DrDread

all messages by user

9/2/2016
Topic:
Logistics Cap?

Doctor Dread
Doctor Dread
Administrator
Vulpex wrote:
If you are looking at it from the point of view of primary production - then yes 10x10 sounds nice... (except you are NEVER going to build a primary extractor to level 10 if you are trying to turn a profit - even if you only have resource value of 10 you are going to be paying 20% more in Ocrowd extraction assuming you are on your own... and heaven forbid you find a quality 20+ deposit...

But I digress - having industry limited at 105 means in practice that you are going to be looking for efficiencies sake at having all of your industries in the same planet, or at least the same system. It is just about enough to have two production systems to tier 2 goods in two completely different systems... but the hassle is not worth it for me. (Tried... pain was too great)




Overcrowding is just for resources remember. If you made a level 10 farm on a value 10 field it will be 20% Overcrowding. if you're doing it right most of your level 10s are going to be end products OR if you're into the farming for example you wont have 10 level 10 but 20 level 5s. You're missing out on a 10-20% bonus of having the structures at really high level but you're kind of making up for it with the versatility of so many different products that you can choose to make.

There's a couple of 19 fields in Odegard V and that's not even a Terran planet, its forest by the way =)

Trying to be profitable in two systems at once is supposed to be difficult. The Corp Location bonus was designed to resist that exact situation. We don't want players actually spanning multiple systems with industry unless in small specific cases. We also don't want people trading steadily between two systems except in small scale situations. If an event happens that jumps the price of all crops to 800 in a neighboring system and you are a big farmer in your system selling down everything to 80, I would expect you to shift some freighters out to the other system and make a killing until the price comes down. But you wouldn't relocate there unless the prices were perpetually high. If another system has NO fields in it then there will eventually be some farming trade to it because the price will eventually hit 1000 on everything.
Anyway, if we're still talking about logistics, it was set to what it is because it seemed like a nice round number and I have to put a limit on it somewhere. It seems that at level 10 you might be able to dominate an entire planet for a single resource but definitely not the entire system. That's sounds about right. =)
9/2/2016
Topic:
2nd Level Industries

Doctor Dread
Doctor Dread
Administrator
To be fair, managing your trade and supplies is pretty much 80% of the game =)
9/2/2016
Topic:
O Crowding

Doctor Dread
Doctor Dread
Administrator
IanAlexander wrote:
Don't see that perspective at all, I see that if a larger player gets to an area first and over builds it, no one else is allowed the same advantage. By that I mean grouping of resources or proximity to ones HQ. I have no choice but to build in an OC area to get the resource combination that I need to complete the most efficient/practical means to more wealth for the company. Thank you for explaining though, I appreciate your input, and making it simpler to understand.


That's not true though, there are DOZENS of resources locations for every resource that planet type is known for. If there is Overcrowding happening in one location and you can't negotiate with the others then you should find another resource at a lower value and slowly move to it. If you're on a value 15 resource but it has 20% overcrowding, you might as well go to a value 12 resource without overcrowding (20% of 15 = 3).

If everyone is mining a highly overcrowded resource, they aren't making much money if at all because its costing them too much to mine there. And if everyone is mining every resource into overcrowding, they are probably dropping the price of the demand lower and lower until it just isn't sustainable. That is the balancing mechanic of the resources.

i'm having this identical problem trying to farm on earth, it is becoming crowded in every farm on the planet and we're moving more and more to the lower value ones but they are all taken at some level.

The Overcrowding penalty might be coming in too early or too strong thats why we're testing like this. Or in the case of farming there isn't enough farming spots to supply the planet and the system. Farming makes 10 different products and needs to be mined 3-5x what the other resources do. There needs to be more of them even at lower values.
9/3/2016
Topic:
Logistics Cap?

Doctor Dread
Doctor Dread
Administrator
Rujholla wrote:
My problem is with the logistics cap for industry. I'm like Vulpex in that for me industry is where it is at. And if as you say the game goes on forever then at some point there is nothing more to do. You will pretty quickly hit a point where you have all your factories and their supply chains tweaked to the highest they can get, and building more will just cost more than it is worth.


I see where you're coming from The only solution for infinite expansion in this case would be to allow for more than 10 levels of corp but the benefits become less and less. OR there is something else you can build up that goes infinite like Faction Rating or some kind of political influence that goes by city. You build them up for doing beneficial tings for the cities and it translates into voting power for anything in that city type of thing. Something to look into.
9/3/2016
Topic:
Ability to sell Military units to other players

Doctor Dread
Doctor Dread
Administrator
It will come in eventually it was always planned.
9/3/2016
Topic:
Exotic Chemical Structure APC Did not Deploy

Doctor Dread
Doctor Dread
Administrator
IanAlexander wrote:
I attempted to deploy an Exotic Chemical Structure at Mercury 7 and it did not deploy. It vanished. I deployed a Basic Metal APC Structure at Mercury 7 that I needed also and it did deploy there. Maybe it did not deploy because they were deployed at the same time? It gave me the APC back, I am trying again, will let you know if I do not succeed.
edited by IanAlexander on 9/3/2016


So did It vanish or just not work?
9/3/2016
Topic:
ACP structures breeding like rabbits...

Doctor Dread
Doctor Dread
Administrator
Vulpex wrote:
Ok there is something weird with ACPs they seem to be breeding!

I had 3-4 left in Sol after I moved away to Gulyaev because you know... it takes a while for freight to move around and the structure ACPs were not a priority.

And KABOOM - now I have 12 structures there.

Not that I'm complaining you understand... but I'm pretty sure it's not supposed to happen that way. I'm getting my prudish neighbour all worked up about the loss of morals in Uranus...


What kind of structures were created and where ? All farms or ranches?
9/3/2016
Topic:
Exotic Chemical Structure APC Did not Deploy

Doctor Dread
Doctor Dread
Administrator
IanAlexander wrote:
It did not work, trying again, 3rd time.


Is this your AMerc4?
9/3/2016
Topic:
No production in London

Doctor Dread
Doctor Dread
Administrator
I noticed that there is NO Industry in London. Every other city and resource spot seems to have industry except London. Is there a thing against London?

See Attached
9/4/2016
Topic:
2nd Level Industries

Doctor Dread
Doctor Dread
Administrator
Shooer wrote:
It takes roughly 271 turns for a speed 10 freighter to get from Sol to Gulyaev.


There are going to be movement boosting items and or wormholes added eventually.

If get everything it tonight's update out you will able to put a +25 movement longdoor system artifact on say a frigate and level it to 10 with movement and achieve a speed of (15 +25) * (0.2 * 10 levels) = 120 movement? should make that trip of yours in 22 turns! =)
9/5/2016
Topic:
MetaPhysics and Dimensional Artifact Effects in

Doctor Dread
Doctor Dread
Administrator
This week we made a lot of changes to the system to allow for the new artifact effects. They are all in except for the Mysterious Ones. More effects can be added in the future but for now we were able to get 2-3 effects per artifact type and all the mechanics for adding more are in the system. Dimensional effects for things like wormholes or perhaps even moving planets around are in the works.

There was a bug with the AI Units that didn't allow them to issue orders, obviously problematic, was corrected.

The new MetaPhysics and Dimensional artifact effects all do permanent unit upgrades. Every unit can have up to 3 artifact effects applied on them. For now they cannot be removed or changed once deployed. The same effect cannot be applied twice but some of the different effects do stack. When applied, an icon representing the effect will show in the units display screen. The unit that deploys the item is the unit that gets the upgrade. Groups and Fleets cannot deploy an artifact of this type, only single units. A more elaborate interface to allow a group8 carrying a stat boosting artifact to deploy it onto one of the units in its group is going under "Quality of Life:" changes =)

There has been a related change to how the "Deploy Item" order works because of artifacts. You do not need to be carrying an item in cargo to deploy it. If you do not have the appropriate item in your cargo the system will try to deploy an appropriate item on the ground at your location as if you were carrying it. Many units do not have cargo, like battlesuits, but can go to a location where an artifact item is and deploy it. If more units try to deploy the same items than are available on the ground in this way they will all fail with a message under Display Logs. For example if 5 battlesuits all had identical deploy orders but only 3 items were at that location, there orders would all fail.

There are new icons for the artifact items. for now there are only 3 which represent the class A!, A5, AX.

Our Kickstarter campaign ends tomorrow, we're very close to being funded. We'll probably have a couple of people push It over the edge in the last minutes =)
9/5/2016
Topic:
About the Ocrowd

Doctor Dread
Doctor Dread
Administrator
Just read the guide again. If OCrowd is based on 1000 units, how does the number of a particular item (such as Fields) affect this?


I'm not sure what you're asking. Are you talking about the value of the resource? Like 16 vs 10 or 12? The 1000 limit before overcrowding kicks in is based on the total production. If you're mining a resource value 20 fields space it will probably hit 1000 production twice as fast as a value 10 spot. It takes a smaller number of lower level structures before hitting 1000 there.

Also just to clarify, the penalty is to the cost of running the structures not how many are produced every turn If the Overcrowding penalty was 100% its essentially costing twice as much to run the structures that mine it, You would do just as well mining a value 8 with no overcrowding instead of a value 16 at 100% overcrowding at that point.
9/6/2016
Topic:
Artwork of military base units

Doctor Dread
Doctor Dread
Administrator
ChaChaCharms wrote:
Speaking of carried units, when you send a carrier into battle, do you need to tell it to unload the units it is carrying for them to participate in the battle, and then order the carrier and carried units to cease the attack, load up into the carrier, and withdraw?


No they fight as if they are there just like everything else. Carriers loaded with fighters, bomber and battlesuits etc is a good way to roll. The units carried can be far more powerful than the ships in the fleet.

Also, If the carrier is lost or a group carrier is lost and all the sudden capacity is lower than the size of the units the smaller(?) units get dropped out of the group. If that happens "in space" then the units dropped out there are stuck and take 1% damage a turn until destroyed or rescued bt another carrier
9/6/2016
Topic:
Our Kickstarter was successful!

Doctor Dread
Doctor Dread
Administrator
Hooray we made our funding goal! Our artist is hopefully going to start working on the rest of the unit images starting next week. All the major features of the game are in place, from here on out we're focusing mainly on the UL, bug fixes and "Quality of Life" improvements as well as adding more and more event types.
9/7/2016
Topic:
Base costs per turn

Doctor Dread
Doctor Dread
Administrator
ThePor wrote:
I am coding a little calculator for myself and I was wondering if anyone had base costs per turn for Research Facilities written down somewhere since I couldn't find them in the guide.


All structures cost 1000 a turn base. Your Corp hq location, tech (no tech for artifacts), logistics penalty and overcrowding penalty sum to make a total bonus. The bonus affects the cost. A negative bonus like 50% means the structures cost 1500 a turn. A positive number is calculated at cost / (1.0 + bonus).
9/7/2016
Topic:
Base costs per turn

Doctor Dread
Doctor Dread
Administrator
ThePor wrote:
Oh sorry I meant base costs of the upgraded buildings, like is the level 10 building going to cost 120000 per turn without any research or does it have some increased efficiency

Edit: Scratch that my brain must be malfunctioning. I know that they have increased efficiency but I was asking if anybody had a list of base costs for every level so I don't have to check upkeep for every level myself.
edited by ThePor on 9/7/2016


I will attempt to add it tot he guide right now =)
9/8/2016
Topic:
ACP structures breeding like rabbits...

Doctor Dread
Doctor Dread
Administrator
Rujholla wrote:
Ugh I lost 7 structure ACP and 1 military ACp. I had them loaded to my freighter which i added to a fleet and moved to sirius and now they are all gone. They aren't back on Mars where I loaded and created the fleet - they are just gone. ???

That seems very strange. I'll try to recover what you lost tonight. I can't imagine a bug that would make them vanish while in cargo, only when moving them around. Do you think adding the fleet to the group made them vanish?
9/8/2016
Topic:
Market Building

Doctor Dread
Doctor Dread
Administrator
Rujholla wrote:
Having located to Sirius and finding that these new small starter cities don't buy nearly what I produce really doubles the need for a distribution center!! So hopefully "probably add soon" means will add soon. smile


With the Kickstarter campaign over and artifacts pretty much in place, we can start working on changes like this. We should make a post with a poll on it to see what everyone wants us to work on next. try that tonight, this is definitely a candidate =)
9/8/2016
Topic:
ACP structures breeding like rabbits...

Doctor Dread
Doctor Dread
Administrator
Rujholla wrote:
I don't know for sure. I saw them in the freighter before adding it to the fleet but didn't look after. The only thing I can think of that might have impacted things is i changed the fleet destination from Gulyev V to Sirius IV right ouside of the Gulyev system. Can you verify that I had them. I swear I'm not trying to scam.


I believe you =) They are probably still showing up in the accounting log that you paid for them and you can see that you no longer have them there is also a log when you construct things. It still doesn't explain why they would vanish but I have some ideas. Someone else complained about breeding ACP units too, it might be related to the same glitch I'll try to recover your ACPs tonight.
9/8/2016
Topic:
Two Planet Start

Doctor Dread
Doctor Dread
Administrator
Only one system is supposed to be able to spawn a new system when it reaches a certain point, 10 cities,and it activates the closest nearby system, to it. I turned off Wolf system so it want spawn another system, and left Sirius alone so it will.

If anything there are too many systems opening up to fast. The other open systems are barely populated. Restricting the systems is designed to focus players into one until it gets going. he cities are spawning quickly because the resources out there are high.and people are mining them heavy.

I wonder if we should make a mechanic change to Overcrowding where all structures get a BONUS for sharing space with other industry located there but still keep the overcrowding penalty that starts to kick in when too much mining against a resource is happening. So you will be attracted to build in the same city everyone else is building in, not just resources but factories etc.

Perhaps instead we make a totally separate "City Bonus" where you get a bonus to all production based on the city population or use a Count of Structure levels present at the location as a bonus to everyone there. That would make Cities more attractive to aggregate into and more incentive to build them up




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