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21 hours ago
Topic:
Tooltips?

Doctor Dread
Doctor Dread
Administrator
Posts: 1463
Doctor Dread
Doctor Dread
Administrator
Posts: 1463
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"
21 hours ago
Topic:
HTTPS Support

Doctor Dread
Doctor Dread
Administrator
Posts: 1463
Doctor Dread
Doctor Dread
Administrator
Posts: 1463
Topic: HTTPS Support
This is a hot item I know. It'll come with other fixes when they happen
21 hours ago
Topic:
What should we work on next? 10/2019

Doctor Dread
Doctor Dread
Administrator
Posts: 1463
Doctor Dread
Doctor Dread
Administrator
Posts: 1463
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
21 hours ago
Topic:
Player controlled antagonists?

Doctor Dread
Doctor Dread
Administrator
Posts: 1463
Doctor Dread
Doctor Dread
Administrator
Posts: 1463
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....
21 hours ago
Topic:
Economical, political & community game drivers

Doctor Dread
Doctor Dread
Administrator
Posts: 1463
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..... =)
2 days ago
Topic:
Tooltips?

unaltered
unaltered
Posts: 2
unaltered
unaltered
Posts: 2
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
2 days ago
Topic:
HTTPS Support

unaltered
unaltered
Posts: 2
unaltered
unaltered
Posts: 2
Topic: HTTPS Support
Hi,

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

Iyurrr
Iyurrr
Posts: 10
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.
9 days ago
Topic:
Economical, political & community game drivers

LilJon
LilJon
Posts: 4
Oops. Sorry. Forgot my manners.

This is a really great idea!
9 days ago
Topic:
Economical, political & community game drivers

LilJon
LilJon
Posts: 4
At this point, all I can offer is a very narrow and limited POV. If this is not to be a wild wild west sim (which is good, MHO), then I would like to see a little more consistency in market rules (ie City Charters). Currently, I am heavily invested in CivServs - the costs are minimal and the returns are fantastic. But (and I understand there are probably good reasons) more than a few City Charters restrict or outlaw investments in CivServs.

Not that there is anything wrong with that, but it is really frustrating to have to peruse all the city charters and make varying accommodations to inconsistent policies and, more importantly, inconsistent enforcement tactics.

I am not looking for explanations why it is that way, or why it should be that way, or why I should just deal with it. If there is to be a movement toward more consistent and uniform growth, this would be an area I would like resolved.

Like I said, my two cents worth is worth just about two cents wink
9 days ago
Topic:
Economical, political & community game drivers

Iyurrr
Iyurrr
Posts: 10
Hi all.

I do like this game, for it's slow pace and traction to automatization and optimization of all activities along the supply chain. Even it's very niche. I’ve been there for a couple of years and was a bystander of the last Great Reset. And I've seen the predecessor reasons before these events. They could be divided (very roughly) on two primary things: economy/politics and players. If we ignore these issues, it may lead to similar consequences. I don't want this to happen and I'd like to share some thoughts on how we can improve the situation.

Economy & Politics
This is a very controversial topic and, for sure, I'm not the first who is attempting to suggest something. But give me a chance. The main issue is a wide distribution (and disruption) of players and their economic capacities around opened systems. But all human experiences proves that is absolutely natural and it's sewn into our minds, so we have to invent how to deal with that instead of trying to block.

For now, I see natural hubs formed on such planets like Mars, Uranus, Centauri IIa, Luyten II. Of course, Earth by default. Mercury in the past. They represent itself as an example of the successful collaboration done by the bunch of players or powerful corporations and very important for the entire sector. The social importance is clear, it gives players the reason to continue the game, which are united by a common goal, but it also has huge economical effects. Those hubs, besides all obvious advantages such as a huge markets for goods distribution, allow remote players to have some kind of backup, where they could buy required goods (to save or to reboost their cities) in large numbers without harming the cities economy, especially if to do so at different hubs simultaneously. With time, all minor colonies will disappear and everything will lead to further consolidation. It's natural to use such trends to improve the situation with a combination of economy and a thin layer of politics. I talk about purposeful decision to build starlord seats, one by one, in the opened systems. While establishing this political entity we could extract additional benefits. At first, it involves a minimum of 9 active players per system and they could be at different levels of development, from the newborn mayors to the elder and powerful corporations, separating zone of economical and political activities between each other. Everyone could be interested in this: small and medium corporations will have the local planetary market of the suitable size allowing them to sell goods in large numbers (and, probably, higher demands if they balanced enough) making a profit and working together, bigger corps could take a planetary seat and provide some civil services where the combination of volume and demand could be a really profitable thing and taking part in a high-level politics at the system scale. And we have to go even further.

I suppose we should add the last layer of the existing political system and ask Dread to implement sector lord seat with the same principle (minimum of 3 starlord could vote for sector governor). On parallel, we could establish a High Council of planetary lords (like it once was done for Earth) who will represent the will of the entire humanity. To add additional weight for this governing body there could be a public signature procedure, where each member agrees to carry out the will of the Council. From my point, this will heat again the interest in politics and help to convince people to participate and to populate opened systems in a more uniform way. What have I noticed, it's challenging but quite real for powerful corps to support several cities simultaneously if they want to. So, there might be a situation, when those corps are growing their planetary seats and supporting (at least, partly) the system hub at one time.

We can try to encourage people to work together. For example, the biggest corporations or guilds could launch a massive campaign to help those who want to resettle to support this idea. There may be credits, structures for deployment, logistics, units, military protection, etc. This won't be a huge issue for them, and in return, they could receive much more. In any case, I guess additional activities help to keep us interested in the game - recently there was a perfect example of intersystem collaboration to fight Dark Star base. Probably, we could launch some sector-wide projects, like fighting hostiles, building the fleet, opening new systems, boosting cities whatever.

Players
The second (or the third?) part is about the player base. I know, dev won't launch any advertising/marketing campaign to attract more players until he makes some upgrades, but the game really lacks the numbers. We could try to do it by ourselves, to introduce the game in different game communities, publics, forums, etc, focusing on a "good old style". Or even to raise some money to launch some ads. We need this, at least for perspective.

That's all. It was only my assumptions and propositions, but I'll be grateful for any feedback or support. Fly safe!
edited by Iyurrr on 8/3/2020
7/6/2020
Topic:
What should we work on next? 10/2019

Iyurrr
Iyurrr
Posts: 10
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.
7/1/2020
Topic:
What should we work on next? 10/2019

LilJon
LilJon
Posts: 4
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)"
6/24/2020
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.
6/23/2020
Topic:
Introductions

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

*crickets*
6/23/2020
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!!!
6/22/2020
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
6/16/2020
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
6/7/2020
Topic:
Order Failure

Ouranos
Ouranos
Posts: 1
Ouranos
Ouranos
Posts: 1
Topic: Order Failure
same problem here




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