Astro Galaxy - a realistic space exploration game
  April 28, 2024, 04:37:49 PM *
Welcome, Guest. Please login or register.

Login with username, password and session length
News:
 
  Home Help Search Members Login Register  
  Show Posts
Pages: 1 [2]
16  Feedback Terminal / Suggestions / Stations menu/Ship Docking menu >modules< on: February 10, 2016, 10:16:35 AM
Would the dev(Sir Emi or Apprentices) kindly include an 'ALL' button and 'checkboxes' to the right of each module in the 'stations menu and ship docking menu. its actually a click-fest when you deploy/install/scoop modules in the station when each click on the deploy button refreshes the page. can you see the picture on a 100 slot ship transferring installed modules into a 100 slot station????
for ease on deploy/install/scoop modules in the station and transferring modules between ships to stations and vice-versa.
i see that these feature is already available in use in 'ships' 'deploy/install' menu but not on 'stations' menu.
17  Feedback Terminal / "Bugs" and Problems / Re: Comms --> planets on: January 10, 2016, 10:50:49 AM

Plot course |    ->   |  50.04 LY   | 0,0  |  11

18  Feedback Terminal / Suggestions / Player ranks on: January 10, 2016, 03:44:59 AM
I suggest that there be player ranks different from current ranking method, in this forum i see players with military ranks next to their name.
but in ingame ranks, its only based on power level. here is what i think ranking should be:

1. ranking titles/levels - based on player's power level,
example: 1 - 49,999 power = level 1 rank
----------  50,000 - 99,999 power = level 2,
----------   100,000 - 499,999 power = level 3, and so on,

2. This player level will be the basis on unlocking exploration privileges, like players at level 1 can only explore the Sol (0,0) quadrant and cannot go outside farther to the 1st ring.
level 2 can explore up to the 1st ring but cannot go to the 2nd ring (cannot mine/deploy modules amd stations on planets in Q 0,0 and the 2nd ring where his ships is not allowed because of his rank level)
level 3 can explore up to the 2nd ring but cannot mine or do Coms in the home quadrant and 1st ring.

3. Regarding deploying stations. Should it be time? that high level players not allowed to have stations in Sol quadrant?? if they need stations at Sol, then there should be Corp stations as neutral stations owned by the Corp in general for Corp member's use. modifying Corp stations be based on corp member's ranking assigned/given by the Corp leader. (this stations could be 1. a shipyard, 2. a marketplace for sell/buy modules, 3. exchange stations for mineral/gas deposits as well as mining/Com missions as trade method between players. =also these eliminates the possibility of players stealing modules from doing exchange at abusing corp ships and the trouble of bouncing ship assignment between members like a ping pong ball. about time for a better economy system.

bottomline it separates/divides the veteran high level players occupying the inner stars/planets from the new players. if they want to do missions or operate either in the inner stars or farther rings, then they have to keep/meet their ship's power level to the level/range respectively. where they can only change ranks/power brackets at day's update.
isn't it nice to at least see power hungry players have rivalry with other of his level? not taking advantage over the lower/new players??
19  Feedback Terminal / Suggestions / COM/SOS mining missions vs. SuperNova on: January 03, 2016, 10:12:48 AM
i would be glad if COM or SOS mining pick-ups would only point towards stars/planets that are stable.
It will eliminate the worries and trouble on searching for the deposits that might appear on stars at unstable/critical status.

but if the star went critical before the mission be located or activated the problem is on the player's part of not going for the mission the earliest possible time.

also if the star went boom! there should be an auto deletion of the COM/SOS mission stored in our cargo if so also a log data or message that our mission has been lost. these saves the trouble of trashing the COM/SOS data from our cargo bays.

If this changes is not possible then why not picked-up mining expeditions be picked up on the same quadrant where they point at to be located.
,does this sound too easy for the players? no?
20  Feedback Terminal / Suggestions / Station upgrading on: December 15, 2015, 02:10:02 PM
who wants your stations to be upgradeable? than just selling the old lower mk and buy the higher bigger ones?

better?? send new bigger station to a location far far away >>pack the old small one >>setup the big one send the packed small one back to earth and then sell. TOO MUCH TROUBLE RIGHT?? RIGHT?? if there could just be materials to upgrade a station using the ManuBays on a ship flying in deep space.

 21  21  21
 12  12  12
21  Feedback Terminal / Suggestions / home cluster SOS population and rivalry on: November 22, 2015, 01:39:52 PM
the way it looks players really have a rivalry on picking up SOS missions in certain quadrants as they are easy income. (usually over the 4th ring)

i suggest the value of SOS rewards should be random all over the custer not as distance from Sol basis. most player would usually do SOS missions on the 4th ring and so whats left is 90%-100% COM signals over most 4th ring quadrants.

or maybe in a different way.... open a fresh new server (S1 - S2 - S3) for new registered players. in this way may also lessen multi-account gamers.  if not a new server, then newly registered players will spawn on newly formed cluster far apart from each other.

also usage of WHG, player created wormholes will jump them into random locations where distance in LY is determined by the modules Mk level,

say earth cluster 4th ring to AC outer ring (alien cluster) is 1000 LY, means players will need a high level WHG to open a portal/wormhole to get there. also player created WH is exclusively useable only for co-members in a Corp.

opening a multiple wormhole chains to travel into deep space ex: WHG opened at Q(4,3) connects to Q(30,30) and then that same player(or co-member) opened another new WHG at Q(30,30) bringing him to a new far far cluster Q(100,30) and so on opening a chain that can and might get you to a new cluster where newly registered players arise and reside.
22  Feedback Terminal / Suggestions / Re: Galactic Chat + 2 New Suggestions on: November 08, 2015, 07:30:26 PM
This should be a top priority, over other updates, thus, breaks the chains of new players closed at SOL Corp chat board as well as
existing Corps locked in their local Corp chat/boards.

actually the corp boards serves as chatbox but IT'S not a chatbox at all, a chatbox has a global chat,
a private chat and a group(Corp) chat. and also a system/server notification chat entries.

Also this could go well with Galactic trades between Corps, breaking the player-NPC buy/sell at the Sol commodities exchange.
Corp local trades is not even enough, using a Corp ship as a trading outlet can be a means of module stealing/theft. So, to include a better local trade of not only minerals but also modules, better yet buy/sell of a completely built ships between players.

Inter-corp trades could happen not just at (Earth)Sol system but in the release of colonies, where Corp to Corp trades are possible on corp bases/colonies.
Pages: 1 [2]
Powered by MySQL Powered by PHP Powered by SMF 1.1.21 | SMF © 2015, Simple Machines Valid XHTML 1.0! Valid CSS!