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Author Topic: New Project Modules  (Read 3201 times)
Rostin
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« on: May 09, 2014, 02:32:38 AM »

I wasn't really sure what section to put this is... But in regards to the modules that you could earn for supporting projects (power armor marines, planetary fortresses, cloning facilities, etc.) will we eventually be able to research and manufacture those? Or will they only be purchasable through QP?
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SirEmi
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« Reply #1 on: May 09, 2014, 05:59:59 PM »

Research and manufacture will not be an option as those are modified / ancient / improved / alien devices. It uses technology that is either experimental or extinct.

You will only be able to get these modules from the pledge system.

You might also be able to find some rare module through exploration / mysterious encounters, that might have different stats but could be used for reverse engineer.

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« Reply #2 on: May 09, 2014, 06:04:16 PM »

If I am understanding it correctly, the power-marines and the cloning vats can only be upgraded through reverse engineering.  They are only sold through the pledge program.

The planetary fortification will be available for sale at the SOL Shipyard, but only up to MKX.  The special ones in the pledge program are MKXV (and not available elsewhere).

And therefore, none of the three can be researched through the normal science tree.




(edit because...

...dadgummit...

...well, you beat me to the answer, Sir Emi...)
« Last Edit: May 09, 2014, 06:07:04 PM by sargas » Report to moderator   Logged
JamJulLison
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« Reply #3 on: May 12, 2014, 03:14:48 PM »

The sad thing is most of these QP only modules are pretty much useless anyways. Look at the power armor marines. In order to get them higher in MK you need to upgrade your reverse engineering. But you also must spend more QP on more so you are even able to do so.  It becomes a process that just isn't worth it when you compare it to the already cheap and easy to research marines.  Those that could use these don't have the income to be buying QP for power armors and those who do have the income to do it don't need them since our marines are far superior. 
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« Reply #4 on: May 13, 2014, 02:26:18 AM »

my jury is still out on that...
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johnnydrinkmeth
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« Reply #5 on: May 13, 2014, 08:01:57 AM »

I found that the cloning module wasn't a bad investment of my SEA QP.  the slow but steady influx of new men is useful, and it's handy to know if I ever get beaten up enough to lose men, i've got a resupply on ship.

Ditto goes for the power marines.  I put some SEA points in, and the marines are really useful compared to my low level modules.

That said, I don't have enough QP to go for many more modules, + I'm focussing on going VIP, but still, not entirely useless from my perspective...
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JamJulLison
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« Reply #6 on: May 13, 2014, 01:33:14 PM »

I found that the cloning module wasn't a bad investment of my SEA QP.  the slow but steady influx of new men is useful, and it's handy to know if I ever get beaten up enough to lose men, i've got a resupply on ship.

Ditto goes for the power marines.  I put some SEA points in, and the marines are really useful compared to my low level modules.

That said, I don't have enough QP to go for many more modules, + I'm focussing on going VIP, but still, not entirely useless from my perspective...


Most people aren't going to have the QP to spare for them though. They are only useful really for low ranking people. My powered armored marines unfortunately are just crap compared to my actual marines which are high MK.

I haven't used my cloning mod yet.  I haven't really had a good reason to. lol
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johnnydrinkmeth
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« Reply #7 on: May 13, 2014, 07:05:07 PM »

I guess we have to look at it from Emi's perspective.  It gives newer players an incentive to go VIP.  And do be honest, if they do pay to get these modules, at least it's not a huge bonus that non-paying players can't compete with.

If the QP only modules were scaled to be of real benefit to the more senior players,that might widen the gap between new and old players even more.  I'm not too upset with how they are at the moment.

(and we'll see how the planetary fortress mod goes, that might be more useful for senior players...)
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« Reply #8 on: May 13, 2014, 08:12:54 PM »

I guess we have to look at it from Emi's perspective.  It gives newer players an incentive to go VIP.  And do be honest, if they do pay to get these modules, at least it's not a huge bonus that non-paying players can't compete with.

If the QP only modules were scaled to be of real benefit to the more senior players,that might widen the gap between new and old players even more.  I'm not too upset with how they are at the moment.

(and we'll see how the planetary fortress mod goes, that might be more useful for senior players...)

Really it just gives players an incentive to buy QP with solars to buy modules. It's frivolous imo to spend real money or SEA QP on these when you could could get VIP or officers for a few million solars worth of QP. Even when you're new, these probably aren't worth wasting QP on like officers or VIP. And while it's cheaper than hiring marines if you have a while to wait, the savings won't beat the boost you get from spending the QP on officers or something.  With a good corp ship you can earn the solars to buy QP to get the VIP/nav officers and to build MAUs and hire marines fairly easily compared to the clones etc. it would take to get to the same destination.

A cloning module for example gets 24 people a day cloned at mk1, which costs less than $1K solars to buy at Earth. One good SOS run with  one of our corp SOS ships and nav officer+ VIP can get you millions of solars a week with your activity level- plenty to hire marines and buy QP or start upgrades etc. I mean you can get VIP for $5mil and I think some of our guys earn ten or more sometimes in one run getting refugees. This is why I told you in the beginning to spend your SEA QP on VIP and a nav officer.

And of course as a corp we can build higher mk MAUs if you can buy the materials. SpaceX has me building a few mk50 MAUs for him right now and he's fairly new himself.
« Last Edit: May 13, 2014, 08:18:47 PM by JoolzVern » Report to moderator   Logged

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« Reply #9 on: May 13, 2014, 09:44:32 PM »

I think what should happen is these QP modules be available to research for everyone. Just the usage of QP before it's release would allow us to get already made modules a little ahead of time. Hell from what I can see so far, it looks like the only way you will be able to do some of these new missions that are coming like the wormhole stuff is by spending QP to get the mods needed. Which if that is the case is total bullcrap. Most of this we should be able to research.  As for reverse engineering, it is complete crap.  I think once we reverse engineer something it should become available to build without having to reverse engineer the same kind of thing over and over.  I would also think our scientist would be smart enough to remember what they learned from reverse engineering something and then using that knowledge to build bigger and better modules of the same type.
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JoolzVern
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« Reply #10 on: May 13, 2014, 11:23:56 PM »

I think what should happen is these QP modules be available to research for everyone. ..  I think once we reverse engineer something it should become available to build without having to reverse engineer the same kind of thing over and over...

 please

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johnnydrinkmeth
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« Reply #11 on: May 13, 2014, 11:28:35 PM »

I think what should happen is these QP modules be available to research for everyone. Just the usage of QP before it's release would allow us to get already made modules a little ahead of time. Hell from what I can see so far, it looks like the only way you will be able to do some of these new missions that are coming like the wormhole stuff is by spending QP to get the mods needed. Which if that is the case is total bullcrap. Most of this we should be able to research.  As for reverse engineering, it is complete crap.  I think once we reverse engineer something it should become available to build without having to reverse engineer the same kind of thing over and over.  I would also think our scientist would be smart enough to remember what they learned from reverse engineering something and then using that knowledge to build bigger and better modules of the same type.

I always thought that the justification for not being able to research things like safety override and creamtorium was to keep them rare, and give people an incentive to do more nest missions.  There's rare loot in most games, and it's not necessarily a bad thing.  But I definitely think all game play areas should be accessible without investing QP.  I'm sure Emi will let us all research the tech for wormholes.  Maybe those modules just make it a little quicker, like the new mining modules?

And Joolz. You're probably right about VIP.  Getting the new modules was a silly spend, but it was fun :p
VIP and nav officer are my next priorities now.
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JamJulLison
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« Reply #12 on: May 14, 2014, 02:12:59 AM »

I think what should happen is these QP modules be available to research for everyone. Just the usage of QP before it's release would allow us to get already made modules a little ahead of time. Hell from what I can see so far, it looks like the only way you will be able to do some of these new missions that are coming like the wormhole stuff is by spending QP to get the mods needed. Which if that is the case is total bullcrap. Most of this we should be able to research.  As for reverse engineering, it is complete crap.  I think once we reverse engineer something it should become available to build without having to reverse engineer the same kind of thing over and over.  I would also think our scientist would be smart enough to remember what they learned from reverse engineering something and then using that knowledge to build bigger and better modules of the same type.

I always thought that the justification for not being able to research things like safety override and creamtorium was to keep them rare, and give people an incentive to do more nest missions.  There's rare loot in most games, and it's not necessarily a bad thing.  But I definitely think all game play areas should be accessible without investing QP.  I'm sure Emi will let us all research the tech for wormholes.  Maybe those modules just make it a little quicker, like the new mining modules?

And Joolz. You're probably right about VIP.  Getting the new modules was a silly spend, but it was fun :p
VIP and nav officer are my next priorities now.

Yes but it doesn't make much sense though. Especially considering SirEmi claims to be wanting to keep this somewhat realistic. I tried to accept it this way for those rare mods though.  But for these QP only one now this is just getting rediculas. Especially since some aren't even worth the QP spent on them.  I can understand he is trying to get more people to donate. But he shouldn't be trying to exclude not donators either.  VIP and Officers are already worth getting as it is. Making VIP better is a good idea. As would be maybe adding some more officers.  I would like to see one that increases combat time on defense and decreases combat time on offense.  Of course with us big players this wouldn't make a lot of difference on pvp combat between each other. But it sure would make a difference on COMs at least.  Perhaps he could even introduce a banking system for VIPs only that allow them to deposit Solars into a personal banking account that accumulate so much interest over time. There would of course need to be a limit on this.  Also make it possible to transfer Solars from your account to another player.  We need good ideas such as these.  Not limiting gameplay and modules only to certain players willing to spend the QP for them. Crappy mods or not it is just a bad idea.
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« Reply #13 on: May 14, 2014, 09:46:07 AM »

I am fine with the new modules requiring QP. Some of the prices needs adjustment though (ex.: a destroyable-500-QP module vs a permanent-750-QP ship).

Combat drives need improvement; same with those kinda useless wormhole detectors. LOL
« Last Edit: May 14, 2014, 09:48:22 AM by raphael » Report to moderator   Logged

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« Reply #14 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.
« Last Edit: June 14, 2016, 04:00:08 PM by Antilak » Report to moderator   Logged

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