recent posts recent posts - RSS

5 hours ago
Topic:
What should we work on next? 10/2019

Iyurrr
Iyurrr
Posts: 8
A small QOL suggestion:
Add research production types to variables. It's impossible now to set them as a vars, sometimes could be quite bothering.
5 days ago
Topic:
What should we work on next? 10/2019

LilJon
LilJon
Posts: 1
We need a better UI. And we need more intelligent-based orders.

In recent discussions on the Comms, the point has been made that this is a complex game and it takes three months to learn everything.

Bullocks.

It IS complex, but it is also complicated. Unnecessarily complicated.

The three month learning curve is, and will continue to, drive customers away (real customers, not the ones building a future out on Mercury). I am a non-paying player, and will continue to be (non-paying) until I see something worth paying for (or another game). I should not have to spend the night researching what opportunities are available, based on current assets, nor should I have to spend an inordinate time tactically "watching the market" and realigning my freighters from one system to another.

As an upside, the tutorial was one of the best I have seen, though it stopped woefully short. Given the inordinate difficulties associated with an old 20th century UI, there needs to be walk-through tutorials on how to find business opportunities. I really hated the way this one ended, "Go forth (and mind the first step - it is a bone-cruncher)"
11 days ago
Topic:
Player controlled antagonists?

Weylin
Weylin
Posts: 10
I've wondered about having a separate faction of players that start on an established homeworld in a distant star system, maybe something in Sector 4?
Something different from humanity, alien or machine, with overall different motives, and an incentive to harass the Sol system at some point.

This may not align with the vision for the game, but it would bring shortcomings of the military system to the forefront, and the balance between entropy and order.
Would Sol fall in less than a week? Would it ever stand a chance to recover? What do you do when all your assets are annihilated, when an overwhelming force destroys your largest superstructures?
How can players keep up with constant conflict? What can players do if one side snowballs and always wins with minimal losses in fights of 100 to 1?

I enjoy this game for what it is, and glad to see that it is mostly orderly and peaceful with player cooperation and trade. I was quite put off by games like Astro Empires and OGame, where the strongest only got stronger, and the lessers were decisively beaten with no chance to ever make a dent.
12 days ago
Topic:
Introductions

Bloodfist
Bloodfist
Posts: 3
Bloodfist
Bloodfist
Posts: 3
Topic: Introductions
Y'all make me lonely.

*crickets*
12 days ago
Topic:
I need your vegetables! For FREE!

Bloodfist
Bloodfist
Posts: 3
FIST wants your free vegetables! We have to feed the orphans, thanks to a recent synthetics factory explosion! Please drop your veggies on the market through contract to FIST, exclusively! Thank you!

Exclamation points for the win!!!
13 days ago
Topic:
Introductions

Bloodfist
Bloodfist
Posts: 3
Bloodfist
Bloodfist
Posts: 3
Topic: Introductions
Greetings. Bloodfist, here, of the corporation FIST. Really, really enjoying the game. Question, based on observation. What if there was a small period of time, for newbies, where they would receive a small amount of Premium time. I got hooked, but I think I'd enjoy voting, especially. Or, is it Pay to Vote, so some turd doesn't spawn multi accounts, to swing votes, etc. Anyways, just a thought. If there were some sort of logic behind a free month of premium, or 3 days, whatever. Let newbies "feel" special, and let them get hooked, too. Yes, I'm a newbie, obviously. :P
19 days ago
Topic:
Introductions

ChaChaCharms
ChaChaCharms
Posts: 167
ChaChaCharms
ChaChaCharms
Posts: 167
Topic: Introductions
Hello there mate. Glad you stumbled across this niche in the web... some of us have been here since creation over 4-5 years ago. A lot has changed and some has not.. there has not been any recent major changes but hopefully our dear dev will check in and do some work soon.. the discord or in game comms is where you will find most interaction with other players
29 days ago
Topic:
Order Failure

Ouranos
Ouranos
Posts: 1
Ouranos
Ouranos
Posts: 1
Topic: Order Failure
same problem here
5/23/2020
Topic:
Introductions

Methanevalley
Methanevalley
Posts: 10
Methanevalley
Methanevalley
Posts: 10
Topic: Introductions
Welcome to the game! The population is low, but consistent. I don't think you have to worry about the population dropping off abruptly, but I'd be surprised if we got a big influx of players at this point.

- Titan Industrial
5/23/2020
Topic:
Assets Page

Methanevalley
Methanevalley
Posts: 10
Methanevalley
Methanevalley
Posts: 10
Topic: Assets Page
I think you might be seeing the politics bonus. That's a percentage that paid players get their logistics increased by, based on megastructure ownership and titles (mayor, emperor, Water King of Sol, ...)

- Titan Industrial
5/23/2020
Topic:
Assets Page

Kobalsk
Kobalsk
Posts: 8
Kobalsk
Kobalsk
Posts: 8
Topic: Assets Page
In Assets Page, right to the word "Logistics" we have:

current / max structures
current / max military
?????

What is ????


One sugestion: It's cool if we have explanation when the mouse over these icons.
5/23/2020
Topic:
About Megastructures

Kobalsk
Kobalsk
Posts: 8
Kobalsk
Kobalsk
Posts: 8
Topic: About Megastructures
tnx :-)
5/22/2020
Topic:
About Megastructures

Methanevalley
Methanevalley
Posts: 10
If you go to the Overview tab on the Viewscreen, then click "Show Data" on the right, below "Zoom Out", that will show all of the orbital megastructures in the system (if you are zoomed out to the system level. At the planet and city zoom level, you can see the city level megastructures too.

- Titan Industrial
5/22/2020
Topic:
About Megastructures

Kobalsk
Kobalsk
Posts: 8
Kobalsk
Kobalsk
Posts: 8
Topic: About Megastructures
How can I find the location of the mega structures (all gates, for example ) in a system?

There is a search tool?
edited by Kobalsk on 5/22/2020
5/21/2020
Topic:
Introductions

EmCeeDerpy
EmCeeDerpy
Posts: 1
EmCeeDerpy
EmCeeDerpy
Posts: 1
Topic: Introductions
The forums seem mostly vacant so I figured I'd say hello! I just started playing today, and I already like what I see generally, so I've started promoting the game as much as I can. I was also interested in making a game similar to this after seeing nothing but P2W empire builders everywhere, so it's exciting to get to observe how this one was made, and how player power and clan interaction works in comparison to those games.

I noticed the games development seems to be pretty slow and steady, but I've seen several messages expressing surprise that there's still a playerbase. This is both a bit scary (I don't want this game to fizzle out right as I'm getting into it) and hopeful (signs of life in any game is an opportunity for growth). I hope to play this game for a long time, and I'm sure I'll learn a lot from it.

Thanks, and I'll see you all in the universe!
5/3/2020
Topic:
Min Demand Variable

HenriDavidon
HenriDavidon
Posts: 5
With a large number of units, you can use variables to change Which product you buy/sell and Where to pickup/dropoff, saving fantastic amounts of time. But changing what price to buy or sell at could require modifying 10 or 20 individual orders.

Could there be a Demand variable?
3/24/2020
Topic:
Suggestions...

ZhuKuan
ZhuKuan
Posts: 3
ZhuKuan
ZhuKuan
Posts: 3
Topic: Suggestions...
How about being able to name planets instead of CentVIII or CentVI. Maybe a voting system to change a planets name. Not in Sol of Course. And name cant be changed. Of course should go by guidelines as well.
2/26/2020
Topic:
Sorting Bug

Doctor Dread
Doctor Dread
Administrator
Posts: 1458
Doctor Dread
Doctor Dread
Administrator
Posts: 1458
Topic: Sorting Bug
Thats a bug for sure. I did add sorting to a lot of the grids. I didn't try every single one =)
2/26/2020
Topic:
Suggestions...

Doctor Dread
Doctor Dread
Administrator
Posts: 1458
Doctor Dread
Doctor Dread
Administrator
Posts: 1458
Topic: Suggestions...
Aircraft, right now, are probably the most practical way to drop capital ships and just about anything else. The cost might be INCREASED. It comes down to having a mass of them and grossly out numbering a handful of ships while being a unit that is mostly offensive with little hit points. A handful of fighters,in almost any sci fi environment, can take down ships, especially non military ones. RIght now here in BotG. The ships aren't "better" than ground units unless you're fighting in space , but there are little if nothing to fight "in space".

I was planning to re-balance ships vs ground sometime soon. Making ships more prominent but I still don't want the meta to be "Just get ships" to be the meta. The fighting should be between ground forces with ships playing more as a support. Ships don't' do much to ground units but ground units don't do much to ships and ships are expensive sp they are impractical to use by themselves against ground targets. You need to bring in some ground force and play the ground game. In a space fight, I need the ground units to be impractical, right now aircraft are still the way to go though, i wan tot try to change that to make them NOT as effective at taking on other ships than using actual ships, so in space you need to play the spaceship game with aircraft as support but aircraft can't win in space with much financial practicality.
edited by DrDread on 2/26/2020
2/26/2020
Topic:
Guild Income / Separate Logistics

Doctor Dread
Doctor Dread
Administrator
Posts: 1458
Doctor Dread
Doctor Dread
Administrator
Posts: 1458
Topic: Guild Income / Separate Logistics
HenriDavidon wrote:
Can piles of product be made 'guild assets'? Just to pay for storage costs? Or would that be messy or weird?


Messy and weird because stacks disappear and its hard to keep information attached to them. Market selling your stack is shaky because you can have your own ships take the entire remaining stack and once that happens you kind of lose that market sell setting.

There are a few features people want to control their stacks better, like setting a minimum that even there own ships can't transfer below that amount and such that I can't easily do because product, in the database, isn't very static.

However a Distribution center IS pretty static. So the idea is to control all these things through the distribution center. Once you're editing a product in the DC I can probably ad a few more fields for things like "Wharehouse amount" that you an set to say 1000 and so no ship of yours will pick up that product if it brings it under 1000 on the ground, also no factory will use that product as a component if it brings it under 1000. You are essentially locking 1000 qty on the ground. I can even move the Market selling options to the distribution center so you can ALWAYS have Water for sale at 90 per unit at that location even if all your water was picked up or used and new water showed up from one of your freighters. I can probably keep the current market sell feature for a product stack in place so you can still sell a stack floating in space somewhere if you need to.

So if i expand the Distribution Center to handle this I can then probably make something that allows the Distribution center AND/OR any of the products it has declared in it, as a Guild asset. You could then make a "Guild Wharehouse". (Distribution Center set to Guild Asset) where anyone can drop off or store their goods and the ones declared in the DC can have storage cost paid by the guild.

One day when "Expand the Distibution Center Features" becomes a priority =)




Powered by Jitbit Forum 8.3.8.0 © 2006-2013 Jitbit Software