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14 hours ago
Topic:
Immersion

BaronOfThGalaxy
BaronOfThGalaxy
Posts: 43
BaronOfThGalaxy
BaronOfThGalaxy
Posts: 43
Topic: Immersion
@Doctor Dread







.............................................................................................................. ..............................................................................................................




LOL
1 days ago
Topic:
Logistics

Doctor Dread
Doctor Dread
Posts: 1236
Doctor Dread
Doctor Dread
Posts: 1236
Topic: Logistics
SaiWave wrote:
Is there any way to increase



Its what your Corp Level Does. Level up your Corp HQ whenever you have the money, it takes along time to upgrade.
1 days ago
Topic:
Quick Production Sheet

jimbobdaz
jimbobdaz
Posts: 33
dam log out smile
1 days ago
Topic:
Quick Production Sheet

Guest
Guest
Topic: Quick Production Sheet
yep works there cheers
1 days ago
Topic:
Quick Production Sheet

Neerio
Neerio
Posts: 13
Neerio
Neerio
Posts: 13
Topic: Quick Production Sheet
works for me, try opening it in google sheets.
1 days ago
Topic:
Quick Production Sheet

Neerio
Neerio
Posts: 13
Neerio
Neerio
Posts: 13
Topic: Quick Production Sheet
ill check, might be an error
1 days ago
Topic:
Logistics

SaiWave
SaiWave
Posts: 2
SaiWave
SaiWave
Posts: 2
Topic: Logistics
Is there any way to increase
1 days ago
Topic:
Quick Production Sheet

jimbobdaz
jimbobdaz
Posts: 33
Same thing happens, when i change the end products from synthetics to contraband i just get "###" and "#NAME?"
1 days ago
Topic:
The great ship stat doubling went in

LunaMoth
LunaMoth
Posts: 5
Some observations:
- Variteks appear to do the same damage to scouts/corvettes as before--fighters are good.
- Ace fighters, heavy bombers, and modified variteks still have the same hp as before (200, 120, 200).
- Ace fighters say x5 damage but still do x4 damage--maybe you didn't mean to change this number?
1 days ago
Topic:
The great ship stat doubling went in

Doctor Dread
Doctor Dread
Posts: 1236
... You can't load/unload an upgrading unit. I overlooked that restriction. ill try to remove it my tuesday
1 days ago
Topic:
The great ship stat doubling went in

Doctor Dread
Doctor Dread
Posts: 1236
All ships, just ships, had their Hit points, firepower, Cost and upkeep doubled. This was done to scale them up against ground units. It doesn't really make them twice as powerful because they cost twice as much also, it just makes "ships" something you don't need 42 of to compete with a few level 10 ground units... now you need 21... The logistics didnt change so you are getting a deal on that. And also the freighters didn't double (although there firepower did).

There were also a few other tweaks to ships before they doubled.
  • Scouts have 200 cargo now.
  • Fighters/Variteks don't do as well vs Scouts/Corvettes, combat value lowered,
  • AI Battlemechs have more Hit points. All "AI" units have had there cost reduced significantly (Terminators, CyberAssasins, all AI ships). This might be their unique feature going forward, dirt cheap to maintain,
  • Ace fighters and mod Variteks had their Hit points toned down. If we do 4x the firepower and then double the hit points its like the unit is 8x as powerful which doesn't go well with something like Ion guns which are 5x firepower with no hit point increase, they have 120 hps now. So they get 120 not 200 now which puts them in the "5x as powerful" category, Heavy Bombers are 5x and 150, Mod Variteks get 150 and 4x multipleir.
  • Carrier and warp carrier had lowered Hit points, before they doubled. Carriers used to be 1000 a while ago, then they became 2000 which made them not really need escorts, now they went down to 1200 before they were doubled today to make them 2400. Warp Carrier got a similar Hit point nerf. To be fair, we increased Hangar capacities a while ago also so this evens it back out.
  • MAK Mothership is now at 500 Hangar Capacity and will get more Drones by level in their event soon.
  • Monolith hit points were never to the scale they needed to be if Hit Points was their thing, For the money you could of gotten as many Hit Points from battleships. So Monolith Hit points were doubled to 50k.... before the doubling happened today which now makes Monoliths at 100k hit points. They also got a hangar increase to 200
  • A new Unit type was added "MAK Doomstar" which will be part of a new system wide event "MAK Invasion" which isn't created yet. Which I'm thinking will be something like a Kaiju Attack, but for the entire system with a special way of defeating the thing outside of combat (you must build a DOOM CANNON!). They are quite large. They Attack as Dreadnought x25 and have 4mil Hit Points and 5000 Hangar. They are essentially a Dreadnought/Monolith x25 ... at level 1 . Probably roll with a group of monoliths.

Also in this update I have made it possible to upgrade your units while they are in a carrier. This was complicated and took all week. So if there are problems with your carriers or units ejecting for no reason please let me know. You can upgrade your units PAST the carriers capacity but if you do it will automatically eject the excess units, into space if necessary, so upgrade like with care. The Comms message when units get ejected like this had a problem and needed to be disabled. Keep your carriers over land this week =)

I want to make a couple of system wide "pirate" events at the System Scale. Large bases with fleets that attack anywhere in the system and last 1000 turns. I also might loosen the level restrictions on these events which scale them down at smaller population areas. I want to move to making the sparsely populated systems a "dangerous" place that you will have trouble expanding into unless some players come with you.
1 days ago
Topic:
Logistics

nynobernie
nynobernie
Posts: 20
nynobernie
nynobernie
Posts: 20
Topic: Logistics
It tells you how many levels of structures you currently have. You can keep building/leveling up as far as you want, but once have more logistics points than you "max" logistics value, each additional point will raise upkeep of your structures by 1%. In your case you can have 25 levels of structures without penalty. Right now you use 28 points, so all your buildings are 3% more expensive to maintain (basically lowering your profits because production get more expensive).
The same applies for military units.
2 days ago
Topic:
Logistics

SaiWave
SaiWave
Posts: 2
SaiWave
SaiWave
Posts: 2
Topic: Logistics
What does logistics (in the assets tab) even do?
2 days ago
Topic:
Quick Production Sheet

Neerio
Neerio
Posts: 13
Neerio
Neerio
Posts: 13
Topic: Quick Production Sheet
https://docs.google.com/spreadsheets/d/e/2PACX-1vQ26ywC3-uL8R-wBzV9BWIvOMvBvj-hxeoCgEMd0oAfCp2Y4iWHX7UwgwB3mD-hx-Zrt5FosE_N1MQt/pub?output=ods
try this link
2 days ago
Topic:
Quick Production Sheet

jimbobdaz
jimbobdaz
Posts: 33
nice idea, not working for me (in librecalc)
2 days ago
Topic:
Game down?

Neerio
Neerio
Posts: 13
Neerio
Neerio
Posts: 13
Topic: Game down?
Since 8:30 this morning. Whats going on?
3 days ago
Topic:
Demand and volume

Doctor Dread
Doctor Dread
Posts: 1236
Doctor Dread
Doctor Dread
Posts: 1236
Topic: Demand and volume
We don't have enough players to support half of the volume present on earth right now and its only at 120 mil thats why is falling in population.

The volume is linked to population to make it easier to raise small cities, and harder to grow them as they get bigger . Its a self balancing mechanic.

One structure can make 1200, or more like 2000 ish raw materials depending on your resource. ANd you can have about 10 of those running before logistics penalty , So, 20,000 product a turn,

If you look at Earth demand it shows total volume for each category. Its about 1.5 million a turn and the population is only 117 million on earth. If you can supply 10% of the volume you can keep all demand stable (until of course pop increases and volumes rise). So we need 150k product a turn spread perfectly to maintain stable demand .

So we would need about 8-10 level 10 corps at maximum with near perfect distribution just to maintain earth as it currently is.. At 100% demand lets say, the population of earth will Double in a week, so now we need nearly 20 max level perfect players to maintain the place. Week after it will be 40 players. ANd the average popualtion in the cities will be 20-30 million each.

Anyway, the general mechanic is that when population is low, the volume is low which means when you sell 1000 units at a volume 100 place, the demand will drop 10 points. When all the demand drops like that , the population will rise faster. As populations go up, it gets harder and harder to keep the demand down. Its like a rubber band mechanic. At the same time. The more populated planets are where you can make more money at higher level because you need to dump 20k worth of product a turn to dump at a reasonable price.

Increasing the volume as the price goes down means the volume goes down as the price goes up. That will cause a train wreck at high demand low population planet with everyone scrambling over 14 volume, even if I double it
3 days ago
Topic:
Demand and volume

nynobernie
nynobernie
Posts: 20
nynobernie
nynobernie
Posts: 20
Topic: Demand and volume
Generally i feel like volumes are to low. To sell all products from a singlelvl 10 factory (1200 output) you need to sell to cities with a total of about 120 million population (if you only want to supply 10% to get stable prices). Thats like all of earth right now if I am not mistaken? With one factory?

So generally I suggest doubeling volumes. But in order to counter huge profits I'd also suggest that volumes are coupled to the demand. So for products with low demands, there would exist a lot more people willing to buy right?

Lets say volume is doubled at 200 demand (is now 1000 instead of 500 for example). But if no one supplies it, the price rises. naturally less people are willing to buy. So at 300% demand the volume could drop back to 500. At 400% demand maybe you can only sell 250 per turn. On the other hand if product is cheap, lets say 100% demand, volume could go up to 2000, at 50% 4000.

This would make it possible to sell higher volumes at reasonable prices and on the other hand it would make it easier to lower demand for products that are very high in demand since you would not have to supply as much to lower demand. If the scaling of demand/population/volumes is scaled in a good way, this would also make it nearly impossible to drop demand to 10% since volumes would(should) get ridiculously high.Overall I think this could make the economy healthier.

All numbers are only examples to explain the idea.
edited by nynobernie on 10/20/2017
4 days ago
Topic:
Planet Defense

Guest
Guest
Topic: Planet Defense
Making the orbitals indestructible until a threshold is a bad mechanic I don't want to even consider. Instead the mechanic of setting your units to respond to attacks is something I do want to implement. Essentially adding a "range" to the Guard Mode if I can make it practical code-wise. Terran Federation already does something like this

Starbases offers a % increase to all your units attack power, at level 10 its +100% (double) your attack power in any fight in the entire planet location. It actually gives the attack bonus to the entire "SIDE" of the fight any of your units are in. You can bring a scout into an attack by other corps and the entire attacking/defending force will get your starbase bonus. The orbital guns work the same way. But the guns only come to ground fights,not any fight in the entire planet location, they wouldn't show up at a fight at a starbase for example. Guns also show up to their own fights, if you attack their actual location in space though.

I have some ideas for more megastructures and one of them would be the ringworld that would increase population growth on the entire planet, but ANOTHER kind of planetary defense ring would also exist that defends the space around the planet as well as the space inside the planet.. Where orbital guns are strong Railguns that shoot only at ground fights, ships over ground as well, the planetary defense ring might be a huge "Ion Gun" defense that affects the entire planet location including the space around it. Interestingly, Ion Guns don't hit ground units so it would really be a ship only defense for the entire planet as well as covering your orbitals.

I like that idea because I don't want one end all defensive structure that covers "everything". Orbital guns are ground defenses (that work somewhat against ships also) , Defense Ring is a ship defense against the entire planet location. Star base is a percentage boost to all units. I can maybe make one that does planetary shields? But nothing attacks "the planet". Perhaps one that is a Missile defense for the entire planet to complement the rail gun orbital? I think we're approaching overkill with military megastructures at that point
5 days ago
Topic:
Strange things happen

Black Fleet Corp
Black Fleet Corp
Posts: 18
Oh ok, learn something new everyday then. So its 5, freakin awesome man




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