Vulpex

all messages by user

5/29/2017
Topic:
Political Economic

Vulpex
Vulpex
Tahujoe wrote:
Why should these things be hard and fast mechanics, enforced by the server and completely immovable? If a mayor wants to start issuing permits to limit overcrowding, they should have a military to back it up, not a free hard cap.


This is absolutely completely totally and utterly correct.

Let me state it again - this is exactly totally absolutely right. I could not agree more.
5/29/2017
Topic:
Kaiju threat - Imperial Compensation Fund

Vulpex
Vulpex
A Kaiju is expected to wreck havoc in the near future through Earth as it seeks to find a target.

We hope that the strength of Earth's defenses will be enough to stop the Kaiju at whichever city might be its target.

However, in the meantime it will inevitably destroy assets along the way in undefended locations on its path. As the decision was made not to defend those positions it is right and fair that compensation be established.

For those corporations whose guilds are unable or unwilling to compensate for the loss, is this compensation fund established.

The fund will compensate for 50% of the value of the destroyed industries (the other 50% is generally recovered as salvage) this will allow those corps who need that help to reconstruct fully.

All claims to the compensation fund must be made here, in writing, quoting both the industrial infrastructure destroyed and the reference to the battle where the loss was incurred.

Compensation will proceed rapidly after that.

Important disclaimer - military infrastructure and units are exempt from this fund, as is the infrastructure located in cities which will be defended with all the strength that Sol can muster.
5/30/2017
Topic:
Defenses fix and Hangar increases

Vulpex
Vulpex
Nice changes - just in time for some fun with a big bad Kaiju too!
5/30/2017
Topic:
Transports picking up more than specified

Vulpex
Vulpex
This is interesting I'd be tempted to try a few things out to see how it is supposed to work. I've never used the pickup all : Amount option so I'm not sure how it works nor how it's supposed to work.
5/30/2017
Topic:
Problem following hangar increase in Carriers

Vulpex
Vulpex
Ok... very simple problem.

I have a carrier maxed for hangar capacity.

Capacity increased from 150 to 300 - so far so good.

Problem - the carrier was in a fleet when its hangar capacity increased.

But the hangar capacity of the fleet did NOT increase - it's still 150.

Here comes the bug - when I try to remove the carrier from the fleet it claims I would have -150 hangar capacity left and that is not allowed, therefore the carrier is "stuck" in the fleet.
5/30/2017
Topic:
Defenses fix and Hangar increases

Vulpex
Vulpex
You didn't notice that all the Terran units are now lvl 10 because of this did you? That will help with the big bad Kaiju. wink
5/30/2017
Topic:
Defenses fix and Hangar increases

Vulpex
Vulpex
This does mean that if only Terran Fed Structures are generated in a city they will not intervene in combat though. Not sure if this could ever be the case though. (Is it totally random?)
5/30/2017
Topic:
Kaiju threat - Imperial Compensation Fund

Vulpex
Vulpex
It has been confirmed that the following corporations took the following loses to Kaiju on Earth - 15:13


Steves
Metal Mine lvl 2

Andama Enterprise
Metal Mine lvl 3

Promised Ventures
Metal Mine lvl 2

MAGA Corp
Metal Mine lvl 4

Aricorp
Metal Mine lvl 1

Rahl Corp
Metal Mine lvl 3

AlmaCorp
Metal Mine lvl 4
Metal Mine lvl 4

Greco
Metal Mine lvl 3

Oxydia
Metal Mine lvl 5

Seraphim Technology
Metal Mine lvl 5

Dant
Metal Mine lvl 3

Mars Bars
Metal Mine lvl 4


Compensation from the fund is equal to the salvage value of the facility destroyed as follows:


lvl 10 - 5 M
lvl 9 - 3.75 M
lvl 8 - 2.5 M
lvl 7 - 2 M
lvl 6 - 1.5 M
lvl 5 - 1 M
lvl 4 - 500 k
lvl 3 - 250 k
lvl 2 - 100 k
lvl 1 - 50 k
edited by Vulpex on 5/30/2017
5/31/2017
Topic:
Defenses fix and Hangar increases

Vulpex
Vulpex
I'm just sad dreadnoughts didn't get any love.
6/1/2017
Topic:
Kaiju threat - Imperial Compensation Fund

Vulpex
Vulpex
Tsark I am still waiting for you to setup a contract in game so I can compensate you - please check you messages for more instructions.
6/1/2017
Topic:
Stable-Public Contract?

Vulpex
Vulpex
You do realize that this is great for buyers but pretty meh for sellers right? I would not bother selling to such a contract for instance as I would never know if someone else would not just outsell me before I got there.
6/4/2017
Topic:
Transfering Cargo

Vulpex
Vulpex
You already have a load all you can then leave command - i.e. load stuff (without limit) they will pickup what is there and move on.

The load (specific amount command) requires the wait and that's important because it is used in hauling from far off places where the transit time is long so you want to make sure to get sufficient goods to make your factory run.
6/4/2017
Topic:
Balance Suggestion: Research at HQ

Vulpex
Vulpex
If you need more artifacts work towards opening up new systems.

You can end up with 2-3 artifact sites in the new system and that will be a game changer.
6/4/2017
Topic:
Transfering Cargo

Vulpex
Vulpex
Then that's when you have the load (600) command. It will move equal amounts wink

The problem is not with the loading commands - it's with the complexity of logistics which makes it tricky to calculate if you will have 600 unit or less when you start loading.

However I am curious, really curious because this has never ever been an issue for me - I've never tried to ship more than 2 types of materials in a single transport/freighter and that was exceptional. May I ask what you need this for?
6/4/2017
Topic:
Balance Suggestion: Research at HQ

Vulpex
Vulpex
Yup this is the endgame - in the meantime artifacts do fulfill their role as the ultimate aspirational item - want them either you pay (a lot) or you fight for them.

NB - I'm an optimist and have seen up to 3 artifacts per system in Beta though that might have been toned down. There is nothing wrong with opening up new systems!

A single person could never project enough power to control all artifact sites.

A single group... well now that's an interesting idea.
edited by Vulpex on 6/4/2017
6/5/2017
Topic:
Transfering Cargo

Vulpex
Vulpex
I kinda disagree on the military logistics being plentiful - but it is an option.
6/5/2017
Topic:
Cost of armored tank upgrade bug

Vulpex
Vulpex
It's not a bug.

You may have been used to the previous unit strength progression which is why it seems weird.

But the cost of upgrades is proportional to the strength increase in the upgrade.

In each case (2 to 3 to 4 to 5) you go from (5 to 10 to 15 to 20) and therefore the strengh progression is always the same 5 - therefore the cost is always the same. (This used to be different but it was changed)
6/5/2017
Topic:
Transfering Cargo

Vulpex
Vulpex
Hmm... well ... I have something like 24 transports and 12 freighters and I know folks who have double that... It's all kinda relative though.
6/5/2017
Topic:
New Building - Packaging Plant

Vulpex
Vulpex
Ok so I was thinking and thinking and then thinking some more.

Distribution centers are great but in order to make them work well a lot of different goods need to be supplied to them - say 5-10 for a lvl 1 distribution center.

This is a logistical nightmare when you try to have a single freighter do this and it takes forever to get the freighter to pickup 500 each of 10 goods to bring to that city outpost out in a cold moon on Centaurii somewhere on the edge of the starchart...

So instead how about this.

A building - or perhaps even simply a order that a distribution center or production building can do - to create interstellar shipping containers (ISC).

ISCs would come in standard sizes - e.g. 5000 (this fits nicely into a freighter). You put whatever is needed in an ISC and then your freighter simply picks up the ISC and upon deployment at destination all the goodies in the container spill out and can be suitably used up by the distribution center.

This can also help in the internal logistics where specific proportions of materials need to be shipped - e.g. a location which extracts basic and exotic minerals may make ISCs with 4k basic and 1k exotic minerals because that's the ratio at which they are used up in production...

The one thing that pulls me back is that inevitably if it is a separate building the packaging plant will use up logistics which is painful, alternatively it can simply be a kind of order given to a building (it can even be some kind of building upgrade for which you pay extra?)

What do you all think?
6/5/2017
Topic:
The official Orbital Megastructures thread

Vulpex
Vulpex
More ideas on this are floating around all the time. Maybe we should revive this for discussion?




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