Vulpex

all messages by user

6/18/2017
Topic:
(AX) Cybertronics

Vulpex
Vulpex
Doctor Dread wrote:
Ground units were just updated to be half as effective vs ships as they were before.


You just made my day wink
6/18/2017
Topic:
Price Limits for Buy/Sell Orders

Vulpex
Vulpex
We've seen variants of this over time. But this one is the least botty of all the ones I've seen. I kinda like it.
6/20/2017
Topic:
(AX) Cybertronics

Vulpex
Vulpex
Besides I'm sure you have better offers on the table.

I very much doubt that the changes to ships came because of the comments on this thread we will see how things develop from now but there is no question that the situation has gotten far more interesting!
6/20/2017
Topic:
Reaching 10 mil pop should open 2 new star systems

Vulpex
Vulpex
Actually expanding past sector 1 is going to be very easy now. Bear in mind that expansion and exploration without economic development leads to a wasteland... and we are already economically underdeveloped by every metric out there.
6/20/2017
Topic:
Guide: Artifact List

Vulpex
Vulpex
If you see one let me know.

If you see a MAK mothership *droools* really let me know...

Yeah some units are NPC only so far...
6/20/2017
Topic:
Longer names for ships/units/facilities

Vulpex
Vulpex
I am concerned that no one picked up that the explanation by Dread "I can't do that" relies on the presence of an apostrophe. Without it, it becomes can't becomes cant which is a rather interesting form of music instead...
6/27/2017
Topic:
Implementing character dynasties

Vulpex
Vulpex
I just wanted to highlight this again as we have a big crop of new players since launch who might like to consider this idea.
6/27/2017
Topic:
Alts - How to enforce rules as a community.

Vulpex
Vulpex
As we have seen there are simple rules on Alts I will quote:
”Doctor Dread” wrote:

Multi Accounting by itself is NOT illegal. You will not be banned simply for playing with another account on same email or IP address.
Abuse of the game IS illegal.
You can be told to kill/transfer all your extra accounts past the first if it becomes abusive. Refunding money if necessary but we're not obligated to. If you're abusing the game with multi accounting we will warn you and help fix the situation, combine the corps but we have the right to ban them entirely. Make multiple accounts at your own risk.
Examples of abuse:
  • Having multiple accounts where one is simply feeding another is abuse. You and your girlfriend working together is of course not.
  • Making any account to suicide sell or buy the price of a product in a city so you can exploit it is abuse.
  • Making suicide accounts that Overcrowd resources on Earth because of Lulz is Abuse.
  • Dumping free accounts after transferring the tutorial money is abuse.
  • Making an extra account to move military to so you can attack someone else with it is abuse.

Having 2-3 accounts "working together" is not automatically abuse but you are walking into a gray area once you make a second account and do this sort of thing. If I see more than 3 accounts running under one person you may get told to tone it back.
If you are abusing multiple accounts, abusing the game at all actually, you can potentially lose your "main" one as well.
We have the right to ban your account and delete everything without refund if we deem it necessary, That's not option #1 of course and you will be warned first if you we feel you are abusing the game.

As a community we will need to enforce these rules, especially as we are starting to see players which are blatantly going over the 3 alt limit.
This should be done by guilds and I propose the following simple steps:
1) Every guild enforces alt rules amongst its members
2) If someone is abusing the alt rules it is brought to the attention of the community. If they do not terminate their extra alts or abusive behavior they get hunted down.
I am open to suggestions or refinement on this but given the situation I think we need to come to some kind of decision sooner rather than later.
This is a guild based decision because it can happy on any system at any time so not so much rulers but guilds need to be involved in this.
Everyone is invited to comment, but in particular I look forward to the feedback of guildmasters on this.
6/27/2017
Topic:
Reapercraft - no lvl 1 upgrade

Vulpex
Vulpex
Seems like lvl 1 reapercraft have no upgrades.

I recall this being a problem at one point with the units from other stuff like the quests but it seems the units you get straight from artifacts still have the problem (or maybe it's just the reapercraft?)

Anyhow thought I'd post it here. I have one in my assets if you want to check right now.
6/27/2017
Topic:
Policy on deleting unpaid inactive accounts

Vulpex
Vulpex
I would second this. It would not apply to me directly but I know how life can throw curveballs at times and knowing you can come back with some starting capital a decent HQ is nice.
6/27/2017
Topic:
Contract Title doesn't work

Vulpex
Vulpex
That is a feature, not a bug. So you cannot say that you are selling something for 100 in the title while in reality charging a million for it.
6/28/2017
Topic:
game is blocked?

Vulpex
Vulpex
Yes, unfortunately it is.
6/30/2017
Topic:
Fulfill contracts with present stacks

Vulpex
Vulpex
Ouch... what if you don't have a stack that big? The advantage of the current system is that you can manage your stacks, which in turn allows for contracts to be filled over many many turns (I have a contract that has been running for about 5000 turns already)

Else if you accept a contract for 100,000 giblets in Townsville even if you happen to need your giblets to make your doodads all your giblets are fed to the contract without you being able to make your doodads. Not cool.
7/1/2017
Topic:
Ideas...

Vulpex
Vulpex
Please no - you may not have tried to command fleet engagements during wars - 10 minutes is barely enough time to give commands to everything plus coordinate the messages etc.
7/2/2017
Topic:
Loading *everything* doesn't respect quantity

Vulpex
Vulpex
It respects quantity.

It just doesn't work like you think it does.

Order - load everything 1000 units.

Turn 1 - load 1000 units of the most plentiful product
Turn 2 - load 1000 units of the most plentiful product
[,,,]
Turn x - cargo is full - move onto the next order.

So it does respect it - and in fact it can work very well if what you seek is to get a bit of the most plentiful stuff - but it doesn't just pick up some stuff and move on - the order is not considered complete until the cargo is full. (or there is nothing left to pickup I assume - didn't test that one)
7/2/2017
Topic:
Regarding demand in cities

Vulpex
Vulpex
One problem with the growth / crash cycle in cities is the way it affects population overall - the way it works is that unless a product is being supplied a city continues to grow but the following happens:

At 1 million population (where cities start) demand for basic products becomes normal
At 2 million population demand for components becomes normal
at 3 million population demand for end products becomes normal
at 5 million population demand for services becomes normal.

That's when population is rising. But when population is decreasing there are no effects on demand - it just keeps crashing down.

There is a broad suggestion and a specific suggestion.

Broad suggestion - as population drops - demand itself should somehow drop, either absolute demand or the rate at which demand is generated.

Specific suggestion - two options:

Either demand drops down again based on population - i.e. once a city drops below 5 million demand for services is generated at 10% only (this does not seem to be the case now) or

When population drops below certain thresholds or as population drops demand ALSO drops for the most in demand products and services. The thresholds and/or mechanisms for this could be fleshed out but it is simply a way to prevent populations from fluctuating too wildly. Soon earth will be a very strange place indeed as it becomes impossible to keep up with demand. (Even with geoboosters active populations are crashing - and I am not talking about large populations here but really small cities are crashing inexorably)
7/7/2017
Topic:
A bipartisan movement?

Vulpex
Vulpex
If you are wondering about the stages - these events have two stages - Stage one is the voting stage when people get to vote on the event. Stage two is where the event goes into effect.

In the case of this particular event voting ends at 7755, the effect of the event will go into place from 7756 onwards depending on the outcome of the vote.
7/10/2017
Topic:
Custom Vote almost done, some tweaks

Vulpex
Vulpex
I suppose it might be ok with 25 cities OR 125 million population (which is basically 25 cities x 5), a somewhat more manageable goal - but I really applaud this because all of this system opening has seriously crippled the economy.
7/10/2017
Topic:
Regarding demand in cities

Vulpex
Vulpex
Doctor Dread wrote:
Planet Dune had like 1000 Demand for water, but they had some wicked Rare plants !


You know.... you might be onto something...

What about a resource - extractable (and therefore subject to overcrowding) which has NO demand in any planet ever - but which can be sold as any basic resource instead. So for instance you could sell it instead of lamb or of tobacco or even minerals or chemicals or metals....

It should be of course something rare - possibly as rare as artifacts but it would help to manage demand and growth in the long term.

We could also call it spice you know... for effect...
edited by Vulpex on 7/10/2017
7/12/2017
Topic:
Business Weekly Publication

Vulpex
Vulpex
Business is Business seems to have faded away so in practice yes it went out of business... And it is a pity such a nice publication too.




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