DrDread

all messages by user

8/24/2017
Topic:
Perhaps its time to tweak Geo Boosters

Doctor Dread
Doctor Dread
Administrator
The value of tier 2 products used to be 250, and tier 3 was 500. Not they are 325(?) and 750, services went to 1000. It was done because no one was making end products and everyone was complaining that raw material was the way to go. Now its like the reverse, however the sells of raws is like 5x end products, you can see that on the Home page Game Status page , it has a graph.

If you have zero bonus at a 10 resource with 100% demand, yo make no profit. But just putting your HQ IN THE SYSTEM gives you a bonus and that is now profitable. Tier 2-3 is profitable by buying and selling alone but just barely, assuming everything at 100 demand

When everything is at 600 demand everything scales up and the cost of the structure itself is marginalized. If everything is at 80 demand, the cost of the structure is the biggest factor again

The mechanic is designed to insure a sustained high demand is impossible because the more you sell it the more it drops and if it does not get sold it counters population. TO have a sustained product at 500 while everything else is 100 to keep population growing or normal means 90% of the people are selling slim and one guy is selling at 500
8/26/2017
Topic:
Geo Boosting tweak and Military Power Display

Doctor Dread
Doctor Dread
Administrator
The Major update was mostly back end concerning bonuses for System/Planet/Cities for things like Popgrowth and Structure cost. I can stack multiple bonuses from various places now including a catch all "Other" for things like events or temporary effects,. The Geo boosters were affected dramatically by this as thier effect has changed.. You can no longer increase population on a planet if the population is going negative due to demand.. Population boosts will multiply an existing positive or cut down an existing negative but you won't be able to boost up a planet with a booster if its declining. The Geo Scorcher still cuts population by a percentage as it did before. Random events that tweak population still do it by the total population. Things like RIngworlds and DysonSphere and Geo boosters or anything else that you can build or deploy is going to add to the Population GROWTH bonus, and the city is adding up the system, planet or city bonuses together.

This total bonus itself isn't displayed anywhere yet, but when viewing a city/planet/system on the overview tab, you should see a Percentage of growth displayed under the actual population growth. If you deploy a booster you should see that percentage go up. That percentage displayed is literally just the population growth divided by the total population. When all the demand is at 100, the growth rate should show 100% which means it will double in population in a week. If it shows 200% i will triple. If it shows -100% it will cut in half etc. If you have a pop growth of 100% and you put a Geo booster on it which now boosts growth by 20% the growth will go to 120% if you do city planet system boosters you will see 160%. We might up those percentages.

Things that affect the population directly, by percentage, like random events won't change this growth rate. They will directly add or subtract from the population. So you can see a positive growth rate in a city, but the population is falling every turn because a Geo Scorcher or combat or some other population affecting effect is taking place.

Also, Units that are hangar/carrying other units will now show there power as a total of everything they are carrying also. The More Info tab on carriers or groups that are carrying have red for the ships and yellow stacked bars for any units they are carrying

UPDATE Boosters bonus went to 50%
edited by DrDread on 8/26/2017
8/28/2017
Topic:
Database maintenance right now. Hopefully 15 mins

Doctor Dread
Doctor Dread
Administrator
Database maintenance right now. Hopefully 15 mins

Server will be disabled for a little while. Discord is open
8/29/2017
Topic:
Economic Development Report.

Doctor Dread
Doctor Dread
Administrator
Shame I don't track population totals once in a while. Maybe I should start after this Geo Booster Heroin crash levels out
8/29/2017
Topic:
Daily quests

Doctor Dread
Doctor Dread
Administrator
You want a 25% boost to logistics on a daily random? =)

I have a problem where I don't have much to offer as quest rewards, besides a handful of artifacts and special units. I also have a problem where there aren't too many random quest Ideas possible in the limited play areas of the open space I have here. I can make choose your own adventure style quests and have you visit existing planets or cities. having scouts search at specific locations or cities to initiate the next step in your quest. Making decisions along the way that dictate what kind of item, unit you will receive. I can attach these quests to specific ships or units that has to do the adventuring from start to finish. Lot of ideas. Would have to be somewhat random and procedural to make it dynamic. Like it would be one storyline but it can branch into several directions and come back and end in 3 different ways
8/29/2017
Topic:
Spaceport

Doctor Dread
Doctor Dread
Administrator
I might work in an overcrowding style mechanic on spaceports so once they make 2x thier upkeep in profit it starts to scale down kind of like asteroid mining so it cant possibly make more than 10x its upkeep in profits even if the planet was selling trillions. But leveling up the spaceport raises that cap and allows more profits in. So you would be suiciding making a level 10 spaceport on on a small planet and only be worthwhile on a huge one
9/1/2017
Topic:
Multi-Accounts (Alts)

Doctor Dread
Doctor Dread
Administrator
Steffstoff wrote:
So the discussion cam back to the ingame board. So...

Okay let us imagine, just for a short moment, we can go with multi-acconts. Even if the negative impact is much bigger than the positive, in my opinion.

From my board post:
The point is: We have strict multi-account rules and arent really able to find easy abusive behaviors. So in fact every person with multi-accounts can really easy take advantage of those. That circumstance makes the rules set completely obsolete! Thats the truth about your fantastic world and Im pretty sure that the multi-account users are knowing this fact very well.

A serious proposal from my side:
How about an automatic multi-account overview on every corp overview? This overview shows who is hardlinked with whom. Hardlinked is: IP, Cookie, Flashcookie and/or Browserfingerprint for example. In addition a tab with the last 100 contracts with that specific corp would be really helpful! Those tools would gave the community much more power to take care of the multi-account rules. Perhaps its possible to convince "normal" players that fair play multi accounting is possible. Somehow. But as long as we are not able to track this down Im absolutely and 100% sure that there are dozens of abusive mutl-accounts are out there. Because? Nobody cares, nobody can proof.


@DrDread
Would that be feasible?
edited by Steffstoff on 8/31/2017



You want a lot more behind the scenes information on who the corp deals with as a method for the community to call out abusers. Im game for that. I can make another screen on Corp Display that shows all their contacts to and from, Maybe thier combats or perhaps their corp worth over time. It might be pretty ineffective though. "Good" alt runners will know how to avoid all that and make therir alts look legit
9/3/2017
Topic:
Optimizing the Demand.Industry screens

Doctor Dread
Doctor Dread
Administrator
I made some changes to the demand and industry screen in an attempt to optimize them. They run pretty slow and when trying to look at an entire planet like Earth it actually times out. I changed the way the Industry logs over time and now it is almost instantaneous, but the grid has reset and will take 500 turns to fill up again. The Demand screen also is a little faster but its still takes several seconds to load a large planet. I'm looking for a better way to store them so it will be almost instantaneous also.

The Industry screen used to show every building product and item of all the corps,this was a horrible drag on larger cities and planets so now it it showing the same thing aggregated with less detail. The demand screen isn't showing the specific products the corps are selling just the totals for Buy and Sell. As you drill down int he categories they filter like they should.
9/3/2017
Topic:
Multi-Accounts (Alts)

Doctor Dread
Doctor Dread
Administrator
RojaxLyon wrote:
A possible solution would be to have a High Court in each solar System which would be lead by a judge who is the highest ranking player in the system. Rank would be determined by Star Lord, Emperor, Mayor and in case of a tie then the titled player with the largest population. The player in question could hire an attorney to represent him or may represent himself. Evidence would be placed in this forum by the accusing party. Evidence to the contrary would be place by the player and/or his attorney. They will make their arguments. The community may discuss the evidence for a period of time at the end of which the judge will render a verdict and punishment if indicated.

Eventually, this could be supported by the game mechanics as the dev has already indicated such.
It would allow both parties to present their case.
If the judge is biased and renders an unfair opinion he may be voted out of office for his lack of objectivity.
It does place more responsibility on paid players but for the price of 2 lattes per month anyone could be a paid player.
This would be a good way to encourage people to support the game by buying a subscription.
Eventually, the High Court could be used to render opinions on other matters.



I intend to use the existing mechanics with a little modification to make this happen. A ruler can put up a vote to punish another corp for whatever reason. You can all discuss it in the Comms message that its linked to. Depending on how much votes he gets for a guilty verdict it enables him to initiate perhaps one of a several game enforced punishments. The next stage after the vote is a list of sentences the ruler can apply. The more votes he gets the more punishments unlock. if he cant get a majority then he can't do anything. The ruler can apply things like "no trade" in area, invoke a fine, force the player out of the area entirely (everything will salvage in 100 turns). The more votes the ruler gets for it the more the available punishments can scale up.

The defender has voting weight also so its not easy to impose big punishments on big players, but small "alts" can probably be forced to liquidate.

Paid account do have some advantage in this since only paid can vote at all and when I add the Renown or Political Power stat which dramatically boosts your voting power its going to only work for paid accounts also. To be honest the paid accounts should have more power in this regard If a large group of high level paying players want to ban another small free alt corp it shouldn't be hard to do at all. I have to find some incentive or limitation to prevent abuse against new players but, again, this is a majority vote of paying players not a single griefer initiating the punishment
9/4/2017
Topic:
Optimizing the Demand.Industry screens

Doctor Dread
Doctor Dread
Administrator
Aywanez wrote:
Can the industry tab still show what you have on location? That was pretty useful.



If I can bring the load time down enough I can put that back in. There's just too much information being displayed when you're just trying to Drill down into a product and its taking a long time between clicks, when that particular query is not cached.
9/4/2017
Topic:
Stabilizing populations

Doctor Dread
Doctor Dread
Administrator
Rekkles wrote:
Is it possible (and would it be wise) to have components, end products and civil services have a decreasing effect on population growth based on the population at a city?

For example - Since components only start climbing at 2 Mil, could they also start of with say only a 50% effect on the population at 2 Mil, rising to 100% at 4 Mil. Likewise with End products having 50% effect at 3Mil up to 100% at 6 Mil and Civil services at 5 and 10 Mil. On the flipside, once a city drops below 2.5Mil (half of 5), Civil services would have 0 effect on population decline. Likewise with End products at 1.5 and Components at 1.

This would mean that, during growth they are less important, and also importantly in a crashing city, they eventually become less important. A city with 1 mill population thats still declining hard because there isnt enough Adult Toys is a bit silly.
A city could still crash without the raw materials, but it makes it a whole lot easier to save a city, and stabilizes the growth of a city without affecting the actual end population or profits.
edited by Rekkles on 9/3/2017



That would be tricky, Already if the population is low, the end products go up very slowly and will not exceed 200. And when the population falls below 5 mil again, the demand on end products starts to fall , not increase until it hits 200.
9/7/2017
Topic:
Orbitals and guild units

Doctor Dread
Doctor Dread
Administrator
Rekkles wrote:
Do the more militaristic orbital mega-structures extend their protection to guildmates?



The orbital guns only show up if one of your units is attacking or defending, same with the starbase. If you attack with your guild or if your units are set to guard your guild mates and get dragged into a defense the orbitals will be there but it wont come to a guild mates defense if they get attacked by themselves. Extending the Base/Guns to auto defend your guild mates is something I want to put in eventually
9/8/2017
Topic:
Artifacts and ships

Doctor Dread
Doctor Dread
Administrator
Corbenik wrote:
I was just wanting to check if there are any plans to change how artifacts work for small ships. I am thinking about putting something on a corvette but not sure if I should wait.



The current in the air idea is to make the artifact effects more powerful the SMALLER the ship is by scale. So the current effect would apply to a size 10 ship for example, but a size 2 ship would get 5x the power of the effect and a size 20 ship (monolith) would actually get half the effect.

I'm considering doing the same for ground units somehow but I'm not sure about it. If I did it would go by their level not multiplier so the current artifact effects would apply at level 10 (full size) and a level 5 unit would get 2x the power and a level 1 unit would get 10x the power.

An artifact that does +50% damage would apply on a level 10 ground unit, a level 1 ground unit would get +500% its normal damage (hit like a level 2 5x unit)

Artifacts would still be more worthwhile on larger ground units but have a more scaled up benefit when placed on smaller units . And on ships while its still more bang for the buck to put them on bigger ships, its not worthless to place them on smaller ones
9/12/2017
Topic:
Daily quests

Doctor Dread
Doctor Dread
Administrator
I can possibly do some kind of random Dynamic customized ships. I cant add too many more "types" but I can make say a special variation of every ship, a flag of sorts, that has a level and has pre existing random upgrades BUT those upgrades are against a special high powered table of upgrades that are say 5x the normal, instead of 20% per level, its more like 100% per level. These special units cannot be leveled up or down so you're stuck with what you found but what you found can potentially be 5x more powerful then the typical unit level up the same way

So you can find a "Random Corvette" on a quest and its going to be level 3-4 because of the difficulty of your quest, The upgrades are random, but they are 100% increase upgrades. So if the level 3 Corvette happens to be level 3 attack, That's +300%. If you are questing for level 10 units you can potentially have a level 10 attack which makes it 10x attack. Although you could get 10x the movement or something or 5x hit points and 5x cargo.

That would make thousands of variations on custom special units There would be favorites Im sure, level 10 All movement Scout, but the chance of that would be pretty rare.
9/12/2017
Topic:
Artifacts and ships

Doctor Dread
Doctor Dread
Administrator
Corbenik wrote:
Cool, sounds good. Would the changes apply to existing units, or only moving forward?



If I put this change in, all existing ships would be updated. I need a section of the units description which shows the bonuses in more detail because something like that makes the total calculation difficult to understand at a glance.
9/12/2017
Topic:
Orders for production buildings.

Doctor Dread
Doctor Dread
Administrator
Rekkles wrote:
I just thought last night that it would be AMAZING if I could issue orders to my buildings.

Commands could include
*Produce until X amount at current location
*Produce for X number of turns
*Change production to X
*Buy X until Y amount at current location
*Buy X while demand is under Y
*Sell X until Y demand
*Sell X until Y amount at current location
*Wait
*Loop

Would seriously be awesome



I really don't want to give structures an "orders list" =)

I think something like Stop buying/selling at "X" demand would work easily, can d o it for ships also. But as for Produce X until (condition) then switch to Y, that's major, Perhaps instead a way to "Bulk Update Production/Buy/Sell" kind of like Mass Upgrades does would make it a lot easier to switch your entire industry
9/15/2017
Topic:
Raiding the last of a resource stack destroys it

Doctor Dread
Doctor Dread
Administrator
Pirxxx wrote:
Remember boys, pillage then burn.
-- old joke.

it looks like sometimes when you raid (I think it's when you raid the last of a resource) you get nothing, but the resource is gone.
Photo proof:
See how they had the resources (stone decor, 600 units):
https://imgur.com/DPtHPOw
But I didn't get it:
https://imgur.com/T3jkeDr
And they didn't keep it:
https://imgur.com/Y4RuI4x



The system might be dropping fractions or the entire "give" if it can't make it fit. Was the cargo capacity full or close to it when you took the last stack?
9/17/2017
Topic:
Small changes and fixes this week

Doctor Dread
Doctor Dread
Administrator
I have been working on a lot of little things this week. Demand screen performance. Bug with Carrier loading/unloading not updating stats, Contracts showing cargo and carried units value., The mouseover on viewscreen for Emperors and Star lords (Congrats Machina as the first Star Lord of Gulyaev). Escorts using warp gates if at the same location. No vote message for 0 vote weight (Dist Centers). I did some ground work on Comms messages to filter them better but it didnt make it this week.


I want to try to implement units "Sell Everything" actually sell everything at once, essentials acting like 4-5 different ships if carrying 4-5 different products. I also want to try to put in the Stop buying/selling at Demand X for units and structures next. And then some changes to battle reports to better see what is causing the damage. The doubling of all ship stats might happen next week etc.

A lot of little quality of life improvements before I get back on new features. The next feature to work on might be either the Ruler Edicts that can inflict punishment on other players if you get enough votes. After that might be the Political Renown score or the Large NPC pirate factions that you can interact with
9/17/2017
Topic:
Small changes and fixes this week

Doctor Dread
Doctor Dread
Administrator
Vulpex wrote:
Sell everything is an interesting little improvement - but how are you planning to balance that with the distribution centers which in essence function to sell 10 things at a time (I can easily load 20 types of goods on a ship, though it takes over 3 hours) then I ship stuff over and sell everything at double the effectiveness of a distribution center?



Units are going to have the advantage of dumping everything which allows them to compete better with distribution centers. That's not the reason for the change, that's just an added effect. I think I might be able to make Distribution centers have an option of "sell everything" also though, it would be instead of selecting individual items if you choose it. Distribution centers however might have the advantage of being able to set a max buy sell demand on each of their 10 products where units might not, there's issues with making units do that when it comes to selling everything. On units you can probably set this max min on a single product but on sell everything it will be ignored. Then, normal structures might only be able to do a buy/sell min/max on one item only and won't have the "sell everything" option at all.

So its looking like if you "sell everything" from a unit or distribution center it will sell 100 different products at once if that's whats there, but you wont have any control to do partial quantity or engage Min/max settings. That sounds like the default everyone will use. If you want fine control, you have to not use the "Everything" option which means a unit can sell one product a turn but with more control and a dist center can do it with 10 different items.

Also, I want to make a "Mass Structure Update" screen which will allow you to adjust all the product/buy/sell/min/max settings on all your structures on one screen.

Another fringe idea is to do the same for "orders" where you can see all the buy/sell orders across all your units and bulk change one product type to another, or perhaps one city for another .

I was playing with "Sell Everyting" on Units today on the dev machine, its seems to already be working well. Unless I run into problems with it, i should be up next week Single sell min./max demand option might go in smoothly as well.

But on Min.Max demand setting, what happens if its beyond threshold? The unit will move to next order? It might just run around in a circle unless you do a clever, Wait 100 tuns then loop again. What about structures though? Keep the sell in place but it just doesn't happen if its beyond threshold?
9/24/2017
Topic:
Structure Orders

Doctor Dread
Doctor Dread
Administrator
Tunguska wrote:
Would it be possible to have orders for structures. eg For an alloy factory you could set it so that it produced x amount of basic alloy and then x amount of advanced alloy.

or set it to produce for x amount of turns.



I'm looking at setting it to X amount of turns, and to buy/sell at certain demand % but I don't think I'm oing to get a way to make like an Order List for structures happening anytime soon




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