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<title>Barons of the Galaxy Forum - Feature Requests - What should we work on next? - Messages</title>
<link>http://forum.baronsofthegalaxy.com/topic2968-what-should-we-work-on-next.aspx</link>
<description>Barons of the Galaxy Forum - Feature Requests - What should we work on next? - Messages</description>
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<pubDate>Sat, 20 Jul 2019 14:58:13 GMT</pubDate>
<lastBuildDate>Sat, 20 Jul 2019 14:58:13 GMT</lastBuildDate>
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<link>http://forum.baronsofthegalaxy.com/topic2968-what-should-we-work-on-next.aspx</link>
<title>Message from Doctor Dread</title>
<description><![CDATA[Anomalies and Missions have been put in the game in a limited way to test the system. There are a dozen or so Settlements around sol and gulyaev. You can see these settlements on the viewscreen - Overview or in the Events page now. You have to have a military unit at the location to accept their missions. Only one mission per military unit. You can only have a number of active missions equal to your corp level <br/><br/>You can only do simple cargo haul missions for now. There are a dozen more mission types that are going to be added including anomalies in deep space which will reward explorers.<br/><br/>The cargo mission takes a deposit worth what the product you're being handed is worth. You get it back plus pay on delivery. Use the Search Location order to complete missions (don't sell it). If your unit is destroyed the mission will end. There is no way to abandon a mission at the moment but they have a timeout or a delivery turn which is something like 10 turns plus the distance divided by 10 (slowest ship should make it with several turn to spare).<br/><br/>A ground unit with a mission, can be loaded onto a carrier and the carrier can search a location to complete a mission. When a fleet or carrier does the search command, every unit in the group or being carried by will also execute a search command if it has a mission attached to it. <br/><br/>Ground units with cargo can now be loaded onto a carrier. There will be some cargo space changes and some quality of life improvements being made soon to make transporting 100 loaded transports on a carrier less exploitive]]></description>
<pubDate>Sat, 20 Jul 2019 14:58:13 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic2968-what-should-we-work-on-next.aspx</link>
<title>Message from CptCommanche</title>
<description><![CDATA[Quite a few good changes coming Dread. I look forward to all those being implemented, the game will have quite a different feel after the reset with many new features to play around with. Keep it up <img src="images/smilies/wink.gif" border=0 alt="wink" />]]></description>
<pubDate>Tue, 07 May 2019 08:02:42 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic2968-what-should-we-work-on-next.aspx</link>
<title>Message from Doctor Dread</title>
<description><![CDATA[Selling a product stack simply by clicking on it and declaring a price and HOLD amount was put in today. Also Artifacts don't develop by ITEM anymore, they produce "Fragments" at a higher rate which can be combined in any level of artifact item you want. Fragments being a much smaller denomination of "Artifact" can now asily be traded as a valuable currency and will eventually be given out as quest rewards<br/><br/>The next thing on the "What do you want us to work on next" thread is Anomalies/Quests! I will probably get a skeleton of this system in place and expand on quests as content as I work on the other features. The Anomolies/Quests already has significant work put into it which isn't in the game yet. <br/><br/>After that it will be "Strategic Locations" - Static places in the game that you can capture by attacking any defenders with military that give unique bonuses or perks to your corp<br/><br/>After that it will be A political Prestige Stat.<br/><br/>THEN... a game reset]]></description>
<pubDate>Sun, 05 May 2019 19:21:45 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic2968-what-should-we-work-on-next.aspx</link>
<title>Message from Doctor Dread</title>
<description><![CDATA[Custom Variables has finally gone in. There is a post in the Development log about it. It took forever but it was mainly lack of time spent working on it. I should have more time now. The next thing going in will be selling a stack of product instantly without a contract.]]></description>
<pubDate>Sat, 23 Mar 2019 19:56:47 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic2968-what-should-we-work-on-next.aspx</link>
<title>Message from Doctor Dread</title>
<description><![CDATA[Guild bank has gone in and I have shook out some bugs. It works as mentioned above. I would appreciate if yo notice something broken about the guild bank, Especially if its a money bug. <br/><br/>I still want to add a few more features to the guild bank such as Making structures be guild assets and new construction cost going against guild bank. I might let the guild bank simmer as is for a little while while I try to incorporate the next thing on the list which is Unit order management. I want to try to do an idea someone had of being able to make Variables that you can use when making orders, such as a variable for city location  and then you can simply change the variable in one place and all the orders based on that variable will change. Yo would be able to make the delivery location of dozens of units be based on a variable and when the prices change enough, you can simply switch the variable.]]></description>
<pubDate>Sun, 04 Nov 2018 21:15:14 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic2968-what-should-we-work-on-next.aspx</link>
<title>Message from Doctor Dread</title>
<description><![CDATA[The Guild Bank is probably going in next weekend. I haven't had much time to work on it over the last couple months. I hope things settle down in the future. It is only doing military assets but if it goes smoothly I want to make it possible to add structures. <br/><br/>It has tuned out mostly like what we talked about. Guild can set a tax rate which is from 0-20% and goes against all its members PROFITS from the previous turn and collects it in a guild bank.   Guild leaders can bring up any asset for any member in the guild and simply toggle it as a Guild Asset.. The maintenance costs for guild assets  will be drawn from the Guild bank and not the player who owns the units. The guild page will have a few tabs to show members, the guild assets and the accounting for the guild bank which everyone can see. It also shows the average amount of tax collected by each members over the last 100 turns.<br/><br/>Assuming no game breaking bugs I will try to add a way to transfer straight into the guild bank and also the ability to tax members at different rates.<br/><i>edited by DrDread on 10/28/2018</i>]]></description>
<pubDate>Sun, 28 Oct 2018 20:35:44 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic2968-what-should-we-work-on-next.aspx</link>
<title>Message from Doctor Dread</title>
<description><![CDATA[<b>Wreith42</b> wrote:<br/><blockquote><br/>Would having the report simply return each turn's totals with a button to expand a specific turn be a viable solution? If the totals aren't stored in the database and needed to be calculated for each page load I imagine it would wreck the database, but pulling a single row from the database (if the calculated totals were stored) for each turn when loading the report, then just pulling the data on demand for a specific turn shouldn't be any worse than the current situation right?</blockquote><br/><br/><br/>That would essentially be the overview version of the list which does exactly that. The overview tab shows a graph that generalizes all your ins and out, the accounting tab is almost the same thing but draw out with exact numbers, the DETAIL version is actual line items. On the detail version I think we just need a turn filter that you flip through and allow it to go 50 turns back like the overview graph does]]></description>
<pubDate>Fri, 07 Sep 2018 14:08:24 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic2968-what-should-we-work-on-next.aspx</link>
<title>Message from CptCommanche</title>
<description><![CDATA[I forgot what I voted for, but I'm actually kinda sad no one voted for the political prestige.... personally that is what I should have voted for, and I think it could be a very interesting addition to the game. Guild banks and all that are good too lol and should probably be worked on first, but I would love to see these other features eventually as well <img src="images/smilies/smile.gif" border=0 alt="smile" />]]></description>
<pubDate>Fri, 07 Sep 2018 06:33:37 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic2968-what-should-we-work-on-next.aspx</link>
<title>Message from Exeler</title>
<description><![CDATA[<b>Doctor Dread</b> wrote:<br/><blockquote><b>Wreith42</b> wrote:<br/><blockquote>I can't believe people want he guild bank more than the order logic.<br/>If y'all just agree and do it, you can do the shared funds thing yourselves.<br/><br/>To answer Dread's last comment, the only report I can think of that I would like to have would be a much longer accounting report. After three turns or so things aren't visible any more, so if something unexpected happened since I was on last, I may not have a way to figure out what it was.</blockquote><br/><br/><br/>That is a legitimate complaint. It goes by row count, not turns so as to not break the page but you Megacorps out there make 500 rows of logs in a single turn. The database is keeping track of accounting for 3-5 days back. I think I can at least add a paging row no problem and maybe a specific turn field? That accounting page is unwieldy with big corps I'm not sure how to make it easier to read.</blockquote><br/><br/><br/>Would having the report simply return each turn's totals with a button to expand a specific turn be a viable solution? If the totals aren't stored in the database and needed to be calculated for each page load I imagine it would wreck the database, but pulling a single row from the database (if the calculated totals were stored) for each turn when loading the report, then just pulling the data on demand for a specific turn shouldn't be any worse than the current situation right?]]></description>
<pubDate>Sun, 02 Sep 2018 10:57:42 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic2968-what-should-we-work-on-next.aspx</link>
<title>Message from Doctor Dread</title>
<description><![CDATA[<b>Vulpex</b> wrote:<br/><blockquote>*edited post for relevance*<br/><br/>From my perspective the thing that I would find the most important is to work on those aspects of the game which would make it more likely to retain new players. <br/><br/>Note that I say retain, not draw - drawing in new players is something which is done separately from this by and large but it is something which can certainly be done in other ways.<br/><br/>In this sense I was drawn to many of the aspects which are relevant in the field of getting players to work together because it is when you have a community and friends which you are working with that you can actually enjoy the game in the long term. This would be great. <br/><br/>That is why I was rather interested in those aspects of the game which fostered cooperation - specifically the guild bank and the use of trades without contracts (which would make trade between corps much much easier). <br/><br/>I also very much liked the idea of the Unit Order Management because it would be a great UI improvement but not sure if every player would actually use it and benefit from it so I was a bit on the fence with that one. <br/><br/>But I also wonder if that is the right approach to retain players, it might be but I am not sure.<br/><br/>Another way of looking at player retention is to give them great long term goals. In that respect the follow-up to the guild banks is also very valuable - specifically when you look for the longer term huge megastructures projects - but also the new anomalies/quests and the strategic locations.<br/><br/>I do think there is a bit of confusion as to exactly how a guild bank would work - JBD has touched on a few of the key aspects but it boils down to the simple question of whether a unit being paid out of the guild bank still contributed to the logistics penalty of the player who owned the unit. (I have had discussions with a bunch of players, some believe it would not, some believe it would, and it might be part of the reason why that option is so popular, only Seren would be able to clarify).<br/><i>edited by Vulpex on 8/17/2018</i></blockquote><br/><br/><br/>The guild bank is something I'm working on now and it is moving along pretty quickly. You might see it in a week or two. I'm making a separate thread here to discuss exactly how it should work because it can get complicated quick.]]></description>
<pubDate>Mon, 20 Aug 2018 12:56:52 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic2968-what-should-we-work-on-next.aspx</link>
<title>Message from Doctor Dread</title>
<description><![CDATA[<b>Wreith42</b> wrote:<br/><blockquote>I can't believe people want he guild bank more than the order logic.<br/>If y'all just agree and do it, you can do the shared funds thing yourselves.<br/><br/>To answer Dread's last comment, the only report I can think of that I would like to have would be a much longer accounting report. After three turns or so things aren't visible any more, so if something unexpected happened since I was on last, I may not have a way to figure out what it was.</blockquote><br/><br/><br/>That is a legitimate complaint. It goes by row count, not turns so as to not break the page but you Megacorps out there make 500 rows of logs in a single turn. The database is keeping track of accounting for 3-5 days back. I think I can at least add a paging row no problem and maybe a specific turn field? That accounting page is unwieldy with big corps I'm not sure how to make it easier to read.]]></description>
<pubDate>Mon, 20 Aug 2018 12:53:30 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic2968-what-should-we-work-on-next.aspx</link>
<title>Message from Vulpex</title>
<description><![CDATA[*edited post for relevance*<br/><br/>From my perspective the thing that I would find the most important is to work on those aspects of the game which would make it more likely to retain new players. <br/><br/>Note that I say retain, not draw - drawing in new players is something which is done separately from this by and large but it is something which can certainly be done in other ways.<br/><br/>In this sense I was drawn to many of the aspects which are relevant in the field of getting players to work together because it is when you have a community and friends which you are working with that you can actually enjoy the game in the long term. This would be great. <br/><br/>That is why I was rather interested in those aspects of the game which fostered cooperation - specifically the guild bank and the use of trades without contracts (which would make trade between corps much much easier). <br/><br/>I also very much liked the idea of the Unit Order Management because it would be a great UI improvement but not sure if every player would actually use it and benefit from it so I was a bit on the fence with that one. <br/><br/>But I also wonder if that is the right approach to retain players, it might be but I am not sure.<br/><br/>Another way of looking at player retention is to give them great long term goals. In that respect the follow-up to the guild banks is also very valuable - specifically when you look for the longer term huge megastructures projects - but also the new anomalies/quests and the strategic locations.<br/><br/>I do think there is a bit of confusion as to exactly how a guild bank would work - JBD has touched on a few of the key aspects but it boils down to the simple question of whether a unit being paid out of the guild bank still contributed to the logistics penalty of the player who owned the unit. (I have had discussions with a bunch of players, some believe it would not, some believe it would, and it might be part of the reason why that option is so popular, only Seren would be able to clarify).<br/><i>edited by Vulpex on 8/17/2018</i>]]></description>
<pubDate>Fri, 17 Aug 2018 09:28:16 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic2968-what-should-we-work-on-next.aspx</link>
<title>Message from Wreith42</title>
<description><![CDATA[I can't believe people want he guild bank more than the order logic.<br/>If y'all just agree and do it, you can do the shared funds thing yourselves.<br/><br/>To answer Dread's last comment, the only report I can think of that I would like to have would be a much longer accounting report. After three turns or so things aren't visible any more, so if something unexpected happened since I was on last, I may not have a way to figure out what it was.]]></description>
<pubDate>Fri, 17 Aug 2018 09:09:06 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic2968-what-should-we-work-on-next.aspx</link>
<title>Message from jimbobdaz</title>
<description><![CDATA[As the guild bank seems to be the favoured option at the moment can we have some clarification on how you plan to make it work? as i understand it, i can set one of my fleets as "[ARK]" the bank pays the upkeep unless there is not enough funds... does the Guild have its own logistic quota or will that still fall on myself? you have mentioned in the past about Guildmasters being able to take control of "Guild Assets", is this still something you have in mind? if so can a player still return control of the units back to themselves or will the guildmaster have to release them?<br/><i>edited by jimbobdaz on 8/16/2018</i><br/><i>edited by jimbobdaz on 8/16/2018</i>]]></description>
<pubDate>Thu, 16 Aug 2018 12:32:47 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic2968-what-should-we-work-on-next.aspx</link>
<title>Message from Doctor Dread</title>
<description><![CDATA[<b>Iyurrr</b> wrote:<br/><blockquote>... Aaand what we've forgotten - better reports for everything. Or just a possibility to access at list a flat table of some data - fore resources, demands, units etc, like accounting page with different sections. This would be <b>really, really</b> necessary. Now there are a lot of similar stuff is made on external side.<br/><br/><a href="https://image.prntscr.com/image/hVVO9O1IQcapM1iMUQfUiw.png</blockquote>" target="_blank" rel="nofollow">https://image.prntscr.com/image/hVVO9O1IQcapM1iMUQfUiw.png</blockquote></a><br/><br/><br/>I'm not sure exactly what kind of reporting is useful. I should probably put up a thread on exactly what you would want to see. I've always wanted to make an API that allows player to take the data directly and do whatever you like with it but that would probably be restricted to paid accounts and have to be limited to not kill the database. That's why I would rather have more controlled reports that can take parameters]]></description>
<pubDate>Tue, 14 Aug 2018 09:07:07 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic2968-what-should-we-work-on-next.aspx</link>
<title>Message from Doctor Dread</title>
<description><![CDATA[<b>CptCommanche</b> wrote:<br/><blockquote>Doctor Dread, I'm sure you've seen this suggestion floating around multiple places.... SHRINK THE GALAXY back to a suitable size for the player base <img src="images/smilies/smile.gif" border=0 alt="smile" /> I would think this could be a fairly easy thing for you to do (maybe I'm wrong?). Like down to 3-4 systems. We close 2 systems/week to allow players to adjust to the changes. We keep the the most populated systems active (Sol, Gul, Sirius, Centauri. Close the rest.<br/><br/>I believe this would do more long-term good for the game than any of the above changes, at much less effort to you.</blockquote><br/><br/><br/>I can implode dead systems, but that doesn't really fix the problem if they are already empty. It's hard to implode populated areas without really pissing off people who are there. I also cant realistically implode Sector 7.<br/><br/>Imploding the areas seems forced. I would rather try to find a away that makes aggregating with the other players in a smaller space beneficial so it happens naturally. Some sort of tech bonus if your building in a place with many other players and industries. Max city population scales up with the amount of industry there? Like 1 mil for every 1k industry output?]]></description>
<pubDate>Tue, 14 Aug 2018 09:00:38 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic2968-what-should-we-work-on-next.aspx</link>
<title>Message from Doctor Dread</title>
<description><![CDATA[<b>Serenity</b> wrote:<br/><blockquote>I had a megastructure idea: Auction House<br/><br/>It would have cargo hold and hangar space. You could transfer products or items or load units inside it then you would be able to set prices for products, items and units stored inside.<br/><br/>Fixed price sales: Buyers wouldn’t  need to buy the complete stack of products or items listed, they could buy parts of it.<br/><br/>Auctions: You could also start auctions for products, items and units. In this case buyers must buy the complete stack of products or items offered. You would be able to set the end time for your auctions.<br/><br/>If someone buys something then at the end of the turn it will be automatically unloaded and transferred to the buyer.<br/><i>edited by Serenity on 8/14/2018</i><br/><i>edited by Serenity on 8/14/2018</i></blockquote><br/><br/><br/>This wouldn't need to be a structure in game. Simply setting up a stack of product or unit up for sale from maybe the More Info tab would work. Then there would be a screen for auctions to see them all somewhere.]]></description>
<pubDate>Tue, 14 Aug 2018 08:55:36 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic2968-what-should-we-work-on-next.aspx</link>
<title>Message from CptCommanche</title>
<description><![CDATA[Doctor Dread, I'm sure you've seen this suggestion floating around multiple places.... SHRINK THE GALAXY back to a suitable size for the player base <img src="images/smilies/smile.gif" border=0 alt="smile" /> I would think this could be a fairly easy thing for you to do (maybe I'm wrong?). Like down to 3-4 systems. We close 2 systems/week to allow players to adjust to the changes. We keep the the most populated systems active (Sol, Gul, Sirius, Centauri. Close the rest.<br/><br/>I believe this would do more long-term good for the game than any of the above changes, at much less effort to you.]]></description>
<pubDate>Tue, 14 Aug 2018 07:27:39 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic2968-what-should-we-work-on-next.aspx</link>
<title>Message from 1yur</title>
<description><![CDATA[... Aaand what we've forgotten - better reports for everything. Or just a possibility to access at list a flat table of some data - fore resources, demands, units etc, like accounting page with different sections. This would be <b>really, really</b> necessary. Now there are a lot of similar stuff is made on external side.<br/><br/><a href="https://image.prntscr.com/image/hVVO9O1IQcapM1iMUQfUiw.png" target="_blank" rel="nofollow">https://image.prntscr.com/image/hVVO9O1IQcapM1iMUQfUiw.png</a>]]></description>
<pubDate>Tue, 14 Aug 2018 04:05:53 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic2968-what-should-we-work-on-next.aspx</link>
<title>Message from Serenity</title>
<description><![CDATA[I had a megastructure idea: Auction House<br/><br/>It would have cargo hold and hangar space. You could transfer products or items or load units inside it then you would be able to set prices for products, items and units stored inside.<br/><br/>Fixed price sales: Buyers wouldn’t  need to buy the complete stack of products or items listed, they could buy parts of it.<br/><br/>Auctions: You could also start auctions for products, items and units. In this case buyers must buy the complete stack of products or items offered. You would be able to set the end time for your auctions.<br/><br/>If someone buys something then at the end of the turn it will be automatically unloaded and transferred to the buyer.<br/><i>edited by Serenity on 8/14/2018</i><br/><i>edited by Serenity on 8/14/2018</i>]]></description>
<pubDate>Tue, 14 Aug 2018 03:10:48 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic2968-what-should-we-work-on-next.aspx</link>
<title>Message from Methanevalley</title>
<description><![CDATA[On contract overhaul, I think it might be interesting to allow buying partial stacks. Perhaps Cogs's idea of stack names could be used to allow increasing the size of stacks already for sale, making it easier for someone to sell to the general population of the game on an ongoing basis?<br/><br/>Also, if it isn't too hard on the server, automatically matching buy contracts to sell contracts in the same location might make it easier to establish something like a commodities exchange. <br/><br/>- Titan Industrial]]></description>
<pubDate>Mon, 13 Aug 2018 22:26:41 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic2968-what-should-we-work-on-next.aspx</link>
<title>Message from Drinthap</title>
<description><![CDATA[My main feature request is a better turn update system.  <br/><br/>The only thing that really annoys me in this game is being basically kicked out of it every 10 minutes for 15 secs or so and having to redo the order I was working on.<br/><br/><br/>A more seamless turn timer would greatly improve user experience.]]></description>
<pubDate>Mon, 13 Aug 2018 18:55:52 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic2968-what-should-we-work-on-next.aspx</link>
<title>Message from Cogs</title>
<description><![CDATA[This was in regards to <span style="color:rgb(119, 119, 170)"><span style="font-family:" trebuchet="" ms",="" helvetica,="" sans-serif">"without contracts" </span></span><blockquote>In my view this is already feasible, does already exist, by preparing a stack of products separately or away from the main storage location, then when setting up a contact in -List my products- the stack can be chosen, and with this the proposed feature is achieved: contracting a stack of product at a specific location, where the concerned will change hands upon acceptance of the contract. Now if one or more separate stacks of the same product could be prepared at the same location (by giving them a name, like a units group or fleet, so perhaps even a stack of mixed products?) this would then make sense as an innovative feature and certainly come in handy.</blockquote><br/><br/>Somehow I had the page open after switching wi-fi connection and the thing lost my login yet still recognized me as -Guest- .. ? Go figure ..<br/><i>edited by Surgicus on 8/13/2018</i>]]></description>
<pubDate>Mon, 13 Aug 2018 07:32:25 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic2968-what-should-we-work-on-next.aspx</link>
<title>Message from </title>
<description><![CDATA[In my view this is already feasible, does already exist, by preparing a stack of products separately or away from the main storage location, then when setting up a contact in -List my products- the stack can be chosen, and with this the proposed feature is achieved: contracting a stack of product at a specific location, where the concerned will change hands upon acceptance of the contract. Noe if one or more seperate stacks of the same product could be prepared at the same location (by giving them a name, like a units group or fleet, so perhaps even a stack of mixed products?) this would then make sense as an innovative feature and certainly come in handy.]]></description>
<pubDate>Mon, 13 Aug 2018 07:25:39 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic2968-what-should-we-work-on-next.aspx</link>
<title>Message from AkiraNekory</title>
<description><![CDATA[I see Wormholes here, will it be with a stabilizer megastructure / wormhole stabilizer ship (like can carry XXX size with it trought the wormhole)? both neihter? free to use? XD]]></description>
<pubDate>Mon, 13 Aug 2018 00:31:42 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic2968-what-should-we-work-on-next.aspx</link>
<title>Message from jimbobdaz</title>
<description><![CDATA[Like Lyurr, along with the guild bank... a guild warehouse for products and guild controlled units would be my choice but at the end of the day, anything that will attract new players will get my vote]]></description>
<pubDate>Sun, 12 Aug 2018 23:25:21 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic2968-what-should-we-work-on-next.aspx</link>
<title>Message from 1yur</title>
<description><![CDATA[Some kind of sharing military units for guilds will be a good feature as well, as guild bank.]]></description>
<pubDate>Sun, 12 Aug 2018 21:56:09 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic2968-what-should-we-work-on-next.aspx</link>
<title>Message from Doctor Dread</title>
<description><![CDATA[<b>LunaMoth</b> wrote:<br/><blockquote>When you say "without contracts" does that mean I don't need to ask someone to accept my contract, load a transport with goods, and drop them off? If so, I like that idea.</blockquote><br/><br/><br/>If they buy it, it simply changes ownership at location]]></description>
<pubDate>Sun, 12 Aug 2018 19:25:04 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic2968-what-should-we-work-on-next.aspx</link>
<title>Message from LunaMoth</title>
<description><![CDATA[When you say "without contracts" does that mean I don't need to ask someone to accept my contract, load a transport with goods, and drop them off? If so, I like that idea.]]></description>
<pubDate>Sun, 12 Aug 2018 16:20:31 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic2968-what-should-we-work-on-next.aspx</link>
<title>Message from Doctor Dread</title>
<description><![CDATA[I have a lo of different features I'm juggling in the game right now and I'm losing focus on what is actually high priority so much like everything else in the game. Lets take a vote. Of these features what do you want me to prioritize first?<br/><br/><br/><br/>Anomalies/Quests - Anomalies such as Derelict Spacecraft, Trading Posts. Crash Sites are already being worked on. You will be able to accept randomized quests at those locations (Rescue Mission, Take out a Base, Deliver Goods) for rewards ranging from credits to Artifact Fragments to Randomized units. <br/><br/>Guild Bank - Allow for guild taxes which collect in a guild bank. Guild leaders can set guild members assets against the guild bank for maintenance. Allows Corps to run huge fleets or megastructures but have the maintenance paid for buy the guild bank. The "Guild" doesn't technically own any assets,the corps do.  If the guild bank cannot cove the cost, the costs lands on the asset owners. This feature is almost pre-requisite before Huge Megastructures come into play. <br/><br/>Comms messages forwarding to email/mobile. You can set an email address (which can send to mobile through your carrier also) to forward certain comms messages like battles to your email or mobile. <br/><br/>Political Prestige - Titles, Megastructure ownership etc increases political prestige stat. This stat give bonus to voting and logistics. <br/><br/>Meta Game Voting Power - Voting powers to inflict punishment or sanctions on other players. War Reparations for unprovoked aggression, ban buying/selling/structures in the area or perhaps bounties. The extent of these powers rise with how much vote you can attain from other players with the scope. Restricted to city/planet/system leaders. <br/><br/>Strategic Locations - Similar to Strategic Resources in the game Stelaris. These are special locations that if you currently hold them you get corp wide bonus of some sort. "Capture" mechanic for these would be if you attack a corp at location who owns that resource and that the current owner is wiped out militarily the attacking corp with the highest Military Power gets ownership of that resource.<br/>Penal Colony - Free maintenance Military Base<br/>Android Factory - Free maintenance Shipyard for lower ships<br/>Black Market - Small amount Free Products of any type<br/>Monument - Political Prestige<br/>Strange elements that reduce unit construction/maintenance or increase all movement while you hold it. <br/>Worm Holes...<br/><br/>Unit Order management / logic - Allow for simple conditions and logic in the unit orders. Comments on units themselves. Make Variables for locations, product and quantity and allow those to be used in orders. You can change the variables at any time to shift all your orders around. The Military Order can store everything as it does now, but allow for mass update by variable table<br/><br/>Buying Selling from Corps without contracts. Simply go to a stack of goods and set for sell at a certain value. These show up on a list everyone can see and buy instantly (or perhaps on turn flip) without any other interaction.Full blown contracts can be regulated to more complicated and persistent agreements.]]></description>
<pubDate>Sun, 12 Aug 2018 13:40:04 GMT</pubDate>
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