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6 days ago
Topic:
Achievements

CptCommanche
CptCommanche
Posts: 67
CptCommanche
CptCommanche
Posts: 67
Topic: Achievements
Here are a couple screencaps that show what I am imagining. Earning each of these got my a small bonus in game, and there are many that I never got.
6 days ago
Topic:
Military Cost Rebalancing

Doctor Dread
Doctor Dread
Administrator
Posts: 1441
Doctor Dread
Doctor Dread
Administrator
Posts: 1441
Topic: Military Cost Rebalancing
Wreith42 wrote:
Just to clarify, Fighters, Bombers, and Variteks no longer participate in space battles?
Do they still contribute to Mining orders?



Aircraft are the only ground units that will fight in space when carried on a ship, except for the gunsuit special unit. In the Guide >> Combat the grid of all the units shows a "FSpace" column for units that can fight in space.
6 days ago
Topic:
Achievements

CptCommanche
CptCommanche
Posts: 67
CptCommanche
CptCommanche
Posts: 67
Topic: Achievements
So my proposal would be this:

1.Create an achievement page that lists all the possible achievements in different categories levels (Beginner, Standard, Advanced, Epic --- or something like this) each with numerous achievements for each that players can clearly see what they are and what is required. Plus have some secret achievements that are not visible until you achieve them.
2. Give out rewards based on the level of the achievement: for beginner ones, it could be like 50,000 credits or a free ACP structure. Higher level rewards could be larger cash amounts, various artifact fragments, and standard military units. The highest levels could even give out full artifacts or special units. These of course would have difficulty that matches the reward.
3. Each achievement has a specific name "King Midas, MAK Slayer, etc". Players can choose any achievement at a time and have this a bonus "title" or something, basically a badge of honor to show how awesome you are. This gives players an extra incentive for pursuing hard-to-get achievements that no one has, just for the gloating rights of being "that guy".

I think this is not only a fun feature, but crucial for getting more players to stick around longer. Getting that reward cycle started early in players' minds can do powerful things to our easy-to-manipulate brains wink
6 days ago
Topic:
Achievements

CptCommanche
CptCommanche
Posts: 67
CptCommanche
CptCommanche
Posts: 67
Topic: Achievements
I rarely make formal suggestions such as this, because I generally do not feel strongly enough about any certain feature change to put it on the table (even though I always have ideas). This is one idea that I really think this game needs and could add a great element to it.

I propose adding achievements of some sort. These would be badges that you earn for accomplishing tasks in the game, which can be very simple (build your first scout) to more complicated (gain a net worth over 10 billion), with tangible rewards that match the magnitude of the achievement.

Let me explain why this is so important for a game like this:

Many games will often use the concept of small periodic rewards to give players something to pursue when they have no other obvious goals. Play any game on Facebook, and you will see games that hand out frequent, small boosts to players for simply playing the game. This does something actually quite psychological to a person: it taps into the reward center of their brain, and many games are extremely successful by basically pushing the "reward center button" continuously, giving players a constant good feeling of getting bonuses and boosts. Players get hooked on this feeling, and will get addicted to some truly terrible games. But it really does work.

I played a soccer game once that did this a bit differently. It had a list of 300-400 different achievements. There were like 20 basic ones that were easy, but some were extremely hard to do. There was even a secret group of special rewards for doing extra special things. Each of these gave a boost upon completing them, and man did I get hooked trying to get more achievements. I stayed in that game way longer than I thought I would simply because of that aspect.

This works in two ways then: you get players who get hooked simply for the perks of getting small, periodic rewards just for playing the game, and you also get the players who are completionists, who want to strive to get every achievement in the game. Either way, it gets more players engaged and something to focus their energies on.
7 days ago
Topic:
Military Cost Rebalancing

Methanevalley
Methanevalley
Posts: 6
According to the guide, fighters, bombers, and variteks are now the only non-artifact ground units which can fight in space.
7 days ago
Topic:
Military Cost Rebalancing

Wreith42
Wreith42
Posts: 58
Just to clarify, Fighters, Bombers, and Variteks no longer participate in space battles?
Do they still contribute to Mining orders?
8 days ago
Topic:
New Megastructure ideas

Ranged
Ranged
Posts: 10
Ohh cool, curious to see how it will work out
8 days ago
Topic:
Military Cost Rebalancing

Doctor Dread
Doctor Dread
Administrator
Posts: 1441
Doctor Dread
Doctor Dread
Administrator
Posts: 1441
Topic: Military Cost Rebalancing
To address problems new players have getting anywhere on Earth the Scout has been made accessible at the Crop HQ from the beginning of the game. This should allow players to get off world almost immediately and at least be able to mine or trade on the other planets where the demand is very high for small volume cities, an ideal situation for new players.

The cost of most units have been lowered and combat values adjusted based on actual calculations of damage/hits cost vs each other. Almost everything from Freighter down to Infantry had their cost cut in half. Aircraft did not. The cost per turn of all units has been set to 1/2000th their total cost. This means you are paying the price of the unit again every 2 weeks (it used to be 1 week). The special units have all had their costs calculated against their AttackMultiplier x Hitpoints increase x Cargo and speed so that a unit that is 4x more powerful then its base unit costs 4x as much, BUT their cost per TURN of these special units is only 1/4000th their total cost so Special units are essentially half as much to maintain for the power they provide.

As part of re balancing ships have been made less effective vs ground targets. The most effective thing to bring in to fight ground forces, for the money, is other ground forces. You cannot expect to bring in capital ships to pound large ground forces, you will lose after dozens of rounds unless you are overwhelming a small force. Ground units need to be fought with ground units, but ships cant tank/support a ground force very effectively. A ship carrying a handful of fighters or ground units does far better then the ship fighting by itself. On the flip side, ground units don't fight in space, outside of aircraft.And the aircraft generally doesn't do well at killing ships, for the money , as other ships do. Again if you have overwhelming numbers you'll win regardless. The scout and corvette got hit the most on this, less hi points and damage to ground but all units were tweaked. Capital ships, Cruiser and higher, start to become more effective at bombarding ground targets, especially defenses but still are not on par with employing ground units.

Ground units can no longer fight in space. This made ship fighting problematic. Aircraft are the only things that will fight in space fights. With one exception, The Gunsuits special unit can fight in space.
8 days ago
Topic:
New Megastructure ideas

Doctor Dread
Doctor Dread
Administrator
Posts: 1441
Doctor Dread
Doctor Dread
Administrator
Posts: 1441
Topic: New Megastructure ideas
This stuff is already being worked on

Ringworld Planetary structure, built at 12:12 , will actually have a ring graphic around the planet on viewscreen. Population boost for planet.

Defense Grid - another kind of ring that is the reverse of orbital guns. It is essentially an ion cannon that will join any fight you have units at.

System scale is the Dyson Swarm - It will build up Dark Energy (kind of like research facility) which can be spent on 3 different effects. A singularity Cannon (Supernova cannon was taken) which targets any location in the system and is pretty much a nuke in combat.. An Arcturus Reaction which is a system wide pop booster and Perhaps a Graviton Wave which boosts production. It will also have a a Zero Point Disruptor (Really just pulling these names out of a Sci Fi Hat) that will create a temporary Wormhole which is instant transportation to another location, 2 directional. Upgrading the dyson swarm allows for more energy generation/storge and allows expending more energy at once to make bigger reactions or worm holes at farther distances
8 days ago
Topic:
New Megastructure ideas

Ranged
Ranged
Posts: 10
Greetings!

I have some ideas for various megastructures that I believe would fit the game pretty well. The current ones are cool, but the variety is a bit lacking smile

City scale (MCP):

  • Mega Industrial Complex
    Increases the output of all production facilities in the city, without affecting upkeep.
  • Supercomputing Facility
    Increases the research points the owner has available.

Planet scale (OCP):

  • Ringworld habitat. Reference: https://i.imgur.com/iaHbA6Q.jpg
    Provides a population growth bonus (like an arcology) to every planet on the city. Additionally, structures can be build at the ringworld city, and civilian services can be sold to it as if it were a spaceport.
  • Orbital mirrors. Reference from The Expanse: http://i.imgur.com/WmV8Ocj.jpg
    These massive structures can direct sunlight from orbit to a certain point on the ground, allowing for massive greenhouses and farms on planets that would normally be extremely hard to farm on.
    Structure can not be built around Terran or Toxic planets (too many clouds. Gas giants is fine, the cities float above the clouds!).
    This megastructure will create farm and ranch resource nodes on the planet below. Node value and the amount of nodes will scale with the level of the structure.
System scale (OCP, new, must be around system star):
  • Supergate.
    This massive, expensive supergate can only be deployed on one of the four spots around a star.
    Once deployed, it can link to another supergate in a different star system. Travel between two linked supergates is instantaneous.
  • Dyson Swarm.
    Not quite a Dyson Sphere, this megastructure is a large amount of huge solar arrays in close orbit around the sun.
    Cheap energy! Reduces production costs of all industry in the system.
  • Solar Forge.
    The most advanced shipyard imaginable. This expensive facility allows the direct of certain rare, advanced units. (E.g. the supercarriers, battlestars and the other units like those. Maybe some artifact units.)



Feel free to suggest other structure ideas you might have!
edited by Ranged on 11/11/2019
9 days ago
Topic:
A Betrayal of the Worst Kind

KindTech
KindTech
Posts: 1
Citizens and corporations of Sol,

This is a sad day.

I was proud to announce my congenial departure from TCS and the formation of the Coalition of KindTech yesterday. In the first 24 hours, our coalition's ranks have already swelled to 11 members. I am proud to see that there are so many who believe in forming a united Sol under a common banner.

However, there are dark forces at work who would prefer to see us fail.

Only hours after my departure announcement, relations with TCS broke down because a former member chose to join our ranks. This occurred through no coercion on our part - they simply asked to join us and we obliged them, as we have so many others.

This was a point of confusion for us here at KindTech, but we moved on -- until KindTech counterterrorism agents revealed a terrible plot.

There are those within TCS who wish to tear down what we have built. I suspect that this is in retaliation for my leaving to build something great for Earth - but not for TCS.

Communiques received from the field include, and I quote, "There are some easy targets right now. Low hanging fruit. The spaceport. Orbital gun. Warp gates. All very easy to destroy right now...Want to make your mark on the game? This is how its done Big Grin"

Let me be very clear when I say that this plot stands against everything we have built for Earth - no, for Sol!

A message must be sent.

Corporations of Earth, we hereby announce that it is open season on Green Inc and Boldor Industries. We will pay $1m credits for each MILITARY unit or structure of theirs that is destroyed. They MUST NOT be given the opportunity to enact their plot to tear down what we have built.

We have received no indication that any other TCS members are accessories to this plot. This bounty does not apply to them at this time.

Corporations who do not have the military force to attack them directly, consider using your ships to guard our orbital structures. If you lose units in their defense, you will be compensated.

We work together to build a united Sol. The efforts of those who wish to harm us must be stopped.

Together we are strong.

Kindred,
Managing Director, KindTech

Attached are communiques between KindTech and TCS, and those received from our counterterrorism agents.
11 days ago
Topic:
Market enhancements

Doctor Dread
Doctor Dread
Administrator
Posts: 1441
Doctor Dread
Doctor Dread
Administrator
Posts: 1441
Topic: Market enhancements
nynobernie wrote:
I really really like the market feature we have. I use it almost exclusivly when buying raw materials right now. So great job with this!!!

But there are some additions I d like to see.

The most import for me would be the possibility to set a price per unit for guild members additionally to the public sell price.

Another one whould be an option to keep the sell configuration even if all products are gone. Normally i set Qty to hold to 1 which works well if only other players buy, but there are times where i also sell via transports and when all gets picked up i need to reconfigure the sell offer.

Other nice to have features:
  • allow to set multiple prices for the same stack depending on the amout you have. For example. I want to sell Water. If I have 5k price should be 100, if I have 20k price shall be 90, if I have 100k price shall be 80.
  • possibility for buy orders in a similar way. (I want to buy water for 80 at location 'moscow' up to a maximum of 20k at this location). I m not sure how you would fullfill this in an easy way though

If any of those suggestions should be considered implementation worthy... please keep the UI simple. Thats the main benefit over contracts right now.


I could almost have the trade/contract screen set those up so you can have multiple options on a single market...

...or perhaps I make your distribution centers handle it so they can become "Markets" for whatever goods are there. You can declare a sell as "Market" as opposed to selling to the city and then set a few options. It would mean you have to actually move your product to a specific location to really control how its sold. With a distribution center handling the setup, you can probably make market Buy orders also, so anyone can stop buy and sell to your distribution center. Might be complicated but Its something Ill have to look into one day
15 days ago
Topic:
Market enhancements

nynobernie
nynobernie
Posts: 60
I really really like the market feature we have. I use it almost exclusivly when buying raw materials right now. So great job with this!!!

But there are some additions I d like to see.

The most import for me would be the possibility to set a price per unit for guild members additionally to the public sell price.

Another one whould be an option to keep the sell configuration even if all products are gone. Normally i set Qty to hold to 1 which works well if only other players buy, but there are times where i also sell via transports and when all gets picked up i need to reconfigure the sell offer.

Other nice to have features:
  • allow to set multiple prices for the same stack depending on the amout you have. For example. I want to sell Water. If I have 5k price should be 100, if I have 20k price shall be 90, if I have 100k price shall be 80.
  • possibility for buy orders in a similar way. (I want to buy water for 80 at location 'moscow' up to a maximum of 20k at this location). I m not sure how you would fullfill this in an easy way though

If any of those suggestions should be considered implementation worthy... please keep the UI simple. Thats the main benefit over contracts right now.
15 days ago
Topic:
Contract drop-off not working

Doctor Dread
Doctor Dread
Administrator
Posts: 1441
Doctor Dread
Doctor Dread
Administrator
Posts: 1441
Topic: Contract drop-off not working
SolemnRanger wrote:
Same issue. I had just done several contracts without problem. Tried to do one more before bed and my transport would not drop off. This was about 12 hours ago when it started.



A change went in yesterday and obviously something is wrong, the contracts are in fact active. Probably a typo, will be looked at tonight or reversed if needed.
15 days ago
Topic:
Contract drop-off not working

SolemnRanger
SolemnRanger
Posts: 1
Same issue. I had just done several contracts without problem. Tried to do one more before bed and my transport would not drop off. This was about 12 hours ago when it started.
15 days ago
Topic:
Contract drop-off not working

DeltaX1121
DeltaX1121
Posts: 6
My company, Ferox, and Kindtech have noticed some problems were my transporters no longer drop-off there cargo at the contract site.

The transporter has a standard order loop, where it picks up metals, moves to the location, transfers cargo with "use contract", and then returns. Repeat.

This worked fine all night, but this morning (GMT), it stopped dropping off the cargo. the loops still running, the transporter has a full cargo hold, but it either skips the transfer cargo order, or just doesn't transfer anything. Not sure if I can tell the difference.

KT says he has heard about the problem from several other people. Feel free to chime in, if you read this wink
15 days ago
Topic:
Set as Active ignored when adding order

nynobernie
nynobernie
Posts: 60
Yeah that has been this way forever and I guess I got used to it but i agree it should work!
16 days ago
Topic:
Halving of all Military Cost

Doctor Dread
Doctor Dread
Administrator
Posts: 1441
Doctor Dread
Doctor Dread
Administrator
Posts: 1441
Topic: Halving of all Military Cost
OriontheHunterr wrote:
Can I change my vote to - nerf raiders. If only on Earth. Of coarse that is if you can even make that distinction.



There's a new idea where we don't drop the price of the units but we drastically drop their up-keep. right now the upkeep is the cost of the unit every 1000 turns which is a real life week. We can drop the upkeep by half or more, but make them 3-5x more costly to actualy attack with.
16 days ago
Topic:
Set as Active ignored when adding order

Maeorpa
Maeorpa
Posts: 4
When adding a new order, the "set as active" checkbox is ignored. Adding an order with the checkbox set will add the order, but it will not be set as active.

I tried reloading the page, and switching to another unit and back to verify it isn't a display bug.
18 days ago
Topic:
Galactic News Network

NewsNetwork
NewsNetwork
Posts: 77
Earth Emperor Deploys First Ever Warpgate
Turn 3864



Warp Gate “Unity” orbiting Luna


MOSCOW, EARTH: Construction of the new warp gate, Unity, has been completed and it has already begun operations of providing warp capabilities to ships traversing throughout Sol. When asked as to the reasoning for the construction of the gate above the no longer lifeless moonscape, the KindTech Managing Director, Kindred, responded by saying,
“Some question my placing of the Warp Gate above the Moon - and I admit that on the surface that it may not make a lot of sense, but consider this...The position we have chosen is at the L4 point between the Earth and the Moon. I'm no rocket scientist and don't understand the orbital mechanics, but it takes the same amount of time to reach Unity in Lunar orbit as it would if it was in orbit around Earth. Additionally, there are several cities at the middle latitudes that can reach the gate in half the time due to the way the bodies align.
Being around the moon also keeps the gate safe from the increasingly powerful attacks that have been plaguing us on Earth - something I plan to address.

It also speaks to the gate's namesake, as placing it around the Moon supports our neighbor Lady Aura's settlement there. KindTech defends the Earth, but our mission is to help all of humanity explore new worlds - not just assist those who choose to remain on Terra Firma.

I think that when you consider these points, deploying the gate at the Moon just makes sense.

The warp gate will continue to be utilized by several who call the Sol System home. However, the true value in the gate will be shown once the citizens of Sol begin to look for homes outside of our system. There has been nothing but praise for the newly re-elected KindTech as emperor of Earth, and thus far, not many can find fault with his decisions or his policies.
The gate called “Unity” has another important use. With the increase in hostile forces invading our planets for their resources, combat-ready fleets are capable of responding to threats throughout Sol in a much shorter amount of time.
Kindred also had this to say, “We believe in doing work that benefits ALL corporations … We want to make Sol a smaller place.
We at the Tellesberg News Agency strive to provide you, our readers, with the whole, unredacted truth.




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