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10 days ago
Topic:
New Structure: Packing Facility

Serenity
Serenity
Posts: 13
How about an alphabetical order based on unit names? That would be a simple systems for players to work with. And all of the units could try and load at the same location in the same turn.

Example:
  • 0 Metal
  • 1 Metal
  • Metal
  • Metal 1
  • Metal 2
8/30/2020
Topic:
New Structure: Packing Facility

Methanevalley
Methanevalley
Posts: 11
Perhaps we could assign a priority to each collection order? Ties could be broken by the age or name of the ship.

-Titan Industrial
8/25/2020
Topic:
Economical, political & community game drivers

Iyurrr
Iyurrr
Posts: 12
That makes sense.
8/24/2020
Topic:
New Structure: Packing Facility

Doctor Dread
Doctor Dread
Administrator
Posts: 1467
Doctor Dread
Doctor Dread
Administrator
Posts: 1467
Topic: New Structure: Packing Facility
I had ALMOST pushed a update that would allow the take all order to pick up everything in one shot in one turn. I pulled it last minute because I was having a small problem with it that might have made a game breaking bug. I was very close. I need to get back to it one day, it would solve this whole problem.

I might make special rules for this to make it simpler. Like instead of all your ships fighting over who gets what when you have 5 different ships picking up the same thing, perhaps it just goes to the biggest ship, the others load nothing and skip a turn . That would cause its own problems though .I'll get it to load all at once one day.
8/24/2020
Topic:
Economical, political & community game drivers

Doctor Dread
Doctor Dread
Administrator
Posts: 1467
I'm against the Sector Lord idea. For one, I have to stop somewhere =) One days the rulers will have actual power over the area they rule and a system lord is strong enough. We can have System on System "wars" and that would be the upper limit of scale. You can still control an entire Sector if you and your guild mates own all the systems, it would effectively become a sector lordship by council..

I would love to see a situation where the system or planet lords disagree with the city rulers and how that plays out. I'm still considering how to make this work. For example the simplest "power" I can give rulers is to ban / tax certain players on buy / sell in the city they control. The price of the goods is the central mechanic and control of who and how much is moved is a very fundamental power.. But does the planet lord settings override entirely the city rules? Can a planet lord say , Mutha Chicken can't sell on this planet, but a city lord in that planet can specifically white list him and allow it? That would make the hierarchy going up simply setting the default rules, but any city ruler can override it specifically. Should that have some sort of in game meta cost to go against the upper rule? Some sort of political score penalty you pay for opposing the planet or Star lord? They can always attack you too. No HQ no Vote =)

That would get really interesting if I had an automated attack on sight mechanic the planet lord can "red-list " a corp and the forces auto attack him, UNTIL he gets into a city on the planet where he is protected. Be fun stuff.

I like the idea that the lowest rulers, the city rules, in the end have the most power over the city, but they can only rule one city, The bigger rulers who already rule another city and the planet can't really take over a rouge city, they would have to replace the ruler with someone else. Or Ban THAT ruler from trading on the entire planet. SO he can only trade in his own city. Sounds very real world =)

edited by DrDread on 8/24/2020
edited by DrDread on 8/24/2020
8/24/2020
Topic:
Allow Contracts for Structures / Factories

Doctor Dread
Doctor Dread
Administrator
Posts: 1467
The subscription model might change a little where free to play players can't trade with any other corp at all. No product market sales (like putting your tack up for sale), no contracts, no guild membership. You are essentially playing "solo" vs the game (which the other players are affecting). The problem is that one mega corp will make 10 more "free" accounts and boost them to provide them with another set of logistics and tech levels to feed their main corp while they all trade. I can't stop this from happening but I can make it cost $50 a month to do it. If that was in place then level 1 trading block wouldn't matter.
8/16/2020
Topic:
New Structure: Packing Facility

unaltered
unaltered
Posts: 5
Add a facility that can bundle several unrelated products into a package of the same total size as the contents. This would allow ships to load a single package (1 turn) instead of taking 7 turns to load 7 different products. The packaging facility will handle bundling them up and ready them for transport. Packages would need to be "opened" before the contents could be used or sold.
8/16/2020
Topic:
Allow Contracts for Structures / Factories

unaltered
unaltered
Posts: 5
There was some discussion on the in game communication about this and I would suggest it have a Corp HQ limit. Similar to how Corp HQ level 2 is required to interact with contracts, perhaps Corp HQ level 3 or 4 could be required to purchase or sell structures via the contracting system?

This would prevent veteran players from overwhelming a new player with too much help at the start.
8/16/2020
Topic:
Economical, political & community game drivers

Iyurrr
Iyurrr
Posts: 12
I didnt say about fixed number to start a planet, a was talking about planet emperor, system and potential sector lord.
8/14/2020
Topic:
Allow Contracts for Structures / Factories

Doctor Dread
Doctor Dread
Administrator
Posts: 1467
unaltered wrote:
Allow players to sell already built structures and factories to other players. This would allow one company to buy out another companies position on a planet or city assuming both parties consent.



Not a terrible idea. Seeing how now you can by product and military from another corp.
8/13/2020
Topic:
Allow Contracts for Structures / Factories

unaltered
unaltered
Posts: 5
Allow players to sell already built structures and factories to other players. This would allow one company to buy out another companies position on a planet or city assuming both parties consent.
8/11/2020
Topic:
Tooltips?

Doctor Dread
Doctor Dread
Administrator
Posts: 1467
Doctor Dread
Doctor Dread
Administrator
Posts: 1467
Topic: Tooltips?
You're getting 3% logistics bonus from your political score. I think you can click on it . But yeah tooltips not a thing. Website getting a UI rework "eventually" / "soon"
8/11/2020
Topic:
HTTPS Support

Doctor Dread
Doctor Dread
Administrator
Posts: 1467
Doctor Dread
Doctor Dread
Administrator
Posts: 1467
Topic: HTTPS Support
This is a hot item I know. It'll come with other fixes when they happen
8/11/2020
Topic:
What should we work on next? 10/2019

Doctor Dread
Doctor Dread
Administrator
Posts: 1467
Doctor Dread
Doctor Dread
Administrator
Posts: 1467
Topic: What should we work on next? 10/2019
The website UI is going to be remade from the ground up. I'm already looking into it. The layout will be familiar but the screen themselves are going to be remade to be a lot more user friendly. I want to fix a few things first namely whats on the poll,make sure its stable and then start re-working the website on the side
8/11/2020
Topic:
Player controlled antagonists?

Doctor Dread
Doctor Dread
Administrator
Posts: 1467
Doctor Dread
Doctor Dread
Administrator
Posts: 1467
Topic: Player controlled antagonists?
Weylin wrote:
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.


One day....

The players can SECRETLY invest money into Dark Star Empire in certain systems to attack certain players and once in a while they will attack and their target and how much force they send is based on the list of bounty money people have put into. Players can see the bounties and how much on which corps... but they wont know who put that money in.

Thats a little tricky though if I allow players to see your accounting at the same time....
8/11/2020
Topic:
Economical, political & community game drivers

Doctor Dread
Doctor Dread
Administrator
Posts: 1467
I don't like the idea of making a set number of players required to do something. Like 9 required to start a planet. People make free accounts all the time. As for politics, there "rulers" have no real power right now. They have the passive bonus of income and higher logistics and maybe they will get a bonus in voting but no real politics.

I am still looking for a good way to make small players, who happen to rule a small city, have a lot of power of mega corps in that city or planet. For example the simplest might be that the ruler can ban trade for certain corps, or ban the use of their warp gate, or spaceport. A more robust system would be to be able to adjust the rate or "tax" the gates, ports, city trade by Corp or guild.

This can get abusive pretty quick though, without warning someone can up the price of the warp gate 10x or tax your goods 10x or suddenly make your freighters attack on sight . I would have to implement a slow roll out of charter changes so if you are suddenly being charged more at a city, it takes a day or two to implement plus a comms message. Now there also needs to be a screen somewhere where I can see all the laws against all the corps.

One day..... =)
8/9/2020
Topic:
Tooltips?

unaltered
unaltered
Posts: 5
unaltered
unaltered
Posts: 5
Topic: Tooltips?
Some of the icons could use tooltips.

I'm using 3% of.. whatever this is? http://baronsofthegalaxy.com/images/icons/assets/asset_icon_0_22.gif
8/9/2020
Topic:
HTTPS Support

unaltered
unaltered
Posts: 5
unaltered
unaltered
Posts: 5
Topic: HTTPS Support
Hi,

New player - was honestly surprised to see a password field without HTTPS/SSL enabled. I would very much support this.
8/3/2020
Topic:
Economical, political & community game drivers

LilJon
LilJon
Posts: 4
There are other ways to make a profit. If it is more beneficial for city managers to use CivServs to manage growth, that is not a problem. With a more active political atmosphere that you propose, there is the opportunity to make the -rules of the road- more uniform and consistent. Businesses hate uncertainty and vagarities; makes long range planning more onerous. Uniformity and consistency in business processes are primary drivers behind the EU ... well, maybe that is a bad example, these days wink
8/3/2020
Topic:
Economical, political & community game drivers

Iyurrr
Iyurrr
Posts: 12
Thanks.

I guess its reasonable for a smaller cities and I can understand mayors who want to compensate a bit their efforts to grow them. If we're talking about the large megapolises like 50m people of more, I suppose there could be room for a several corps providing civilian services.




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