Astro Galaxy - a realistic space exploration game
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91  Feedback Terminal / "Bugs" and Problems / Re: Missions dissapearing from Orbit page on: May 19, 2016, 04:28:25 PM
The "jump out" of ships was set at 30 days. As a clean up for abandoned coms I guess. Sir Emi changed that now to 60 days. It is wise to note down the start of the battle, just incase you choose to add another com on top of a second run. Cause the 60 days start at the moment of the first deploy. Say you do a multiple looter, you don't quite manage to make all enemy jump, logically if you have another few looters to the same location, then probably you would add them to the second run. That's where it gets tricky, cause the enemies of the first round will disappear, luckily now after 60 days, but that's not all that long either. So, good to keep an eye on the start date. Would be nice to get that information on the attacks list.
92  Feedback Terminal / Suggestions / Re: COM/SOS mining missions vs. SuperNova on: May 19, 2016, 03:19:09 AM
I would say that that error notification is only for COM pods leading to a system that went nova. I never found a SOS pod that gives that notification. Tell me if you find one. 1

We are talking about prospector missions, right, say your jumping around and you talk to a SOS pods with a prospector. Yuck, 2.4M barren...so you let it float. Now, the location is set, the system was chosen randomly by the game, and if I talk to them the next day, or you do, nothing changed. Still the same planet, the same treasure size, and I would bet, the same location.

Therefor, until stability update the only prospector missions you can be certain that trigger are not the ones you just found, they are the ones that spawned after the last stability update. See my point?

But please PM me if you get that error notification talking to an SOS pod. 1
93  Info Terminal / Add-on projects in progress / Re: Colonization / Terraforming on: May 19, 2016, 03:02:32 AM
- Colonization dome
   -> Has to be purchased from Sol, can only be carried in cargo bay
   -> Can only be deployed on Terran planets
   -> After deployment, it needs to be loaded with civilians. It also acts as a personnel facility.
   -> Civilians will reproduce depending on the mark and size on the colony
   -> The dome generates tax income depending on number of colonists living there. Tax can be collected by the dome owner by visiting the colony.


- Terraform factory
   -> planet needs to be in the habitable zone witch will be viewed in system
   -> pumps hydrogen, nitrogen & oxygen into the planet to terraform it
   -> needs to be loaded with hydrogen, nitrogen and oxygen witch it disperses in the atmosphere, generating or replenishing atmospheric gases
   -> time to terraform and amount of resources needed depends on the planet size
   -> amount dispersed m3 / hour depends on mark level
   -> more facilities will terraform faster
   -> Terraform course Methane/Lava -> Barren -> Desert -> Ice -> Ocean -> Terran



I love the idea 1
A colony could be delivered by all players selling in game products such as food and electronics, the bigger the colony, the higher the demand. The demand could even be a requirement to be fulfill regularly or the population would sink cause of starvation.
94  Info Terminal / Add-on projects in progress / Re: Mining / Harvesting bonuses depending on planet type on: May 19, 2016, 02:55:03 AM

- Mining / Harvesting bonuses depending on planet type
   -> +300% efficiency on Terran planets
   -> +200% on Ocean planets
   -> +150% eff on Ice, Desert planets
   -> +100% eff on Barren planets, Asteroid belts
   -> 0% on Lava, Methane, Gas giants



Certainly a nice idea that would add diversity and realism to the game. Still, as long as station auto-pick up is as it is, harvesting and mining would not be any faster, just the modules mk required to fill 100m3 in 6hours would be smaller. So the idea is just saving module manufacturing time and production costs.
Without a solution to the station auto-pick up, not much would change. At least not for those that work on +20 treasures simultaneously using station Auto-pick-up.
95  General Talk / General Discussion / Re: Manufacturing Screen - Small Shortcut on: May 18, 2016, 09:31:42 PM
Good one. Tnx for sharing that. 1
96  Info Terminal / Updates / Re: Future Updates - Main Poll on: May 18, 2016, 08:19:31 PM
- more, much much more, economic depth.

This superficial and stupid economic system is what I hate most about AG. And then the whole trading with a corp ship? Wtf? ...what it needs is a Corp headquarter at sol. A head quarter that can function as a "earth orbit ship", and can function as a "corp exchange". It can be upgraded, to hold more goods, or sell more diversity. A good Corp Headquarter should have an upgrade value of 125 Billion Solars...1 ...know what I mean? Not a silly corp earth orbiter with a FTL-1...geesh.

If you bring 200,000m3 of minerals and gases DAILY to sol, you have no way to sell that to the AG comunity. The only way is with a lot of PMs. but if the other player is not online...why should my mining ship leave its shcedule and wait? Even if TOAA allowed me to set up a station at sol to sell those minerals/gases cheaply, I couldn't cause it would mean that I have 1,000,000m3 unsold in 5 days, and why should I pay extremely high ACB costs if I will never ever get that ACB investment back, I might as well just sell to sol.
 Been there done that.
And even if everybody has a station buying stuff, that would mean...station hopping, lol, for what? I get the same price at sol.

It's a rediculouse economic trade system. If you transport 1,000,000m3 of fuel from one side of the cluster to the other, then you can't sell it for more. I would like the economic trade system of the game to be more realistic. 1 It's an insult as it is now.
97  Feedback Terminal / Suggestions / Re: COM/SOS mining missions vs. SuperNova on: May 18, 2016, 07:48:05 PM
Hi Antilak, you want a mission that you can be 100% sure it will trigger? This is how:

1. Clear all pods in a quadrant. Coms and SOS.
2. Collect respawned pods.
3. You have exactly the amount of time until the next update to be 100% sure the newly spawned mission will trigger. After every stability update your chances get smaller.

Floating old prospector missions that have been talked to days ago are old...you want to be the first to talk to the NPC.
 I am not saying that you should run off with one mission in your hand, but I do advise to edit the prospector mission entry in your Navcomp adding the "pick up date" and if you KNOW 100% the respawn age of the mission or not. After a week if you didn't have time to do the hunt, don't even bother and just let the NPCs exit at sol. And, a 55M mission? ...don't wait 4 days, just go find it right away. 1

It's not about what could be, or what should be...it's about what is, and what can be done with what you got. I belive that the location of the mission is set after any player talkes to the NPCs for the first time. That means, missions can get really old and still float out there even though the system blew up 3 weeks ago.

Anyway, With this method you can pick up 5-10 freshly spawned missions daily...and you will be surprised, even after a week of carrying those around 90% will still trigger. Mission spawning time is 23min after every full hour. Stop cherry picking, cherry picking SOS pods is most inefficient, spawn your own. 1
Hope this helps.
Peace 1
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