1648  Corporation General Talk / Corporation Stance / Re: a new addition to EoS policy on: April 16, 2014, 05:34:20 PM
I will not entertain a membership application from a member of a friendly corporation.
1649  General Talk / News & Strategy / Re: re. IMG Breaking headlines on: April 16, 2014, 12:08:32 PM
I'm seeing this as akin to the Sunday Funnies...

...entertaining, but no substance...
1650  Corporation General Talk / Corporation Stance / Re: a new addition to EoS policy on: April 16, 2014, 11:56:22 AM
All of humanity are equal to each other.  They are neither food nor fuel.  They cannot be 'Spaced'.









(edit for the usual reasons, grammar and spelling)
Pages: 1 ... 108 109 [110] 111 112 ... 117
Powered by MySQL Powered by PHP Powered by SMF 1.1.21 | SMF © 2015, Simple Machines Valid XHTML 1.0! Valid CSS!