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5 hours ago
Topic:
Distribution Center tweaks

TimurThunder
TimurThunder
Posts: 14
I suggest to improve distribution centers to

a) set a price at which they stop selling, so that stock can be used to maintain demand levels in cooperation in multiple towns without constant micro-management

and

b) increase their value by setting a same-planet location where they automatically draw their stock from. This would make them more valueable - they consume logistics score, and could do a bit more. This is more ease of play than really necessary, over-stocking is cheap.
6 hours ago
Topic:
We pushed Orbital Megastructures for Testing

Hutton
Hutton
Posts: 266
If it was used as a platform to project power by deploying your forces to protect the entire planet at once, that would be a tool an Emperor could use to exert control and assert sovereignty over a planet. The Emperor would still have to maintain a powerful force on the starbase because it wasn't getting a bonus from the base (although a bonus would be had if orbital guns were deployed in a different quadrant) but they would be able to use that force to either defend the entire planet, as opposed to stationing a few units in every city they wanted to protect. Alternatively, if there was a trouble maker bouncing around the planet, the emperor wouldn't have to guess what city they where going to harass next and could just attack that corp on the whole planet. The Emperor could also intercept artifacts of mass destruction if they knew a certain corp had a ship barreling towards their planet with one on board by ordering units on the base to attack that corp over the entire planet. (That mechanic right there could be the blockade mechanic if you could apply it with a checklist of corps instead of only being able to attack a single corp or guild. Rather than a chase down mechanic you just let the units stationed on the base attack and defend as if they occupy the whole planet coordinate, which I assume would be easier to implement than a chase). The utility of that force would still be limited by how much damage it could absorb under normal circumstances, because even though it might be intercepting a lot more threats it would still be taking the same damage from all of them.

Assuming good the Emperor is the one that owns the star base. It might be an ally of the Emperor or a private corp building it as part of their campaign for Emperor. I'll reiterate another proposal I had that offices like Mayor or Emperor get a pool of military logistics to go with them. The office holder can transfer units into that logistics pool, but if they lose the office the units go to their successor. That way you can end up with assets like starbases or fleets that essentially belong to the planetary government.
7 hours ago
Topic:
Ion Cannon

Rekkles
Rekkles
Posts: 23
Rekkles
Rekkles
Posts: 23
Topic: Ion Cannon
The description for the ion gun mentions twice that it is effective against large ships.

However it's stats says very different story.

Still a good unit, just a little inconsistent. smile
7 hours ago
Topic:
Artifacts and ships

Vulpex
Vulpex
Posts: 340
Vulpex
Vulpex
Posts: 340
Topic: Artifacts and ships
I am actually very much intrigued by the idea of the smaller ships getting a much larger boost from the AXs - it might actually help to offset the fact that they are currently a little underpowered. (You may in fact do both - allow for AX with a big boost and A5 for normal boosts)
7 hours ago
Topic:
We pushed Orbital Megastructures for Testing

Vulpex
Vulpex
Posts: 340
Ok will see if the bonus applies to defenses.... that is easy enough to check, will have the results by tomorrow.

I do not quite understand what you are getting at Hutton - how would you use the star base as a basis for sovereignty as opposed to the elections (specifically emperor)?
7 hours ago
Topic:
Artifacts and ships

Hutton
Hutton
Posts: 266
Hutton
Hutton
Posts: 266
Topic: Artifacts and ships
I would say that Scouts, Corvettes and Freighters should be A1 and Frigates, Destroyers and Carriers should be A5s. The only thing you would put a metaphysical on a carrier for is hitpoints, and that would only add a thousand hitpoints. 1000 hitpoints doesn't justify an AX.

Maybe you would put an upkeep bonus on a Warp Carrier, but after looking at the cost of producing a single AX Metaphysics artifact from a level 10 Research Base on Coppell (just shy of half a billion $) I can see that it would take 39,323 turn to recover that investment by installing it on a level 10 Warp Carrier. It would only take 7865 turns to recover your investment if Carriers used A5s.
7 hours ago
Topic:
We pushed Orbital Megastructures for Testing

Doctor Dread
Doctor Dread
Posts: 1176
Hutton wrote:
Maybe it's just me, but it seems to me that the starbase and orbital gun as described are redundant. They do essentially the same thing, just calculate the bonus differently. The rail gun might be more efficient if you are spreading your forces to guard a lot of positions without allies across a planet, and the starbase will be more efficient if between you and your allies you have units concentrated at the important positions. One will probably get built nearly all of the time and the other barely at all, depending on how the meta shakes out. (My guess would be star bases most of the time).

I think your missing an opportunity to make star bases a real tool for planetary sovereignty rather than just a higher end orbital gun.



The orbital gun is an actual unit that shows up to the fight, every fight, a giant x10 power railgun at level 1. The starbase doesn't show up, its just boosts whatever units you already have. I realize that in theory they are both just combat boosts to "all combat" and I do see where you're coming from.

Planet Sovereignty is something I am actually looking at because its a popular idea. It probably wont require any orbitals to achieve but of course since its a threat of force mechanic having the combat orbitals would definitely help. I'm looking for a good way to declare soverignty on a planet and it will show up very clearly to anyone zoomed in on it looking to move a freighter to sell etc. that they will be attacked on sights. Youcan declare it for your corp or your entire guild.

It would engage the type of blockade mechanics we've discussed before where anything that isn't you or your guild will be auto attacked. Or perhaps "auto attacking" becomes more of an attack order option that is similar to guard but is , well, "Attack" anything that isn't corp or guild in range, or planet location etc.. The units will auto move to and attack any hostile. This would essentially be adding the "chase down" mechanic that doesn't exist yet. It was dependent on the whole "move then do your next order" implementation that I put in months ago so now it should be a lot easier to do a chase down and attack. You would be able to attack a specific ship if you wanted and your units will Move and attack as that target moves. then of course I add the "If you destroy something, all the cargo becomes yours" and you can literally chase down the freighter carrying the AX artifacts and take them =)

This is where orbitals and star bases could be very different. you can have fast scouts on the planet that auto engage and when they do , they bring in the orbitals to actually fight off freighters and such. It also makes "fast" ships worth something as they can essentially outrun blockades. We can even make you declare an entire star system soveriegn =)
7 hours ago
Topic:
We pushed Orbital Megastructures for Testing

Hutton
Hutton
Posts: 266
Maybe it's just me, but it seems to me that the starbase and orbital gun as described are redundant. They do essentially the same thing, just calculate the bonus differently. The rail gun might be more efficient if you are spreading your forces to guard a lot of positions without allies across a planet, and the starbase will be more efficient if between you and your allies you have units concentrated at the important positions. One will probably get built nearly all of the time and the other barely at all, depending on how the meta shakes out. (My guess would be star bases most of the time).

I think your missing an opportunity to make star bases a real tool for planetary sovereignty rather than just a higher end orbital gun.
8 hours ago
Topic:
We pushed Orbital Megastructures for Testing

Doctor Dread
Doctor Dread
Posts: 1176
Vulpex wrote:
Gammalpha wrote:
Yeah but Vulpex/Machina said above that it only applies to ships hence my confusion.


Yup that was my mistake I really thought that was the case but now I have tested it in other situations and it does indeed provide a bonus to other units.

Not 100% certain if it gives a bonus to the orbital guns though.



.... Thats a good question actually. Because of the way the guns are being added after everything else is in place they might be getting excluded from the boost. That might be true for defenses and escorts as well. I will have to look at that and add them in if neccesary
10 hours ago
Topic:
We pushed Orbital Megastructures for Testing

Vulpex
Vulpex
Posts: 340
Gammalpha wrote:
Yeah but Vulpex/Machina said above that it only applies to ships hence my confusion.


Yup that was my mistake I really thought that was the case but now I have tested it in other situations and it does indeed provide a bonus to other units.

Not 100% certain if it gives a bonus to the orbital guns though.
10 hours ago
Topic:
Perhaps its time to tweak Geo Boosters

Doctor Dread
Doctor Dread
Posts: 1176
I don't have an average population growth rate to display on a city or planet to display because its actually PER PRODUCT and each product is linked to the 9 different pop levels at different rates so its difficult to show how a booster would effect this. If the population is 90% class 1 pop and the demadn for the class 1 pop products is really high but the other 8 pop classes are all demand 100 but with 1000 pop each, the "average" population growth would be tricky to understand.

it might be a lot easier to use the mechanic of geo boosting moves the Demand break even point for poulation growth up from 200 to 300. That would make a lot more sense and be a lot easier to see and understand by looking at the demand of the city. Then boosting the planet and system would raise it to 500. But you can never get population growth is the demand average is past 500

Since there are probably going tobe other things that "boot Population growth" like ring worlds and such, I might just have to go with a straight "bonus" that acts as a percentage boost that is easy to understand
10 hours ago
Topic:
Artifacts and ships

Doctor Dread
Doctor Dread
Posts: 1176
Doctor Dread
Doctor Dread
Posts: 1176
Topic: Artifacts and ships
This is a good point. The smaller ships scout corvette, freighter, and maybe frigate should be moved into the "small unit" category when it comes to the artifacts so they can use the low level ones. OR they get a much larger boost using the current big ones.
10 hours ago
Topic:
We pushed Orbital Megastructures for Testing

Doctor Dread
Doctor Dread
Posts: 1176
Smokey wrote:
Does the starbase only provide a bonus to the owner?



Yes and no =)

If the star base shows up to the fight on the attacker or defenders side , because one of the attackers/defenders owns the star-base, then the entire side gets the starbase bonus to all thier units. Its like your playing "support" with the starbase. Its similar to orbital guns in a way because all you have to do i bring a scout into a big fight and your orbital guns and starbase come onto the entire side your joined. As long as your unit is present, the starbase and the guns joins that entire side of the fight.
13 hours ago
Topic:
We pushed Orbital Megastructures for Testing

Smokey
Smokey
Posts: 1
Does the starbase only provide a bonus to the owner?
15 hours ago
Topic:
Artifacts and ships

Rekkles
Rekkles
Posts: 23
Rekkles
Rekkles
Posts: 23
Topic: Artifacts and ships
Agreed. Not going to really bother with kitting out large/medium ships currently.

Also - I feel like maybe some sort of negative attack modifier could potentially be put in place for units on Carriers?
15 hours ago
Topic:
Options for "Raiding" Items/Artifacts

Rekkles
Rekkles
Posts: 23
I suppose we can make it happen if you are set to raid after all. I mean if you're raiding you'll be moving stuff into cargo while attacking and if the military defense clears then the raid gives you "max cargo" transfer on that turn (because theres no military) and then converts the rest on the ground to your coprs. So next round the attack order will see that there is nothing to "raid" anymore and move the order to the next one. Actually if the enemyis producing there will be more product every round, BUT one of the triggers to stop a raid attack is that your cargo is full, and it will be, or at least at the point wher you can take anymore cargo it triggers as raid is over.


This.
16 hours ago
Topic:
Perhaps its time to tweak Geo Boosters

Vulpex
Vulpex
Posts: 340
The idea of geoboosters only working to increase population only when there is population growth is an interesting one I would second that though I would also have it slow down the population loss in the case that a city is losing population.
20 hours ago
Topic:
Ruler initiated "edicts" that cause real effects

TimurThunder
TimurThunder
Posts: 14
It makes me sound like a warmonger, but yes. The mechanics should not allow you to do something you could not realistically enforce. So making an edict is ok, but if you sent me a 3 billion credit bill I want to be able to refuse. Else the potential of abuse is a bit high.
1 days ago
Topic:
Perhaps its time to tweak Geo Boosters

Doctor Dread
Doctor Dread
Posts: 1176
I'm thinking we need to tweak geo boosters. The standard exploit seems to be letting the demand go into the roof but counteracting the population decline with Geo boosters. Geo boostes are adding directly to the population without any consideration of the demand. Instead It might have to change it to,multiplying the existing population growth and add that instead. Or something like, it adds to the current growth percentage, which is based on demand rates, so if that's in the toilet, say -0.08% a turn the geo booster lifts it by 0.10 to bring it to 0.02 and barely gets is positive. The break even point for a geo booster to make 0 population growth could be at about 300 demand but it would stack with a planetary one so the population will break even even when at 400 demand, plus a solar one so 500 demand. but you wouldn't be able to throw a geo booster at 800 demand planet and get a positive growth like you do now.

Boosting the population with that kind of math mechanic breaks the game. Its very "cheap" to make a few artifacts to boost an entire 25 city planet into the stratosphere while everyone is selling at 1k demand. It should REALLY be it ONLY works on existing Positive growth, which means you would have to get the demand under 200 for anything to work
edited by DrDread on 8/16/2017
1 days ago
Topic:
Ruler initiated "edicts" that cause real effects

Doctor Dread
Doctor Dread
Posts: 1176
TimurThunder wrote:
Hmm. I think if you want to enforce something in the game you should have to do it. Becoming a toy of the player in control is not something I would play even if I became the one able to dish it out. If you implement it please leave the option to resist by force.



... the option to resist by force. Hmmmm. Like if You blow up the Crop HQ of the ruler who initiated it, the edicts fail?




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