Astro Galaxy - a realistic space exploration game
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121  Info Terminal / Knowledge base, Information board / Ship speed versus hull class on: February 22, 2015, 04:53:21 PM
Ok so I've been led to believe hull class does not impact FTL or WHG speed. And yet early on in my playing career I found this not to be the case. So recently I revisited this to see once and for all what difference there's if any.

Interplanetary speed:
Battlecruiser (Hull Class VI with FTL X and no optimizations): .01143 LY/s
Frigate (Hull Class II with FTL X and no optimizations): .01443 LY/s, 1.262x faster
Shuttle (Hull Class I with FTL X and no optimizations): .01543 LY/s, 1.349x faster

Trip to Jupiter from SOL:
Battlecruiser - 190 s, 1.357x slower
Frigate - 150 s, 1.063x slower
Shuttle - 141 s
122  Feedback Terminal / Suggestions / Re: A proper how-to/newbie guide on: February 19, 2015, 05:34:37 PM
It's a tough act. I started last year, but in hindsight, I'm already a longtime player by comparison to someone new. I think for players who've played more than a few months it's hard to relate to someone completely new. While I do think some of us are more trendy with a game like this, one which is very spreadsheet-like and technical, far from a smooth and rolling glitzy rollercoaster-ride in disneyland, I also think it's a dangerous road to follow where one does not evolve or strive to improve on what they have. To pretend even for a moment the game is perfect in one of its parts must be the trait of the proverbial slide to extinction many things in our world undergo. And yet I'd be oversimplifying games if I didn't also say making a game better is partly dependent on who the game is being made for. Who's Astro Galaxy being made for? Moreso, how can it improve what it has and still entertain and humour that audience for years to come?

This reflects how I approach games, and how I approached it when I started playing the first time:
http://forum.astro-galaxy.com/index.php/topic,8783.msg73039.html#msg73039

I started playing July 21 2014. The post above was made August 7 2014.

How does a player who likes a game avoid being arrogant or condescending to players who don't? Or how do gamers who feel differently about how a game should improve meet and find common ground?

I've been that arrogant player many times: cold, intolerable, resistant to change... Here's the ting I'm trying to say: A game can always be improved, but because of disagreements and differences, people don't cooperate, or maybe more often than not, those who can't cooperate leave. I'll tell you, it's not fun to be the one leaves. When leaving becomes frequent then you know you have a problem with people which is prohibiting finding common ground.
123  Feedback Terminal / "Bugs" and Problems / Re: Bug: Lost FTL X when selling FTL X module at Salvage Ship on: February 18, 2015, 05:13:33 PM
I can't test it now but... one idea is to get two equal MK modules.... put one in cargo and install the other and fill it with personnel. Then go to the Salvage Ship and sell the installed module. Check if the counterpart in the cargo is still there or not.

I looked through the cargo log and couldn't find any entries for the other FTL X. My ship was older than the 14 days. I know I can't be imagining having the other one. I guess it's possible, but I really don't think I'm getting that old yet.

EDIT: I decided to test the idea I proposed by getting two FTL MK I from the Salvage Ship and keeping one in cargo while filling the other with personnel and selling it at the Salvage Ship. This attempt did not reproduce hte experience I had. Arg.

Is this the ghost in the machine or the ghost in my head?
124  Feedback Terminal / "Bugs" and Problems / Re: Bug: Lost FTL X when selling FTL X module at Salvage Ship on: February 17, 2015, 08:40:00 PM
Thanks for offering but either I get original back or I just eat it. I'm using FTL I and I'll be done later today. AFter that the ship is heading for SOL and won't arrive there for a few days. Another ship is at SOL, so next few days won't be busy.

What's important to me is account for this possible bug. I could be wrong, but... who knows.

Want to add I learned something new: You can sell modules which're filled with personnel at the Salvage Ship. Doesn't sound useful on the surface, but if you don't have a LVQ, there can be a purpose for it, like moving a unproductive MF.
125  Feedback Terminal / "Bugs" and Problems / Re: Bug: Lost FTL X when selling FTL X module at Salvage Ship on: February 17, 2015, 08:20:11 PM
No you cannot sell them from cargo anyway. You have to click on "Show All Modules" which only shows installed modules.

And I only clicked on "Sell", so it was only 1 slot, even if the other happened to be there.

I'm eating it. I'm still making a small profit in my actions and the "struggle" was interesting. See, I'm goign to be upgrading my ship soon and I'm only working on 4 module slots. To move miners with 4 slots is a tricky challenge sometimes.

However, theere might be a bug in the Salvate Ship where it sells cargo modules (wrongly) with the same name.

And btw I've been playing since mid (?) last year and this is my first apparent bug.
126  Feedback Terminal / "Bugs" and Problems / Bug: Lost FTL X when selling FTL X module at Salvage Ship on: February 17, 2015, 08:08:33 PM
Here's the deal, I had 2 FTL X's: 1 in cargo, 1 installed with 30 personnel.

1) I access the Salvage Ship from Navigation and clicked on the "Show All Modules"
2) I click on "Sell" for the FTL X which was installed.
3) I sold for $8791 (it said the personnel were dismissed too)

I go to my Cargo later and there's no FTL X.

Can anyone explain this??? It's gone.
127  Feedback Terminal / Suggestions / Re: Ability to mark or flag key minerals/gases on: February 16, 2015, 10:25:53 PM
Want to update this thread with a list I made in a random post:
1) Greatly reduce hte number of minerals/gases which're used in manufacturing, so it's trivial concern
2) Make sell price equal to buy price, achieving almost the same effect as (1)
3) Allow player to preorder minerals/gases from Manufacturing screen - making use of what's in the ship's cargo - and enable completion of the order by going to SOL station and paying or by filling the order as cargo permits
4) Allow player to custom flag minerals/gases (or other inventory) which're valuable to them (and is visible in cargo screen)
5) Flag all minerals/gases which're used in manufacturing with detailed descriptor (and is visible in cargo screen)

I favor (3) or (5). I think most would favor (1) or (2).

Regarding (3) it should remove or not permit errant selling/ejection of minerals/gases filling a preorder. Removing the minerals/gases which're used in the preorder is preferable, but unsure about ability to cancel, as it could be exploited to create more cargo space. The idea behind preorders is they're the prelude to actually manufacturing or upgrade a module. They're like a loan almost. Also when one visits the SOL station to pay the order, it could be listed under "Orders". Simply clicking "Pay" would complete it. This has corresponding effect of making manufacturing easier because you don't need to remember the mineral/gas names or quantity.
Regarding (5) it should say in the Cargo screen (perhaps optionally) which module a mineral/gas manufactures.

And YES I'm still mining because I love to. I do lots of things lately:
1) Explore new systems for minerals/gases
2) Preparing to build a station for extracting EVERYTHING (convenience) from gas giants or planets
3) Move/unload miners on random planets
4) Do COM and (very rarely) SOS missions
5) Learning to use the Hangar and scout ships
6) Observe common courtesy when placing labs/miners/harvesters (aka. 1-slot planets or no-slot conditions)

(6) - If there's no room on a planet, player more likely to attack to make room. Avoid this.
128  Feedback Terminal / Suggestions / Re: Marking an SOS signal "not interesting" on: February 16, 2015, 09:59:19 PM
Imagine there was a mission generator in the game which created many mission in every sector. It's extremely easy to mix them up after going through the list of them. In most modern game, there's no reason to be selective about missions since they're all geared precisely for your needs. However, in some niche games this is not the case. In these games, they either need a way to /ignore the missions you do not want or a way to conveniently discard them after you view them.

I note mentally that I requested something similar but regarding cargo minerals/gases. I wnated a way to flag a mineral/gas as valuable to me, so it'd be easy to spot it when I'm selling. The reason this problem exists at all is because the game has a lot of minerals/gases and many are used in manufacturing, yet there's nothing stopping you from ejecting them or selling them errantly. I enjoy mining. Some inventory management is good imho. There're a variety of ways to resolve this problem:
1) Greatly reduce hte number of minerals/gases which're used in manufacturing, so it's trivial concern
2) Make sell price equal to buy price, achieving almost the same effect as (1)
3) Allow player to preorder minerals/gases from Manufacturing screen - making use of what's in the ship's cargo - and enable completion of the order by going to SOL station and paying or by filling the order as cargo permits
4) Allow player to custom flag minerals/gases (or other inventory) which're valuable to them (and is visible in cargo screen)
5) Flag all minerals/gases which're used in manufacturing with detailed descriptor (and is visible in cargo screen)

I favor (3) or (5). I think most would favor (1) or (2).

Regarding (5) it should say in the Cargo screen (perhaps optionally) which module a mineral/gas manufactures.

Anyway, I sympathize with the OP. The OP has probably moved on and no longer remembers or cares. However, so long as these issues remain, new players will encoutner the same probelm. And also not everybody wants to gang up with corps or recieve extra help. Myself, for example, I like to play slow and on my own. I don't rapidly climb up the ranks. Like the OP, I was confronted by higher rank players who told me I shouldn't mine or otherwise shouldn't care (mostly because they don't).
129  Info Terminal / Knowledge base, Information board / Re: Quick tips and tricks on: February 16, 2015, 12:44:25 AM
Madden, here's another one: Did you notice the small green/red numbers attached to each planet/moon entry in the System Scans screen? For a red/green color blind person it's hard to see sometimes. Given I am red/green color blind, I can usually see it, but sometimes I zoom in (which is easy enough with an addon and using ctrl+ and ctrl-). Anyway, the green number is the first one and it represents YOUR units. It'd be a lot easier if our units were in some way showed on the System screen, but at least there's a comprehensive (and convenient) way to see where our units are, although it doesn't distinguish unit type. I never looked at the two numbers long enough until a few days ago. That's when I finally realized the green number represents my units.

Personally, I like hte System Scan method more than the Planets method, for finding my units in hte current system. Of course, if I want to find out where my units are in other systems quickly, the Planets screen is quickest. However, I wish the Planets screen would organize each entry according to the system and also say what the units are.

I think I'm wrong about the System Scan screen. It dosn't show the count of YOUR units, it shows the count of units affiliated with your CORPORATION. Bummer. It'd be nice if we had a better way to organize/locate our assets. A better Planets screen is good, but I'm not sure it's really the best place for it. What do "Planets" have to do with our mining/science/military assets? It seems it just maybe needs a better name? And how do you tie together all these screens? Right now I use System Scan mostly to find out what I've scanned and what minerals/gases are present, and sometimes also to find assets.
130  Info Terminal / Knowledge base, Information board / Re: Quick tips and tricks on: February 13, 2015, 10:17:06 PM
Madden, here's another one: Did you notice the small green/red numbers attached to each planet/moon entry in the System Scans screen? For a red/green color blind person it's hard to see sometimes. Given I am red/green color blind, I can usually see it, but sometimes I zoom in (which is easy enough with an addon and using ctrl+ and ctrl-). Anyway, the green number is the first one and it represents YOUR units. It'd be a lot easier if our units were in some way showed on the System screen, but at least there's a comprehensive (and convenient) way to see where our units are, although it doesn't distinguish unit type. I never looked at the two numbers long enough until a few days ago. That's when I finally realized the green number represents my units.

Personally, I like hte System Scan method more than the Planets method, for finding my units in hte current system. Of course, if I want to find out where my units are in other systems quickly, the Planets screen is quickest. However, I wish the Planets screen would organize each entry according to the system and also say what the units are.
131  Feedback Terminal / Suggestions / Re: Star Map Indicator on: February 11, 2015, 04:22:51 PM
:lol, funny to see this. I just made a post here:
http://forum.astro-galaxy.com/index.php/topic,8455.msg74989.html#msg74989

We express common concerns, I think.
132  Feedback Terminal / Suggestions / Re: other ships in navigation view on: February 11, 2015, 04:21:19 PM

This will be included in the advanced navigation computer, that will show exploration data of planets / stars explored and also the position of your ships, colonies, stations. It will also work with corporation assets, with a corp permission to be granted to those that have access to that intel.
What's the status of this?
133  Feedback Terminal / Suggestions / Re: other ships in navigation view on: February 11, 2015, 04:15:02 PM
I was using the Navigation screen today and it occurred to me it'd be handy to see whether a star is explored or not. Currently, it seems, I have to go to the Star Map to see that information. Even if the range is only 12 ly, it'd still be nice to see this information.

Has it been considered to combine the Navigation and Star Map screens into one? Looking at them, I can see they have different a slightly different user interface, so it might not be possible right now without extensive review and reimplentation. Still, reducing the number of times we have to click on each is useful. I remember thinking "Gee, I wish I could flag stars in the Star Map so I'd know they're not attractive targets in the navigation screen." A general flag would be kind of cool, but it'd also be redundant if exploration information could be shown for stars within range on the Navigation screen.

Right now, I use the STar Map mainly for these functions:
1) Creating long range course which I then use "resume long range course" in Navigation
2) Zooming out and getting a "space-bird's eye" view of my surroundings - things like exploration status - and assets
134  Info Terminal / Knowledge base, Information board / Re: Quick tips and tricks on: February 05, 2015, 01:38:15 AM
I just found out this one today and I been playing a long time. It's very cool. Go to the Star Map and click on the (-)/(+) and/or change the zoom level. If you zoom out you can see all the quadrants and all the stars you've explored. You can also see all the ships you have in interstellar space. Crazy I never tried clicking on those before today.

I guess not too much is lost, since early on I only had a couple ships and hadn't seen much. Right now I got 4. I do a lot of mining and I have to know what I've surveyed to keep my miners busy. The zoom feature gives me a wonderful highlevel view.
135  Caffe / Whatever / Re: Loot on: January 15, 2015, 08:36:26 PM
If I may ask, where di you save/store/upload the screenshots so they could be posted?

And what's that comment about getting COM missions so there'd be more ships to "defend" a station?

I like the screenshot thing. Is why I'm posting. I'd like to get into that here/there or somewhere.
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