BaronOfThGalaxy

all messages by user

1/23/2017
Topic:
Downgrade assets and upgrade queues

BaronOfThGalaxy
BaronOfThGalaxy
Yes that makes sense, but I do believe when the game goes out of beta it will flock a decent amount of people, since there is lack of browser space games especially like these, and those existed are all pay $ to speed up progress or pay to win.
Which none like but have no choice because they all do it xD
1/23/2017
Topic:
Operating cost and Player market

BaronOfThGalaxy
BaronOfThGalaxy
1.Operating cost for Transport and Freighter, A lower cost for operation if the units are idle in cities, and even lower when they stationed in the city where your HQ is or your guilds HQ's, this idea is just a wild guess, since I was thinking they are not really like military units like others that have to be on constant standby to react, and I'm like fully charging for their operating cost while hey are just idle in my HQ for example. (just a random idea)

2.Player market where you can sell unwanted military units or just sell units for profit or items, main idea for this is a Military Market to sell your units on instead of salvaging them.
1/23/2017
Topic:
Kaiju Attack Event

BaronOfThGalaxy
BaronOfThGalaxy
I don't know if it is intended to be,but when a Kaiju attacked, it damaged the population regardless the military present, couldn't military units also act as some kind of dmg absorber before dmg is applied to cities? or just on ratio's, like it reduces the chances for more higher dmgs to cities.
1/24/2017
Topic:
Operating cost and Player market

BaronOfThGalaxy
BaronOfThGalaxy
That's right, I forget about contracts, that will work out
1/26/2017
Topic:
Ideas and suggestions

BaronOfThGalaxy
BaronOfThGalaxy
1. OCrowd mechanism
2. Repackage ACP (deconstruct buildings)
3. Artifacts
4. Skills
5. Noob protection
6. Raw product production ratio's
7. Auction and market
8. Game migration
9. AI companies
10. Highways in space
11. additional building ques
12. limited recources


Suggestion for the 'OCrowd mechanism' is Ocrowd based on global ratio's of the amount of factories at single places, for example on planet mars there are 10 factories at one location harvesting a raw material, and on planet earth 5 factories harvesting a raw material, than the location on mars gets the highest Ocrowd penalty.
So this is basically the places with the most harvest factories at one place will be getting the highest penalties, this will also stimulate to spread factories on places to avoid being in the high penalized ratio's, so if the average of number of factories on location is 10 and one place has 5 factories, the OCrowd penalty wll be lower than if the average is 8 factories, so to get the same Ocrowd penalty when there was average 10 harvest factories at one place, you need to have 4 factories instead of 5 compared to 10.
Something like this, based on global saturation of resources.

Being able to deconstruct factories made from ACP, to relocate them at another position, since the making of factories is very time consuming, it can be frustrating when placing a factory and find out you could do better business elsewhere, since there is so much information about products resources etc, you can be afraid that you maybe do something you will regret later, just like researching and moving your HQ, you can change this, in the sense of; don't worry, you can change this later, so you don't think about it to much and know you can correct your mistake anyway. (they can be destroyed tho, or sold on the market), maybe before you create an ACP you have to instruct it's type as well before you build it, so it can only be one type of building.

Artifacts.When 'constructing' or placing factories there are small chances to find artifacts, these artifacts can give certain bonuses towards a particular aspect of your corporation, also they have limited use to avoid market saturation and can be sold in contracts as well or maybe 'markets and auctions', these bonuses can be for example extra production +20% for electronic factory for 100 turns, or +10% damage for your military for 50 turns or +1 movement point for 75 turns, whatever that will be, there is lots of options.

Skill levels you acquire for industry activities, if you keep mining salt for example, you will get better in it, you have like a department attached to your company that holds the knowledge of doing certain activities in the industry, not sure if this will work for military since this could be bit tricky when it comes to warfare, because it can create huge unfair situations which not result into you moving your stuff away to another location but getting your stuff destroyed.( which would be the case if your dealing with an more advanced corporation in industry related stuff if that was the case)

Noob protection against noob bashers, this is a bit of huge topic, but for example there is terran federation which will attack hostile activities at places they are present, this is one example of noob protection, the problem that might arise here is that someone who is new and doing it's thing and have fun doing it is not able to be bashed by some scrub without the aggressor getting huge consequences for it's actions doing so, this will prevent ruining the fun for new players, and if they choose to, can work their company in peace and focus on business instead of exploring the unknown universe with military or danger at places which have no protection from the terran federation for example, just 2 important things is protection when you are new and you are learning, and if you decide to keep operate your business under protection you are able to do so, but probably make less profit of course.
Of crouse if someone really wants to wipe you of the map it can do so, but it has to be made really unattractive to do so to a point where the consequences nearly always weight more than the profit doing it, also like the terran federation is protection especially the small business or the business who work in their territories since they are part of their economy sort of.

Raw product production ratio's when harvesting raw materials, which means your yield is for example between 475 and 750 each turn, instead of fixed numbers, like the harvest is always different.

Auction and market including market data information and mechanics to protect against scamming (scamming just create toxic environments, where people will loose their interest in playing the game, or start going to do scamming them self, or prevents people from doing market activities because of fear being scammed again, or makes people literately look at an order for 5 minutes before they dare to accept it.

Game migration ability when something like a reset happens or a new version is introduced, corporations take all their money to the next new "new universe".
I came to this idea because I was like this game can be so many things done to like adding new features and adding countless new additional content to this game to create more dept which is fun, that sometimes you might be needing to change the design to implant new features, what I have read that like the beta at this point can't implant all the ideas that are already there because it require a new design of the game to work and can't be implanted in the beta version.
And also to make a bold statement you can't keep the game for 10 or 15 years in beta because you want to add new stuff or test stuff with the endless possibilities of spreadsheets, so when you do have a new idea or have to implant something that requires a new design of the game it could be simple to make people migrate to the new place with their company and money, who knows advancement in computer technology can have solutions to create better efficiency on an extreme level but require a new game design to be able to use it, something like also maybe.
It also has the concept of; 'don't worry about it, you can change it later', lol

AI computer companies which emerge when demand is extreme but no bids of resources around to prevent population meltdowns resulting of vanishing cities, they basically create production chains to provide cities their needs, if a human player wants for example to get rid of the I computer player, it has to buy up the assets of the computer company, but is unable to change anything about it's production, only takeover it's profits, it can only remove the structures when a certain demand level is reached, like the average of the total demands is below 200, can allow you to remove the structures of the former AI and the city has to be at a minimum set population, to prevent people sabotaging the fail safe to keep cities alive if needed.

Highways in space which are constant patrolled by for example the terran federation, which create safe connections for transporters to certain main areas without being able to be raided without the raiding party suffering high resistance from the patrols which move block by block and has every block a patrol unit group.

Additional building ques for units and buildings, only doing so will result in drastic increase of cost for each additional slot, like the 3th one is so expensive you would only do it in an emergency situation, and the 4th maybe when you think you are about to be doomed.

Limited raw resources on locations which will dry up eventually, when a resource is depleted, right after that moment a new deposit of the same kind will be re-spawned at a random location on the planet.
1/28/2017
Topic:
Ideas and suggestions

BaronOfThGalaxy
BaronOfThGalaxy
1. OCrowd mechanism
I forgot to take something in mind about the mechanic as well, but nvm about that, the main reason I came to that idea was to make easier to see the total value you are harvesting without doing complex calculating based on total harvest amount and OCrowd applied.
For example one resource deposit has a total of 10 metal and 50% Ocrowd on it, the other metal spot 8 metal and 0% Ocrowd on it, how to see the actual value on the yield, so the value of the metal spot of 10 is different with 50% Ocrowd on it, which makes the value of 10 actualy lower.
Is it possible to add an additional number count to the resource values, which indicate their true current value, so for example you can have a deposit of 10 which indicate a value of 7.7 duo to Ocrowd, and a deposit of 8 with a value of 7.9 because of lower Ocrowd.
So it is easy to see which is the best choice in terms of operating cost>output.
2. Repackage ACP (deconstruct buildings)
Downgrading levels downs and eventually to APC sounds like a good idea, even if it takes a long time, it's just so you are able to correct your mistakes, since it's very time consuming creating those structures and also take up queues from your HQ which makes it a double problem when you regret your decision or simply made a mistake.
3. Artifacts
The artifacts I mentioned are actually different from the current ones now in the game, those artifacts are more like finding old stuff from the past or something, when on a construction site they are creating a new facility there is a very small chance they are able to find something they dig up from underground, its just a small additional thing, that is able to give you a bonus on a specific thing for a limited time when activated. (and pretty rare to find, but can be sold on the auction or market or whatever)
4. Skills
I came to the idea of skills because of games I played in the past a little bit like runescape or other games which have skills, you are able to improve different skills which require you to do specific activities, to keep people more hooked on the game since they want to improve them, it works for me tho^^
5. Noob protection
That will work out as well, imo there has to be at least a place where noobs (some people just stay forever noob, don't blame them lol) can rely on protection to play their game, for example *if there was no planet which could be able to defend the noob players and I'm not talking about harsh times where a whole planet is cooperating together to defend them self, but a place where everyone is on his own (unrealistic situation) simply because none decides to defend sectors or every planet rules simply do not care, that's something imo which is really bad and should be taken action to turn that around in terms of design or implanting buffer zones, although like I said, it's an unrealistic situation.
Planet rules that can take up defend roles or simply coordination of military will probably work out yes, if they do bad they get less votes so that would work out as well.
Why I mentioned this is not to make better or good players a harder time in the game to prevent them from using easy lucrative opportunities, but to simply to keep people who are noobs (some stay noob forever) playing the game, which is a larger player base in the end.
And on the other side, better or good players won't leave the game because they can't bash noobs.
6. Raw product production ratio's
I was not aware it will burden the system more that way, than it's not a good idea indeed, but events increasing or decreasing sounds great as well, if they are not to less and not to much.
7. Auction and market
Bidding on contacts is the main thing I'm looking for in that concept, also some suggestions and ideas on that.
A; Some kind of news feed, more like an information feed where you can see newly created contracts popping in and out, and if a contract is bid is really low and the time is running out, those will be prioritized on the information feed or an additional feed, so for example, an item which is usually sold for 2.5 billion, has an active bid of 50 million and there is only 20 minutes left (the item was in auction for 2 days), if you get what I mean^^
B; You can config your information feed on what items you want to be advertised with, for example you are looking for a specific ship on the contract market, than you will be informed of newly created contracts containing that item, and you can instantly bid on that item for example.
Looking for buyers or sellers or specific products who have an advertisement on it etc etc.

8. Game migration
Multiple servers could be even better yes, some people prefer older game versions, but in case you can only rely on one server duo to cost or something, (no idea how that works, maybe you pay 50% for one server and 50% for the other one if you split 100% player database and there would be no extra cost, don't think that would be actually the case), I think the solution could be just transferring people their Company name + their $$$ to the new universe, I think people would not really complain a lot let's say for example someone who is playing the game for 2 years and had otherwise everything lost he build up during that time, *just in that case there is no other option to wipe out an older version to introduce a newer one.

9. AI companies
What is funny I was actually thinking about that idea that other people could take over companies, which started with investing into a company, and when a company lost at least 51% of it's shares, it was practically not in control anymore, but the investor(s) is, so the investor(s) could actually cancel current operations, and each new action created by the 'owner' of the company has to be approved by the investor(s) first before it would apply them, and the investor(s) could input any order they like for their + the 'owners' profit.
And I was like; that would also be a good idea to make people aware they have to keep their sh*t together if they ever decide to start a company or sort in the actual life LUL
Anyway about the AI companies, I was like there should be people of the cities population itself who take initiative to start a business, something like that, if there is extreme high demand, they take a bit of the opportunity, as well it's also works at stabilizing factor.
Either way that was the thought about it.
10. Highways in space
I was actually referring to like theoretical roads, in which every block is secured by terran units, they wont chase, but more like they hit back if you attack inside that square, so let's say a connection between earth and mars is and important main route (just by game design implanted) than when you travel that route each block you move in space is secured by military units to protect the traffic.
But what you also you mention about the noob protection you suggest that everything will be player controlled, so that idea of those theoretical roads is than a different idea, like in most mmorpg games there is like a big castle or something, which is not player owned, but acts as part of the lore of the game, and maybe has also functions it can do, but it's not player owned, so like it roads are protected by gaurds, but yes it's a different concept that way yes, it could be possible in someway but than has to be by the players self placed in some kind of way.
But escorts could work out very well, like for example every 30 turns a small terran spaceship armada is moving to a certain planet all the time, and you are able to connect your ships to it, and they will take your ship(transport) to the next planet with their escort, you can even add military space ships to the escort to improve the security/power rating.
So maybe 10 people at one time decide to connect their force to the escort, and the whole bunch flies to the destination.
And if you want to escort outside the terran schedules you are able to hire local mercenaries or maybe terran.
Something like that.
11. additional building quest
Maybe a sliding cost scale to speed up the construction time if that works.
12. limited resources
Yea that requires to be constant hooked to the game to not only prevent profit loss but also the whole city thing which depends on certain production chains to sustain a certain situation.
2/10/2017
Topic:
Ideas and suggestions

BaronOfThGalaxy
BaronOfThGalaxy
I have here some suggestions for when the game release;

1. Decreasing the amount of loading web pages.
2. Youtube video tutorials that 'at least' cover the basics on how to play it most basic
3. Alternate UI which is simplified and has less options (simple options/advanced options)

1#.In my case the only aspect which is holding me from playing the game optimal is all the loading of the webpage, which is causing delay every time, and the more stuff you have the more delay between loading of pages, so I'm actually trying not to grow to big.
The only thing I can say about this is that I can only advice to keep the main priority of the game focused on less loading pages without disruption the main idea of the game design (if it does), any design which reduces the slightest amount of loading pages in between actions can only be considered as a good thing.
The more information on single loaded page or actions you can apply the better imo.
At this point I'm not even in the mood to do something, just growing a city and doing the least amount to keep my business goal running, I had a buffer of 6 billion which I have left bleeding to 3.6 billion just so I don't have to do anything for a while (I don't mean I planned this but a 6 billion buffer let's me able to do the least amount which is required for my business atm)

2#. Videos on Youtube which showcase (maybe with voice, not really necessarily) how to basically play the game, so for people who have difficulties understanding the UI and game options still are able to play the game on at least the basic of it if they really want to learn it but have problems with it.
So for example a couple of videos which are right from start, maybe like how to make an account etc etc, and different situations of starting points of a company, starting from scratch, exactly how someone would see it who doesn't watch a video tutorial.
And maybe some videos explaining certain activities, such as contracts, military transport, lots of option to do.
But for most important is the beginning, a total noob is still able to produce products and make profit, it will at least prevent the person being its company liquefied, no matter how small the profit is, from there on it will discover new things and explore for more abilities and things to do without really worrying.

3#. About the current UI I know it will be improved on the final release, so I can only base my suggestion on the current one atm.
For now the current UI is really intimidating, although I have some experiences with some complicated ones, this is a heavy one which took me some time as well to get around.
The idea is 2 different UI options, 1 basic, and one normal (advanced) one.
The alternate basic UI covers all the basic options, and is actually pure to get UI awareness of this game, at one point one will find the basic options to much limiting its activity and will change it to advanced, and will also be less overwhelming with option information because it has developed UI awareness on the basic level.
Or someone finds the game to complicated, and can switch to basic mode so it wont prevent them from playing the game.

For me the game and concept is really fun to me, something I have been looking for a very long time in browser games, current settings and the game workaround is working very well for it's abilities, and the dynamics are working in a appealing way.
I can only say which is basically left for release is the artwork and a redesigned UI, but the game itself has the right amount of quality to be considered proper game play (imo)
Either way I would just release the game and release a 2.0 version one year later which is updated with all the findings and new ideas of the game when it's it's heavenly populated with people during that time, and just reset it to 2.0 or alternate server while people can stay on classic version if they decide, or play them side by side.
2/13/2017
Topic:
Incoming BIG TURN un the game

BaronOfThGalaxy
BaronOfThGalaxy
Would be funny if there were like chances of like 1 in 10 million or so where a star system could occur a supernova or hypernova which would devour the whole star system xD
And you get like a message report of scientists discovering dangerous fluctuations in the suns activity which indicate a star explosion which could start begin after 300 turns and than could be triggered at any moment lol.

Also made up stories in the game are really really nice and adds a lot of dept for the game, as long as they are not like those npc stories like in eve online, which look like they are made by uncreative 13 year old kids, which look like situations in a common MMORPG but with space background.
I still don't even get why those pirates and stuff always talk on the same comm radio you are using, and the npc trash they talk in your chat log is really really sad and bad scripting, but eve online always has the excuse that the main game is player vs player situation, so the story rating will never suffer that way :P

Let me just give an example for fun.
*Incoming transmission#[ This is captain 'Hyper Dread' of 'ZorMor' fleet Omega of sector 700 under the territory order of 'Goursda' worlds.
*Incoming transmission#[ You have entered prohibited territory, all weapon system offline immediately, do you proceed in 15 resonds? (player decides to have the weapon systems still online after 15 seconds)
*Incoming transmission#[ Prepare the crew for the death, you are in offense with the law under article 1.10, ready for battle! ]# end transmission*

So basically to sum the story here up.

In this case, captain 'Hyper Dread' which is the leader of 'Goursda' worlds, is by some odd reasons leading the Omega (patrol fleet) it would be more logical if lower ranked beings (humans or whatever) would do those jobs, and captain 'Hyper Dread' is just sitting on his pirate throne in the capital or another secret location on some of the controlled worlds which is territory of 'Goursda'.
So basically this person "captain" 'Hyper Dread' is leading a nation, which started with pirating merchant ships with his crew for profit, bought additional warships, hijacked other warships from the suppressing empire which controlled the area "captain" 'Hyper Dread' was terrorizing, and eventually moved with his fleet big enough to colonize distant worlds, and eventually grew into a nation. (just background which the player maybe never see)
Than the player enters the custom made up story place, and will receive those transmissions, and than he probably manage to escape with some heavenly damaged ships or ship according to the custom story script.
The player only get 3 transmissions with some information and text and might never know what's all behind it, but in the end it makes sense according to what is happening.

What could go wrong with this? naming him 'Hyper Dread Beard', make him say AAAYYY like a pirate, and make him talk in a Scottish accent, why the fck would he have a dirty beard? why does he say AY and why is he from Scotland?
There is no Scotland in space (on earth yes, but you get what I mean lol), It's not the year 1700AD on planet earth sea with a dirty stinking sea beard because hygiene is not a must at those times, and saying AAYYY and make it talk like a stereotype.

This is happening in space and space era, you can assume they sound way more professional, even in these days there are pirates, they don't have beards, they don't have a scottish accent, and don't scream AAAYY, they come with AK weapons boarding your ship and take it over, business as usual.
And in space there are different rules on how pirates operate, where they come from, what they do and how they do it.
I don't say this is how they are, but one thing I'm sure about, they are not bearded scottish man screaming AAAYYY CAPTAIN.

Eventually captain 'Hyper Dread' just grew his force into a nation, by default in the galaxy, which were planets empty of population, or they took by force or whatever, (silly fact; the offspring of captain 'Hyper Dread' will just be emperor, and maybe after 1 generation it isn't even considered a pirate nation anymore but just a regular empire, like on earth many countries and nations started with barbarians/pirates)

Also nothing wrong with 13 year old kids creating stories, but not uncreative 13 year old kids which are their own quality department at the same time.
I can also see people who are working on this game, have like me also played at least eve online in the past, but just look at those npc made up stories in EVE, enemies 'literarily' talking like trash kids on the radio comm, the enemies don't value their lives (not realistic, not all have clones), why are you able to hear all the comms on your chatlog of the enemy in the first place, and why are they children flying war ships. Feels like when I was 8 when I was playing with my military toys I created fantasy war stories and I could hear everything what the enemy was saying and my own forces, because it was all playing in my mind in the first place LOL.

Just to say stories are really nice and add much dept into a game, but could work the other way around as well if it's done without any effort.
I know there are many many many people who create great storylines and great artwork, but don't have jobs in it, only working on their portfolio and doing small tasks now and than, and than you look at common days games like most MMO, and MMORPG their quest scripts, it's so sad lol.
2/13/2017
Topic:
Incoming BIG TURN un the game

BaronOfThGalaxy
BaronOfThGalaxy
The scripted story concept I mentioned there was just an example what was used in EVE online.
I can't even see how that would work here properly, but to mention stories or made events which are created without really any effort, no logic etc, which are these days a lot of games (MMO, MMORPG's) because none raises standards.
The game developers are even aware of how boring and immature their story lines are where they able you to instantly go max level to skip the whole stories and go endgame pvp LOL
2/15/2017
Topic:
Grouping assets

BaronOfThGalaxy
BaronOfThGalaxy
Is it possible for a hotfix to make it possible that grouped units can't be viewed on the main asset screen, so you actually have to click the group to see it's contents.

This to reduce loading times, and won't load the group units within a tree structure, if that would actually do that...

Maybe if that is a good solution, to make it also available for buildings and maybe even products.
Just for a temporally practical fix.

At this point I'm just paralyzed since these loading times work like lag on my brain lol
2/16/2017
Topic:
Grouping assets

BaronOfThGalaxy
BaronOfThGalaxy
I must say I could be an exception being agitated a bit more by load times, but still the load times at this point are increasing considerably with every stuff that is added to the asset list in based on scale.
I'm used to with spreadsheet games to have a load time all below 1 seconds, if not it's going to work on my nerves, than its the other way around for me waiting for the program to response, instead of the program waiting for me to response.
Its not I can't handle any load times, there can be compromises especially for web browser games, but getting used to a current load time is also not possible since it will just change and increases the more you have/do.
2/17/2017
Topic:
Salvage Hurts the Game?

BaronOfThGalaxy
BaronOfThGalaxy
you can donate them to terran federation to increase the planet security lol
2/20/2017
Topic:
City Export Tax

BaronOfThGalaxy
BaronOfThGalaxy
That's why you have a military, to force your policies lol
2/22/2017
Topic:
Tweaking how Paid Accounts and Sol will work

BaronOfThGalaxy
BaronOfThGalaxy
Seems a bit tricky to have a locked safezone, I would suggest a dynamic sized safezone, example there are 100.000 players creating an account for some reason =) than they all end up being squeezed on one ball which I think is a bit unpractical.
I would scale the safezone on the number of players you allow to have based on the scale of resources they are able to exploit on the planet they are present, so whatever scenario will occur that will have an uncontrollable amount of players you can always expand to prevent the game becomes unplayable in the restricted area.
Maybe also the ability for a sub-subaccount, let's say cost only 1$ and able you to settle any place inside sol outside earth, but only introduce that at a later point because maybe people who would pay subscription anyway might go with the cheaper one at start.
And also maybe when things really get out of control with players additional exo planets like earth in other systems to contain the main gameplay which is intended.
I would only say the reason for people to take subscription is to make the game more fun for them, not because to take away things which are not making it fun^^

Edit;
The problem with people spawning free accounts and alter outcomes can also maybe be fixed if like an account has like paid activity for the last 6 months but don't have an active paid account at the moment it is still able to participate in those events which otherwise couldn't, if the main issue is the question of legitimacy.
It will rule out at least 95% of the possible "puppet accounts"
edited by BaronOfThGalaxy on 2/22/2017
2/27/2017
Topic:
Public Services

BaronOfThGalaxy
BaronOfThGalaxy
Could maybe also have to do with the low density of the player base, which makes eveything a different compared to ideal or saturated situation of players.
2/27/2017
Topic:
Ideas and suggestions

BaronOfThGalaxy
BaronOfThGalaxy
1# Multiple languages
2# Payment methods
3# Prices
4# Bonuses

1. Multiple languages of this game for example all top 10 spoken languages on our planet.
And beside that the top 10 countries which have the highest ratio of people involved into gaming culture, for let's say maybe it's a country with 100k people but 50k of them is into gaming, imo this would be even more important than top 10 spoken language around the whole planet. (like in Poland I know there are many many people playing computer games)
This will expand the accessibility considerably, beside that it's not always the accessabilty of understanding a foreign language, most cases it's also because it's spoken in your own language which like to attract.

2. Popular Payment methods beside PayPal for each country* like for example I Iive in the Netherlands where the payment method 'iDeal' is being used as most popular after PayPal which is an instant bank transfer.
For people who are not able to use paywall or for whatever other reason they are unable to use that method.

3. True prices for currencies, for example 5 dollar or euro is not 5 UK pounds or Australian pounds, you can price is that way but it'll make you look like a dck :P
Maybe there could be a reason for let's say server costs in the UK are twice as high as the average around the globe, for whatever reason you use servers there and how many of the income is used to maintain and keep the game online.
But that just requires communication towards your player base in such cases lol

4. Bonuses you get for paying extra like 500million starting money I consider myself stuff belonging one of the most laming stuff that ever happened in history of mankind, people exchanging their currencies for non-valuable currencies (virtual money).
Nearly every game does this kind of stuff yes, which is actually a scam on global scale.(no joke)
Also I prefer to build your capital from scratch starting the same as everyone, and not having the ability to pay real money to get fake money.
Just to pay premium and have extended abilities and support the game or to play for free and is restricted and 'maybe' later start supporting the game.
But that's how I look at it :P

Anyway these ideas are to expand the accessibility by considerable amount if not already planned and also makes the players of this game aware they are threatened as fair as possible, which is an exotic rare in this industry.
2/28/2017
Topic:
Quick quick question about the reset

BaronOfThGalaxy
BaronOfThGalaxy
In case I get back to 6 billion again or 3, either case I'd like to start from default capital when game goes live because I like to pown my enemies from scratch.
3/10/2017
Topic:
Evolution of the Splash Logo

BaronOfThGalaxy
BaronOfThGalaxy
It's funny how stuff got their backstory.
Also they ask $100 for each image?, I should become a drawer LOL
10/4/2017
Topic:
Interface

BaronOfThGalaxy
BaronOfThGalaxy


Is this example something interesting? smile
10/10/2017
Topic:
Interface example

BaronOfThGalaxy
BaronOfThGalaxy


Another example




Powered by Jitbit Forum 8.3.8.0 © 2006-2013 Jitbit Software