DrDread

all messages by user

1/22/2017
Topic:
Downgrade assets and upgrade queues

Doctor Dread
Doctor Dread
Administrator
BaronOfThGalaxy wrote:
Tbh cosmetic vanity items and different variations of ship images could be the perfect solution in my opinion, that's like giving everyone 99% of the game, just make sure the players got the statement that the game is free but it still needs support and they can do that by taking a subscription which is purely to support the game and it's development and they will be getting cosmetic customization options as an extra , in that case.
For example having the ability to upload you own pictures could be a good addition for subscribers, some people are restyling their game into Star Wars, Starcraft, Halo, or EVE, this might also attract a big data base of players who want to do this just for the fact it feels like they are making their own game, which already has a great setting to do so on.
I don't know if you ever played Magic Cards, but it are the pictures on the cards that does it all, it just triggers the fantasy smile
But yes there are a a lot of option you can do with subscription, but you can also always change or adjust them if something is not working the way intended.


Upload images will be paid account. To make a new set of unit images isn't viable. This game doesn't have the mass of people it would take to support that feature. Even if everyone bought custom images it wouldn't cover the cost =) I might try to make customizable images where you can tweak the colors on the units, that might work as a paid subscription option too.
1/22/2017
Topic:
build one, get more everyday?

Doctor Dread
Doctor Dread
Administrator
theasjdj wrote:
So i build one military base and now i have 3 of them, i build one transporter, and now i have 6 of them?

http://imgur.com/a/9wquD
here is a link for a picture of it



There is a bug since yesterday where occasionally units you built days ago are being spawned again. it hits everyone at once and I think its a glitch in the database and not a bug that I can't pin down. I t may be ok now after some changes to the code that is responsible but no guarantee. If it keeps happening we're going to try to re-work that code entirely. For now, you get free stuff =)
1/23/2017
Topic:
Fleet with error

Doctor Dread
Doctor Dread
Administrator
JasonDinAlt wrote:
Ekhm, seems like my (APC) Structure, I build on 24996, from one of Scouts disappeared, after this fix. No big deal, just telling.



Wait... making a fleet shouldn't cause an error. what units were you grouping? Did they have cargo on them? And I didn't fix anything this morning. The group should correct itself when you add or remove units.

And you say you deployed an ACP and it failed and vanished? That's something I need to look into.
1/23/2017
Topic:
Kaiju Attack Event

Doctor Dread
Doctor Dread
Administrator
ChaChaCharms wrote:
So the only way to successfully get bounty from these events is to take damage, it seems counterintuitive.. wouldn't you be rewarded with wiping the thing off the face of the planet effectively, versus allowing it to rampage for multiple turns?



No that's not how it works. The total bounty is the same regardless if you all take 300 damage and destroy it or 3 million damage and destroy it. The amount of damage you take individually is what determines how the bounty is spread out. If you took half the total damage inflicted, then you will take half the bounty.

I would of liked to add up the damage taken AND damage inflicted but its not even possible to pull how much damage you did individually from the database right now. I would have to add something to the database to track that information and its not straightforward. Maybe in the future, because to see how much damage your individual unit did in a fight would be helpful.

Its not worth it take a bunch of damage from the kaiju in order to get alot of the bounty, as in, send a bunch of large cheap units. The cost of repair is quite significant. I had a Neo Tank 100x stack unit in a jaiju fight that went to 30% before it died. Its costing me 300k per turn for 70 turns to repair that. I thin my cut of the bounty was a little over 6 million =)
1/23/2017
Topic:
Kaiju Attack Event

Doctor Dread
Doctor Dread
Administrator
BaronOfThGalaxy wrote:
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.



Fighting in a city damages the population, its not like you're targeting the population, its collateral. It makes you not want fighting in the cities especially when you're the city ruler. Cities are double edged in this way because in case of a Kaiju its better to meet in the city with Terran defenses in Sol or everyone's military fortifications but if you fight int he city you'll do damage.

The amount of damage is up for debate. Its based on the Power of the units
1/23/2017
Topic:
Operating cost and Player market

Doctor Dread
Doctor Dread
Administrator
BaronOfThGalaxy wrote:
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.


The idea of having all your units cost less if they have no orders or are waiting is something that will probably show up.

You can salvage your units, or if you likeyou can sell them through contract. Put up a contract on a unit for anyone to buy.
edited by DrDread on 1/23/2017
1/24/2017
Topic:
Unit Duplication Bug Finally Located!

Doctor Dread
Doctor Dread
Administrator
For the last few days there have been several instances where anything you had built in the last week would magically spawn again including some strange "(ACP) Structures" Fortifications if you had built any ACP Structure items in the last week.

This was a VERY bizzare bug that took us until now to locate. Is was a piece of "not supposed to be there at all" code we copied into the Hostile Raiders event which become un-commented on accident during the last changes we made. The duplication of all these past units was occurring every time the Hostile Raiders event fired at any location.

So sorry for all the problems this has caused. We have deleted the ACP Structures Fort but we can't filter out the other units that were created. Feel free to salvage them or keep them.
1/26/2017
Topic:
Ideas and suggestions

Doctor Dread
Doctor Dread
Administrator
BaronOfThGalaxy wrote:
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. OCrowd mechanism
Your suggesting taking the OCrowd mechanic from the city scale it is at and make it a Planet wide scale instead. That seems like a step backwards and is problematic when it comes to the resource values which is why OCrowd is in place. Right now people swarm to the highest resource value they can find, OCrowd is what causes you to go to eventually go to the smaller ones. You want to switch that so OCrowd effects all the resources on the planet if that planet is mining the most of something there wouldn't be a reason to take a 8 value resource over the 14 value one unless it was on another planet. I'm not sure what problem you're fixing with that mechanic =)
2. Repackage ACP (deconstruct buildings)
Downgrading structures is already coming, Maybe downgrading them from level 1 back to an ACP is a good idea. I wouldn't want to be able to take a field of level 10 structures and box them up in 10 turns to relocate elsewhere. We don't want big players to be able to relocate easily, part of the noob stomping/unhappy problem.. Small players can pack up and move much easier or just liquidate and re-locate. Big players are more and more chained to the area they are building up in.
3. Artifacts
Finding free artifacts as soon as you build there seems problematic, perhaps random boosts to your artifact production would be a better way to implement it. Having random artifacts appear, by event or by something else that gives access to them to normal corps is a good idea however.
4. Skills
I don't want to do the "More you use it" skill system =) I push a very small production of Board Games right now that makes 90% of my income. I want to push the Board Game production tech not anything else.
5. Noob protection
I do not want any kind of full blown noob protection. The Terran Feds are a deterrent but you can still attack and get whomped by big determined aggressors. Its the Elected Players of the City, planet you at that is the one that should be defending the small players in their city. Making that easier to do or offering more incentive for leaders to do so would be welcome ideas.
6. Raw product production ratio's
Making the harvest random in a game where harvest happens every 10 minutes is just strain on the system. However, we can make Events that temporarily increase or reduce the Resource values. Geo Booster and Geo Scorcher were originally going to do something like that.
7. Auction and market
Contract System is essentially the auction/market. More options, like actually bidding, or displaying more information on the contract screens plus some anti scam mechanics are good ideas.

8. Game migration
Multiple servers when the game gets "So different", sure =)
9. AI companies
This is already represented in an abstract way. To make actually companies AI driven would be impractical. Taking over companies, like other players is an idea.
10. Highways in space
We can have the terran feds ship patrolling routes that is sees in heavy use so they are nearby when a fight happens. but since there is no chase or follow mechanic it's very difficult to engage in fights "on the move". We would have to allow your freighters to somehow pay for "escort" where other ships are added to a group of your freighters and move with it.
11. additional building quest
More queues would be complicated, but "Expedite Percentage" what you are currently building with a sliding scale of price that goes off into some high numbers is doable =)
12. limited recources
This was an old idea scrapped long ago. Causing everyone to move around doesn't add anything but frustration and destroys city mechanics ect. HOWEVER, we want o implement minable asteroids that can't have anything built on them and are in Space and the "expendable" idea works well for those. Or at least as an event where an asteroid shows up and everyone can mine it with ships till its expended whatever resource was there .



Thee are some great ideas you have, thanks for posting =)
1/27/2017
Topic:
Reduce impact of high demand on population growth

Doctor Dread
Doctor Dread
Administrator
Skratti wrote:
An example with raw materials:
Basic Minerals 36.1 36 803
Exotic Minerals 589.6 589 803
Precious Minerals 53.6 53 800

Although I'm providing quite a lot of stuff and even selling without much profit, the very high demand of Exotic Minerals does negate all my efforts regarding population growth.

Regarding population growth, I'd like to have Max(DemandDiff, 200) per good. Or at least Max(DemandDiff, 400).
That way, the very high demand of one single product does not have such a big impact.

I think that the summed up view (all minerals)in the viewscreen should show keep the absolute value - the main reason to look at these values is to detect profitable trades/production.
But for growth calcuation, I'd like a lessend impact of missing goods.

Another way to reach that goal would be to reduce maximum demand to 600%.
Reduce demand growth - just like the reduced growth of population (-1% per million) - would also solve it. That way, it will take much longer to reach 1000%, giving other players time to seize the oppurtunity and make a good profit at the location.



... You know you can literally BUY Exotic Minerals at any other city for maybe 400 if the demand is at 200 and sell it to your city. You would fix the problem AND make a big profit. If you find a city where someone else is regularly selling the demand of Exotic Minerals down into the 30s, like you are doing with the other resources, you can make a HUUUGE profit. You don't even have to make it an endless loop, just a huge buy/sell of 5000 in a freighter will drop the demand by a lot

The biggest players in the game right now literally do not produce anything. they just buy and sell and their corps are worth over a billion
1/27/2017
Topic:
Ideas and suggestions

Doctor Dread
Doctor Dread
Administrator
I will make, System wide Scope Raiders and Space Kaijus soon and you will more than satisfied =)
1/27/2017
Topic:
Reduce impact of high demand on population growth

Doctor Dread
Doctor Dread
Administrator
Then my problem does arise because the city is still too big.

As soon as population drop to 2mio and trading volume is at about ~200, providing stuff with freighters might be an option.
At the moment, I think I need 800 goods (thats the average trading volume in the city) to let demand drop by 1%. To get it from 600 to 200, would require 400 x 800 = 320.000 goods. A bit too much to carry by freighters.
Or perhaps I just miscalculated demand chanhge...


These aren't "your" cities. You aren't expected to cultivate cities into prosperity like a 4x game. Taking a loss on everything to get a city going is not the goal =)

The prosperity of the city is a result of the supply and demand that happens in the game. The game mechanic is that as you and others buy and sell effectively in a city, more and more volume and types of buying and selling show up with the increased population.

There shouldn't be any reason to actually leave Sol System until it is more profitable to do so, not because you want your own city. The resource values alone make it more profitable to mine out there but that is countered by the distance and not having any cities to sell to nearby.

There are too many cities in Sol right now so its difficult to leave because there is so much demand. Its a forced thing that is difficult to balance . To be honest I am considering incorporating the exact same rules outside of sol for Sol itself. That means the game would literally start with one city per planet in Sol and new cities can form when the population is high enough.

All players would literally be operating and selling to a single city and that one city would definitely get supplied naturally and the new cities would form out of increased industry on the higher resources like it should.

It seems to extreme though and new players would have a hard time planting anywhere. I might end up making a handful of Sanctuary cities that are Terran fed controlled and never collapse and allow new cities inside of Sol also. The reason to leave would be for the resource values would be pretty low in Sol
1/27/2017
Topic:
Interplanetary Travel

Doctor Dread
Doctor Dread
Administrator
Loverofgames35 wrote:
Is there a way to travel to another planet from the one you start on? For example, going to Earth from Mercury.


You can build a ship, after building a shipyard. Like a freighter or frigate, or even a scout. You can load up an ACP Structure item and deploy on another planet. Ships can ship back and forth between planets just like Transports do.

For fun. Go the viewscreen, look at planet earth or the sol system and then switch to the "Military" mini tab and you can see hundreds of ships moving around
1/28/2017
Topic:
Reparations

Doctor Dread
Doctor Dread
Administrator
ChaChaCharms wrote:
I am being on trial for battles that were fought against raiders



..... Those poor raiders! JK

Seriously let me loo at this. =)
1/30/2017
Topic:
Reparations

Doctor Dread
Doctor Dread
Administrator
ChaChaCharms wrote:
26086War Reparation122065312:190430937Sell -123,983,506
just had to pay out reparations for attacking no one.



Was this the war rep event that started before I said I fixed it? Also, I returned your money plus some.
edited by DrDread on 1/30/2017
1/30/2017
Topic:
Apostrophes in messages are missing

Doctor Dread
Doctor Dread
Administrator
Yes apostrophes are filtered out. I'll probably be allowing a lot more character when I go over the UI
1/30/2017
Topic:
Cost of upgrading Modified Varitek

Doctor Dread
Doctor Dread
Administrator
ChaChaCharms wrote:
Is the cost really supposed to be 37.5 mil credits to upgrade these buggers, and why does it take 600 turns to upgrade? I feel like this is a mix up considering the turns required is astronomical. I'd understand if the stats improved way beyond belief, but they aren't.



The cost and turns should be what it would normally take to pump them at at level 1. It think its cheaper actually. They are literally the most expensive thing in the game. They are like 2-3x as powerful as normal variteks that cost 1.5 million each
1/31/2017
Topic:
Fleet with error

Doctor Dread
Doctor Dread
Administrator
The only way that happens if you were in a group and the "group" lost hangar space due to destruction of ships. I'm curious if any of your carried units had any orders on them?
1/31/2017
Topic:
Cost of upgrading Modified Varitek

Doctor Dread
Doctor Dread
Administrator
ChaChaCharms wrote:
Is the turns required accurate? My base can build a lvl 10 varitek in 80 turns at a cost of 150m; so I guess the 600 turns is what is throwing me off



I would have to check the construction time on Modified varitek but its probably something like 100-120 turns if normal variteks are 80.. The construction turns for the ground units might be a little high, or maybe the Ships are too fast not sure which. 80 turns can build a freighter and dreadnought in like 600. The variteks are almost game breaking if they don't cost and take a long time to construct
1/31/2017
Topic:
Fleet with error

Doctor Dread
Doctor Dread
Administrator
ChaChaCharms wrote:
I know i did a mass upgrade while they were traveling, but they were already in the hangar, wonder if maybe it kicked them out due to the mass upgrade.. will try to duplicate it when i have some time smile


That's sounds like suspect #1 =) You shouldn't be able to upgrade while in hangar because you can exceed the hangar space. That might be what happened.

On one side I really would like you to be able to upgrade while in a hangar but it would be difficult to warn you of this happening, exceeding hangar capacity..
2/1/2017
Topic:
Asset screen / server Lag

Doctor Dread
Doctor Dread
Administrator
Zangorian wrote:
Since my corp has grown to lvl 10 and maxed out (inustry even 29% oc)
I have severe lag in the assets screen.

This has become an issue, since It feels like I cant complete the orders I want /need
for the turn, because the page load takes ages, sometimes not registering my clicks
correctly and switching back to default view.

Here are some measures, taken at this time (Timezone is UTC+1)

Corporate screen to assets (fully loaded): 16 seconds
fleet group from assets: 21 seconds
single building from assets: 11 seconds
corporate to viewscreen: 2 seconds (this I would assume as normal timing)

I know that fine-tuning has yet to be done, but do others with much industry/fleet experience
comparable lag ?

(No bandwith issues, since I'm on cable inet 100MBps+)



Those are outrageous load times compared to what I'm getting. I wait a few seconds at most and my assets page in like 3 pages long. I think there is something happening on the server or the connection at certain times of day. Sometimes I have trouble connecting to the server itself and can barely move around sometimes. I have been on the site before where its taking several seconds to load a simple page. I'm not sure if the server is being slammed, its not the only site on the server, or something happening at the host. It's something I need to start tracking.

The asset page itself gets large HTML wise and becomes half a meg or more. Its something I'm going to tackle but 11 seconds? something is holding up the server and I need to start looking into it




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