Astro Galaxy - a realistic space exploration game
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1  Info Terminal / Knowledge base, Information board / Re: Armor on: April 11, 2015, 09:47:15 AM
ah so has it ever been 1 armor point required 2 damage to take it out?

or just 1 power point in armor = 2 armor = 2 dmg to take it out.  13

thanks for your response.
2  Info Terminal / Knowledge base, Information board / Armor on: April 11, 2015, 12:08:02 AM
Hey all.

I've been trying to find where in the game this information is:

I seem to recall reading a description of armor stating that armor requires two damage per armor point or something like that.

I'm not finding that to be the case, 1000 armor seems to only absorb 1000 damage. 

I'm just trying to find what I read to understand what it's saying better and either determine if the 1:1 has always been like that, changed but working as intended or a bug.

Thanks
3  Feedback Terminal / "Bugs" and Problems / Re: Dialogue Windows on: April 10, 2015, 01:44:23 PM
i hope not.  that is annoying !!
4  Info Terminal / Updates / Re: Combat mission improvements & balancing on: April 09, 2015, 11:28:12 PM
I believe he meant that one you scan the enemy ship it will be viewable still if you close and look at it again later
5  Info Terminal / Updates / Re: Combat mission improvements & balancing on: April 09, 2015, 07:49:45 PM
yeah the death rays do little damage.  and with the EMJO's and now all the ships having some MAU's, they have more manpower.

The days of mk1 Death Rays taking out ships is over.  this too is good imo.  they were too powerful.
but a mk10 DeathRay would hit for more, but as you know they are hard to find and take alot of effort.
I'm not if using 10 death rays to make 1 mk10 is worth it.

Perhaps after time Emi will relook at the deathrays and increase their damage a little?  or allow for mk2 death ray to = 2 mk1 dmg instead of 1.25 mk1

if you had scanned the ship you might have seen that the ship had more than 100k manpower and since a death ray does 1-11k at mk1 it was going to take alot of them.

the emjo listed protection of 70% at mk53 is 70 + the 25% of the ship normally.  so you must kill 95% of the crew.

** sir emi this in effect reduces the amount of POW by 94%.  perhaps you can look into that ?  ***
6  Info Terminal / Updates / Re: Combat mission improvements & balancing on: April 09, 2015, 07:36:52 PM
yeah we are going to have to study the game and how the ships are set up.

I've done a couple 3m reward looters. (around 8.5-9.0 m defender power)

one battle needed lots of shields to survive, another battle needed lots of damage to win.  

so it's not every ship is the same any more and that is good imo.
the battles are varied and more difficult now.  but they can be done.  

Scanning has now become important.!! this is great IMO. 
No longer can i just pop into orbit, activate the com and press a button to win because I know how it is.
I now need to look at all the ships and see the make up, do some scans, and decide how i want to beat the battle.

this will force people to learn more about the game.

**I'm not saying I 100% like it or there isn't some room for adjustment but its not the end of the world

thanks for the update and hope you are open to constructive proposals SirEmi 13  

Also I'd advice dropping down and collecting lower level payouts to relearn the system.
it's shocking how much of a difference the EMJO's and various optimizations make.
7  Info Terminal / Updates / Re: Combat mission improvements & balancing on: April 09, 2015, 04:28:48 PM
Two people in my corp are saying the same thing.  the stations when destroyed are giving no loot.
anyone else having similar bug?

I havent done one myself to see if the loot was increased from the loot phase and thus it's just there.

8  Info Terminal / Updates / Re: Combat mission improvements & balancing on: April 09, 2015, 03:11:11 PM
could we please look into changing the scan read out?
Could we either see a list of the modules installed, so we could copy it for further reference.  

-or-

Could you make it so that once i have scanned a ship i can always see the modules/scan results?  leaving and coming back to the same ship wastes the hour I spent scanning it.


PS: I'm currently enjoying trying to figure out the new system.  Some of your ship combinations are very very powerful.  I dont want to say too powerful because that just admits defeat, but its a drastic increase in difficulty, not a minor one.
9  Feedback Terminal / "Bugs" and Problems / Re: side effect of AP: no more hijack missions (only nest missions left) on: April 07, 2015, 07:37:25 PM
I noticed the same thing but I had thought, "it must be random generation issues"

Lets hope the improved solution incoming in a couple days is a good one.
10  Feedback Terminal / Suggestions / Re: AP points on: April 04, 2015, 08:12:01 PM
I think that AP has a nice advantage for newer players and older alike, but it does present with too much power at higher end play.

Can I make the following suggestion:
I'd like the following:  

1 AP = 50K
1 QP = 20 AP

Manufacture
1 AP = 2 hour reduction for players < 10M power (this has the ability to be abused, by a high level player dropping power so perhaps just 1AP per hour for everyone)
1 AP = 1 hour reduction for players > 10M power

Movement
1 AP = 1 hour for players < 10m power (50k per hour)
1 AP = 30mins for players > 10m power (100k per hour)

Battle
1 AP = 15 min battle timer reduction (200k per hour)
11  Info Terminal / Updates / Re: Huge update today on: March 30, 2015, 06:21:33 PM
what does abused mean?

you may just wish to set a max/limit on number of QP's bought with AP per month

Just a random example:

Lets say you set the QP purchased with AP to 350 per month
then each day you complete all 6 votes allows you to buy 5 more QP with AP per month.

This would give a total of 500 per month a player is able to buy with AP
(PS get rid of the allowing votes from multiple isp, limited it per account it just looks like a way to falsely prop up numbers on the voting sites)

So set a maximum limit for QP and allow/give incentive to increase that amount by a pleasurable amount for doing things that help you, your game, your development, your advertising etc.

Many games gives bonuses for finding and reporting bugs or making suggestions that improve the game if implemented, some even give/award bonuses for just having good topics or guides on the forums etc.

You have control over if it's abused, either that or state what the abuse level is.

PS I myself approve of the 1M solars per QP.  it's attainable but for the uber rich that may still be inexpensive and we may buy more than you intended.  Some guidelines would serve well

12  Info Terminal / Updates / Re: Huge update today on: March 30, 2015, 05:19:51 PM
it really is a shame that this isnt a day of celebration.

In reality, a lot was done.  if the entire backbone was reworked then I can see how the game was greatly improved.

There are some issues with the way you are handling reloading and the images etc because they are taking too long and forcing us to reload each time.  there isnt a way to set these up as cached?  

I had to play this game via mobile for a while and I was shocked how much data it ate up via reloading all the screens.  anyway something to think about.

Finding a balance between how much it costs to create and maintain a game, personal profit and incentive to players to spend money on your game is a difficult one.  but you either have Donation and Donator status or you have a pay to win game if there is no way to replicate the same thing in game.

I'm fine with having things in game that people can buy instantly if they want to, but I dislike not having access to it via saving/smart play/reasonable amount of time to get it if i want it.
13  Info Terminal / Updates / Re: Huge update today on: March 30, 2015, 03:37:25 PM
a little bit of a heads up that you were removing the ability to get QP with solars would have been nice.

Though I suppose it would have meant that I hoarded up as many QP as I could have.  Perhaps that wouldnt have been a good idea.

I don't know, it just seems pretty drastic for people with just a few days left of VIP/officers to have no way of getting more.

Honestly if I had a year worth of QP's set aside i likely wouldnt be complaining as much but I'd still be here to tell you it appears to have been a bad move.  Its so drastic of a change that it will be a those before the change and those that came after it.

and is the auction house only from other players or will there be an "AI buyer" as well so we can generate QP in some way other than someone having to buy them (or the people that were able to store them up before).

Just to be clear:  I see no problem with games and game developers making money on a game.  I have donated to the game myself to let you know I liked the game, but I dont like it in its current version.

the pop-up like screens take long to load, they disrupt my way of playing, they dont return the player to where they were, there is little if anything i like about them at the moment.  I hope you can streamline the load times as well as test them and get them to return us back to where we were.

14  Corporation General Talk / Corporation Recrutment / Re: SPQNR - the democratic corporation on: March 20, 2015, 04:15:19 PM
*sharpens dagger*
15  General Talk / News & Strategy / Re: COM missions drop over existing COM on: February 17, 2015, 06:08:38 AM
yeah really "two" people.  One Torh, it was his first day doing coms ever, you couldnt handle the 1M power added?

Also, you said you were not going to attack planets eh?  I have seen Torh battle report of you attacking and looting his planet.  Care to explain that?

I myself dropped a hijacker ontop of a SSS member on accident my first day of coms.  I looked only saw one ship, and I saw looters everywhere, i didnt notice the hijackers in there as well.  I learned a single ship can hold both mission types  open and to look more carefully.  He didnt complain and thanked me for letting him know.

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