4/16/2017
Topic:
Machine ships - military overview
Vulpex
|
Ok so... right now we have a MAK Mothership camped out on earth. (YES PANIC!)
That is a monolith class badass monster ship.
But if you go to the military tab overview when looking at earth, it claims that there are 0 monoliths on earth - in fact the military assets of the machines are a bit hard to spot without a bit of guesswork. Shouldn't their ships show up in the military overview like everyone else's so we can see where that nasty evil little mothership that is going to rip earth to shreds is hiding?
Just wondering. |
4/17/2017
Topic:
Payment System Is Being Tested
Vulpex
|
One thing - I'm fine with the fact that founders simply get the great advantage that a lvl 10 HQ provides (that was always the dea!) but you might want to tone down NPC attacks early on - even with what amounts to essentially limitless cash it's not easy handling some of the threats that are being generated in this beta, without the cash we'd all be wacked to death and back by the machines at this point.
Final thought - it actually makes sense to simply not include the value of the corp HQ at all in any net worth calculations as this is something that is always always stable once accrued and can never be directly monitized or salvaged. Even if you liquidate the whole corp you still keep your HQ level whatever it might be. |
4/17/2017
Topic:
Well, that was fun....
Vulpex
|
Maybe the key here is not so much to steer them away from the big bad monster events but rather to minimize the loss.
Right now if a monster comes and chews up your facility or freighter (*cough* *cough* I'm getting short on freighters) you just take the loss and roll with it, you get the same cash back as if you'd have liquidated your assets so you don't entirely lose everything.
One option would be for small companies to be sponsored by the Terran Government so that they recovered a higher percentage of that loss - say 75% or so - it would still be a painful setback but not quite that painful, however you again need to decide exactly when and for how long this would kickin (some level of net worth minus HQ seems reasonable) |
4/18/2017
Topic:
Negative "other" income
Vulpex
|
Ok so...
These last turns I have been getting negative "other" income which is odd.
So far the only sources of income I've noticed there were the payments from being city leader, bounties from combat vs NPCs and salvage from getting rid of units/structures.
However these last turns the "other" income has been negative - at times over 200k in the red per turn and I have no idea why this might be - is someone able to explain the why of this?
Thanks. |
4/18/2017
Topic:
Negative "other" income
Vulpex
|
Aha! unit repairs / attack seems to fit the bill - war is going to be expensive! |
4/19/2017
Topic:
Machine ships - military overview
Vulpex
|
Ohhh... so special units are right now kinda stealth units? Good to know... er... wait that's a bug hrmmm... |
4/20/2017
Topic:
Voting power
Vulpex
|
As intended - it's actual production that counts. |
4/20/2017
Topic:
Distribution Centers
Vulpex
|
I think you miss the point of a distribution centre - a distribution center can sell a high number of items - a transport only sells one at a time. If you are selling less than three or four types of items through your distribution centre you are not making the most of it. |
4/22/2017
Topic:
More Researches
Vulpex
|
Doctor Dread wrote:
I think research for more logisitcs, structures or military would be viable. I'm not sure about throwing in voting power but that could work also, as a bonus percentage to your voting power. But free accounts can't vote
The research points for logistics / structures / military sounds familiar - something that was discussed before perhaps?
On the other hand research for voting power? Meh not sure about that. If you have research for structures then you are already increasing the potential voting power, why do it twice?
Maybe research for artifacts? Not to change the effects but to extend duration of things like the bonuses to city growth etc. |
4/23/2017
Topic:
Units construction
Vulpex
|
Short answer - each shipyard and or base has the capacity to build one unit at a time. As each shipyard or base represents a single production line, units are manufactured one at time.
Long answer - it can be very game breaking to do it in any other way. Just build a base somewhere and bling build up 20 or 30 units in a few turns to overrun a planet or rapidly put up defenses to stop an incoming fleet which throw logistics and preparations completely out of whack. It gives balance and favours long term planning but also makes war a little more predictable. If I could simply suddenly decide to build 10 Monoliths then at this stage I could burn and pillage and no one could stop me. (And yes, I have the funds to build 10 monoliths). |
4/24/2017
Topic:
Units construction
Vulpex
|
Exactly Valhalla - I enjoy it while it lasts! Amazing how much money gets burned just maintaining a monolith in working order. |
4/24/2017
Topic:
No Orders
Vulpex
|
This is why you have the option to save your orders.
When a unit completes it's orders, they all disappear. It is a bit bizarre but that's how it is, mainly the way for a unit to say it's ready to rumble. This is true regardless of whether the orders were looped a limited number of times or a unit simply worked through its order list.
If you are going to be using limited loops regularly one option is to save the orders so you can then just pull them up to use on any unit at any time.
Another option is to append orders by what I call the waiting loop. I do this sometimes when units have a limited loop and I don't want to lose the orders it looks a bit like this:
Order 21 - Wait 1 turn Order 22 - loop to order 21
Hope that helps. |
4/24/2017
Topic:
Previously: Science! Now it's about space stations
Vulpex
|
Railguns have a problem - if you try to shoot anything through earth atmosphere into orbit ... it will explode. Doesn't matter if you use a railgun or anything else, the needed speed (something like mach 11 or 12) vs the friction of the atmosphere on earth will cause it explode. Kaboom.... Not ideal for shipping grandma's china. (Though it could work on some low atmosphere planets or moons).
Thing is right now, aside from having different resource distribution all planets are essentially the same. But try driving a tank through Jupiter - I dare you :p
I too really like the idea of orbital structures, or even at some point orbital stations which would allow for funky stuff to happen. (Maybe slightly faster spaceship construction at increased cost or something like that). |
4/24/2017
Topic:
Previously: Science! Now it's about space stations
Vulpex
|
Ohhh.... warp gates....
To be honest that is probably the only way to have any kind of meaningful commerce if the galaxy really starts to open up. Even fast scouts will take significant amounts of time flying around the corners of the galaxy.
I actually like the idea that some cities may somehow end up under martial law where the ruler election is then determined by military power rather than economic one.
Moon shots - limited in use yet but you never know... would not make it a priority anyhow. |
4/24/2017
Topic:
Buildings not functioning
Vulpex
|
Oh great idea !!! I think it might have come up before but that's no reason not to consider doing it. Nothing can wreck your economy faster than not realizing you ran out of water for your factories... |
4/25/2017
Topic:
Previously: Science! Now it's about space stations
Vulpex
|
Blockades... now you are onto something...
It actually can have several applications including for instance the fact that city rulers could decide that certain goods are illegal to buy and/or sell in their city and blockade anyone moving that stuff (a great way to manipulate markets that) I think the idea of a star fortress blockading a whole planet might be a bit over the top but it is something interesting overall. You could even build specialized blockade running ship if for instance your chances of running a blockade depended on your ship's speed and size or something like that (so a scout could have a reasonable chance of getting through but that Battleship? Not so much)
For development at a later date - it seems a bit silly to have spaceship combat and ground forces fighting each other as they do now... I mean really? Infantry with rifles shooting away and a monolith in orbit? Or artillery and tanks for that reason doing the same :p (I won't forget that one Dread) |
4/25/2017
Topic:
Saving contracts
Vulpex
|
Maybe it's not so common but if not too difficult it would be useful at times to be able to save a contract in a similar way in which we can save orders.
This makes it much easier to you know put forward a whole stack of contracts when this is needed (surprisingly, it happens I have found)
I suppose we have to be careful with this as on the downside someone could decide to spam contracts.... |
4/25/2017
Topic:
New bug: Spontanious unit unloading.
Vulpex
|
That is amusing. No really. Glad you got this nailed down, Val was getting a bit angsty about it all. No more excuses from you Val, now you get to show up in fights! |
4/25/2017
Topic:
Description: Ion Gun
Vulpex
|
I think you are confused.
Ion guns are effective against starships - and really only against big starships. It doesn't even harm ground units.
Ion guns blast battleships and monoliths out of the sky. In fact anything bigger than a corvette should live in FEAR of massed ion guns. Because that can (and do) hurt lots and lots. They pretty much work as described - here is the damage potential of my own ion guns currently (lvl 6)
Fighter - 300 Bomber - 450 Varitek - 300 Scout - 450 Corvette - 600 Freighter and up - 3750 - KABOOM!
(Ground units - 0 damage) edited by Vulpex on 4/25/2017 |
4/25/2017
Topic:
Prepare to be enslaved
Vulpex
|
I'm very afraid now. Excuse me while I hide. |