Astro Galaxy - a realistic space exploration game
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31  Info Terminal / Updates / Re: Super Nova explosions / Star life cycles completed on: October 24, 2016, 02:45:45 PM
After a star is critical and  starts its 7 day timer, what're the rules for stablizing it so it's not critical? If I remember right, I did stabilize a system which was critical. However, I'm currently trying and it's not stabilizing. It's almost below 500. It was in the 600's when it switched to critical.
32  Info Terminal / Knowledge base, Information board / Re: Frequently Asked Questions on: September 13, 2016, 01:57:42 PM
Do nuke modules get destroy if you use them? The description for the science entry says the nuke gets used up, so can be used only once. I interpret that to mean hte nuke module is destroyed. So if you build a $2,000,000 nuke module and use it, it's gone?
33  Feedback Terminal / "Bugs" and Problems / Re: Prospectors giving locations to non-existent places!? on: September 04, 2016, 02:10:54 AM
So I waited 5 or 6 days at most to check a 37 millon deposit. I had things to do. Wasn't there. This has happened so often I really can't just accept it. It's insult to injury. Mining is alreayd so time consuming and less profitable than COM. Maybe I"m missing somethingm like with the tech you get from QP donation, but COMs are just so mcuh easier it seems unbalanced.

I say this after mining a lot of planets. It's not like I only did 1 or 2. I did several dozen. I used different strategies over time. I eventually adopted the strategy of using a ship to defend and using undefended MK 1 stations with MK 1 miners for small deposits.

I've experienced huge losses in MMO's b4 and I've accepted. I've played very hardcore over the years. But this.... idk. Maybe I"m just burnt out on this mmo. I've been playing off and on since 2014. It's just right now I feel like walking away for a while.

And btw I don't know if it's just me or what but this happens wiht gas giants a lot.

EDIT: And yes I click on orbit and surface and evne survey before activating the mission in cargo
34  Info Terminal / Add-on projects in progress / Re: New Project Modules on: June 14, 2016, 06:00:56 PM
(update to my previous post)

I just realized marines are 3 times the cost, so the recoup time with be a third if you're replacing marines. This assumes you have room for them. For MK 1 cloning module, that's about ~5 months unloading every 4 days. This is based on the highest price too. If you're closer to Earth, it's lower. And if you're close, you'll probably go to Earth anyway! (For anyone who's always ever going to purchase marines from Earth, the recoup time for MK-1 is 1.9 years, or 1 year, ~11 months.)

The problem with longterm things is not just of interest/convenience/devaluation. The MMO might not even be here!

EDIT: For anyone interested, this is the formula I used for the cloning module:
(500,000 * MK) / ((24 + (MK-1) * 6) * price-of-marine-or-civilian)

So for MK 10 cloning module and marines which cost $30 each:
(500,000*10) / ((24 + (10-1) * 6) * 30) = 2136.75 days or 5.85 years.

500,000 represents the value of an MK if you exchanged QP for solars and bought crew instead. Note if you were to purchase QP's with solars the cost would instead be 10,000,000. Thus, the cloning module is only relevant to people who donate $$$ and have already purchased all their officers and VIP and so have QP to spare/spend.
35  Info Terminal / Add-on projects in progress / Re: New Project Modules on: June 14, 2016, 02:33:24 PM
I know this is an old thread, but it's on the first page in "Add-on projects in progress", so....

I wnated to post about the Cloning Module. I was thinking about getting it when I realized how stupid it's if you're not donating mucho $$$ for QP. It cost 10 QP and produces 24 crew per day. 10 QP = $10,000,000 solars. 24 crew = $240 solars on Earth. 24 crew = $1200 solars maximum if beyond 3rd or 4th ring. So no matter how far away you're from Earth, you'll never pay more than $50 per crew member using Salvage Ship. Ok so $1200 per day at best means it'll take 8333 days to recoup the cost for the module, or 22 RL years.

It's not even all that great if you donate a lot for QP. Lets assume I donated $5 and got 55 QP. 1 QP exchanges for 50,000 solars. Exchanging 10 QP would get me 10,000 crew. So if I instead spent that 10 QP for the cloning module then I'd produce 10,000 crew after 1 year and ~2 months. I'd be unloading my cloning module every 4 days--its 100 personnel capacity.  Assuming upgrading is 1.25x, buying additional modules adds to recoup time. An MK II module would cost me 1,000,000 solars and require 1 year and 10 months to recoup. MK III would cost me 1,500,000 solars and require 2 years and 3 months to recoup. Considering how easy it's to lose interest in a game and having to unload every 4 days for YEARS, this seems a waste. Additionally, with how much MMO's mudflate in years of time, the cloning module will have even less value than now.

Was the cloning module introduced BEFORE salvage ship? That would have increased its value a lot. The only reason I was interested is because I'm located 1600+ light years from Earth, so I'm always paying the highest price for crew. But after doing the quick math, it just makes utterly no sense to pay 10 QP for it, given I'm not donating a lot and the QP I do have is better spent on VIP and officers and whatnot. I'll admit I've spent some on infusers.

EDIT: I'm assuming the 100 personnel limit increases by 1.25x with each upgrade. If not, it'll be exceeded at MK 14 per day, meaning you'd need to unload every day for 3.76 years to reap the benefits and "recoup" your costs.
36  Caffe / Whatever / Re: Time for Lasers Mk MMMMM on: June 04, 2016, 03:09:27 PM
I smell mudflation with every additional RP and MK. Just wondering how it'll negatively expose itself.

Failing to appreciate what it all means is the reason many MMO's fall dead too soon. I think it's a bit like fatty food. It's great and loved across the world. Just like power, it's craved. However, in large doses it corrupts the body, err the mind. Result is an early death, or a war or violent change in leadership.

Ultimately, mudlfation--checked or unchecked--shatters the game in concert with outdated code/bloat.

Be that as it may, I didn't post here in a fit of jealousy. Lol. I'm not jealous of the elite players in Astro Galaxy. If I were jealous, I would have either quit long ago or joined a top corp. I don't want to take your power away, so I can have it myself. That's something a child does. I'm a child-man now, meaning I've moved on mostly from that. I can be selfish sometimes--I'm still human of course. But quite the contrary, I play BECAUSE I'm limited.

No my concerns are rooted in all the MMO's I've played over the years and my research of them. The only other thing which is an important issue to me is the watering down of mainstream MMO's. But that's avoidable since it's tied to population. Mudflation--on the other hand--is rampant in almost every MMO. They're all diseased.

Mudflation isn't itself the problem. It's a symptom of a deeper problem. The way MMO's are made and the way we play them leads to great gaps in power. Mudflation--like a tired hero--comes to the rescue, but falls short.

One of the alternatives to mudflation is orthogonal progression. No doubt there're other things developers are trying to do to keep the mountain from growing too high. Our lust for power is like a growing volcano.
37  Feedback Terminal / Suggestions / Re: COM/SOS mining missions vs. SuperNova on: May 19, 2016, 01:40:41 AM
Teddy I don't think you can accept a mission which has already blown up, if you're implying that.

Her'es my source:
http://forum.astro-galaxy.com/index.php/topic,9310.msg77295.html#msg77295

Quote
Again, it is impossible to collect a mission if the system has previously gone nova. If you try you get a message about exploiting a bug.

I think what you're saying is a fresh mission is more stable, so a player should aim for those.

NOTE: I think I'm on the heels of another dead prospector mission. I got this one yesterday. And I"m just now in a system which is "imminent" and it disappeared after clicking on system. I hope that wasn't the one happy 2 more stars...

EDIT: Funnily enough the very last gas giant had the deposit. I must have checked ~15 gas giants. I was certain it was dead. Goes to show you never know for sure. It helps I had already given up hope.
38  Feedback Terminal / "Bugs" and Problems / Re: Ship on autopilot don't update star maps. on: May 18, 2016, 05:02:28 PM
Great thread! I've noticed the star map changing now and then and was wondering why. Then a couple days ago I figured my star maps weren't being updated and they were storing old data. And I thought stars were blowing up just asI visited!
39  Feedback Terminal / Suggestions / Re: COM/SOS mining missions vs. SuperNova on: May 18, 2016, 04:39:14 PM
I understand your concern, however, this is not the first time this topic has been addressed on the forums, and you have posted about this issue in more than one thread.
I looked in the suggestions forum and was uanble to find a thread which addressed this particular issue. And the other threads are in the bugs section. This particular issue isn't a bug though. Are you aware of Sir Emi coming out and saying this is a bug? So I posted in this thread to add my "suggestions", since that's where they belong.

I'm sorry the suggestions I offered were not more explicit. I'm not a game designer. The other thoughts I offered were related to other mining topics, so I'm sorry I brought those up. And sorry for getting angry at you.

Also I think I agree with the OP's proposal(s)--like the prospector missions only point at stable stars. However, the problem is still that different stars age at different rates, creating problems which could crop up now and then. For example, the giant stars don't last very long and can go critical unexpectedly. I saw one go nova very early, for instance. It'd be nice if we had a way to guess-estimate its time to nova. It doesn't have to be a direct measure of its stability.

I wonder if the mission informing us the star type would be too much?
40  Feedback Terminal / Suggestions / Re: COM/SOS mining missions vs. SuperNova on: May 17, 2016, 11:37:40 PM
Get Sir Emi to add a moderator to the forum to organize all the posts, if it's so important to you.

I just came away from a dead 55 million solar deposit. It was only 4 days old. That's why I posted. But it wasn't hte first time I've had a dead miniing mission. I can't remember one which was so short-lived though and also so high.
41  Feedback Terminal / Suggestions / Re: COM/SOS mining missions vs. SuperNova on: May 15, 2016, 01:12:24 PM
Keep the system as-is, but it NEEDS to be tweaked. I mine a lot, so I should have some ground to stand on. I can't say for sure what needs to be changed, but it'd be helpful if there was a way to know when a mission is dead and also to gauge how long a mission has before it's dead. And beyond that, prospector missions should also show the projected worth of the deposit when we talk to the person(s) in cargo, not just the location and the planet type.

So:
1) A way to know when a prospector mission is dead
2) A way to estimate how long a missions has before it's dead
3) More information--inc deposit worth--when talking to the prospectors in cargo

I'd also like to see barren planets either removed from prospector missions or adjusted so that the size of the planet (and maybe the star) is known. If the size is known, I can limit my search and make it less tedious. As it's, last I checked, there're too many barren planets in any quadrant to make it worthwhile unless it's a huge deposit. And that's combined with the fact they tend to be smaller--with fewer slots. Fewer slots is like trying to satiate thirst by drinking from a dripping tap.

Has anyone been doing barren? I stopped a long time ago.
42  Feedback Terminal / "Bugs" and Problems / Re: Prospector missions pointing to nonexistant star systems on: May 15, 2016, 01:59:33 AM
About 4 days ago I got a 55 million deposit. Guess what? I went to the system and it's not there. It nova'd.

Sucks. I know it's not common in such a short span of time, but when it happens it hurts.
43  Feedback Terminal / "Bugs" and Problems / Bugs in System view? on: May 14, 2016, 03:11:50 PM
I've had two bugs today in the System view. The first one was the Safe Spot wouldn't show when my ship was at an Ice planet. When I moved to another planet the Safe Spot reappeared. The second bug was I couldn't select the Alpha planet. It'd select the star instead. HOWEVER, if I moved my mouse to the right there was an empty area which lit up for the Alpha planet. So it seems the image for the planet is offset to the left of the actual mouse-hit location.
44  Feedback Terminal / "Bugs" and Problems / Re: Prospector missions pointing to nonexistant star systems on: May 14, 2016, 03:09:48 PM
Suggestions should be in suggestion forum. This isn't really a bug.

BUT I mine a lot and here're my suggestions:
1) When we talk to the prospectors they should tell us how old the star was when they got the information--using this information we can guess-estimate how long we have before it nova's
2) If the star supernova's then remove the prospector mission from cargo and leave a message they disembarked

Something like that.
45  Info Terminal / Knowledge base, Information board / Re: Building Ships on: April 19, 2016, 11:48:13 PM
I have found that for me it made sense to make all my science ships (I have 10) multi-function ships. They are all factory optimized titans with good sized engines, so they double as manufacturing ships and as mining tenders, freighters, and SOS ships.

By the way, I would be surprised if anyone in the top 20 spots had less than 1 million RP's per hour. They would need 10,000 SLB's 1's, but with SLB-C (100) they only need 389 for 1M rp/h. It contines with even higher SLB's. You only need 70 SLB-D or 40 SLB-M for 1M rp/hr.

Roughly 1/3 my income goes to upgrading my SLB's. currently I have some SLB-D's, (500) some SLB-M's (1,000) and some that are in the process of upgrading from D to M. It took me more than a year to reach 1M rp/hr.
I've been at 400k for some time now. I jumped up from 40k and reached 400k quick, but I find now that I don't need the extra research, since the costs for building modules is so high--except cargo (I use standard).

I think what I"m saying is I feel like my solars income is a bigger limitation.

EDIT: I probably could train my Cargo a lot more. It's not costly. Maybe it's time to do that.
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