10/22/2017
Topic:
The great ship stat doubling went in
Doctor DreadAdministrator
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All ships, just ships, had their Hit points, firepower, Cost and upkeep doubled. This was done to scale them up against ground units. It doesn't really make them twice as powerful because they cost twice as much also, it just makes "ships" something you don't need 42 of to compete with a few level 10 ground units... now you need 21... The logistics didnt change so you are getting a deal on that. And also the freighters didn't double (although there firepower did).
There were also a few other tweaks to ships before they doubled.
- Scouts have 200 cargo now.
- Fighters/Variteks don't do as well vs Scouts/Corvettes, combat value lowered,
- AI Battlemechs have more Hit points. All "AI" units have had there cost reduced significantly (Terminators, CyberAssasins, all AI ships). This might be their unique feature going forward, dirt cheap to maintain,
- Ace fighters and mod Variteks had their Hit points toned down. If we do 4x the firepower and then double the hit points its like the unit is 8x as powerful which doesn't go well with something like Ion guns which are 5x firepower with no hit point increase, they have 120 hps now. So they get 120 not 200 now which puts them in the "5x as powerful" category, Heavy Bombers are 5x and 150, Mod Variteks get 150 and 4x multipleir.
- Carrier and warp carrier had lowered Hit points, before they doubled. Carriers used to be 1000 a while ago, then they became 2000 which made them not really need escorts, now they went down to 1200 before they were doubled today to make them 2400. Warp Carrier got a similar Hit point nerf. To be fair, we increased Hangar capacities a while ago also so this evens it back out.
- MAK Mothership is now at 500 Hangar Capacity and will get more Drones by level in their event soon.
- Monolith hit points were never to the scale they needed to be if Hit Points was their thing, For the money you could of gotten as many Hit Points from battleships. So Monolith Hit points were doubled to 50k.... before the doubling happened today which now makes Monoliths at 100k hit points. They also got a hangar increase to 200
- A new Unit type was added "MAK Doomstar" which will be part of a new system wide event "MAK Invasion" which isn't created yet. Which I'm thinking will be something like a Kaiju Attack, but for the entire system with a special way of defeating the thing outside of combat (you must build a DOOM CANNON!). They are quite large. They Attack as Dreadnought x25 and have 4mil Hit Points and 5000 Hangar. They are essentially a Dreadnought/Monolith x25 ... at level 1 . Probably roll with a group of monoliths.
Also in this update I have made it possible to upgrade your units while they are in a carrier. This was complicated and took all week. So if there are problems with your carriers or units ejecting for no reason please let me know. You can upgrade your units PAST the carriers capacity but if you do it will automatically eject the excess units, into space if necessary, so upgrade like with care. The Comms message when units get ejected like this had a problem and needed to be disabled. Keep your carriers over land this week =)
I want to make a couple of system wide "pirate" events at the System Scale. Large bases with fleets that attack anywhere in the system and last 1000 turns. I also might loosen the level restrictions on these events which scale them down at smaller population areas. I want to move to making the sparsely populated systems a "dangerous" place that you will have trouble expanding into unless some players come with you. |
10/22/2017
Topic:
The great ship stat doubling went in
Doctor DreadAdministrator
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... You can't load/unload an upgrading unit. I overlooked that restriction. ill try to remove it my tuesday |
10/22/2017
Topic:
Logistics
Doctor DreadAdministrator
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SaiWave wrote:
Is there any way to increase
Its what your Corp Level Does. Level up your Corp HQ whenever you have the money, it takes along time to upgrade. |
10/24/2017
Topic:
Transportation contracts
Doctor DreadAdministrator
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jimbobdaz wrote:
This gets my vote
It gets tricky when you have cargo owned by one corp on a ship that is in another corp, when it comes to things that "stack" with a quantity. If you both had 200 Poultry on the ship it would show up twice one for his and yours. Then when Asking to load unload you would have to specify which stack your'e talking about. That problem would have to be considered in 50 places across the code also.
I think Eve Online did it by letting you put anything you like into a "package" and then the other guy can transport "the package" and the first guy can unpack the package to get all the stuff back out. It could be 12 different products and 6 items in that package, I can even allow packaging of units at that point. This would show up as a Unique non quantity item in your inventory and you are just moving that one item. There would be a deposit you have to pay to accept the package so if you lost it or didn't deliver the deposit is kept by the owner
It works in Eve because you have to move huge things like ships sometimes, to your characters location. But here it would be difficult to have someone else transport your goods on a regular basis because you have to constantly pack and unpack the item. It would work for a one time shipment. Seems like a lot of extra work for a niche problem. It would be easier to make a mechanic that lets you "rent" someone elses units and transport it yourself, |
10/25/2017
Topic:
Transportation contracts
Doctor DreadAdministrator
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Can make a system where the transporter essentially "buys" your product on pickup and then "sells" it back to you at destination for preset prices. The transporter is paying a lot more to buy them from you as a sort of deposit incentive to make sure he sells them back to you to recover his money and then some. This is essentially what is happening anyway. He OWNS the product until he delivers on contract.
This means he can lose some along the way, get attacked or raided or whatever. Even Destroyed en route. Which means he just has to get X amount of product from somewhere else and deliver it to you or he wont get paid.
This would avoid the issues with making a packaging feature.
You can do this right now actually. Contract to sell to the tranporter, and another to buy it back. I would just have to develop a new kind of contract where it does it in one contract and reads as a transport contract. |
10/25/2017
Topic:
Production/Usage charts
Doctor DreadAdministrator
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Are you using the "Structures" mode from assets page, on the left side under the search box (click structures as pposed to Overview)? It shows all your structures and aggregates the components needed and whats sitting there, There is a mode for Military and Products also. |
11/1/2017
Topic:
Production/Usage charts
Doctor DreadAdministrator
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I see what you're saying. I think I can put the amount of anything being produced at that location as another column, You might gets zeroes in one or the other column if nothing that is needed is being produced and vice versa. Like you need basic chem but no chem being produced there so it will show zero in the producing column, but if you are producing Basic Minerals and nothing is USING Basic Minerals then you will get a zero in the first column. The list is going to contain all the products NEEDED and BEING PRODUCED in one list then have two columns, one for the Needed and the other for the Produced.
Also, at the bottom I think I can make the same list but for all locations, like a "total empire" So you can get an idea of how much X product you are using and how much you are producing as a total corporation.
I wonder if I should sneak Buys/Sells into that somehow? So you can see that you are buying X product a turn and dumping it at that location .... thats a can of worms actually, forget it =) |
11/2/2017
Topic:
Contracts
Doctor DreadAdministrator
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To be honest there is no real system reason I don't display them all, I figured no one would be contracting outside the system when I first made it, Warp Gates and such have changed that. There might be 1000 contracts across the game and I don't want to default to "all*, I can do it be Sector as default, that isn't going to kick out much =) |
11/3/2017
Topic:
Services sold at volume limit
Doctor DreadAdministrator
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SolUnderscore wrote:
I'm selling spaceports in Houston where the volume is 234. I'm making them from a level 3 HQ and a level 6 infrastructure center. The HQ always sells all 30 product, but the infrastructure center will only sell at the volume level of 234. So I end up selling 264 spaceports, 30 above the volume. The infrastructure center is bottle necked by the volume.
That is strange, I need to look at that one. |
11/6/2017
Topic:
New Corporation Starting Locations
Doctor DreadAdministrator
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It used to be the entire Sol system was the starting location. But that got brought down to Earth to aggregate the players. We're having the same issue on a system wide scale where there are way too many cities being created, everyone is spread out and no city can be sustained because there is only a handful of players and they cant make everything.
I intend to bring the requirement for a city to 1000 industry instead of 500, I also want to start cities at 200 demand for everything so they don't grow from the start. Right now a city spawns and it grows for a full week while every raw material goes up 100 demand in that week, usually boosted as well. By the time the demand gets high enough to pull down the population, everyone "raped" the Demand to sell millions of quantity of product on a handful of types that they found for cheap elsewhere.. If the cities start of at 0 growth, you couldn't boost a new city and it will literally REQUIRE prosperity in order to grow. Players will get 200 demand but on a very small city not one that grew to 10 million first. Making cities now its like planting crops....
I also I might do something drastic and require a a city ruler in place in order for another city to be allowed to spawn, Or perhaps an election for a ruler TO FORM THE CITY in the first place. The only problem with forcing election is that only paid players can be rulers. maybe that's a good thing also.
If you are facing overcrowding, look for a smaller resource site. Mining a 20 value resource that has 100% overcrowding (double cost) is the same as mining a value 10 resource with no overcrowding. That's the entire reason there are several resource spots with lower values. Everyone goes for the hot spots. Although I'm not sure how well the tutorial picks a starting location, it does weight overcrowding heavily against it. |
11/6/2017
Topic:
City Defense
Doctor DreadAdministrator
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"Mobile Fortress" is a Megastructure thats coming to Cities soon. There can be only one in a city, same rules as orbitals. They will be a large defensive "unit" that does really move. I was considering making it guard everyone only, but that's tricky and problematic. It will most likely be a literal unit with 0 movement and you can give it orders to guard or attack if you like.
There is also going to be a planetary defense ring a la Starship troopers that will be like a giant Ion Gun that can join any fight in the planets location, including ground fights. Being an Ion gun it really only nukes ships, complements the Orbital guns. |
11/6/2017
Topic:
Contracts
Doctor DreadAdministrator
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My System is based on your Corp HQ. My Contracts will show all your contracts however. I just need a "My Sector" filter. Again the game wasn't expected to be "Inter-Sector" at a practical level. Warp Gates and Warp Freighters kinda changed that =) |
11/8/2017
Topic:
Reduction of Storage fees
Doctor DreadAdministrator
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I would mention that product in cargo doesnt cost storage.
Also, you want to spend money on a wherehouse, to reduce the cost of storage, which costs money? I mean are you just trying to stockpile all your stuff in one place so its easier to distribute?
I can make your corp HQ reduce the storage cost. I cant remove it because it is one of the things that eventually bankrupts abandoned corps. Its also a nudge to clean up your product because its harder on the system when everyone has 200 piles of junk everywhere. |
11/8/2017
Topic:
New Corporation Starting Locations
Doctor DreadAdministrator
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I think it would be easier if we gave new players, as part of the tutorial an extra ACP and Scout to drop it off on another planet. so they can go remote immediately instead of struggling to build up the million to go off world. It would mitigate the problem of it being overcrowded on earth because even though your corp HQ is onearth you can immediately have a structure on a less crowded resource anywhere in Sol, AND / OR you can do mining also. |
11/9/2017
Topic:
Events still active bug
Doctor DreadAdministrator
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BakonKnight wrote:
I've noticed in my event list the following:
I've double checked these locations with no results and I am fairly certain I had already resolved them. Is there a reason that they don't dissapear?
Ive seen that before. Does it happen to all of your mysterious events? Ill try to look at these |
11/9/2017
Topic:
Reduction of Storage fees
Doctor DreadAdministrator
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I would try to make it half cost at the Corp HQ without any extra charge. |
11/12/2017
Topic:
Events still active bug
Doctor DreadAdministrator
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They are supposed to go away after a while I have a feeling some of them aren't setting an end date. |
11/25/2017
Topic:
Artifacts for Defensive Structures
Doctor DreadAdministrator
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Rence Ramurph wrote:
It would be nice if Artifacts could be deployed on defenses. The only ones that would work would be the Metaphysics Artifacts, but it would go a long ways to helping with defense. Especially considering so many people have these fancy ships/units with Artifacts on them, it sort of makes using defenses pointless unless they can be boosted as well.
Sorry if this is already possible. If this is the case, can somebody tutor me on how to do it?
oooo, Artifact "defensive" units Hmmmm. And perhaps then.... Artifact Orbital Megastructure? =) Lotta possibilities there |
11/25/2017
Topic:
Event Rewards AlienMothership
Doctor DreadAdministrator
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nynobernie wrote:
I noticed that the reward for the Alien Mothership event is
2.08 bn credits for the level 1 event 1.43 bn credits for the level 2 event
Seems like there is something wrong with the scaling of the rewards. Also I havent seen such an event outside of Centauri for a long time. But this might just be my observations. edited by nynobernie on 11/13/2017
It varies because it based on the value of what spawns between level 1 and 2 it can easily go over eachother. |
11/25/2017
Topic:
System trade goods?
Doctor DreadAdministrator
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Maharava wrote:
Would it possible, and/or a good idea, to have system-specific trade goods? What I mean is, a type of trade good (Sol Goods) that can only be made in Sol. If cities had a demand for it - one not tied to population - it would form the basis of interstellar trade. Right now I've never found a reason to send my freighter between star systems, but having unique goods in each system could change that. Nothing too complex or over the top, of course, we have more than enough economy, just an idea I had a couple days ago.
Intersting idea. It would be something like "Trade Goods - Sol" but that is pretty much aggregating the entire 150 products together =) |