6/12/2018
Topic:
Orders option for orbital guns
Doctor DreadAdministrator
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Yes, with a full blown hate list (yeah I called it a "Hate List") We can control gates also. Maybe even get fancy and give it a "Level of Hate:" or maybe a few checkboxes, so You can set someone as "No Trade", "No Gate", "At War" i.e. Attack On Sight, "No Escort".
Would need a simple interface for that,maybe on company list page, another page like assets but it shows all the settings other corps have against that corp also.
It would be great if you banned a warp gate, then the guy decided to capture it and use it =) |
6/12/2018
Topic:
Guide: Artifact List
Doctor DreadAdministrator
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Vulpex wrote:
Daughters are such an overused kidnapped victim. How about rescuing the family pet instead? A battlecruiser for the return of my pet rock!
"An ecentric elderly aristocrat widower demands the return of her pet dog from the clutches of Commonwealth in Sector 7" |
6/14/2018
Topic:
Game loop
Doctor DreadAdministrator
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There is something to be said for the fact that earlier in the year there were problems that made some corps a kagillion credits which have been somewhat mitigated now. Also the expansion problem which helps break the game. A "reset" doesn't sound so terrible but I wouldn't want to wipe-out all the players like that. I also don't want to make new server after new server like Astro Empires does. I would rather get good fixes to existing problems and let everything correct itself
Hopefully if I tweak demand and fix salvage exploit. You wont be able to make 1 bill a week running at 400% logistics. THEN find a neat way to spend 1 billion to get a chance at super rare ships via crazy quest or mechanic and watch all the big corps come back to normal =) |
6/18/2018
Topic:
Game loop
Doctor DreadAdministrator
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This game was not designed to be forward only progression. Everything that is built up can collapse and be destroyed. The only Progression that is permanent is your corp level. Cities and planets rise and fall, everything outside of Earth that is. Theoretically the more you progress the more resistance you get to progress further. The game was designed specifically to not need to be reset and to only ever be one server. However once you are in a different Sector, you are pretty much in a different server |
6/19/2018
Topic:
Game loop
Doctor DreadAdministrator
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This game isn't mainstream. Its not as easy to use as simpler games. The UI is a little complicated. Orders are a little complicated. The grand idea of the game seems to work but it may not be as fun as it should be. A little too ambitious I think; It might work better if it was toned down in scale. It appeals to a small niche of gamer.
Popular games like this abuse our addiction for progression. Timers and skill ranks that can be leaned into for years like Astro Empires and Eve Online. Those games are also kind of hollow with no real payoff but at least its scratching a progression itch.
Weve talked it before but perhaps I can bring in a progression track based on political prestige. That stat could grant real power through laws and edicts in addiction to the end game way to increase your overall logistics. . But to increase your prestige means large megastructures, big titles and ruler-ship. I would like to find more things to chase that take increasingly progressive amount of money and time to acquire in order to push your prestige further.
I think the political prestige stuff is going to be priority right after this anomaly/exploration quest stuff falls into place. |
6/25/2018
Topic:
Ship with Hanger upgrade that cannot be downgraded
Doctor DreadAdministrator
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Wow, how did that happen? =)
Did it start with a level in Hangar? Do you remember? |
7/2/2018
Topic:
Turns to change production
Doctor DreadAdministrator
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Yes, forcing you to wait to change production didn't offer anything to the game but to frustrate people. It was going to be done more to prevent people from instantly changing their industry to accommodate a certain vote coming up or perhaps to help stop a Kaiju but most of the voting and even the eventual political benefits through titles are based on entire categories of products not specific ones |
7/5/2018
Topic:
Zero Quantities
Doctor DreadAdministrator
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I can't make a stack have zero quantity. But if you want to see all your component factories and which products are missing at location for the factory to run, Try clicking on the "Structures" label on the left side of the assets page. It shows exactly that sort of thing |
7/6/2018
Topic:
Tutorial Bug
Doctor DreadAdministrator
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I'm taking another look at this this weekend I think I have a fix but didn't push it out yet. |
7/6/2018
Topic:
Wings of ships showing in the Megastructures list
Doctor DreadAdministrator
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This ones funny, I should have it fixed this weekend |
7/8/2018
Topic:
Default Demand increase and City startups
Doctor DreadAdministrator
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I've been working on the Anomalies and Player Quests system slowly. We won't see that implemented for weeks at least. But there are smaller easier problems I've been trying to address on the side. The problem of Cities Boom/Bust cycle has been an issue for a long time. Cities on Earth or new ones that are created all over the place, tend to get a lot of momentum until the demand skyrockets into 5-600 territory for 100 products no one is supplying and then causes a power dive crash . During that time a lot of people make a lot of money on the "free demand" that is generated in the cycle. We've already tried to mitigate the problem by making the higher tier products not increase past 200 until the population hits certain levels but that is a little klunky and doesn't mitigate the problem.
So the new idea is to slow down the rate in which demand rises as the demand gets higher, an idea that as brought up by players a while ago. Normally the demand increases 0.1% a turn or 100% in 1000 turns (approximately 1 week real time). Now that number is scaled down by 10% for every 100% demand there is. So at demand of 200% the increase in demand every turn is 0.08 instead of 0.1 and at demand 500% the increase very turn is half, or 0.05%. Hopefully it slows down the runaway demand enough to SLOWLY bring a city down when its demand is never being met and also making 5-600 demand products take months instead of weeks to naturally go up that high without breaking everyone selling at normal levels.
As part of this update I have reduced the current demand everywhere by half if it was over 250.
IN ADDITION, the amount of industry needed to create a city has been increased from 1000 to 3000 output at the location. There are too many cities that are spawned by one person mining a single resource. That's never been enough "action" to warrant a new city to spawn . The total output includes all industry not just the mining, Players often place factories at location also. When there are 3-4 players mining 3-4 different resources at the location plus their factories are there also, that may warrant a new city creation. I almost made the threshold 5000 industry, but we'll see how 3000 goes.
I'm also looking at IMPLODING dead systems in the game. If an entire system goes empty, it will implode, become unexplored and will re-spawn with all new planets and resources if it is activated again. Empty systems is a leftover relic of the mass expansion by a few players who , admittedly , were having fun with it but it breaks the overall game causing too many systems and cities for the population of players. I'm still looking at ways to aggregate players into smaller areas to make the mechanics work smoother. |
7/9/2018
Topic:
Default Demand increase and City startups
Doctor DreadAdministrator
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Halving the demand was last minute decision in order to see the Default Demand change play out without going through a boom bust cycle. Picking a higher number like 300 might have been a little less jarring but the 250 break brought most of everything to average into the 200 range. i don't bump the table on purpose but I don't always have the luxury of time or doing perfect roll outs. |
7/9/2018
Topic:
Split productions
Doctor DreadAdministrator
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I am considering some simple AI triggers but I don't like the split production idea. The efficiency is gained through specializing. Many specialized corps trading with each other is the highest forms of efficiency you can get . Its what the game is based around.
Simple triggers that change production or ones for ship orders to not sell if the price is below "X" is more practical but it can become complicated. I would rather do a better form of notifying the player when triggers are hit and then having tools to easily change your orders across fleets and structures en mass with a few clicks |
7/9/2018
Topic:
Start ships with no upgrades
Doctor DreadAdministrator
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What the OP is saying is still kind of legitimate. But easily worked around. This stems from a possibly bad decision early on to not have Level 0 ships or units. Upgrading to level 2 then downgrading to remove the one you don't want is the practical workaround for making a mistake on first upgrade. he problem isn't big enough to warrant changing the interface around as a priority |
7/17/2018
Topic:
Raider Gunsuits have wrong Artifacts
Doctor DreadAdministrator
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Hacks, I call HACKS! |
7/17/2018
Topic:
Where do we go now?
Doctor DreadAdministrator
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Smoother trades between corps on a steady basis is a difficult thing to accomplish because of the details and lock down needed when you are taking a corps money when they aren't online. on a regular basis. The complexity of contracts is needed to arrange the steady trades But there is a legit complaint about the one shot trades. You don't need a whole contract and approval process to sell a stack of stuff you have lying around. You should be able to go to any stack of product click on it and set a price and amount that anyone can click a button and immediately transfer to their corp. The same thing can be done for Military units . You're literally putting a "For Sale" sign on something and anyone can take it.
That would allow for easier trades. You can "scavenge" a list of available stacks in your area and just click them all if you wanted for instant trade. The formal contracts would still be around for the regular supply line type of trades. |
7/19/2018
Topic:
Where do we go now?
Doctor DreadAdministrator
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We don't need a location for a clearing house.. You can set your stacks to sell anywhere and anyone can take them. You would be able to search a planet or system for anybody selling whatever your looking for. The stack or part of it just switches owners and remains at the same location.
That would handle anyone whose selling, but if you're looking to buy something specific and want to request "Im looking for 50k Basic Chem on Earth" Then we can make an interface for that also. People can look at that list and if they are sitting on a ton of Basic Chem can instantly Sell it to the guy who has an order up for it. The guy who wanted Basic Chem can log in next day and see that he now has a stack of it somewhere on Earth.
Buyers asking for what they want and having the resource players fill their request sounds more useful than players with overstock of random product putting quantities up for sale. We can do both though. to Sell some product you can click on your stack and set a price. If you want to buy, we can make a simpler version of contract that doesn't require specific drop off locations, Just "I want to Buy 50k Basic Chem at 200 anywhere on Earth" and accepting it immediately switches ownership at location edited by DrDread on 7/19/2018 |
7/20/2018
Topic:
Where do we go now?
Doctor DreadAdministrator
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jimbobdaz wrote:
Is it possible to sell part of a stack? for example lets say i have 1 million water i want to sell... i put it up for sale at 200/unit, a corp could buy 300k of the stack and that would transfer ownership next turn leaving 700k for other corps. Is it too complicated to code? edited by jimbobdaz on 7/19/2018
I imagine I can set it up so you can declare a max amount and a price and anyone can buy pieces of that up to the max. It might get complicated if its a stack that you keep adding to and you want to perpetually sell. Like the stack being created by a factory and you want to constantly sell the excess.Don't sell down below 2k quantity so my component factories will still run for example.
I think the actual posting to sell can be decoupled completely from the actual stack. So you can have "Sell all basic Chem at Location X for Y per unit, keep 2k minimum" as a line item in your contract list and it will apply even if you have no stack there at the time. When some does show up and exceeds 2k quantity , the posting shows up to everyone else who is looking as "X qty Basic Chem available at Y per unit at location ABC".
Clicking on a stack is just a convenient way to get to setup/remove the posting. That is the whiteboard idea at the moment |
8/12/2018
Topic:
Capital Cities
Doctor DreadAdministrator
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Wreith42 wrote:
I think it would be cool if one city on each planet was declared the capital. Maybe it gets boosts to demand and volume, but costs more to have industry there. So it would be a valuable place to do business, but you wouldn't necessarily want to establish our company there.
Not sure how it would be determined. Maybe it's the first city to spawn (if it de-spawns, maybe the most populous replaces it?) or maybe the Emperor (if present) chooses it, or maybe it's a vote of planet citizens.
just an idea that crossed my mind.
In the terms of the political Prestige stat I want to incorporate, being ruler of the largest city on a planet can mean more prestige.
If we want to aggregate the industries on smaller number of big cities by mechanic we can offer the cost reduction/tech boost to every city based on how many different industries or corps are present there. That would make you want to setup in cities that have dozens of corps in different industries as opposed to the one giant corps with a lot of industry. |
8/12/2018
Topic:
What should we work on next?
Doctor DreadAdministrator
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I have a lo of different features I'm juggling in the game right now and I'm losing focus on what is actually high priority so much like everything else in the game. Lets take a vote. Of these features what do you want me to prioritize first?
Anomalies/Quests - Anomalies such as Derelict Spacecraft, Trading Posts. Crash Sites are already being worked on. You will be able to accept randomized quests at those locations (Rescue Mission, Take out a Base, Deliver Goods) for rewards ranging from credits to Artifact Fragments to Randomized units.
Guild Bank - Allow for guild taxes which collect in a guild bank. Guild leaders can set guild members assets against the guild bank for maintenance. Allows Corps to run huge fleets or megastructures but have the maintenance paid for buy the guild bank. The "Guild" doesn't technically own any assets,the corps do. If the guild bank cannot cove the cost, the costs lands on the asset owners. This feature is almost pre-requisite before Huge Megastructures come into play.
Comms messages forwarding to email/mobile. You can set an email address (which can send to mobile through your carrier also) to forward certain comms messages like battles to your email or mobile.
Political Prestige - Titles, Megastructure ownership etc increases political prestige stat. This stat give bonus to voting and logistics.
Meta Game Voting Power - Voting powers to inflict punishment or sanctions on other players. War Reparations for unprovoked aggression, ban buying/selling/structures in the area or perhaps bounties. The extent of these powers rise with how much vote you can attain from other players with the scope. Restricted to city/planet/system leaders.
Strategic Locations - Similar to Strategic Resources in the game Stelaris. These are special locations that if you currently hold them you get corp wide bonus of some sort. "Capture" mechanic for these would be if you attack a corp at location who owns that resource and that the current owner is wiped out militarily the attacking corp with the highest Military Power gets ownership of that resource. Penal Colony - Free maintenance Military Base Android Factory - Free maintenance Shipyard for lower ships Black Market - Small amount Free Products of any type Monument - Political Prestige Strange elements that reduce unit construction/maintenance or increase all movement while you hold it. Worm Holes...
Unit Order management / logic - Allow for simple conditions and logic in the unit orders. Comments on units themselves. Make Variables for locations, product and quantity and allow those to be used in orders. You can change the variables at any time to shift all your orders around. The Military Order can store everything as it does now, but allow for mass update by variable table
Buying Selling from Corps without contracts. Simply go to a stack of goods and set for sell at a certain value. These show up on a list everyone can see and buy instantly (or perhaps on turn flip) without any other interaction.Full blown contracts can be regulated to more complicated and persistent agreements. |