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Author Topic: Fixes and scheduled new stuff  (Read 18001 times)
SirEmi
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« on: July 24, 2006, 05:37:30 PM »

Hello everybody!

I've been working this weekend on the Galaxy missions combined with items, and have to say it looks great.
The general idea is you travel the galaxy and receive missions, but there is a catch. Every mission you do, has an encryption level, and is comunicated trough Council channels. Mission will no longer be depending on your fleet power, bur rather of this encryption level.
You basically work your way up the ladder of encryption, reaching the best missions, that could get you unique items, planets, or outposts.

- The missions get you rewards and a mission item sometimes, but in every fight you will also be able to salvage items from the fleets destroyed.

- Salvage Operations: This will work like so: You win a huge battle, and then are presented with a screen where you see all kinds of wreckage, different types, from common to very rare. You then proceed to search it, but it will take something, probably credits and turns, and you will find items, credits and goods. The find chance will depend, maybe a new ability will be there, maybe some special items to make loooking faster, etc.

- Item interface: A popup window, where you see the items you have by category. An item can be used to bring a bonus, imediate, or active until the next action type it is tied to. E.g: An item that will increase attack on the next battle by +5%, or instant, an item that bring some credits, or workers, etc. Items: common, basic, advanced, rare, unique, legendary, etc. on every category...

Hope this sounds interesting... 1

Other fixes:
- fixed the market bug on bidding on individual offers, thanks for all the great feedback
- fixed the extra segements not beeing destroyed after battle, but rather freed up. They now blow up 1
« Last Edit: July 24, 2006, 05:53:03 PM by SirEmi » Report to moderator   Logged

ars68
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« Reply #1 on: July 24, 2006, 08:40:45 PM »

O.O  wow, you've been busy, haven't you?

looks great, especially if I have chance to get a planet now...  now what to name it... maybe... Bob's world...

also, you kinda missed on something there, how will the 'encryption level' get up?  is it just doing missions? gaining levels with your commander? building a certain building? finding and using a special item? getting to a certain point in rankings?

also, will these items be available to be sold to other people?  I thought the minerals in galaxy view now, was going to be sellable like the items in the market, but they weren't...

and another thing, is this an update you have just finished and put in? or is this what you are working on right now?

I suppose most of these will be answered just using it, when it comes in, if not in already, but that is what I'm wondering right now.
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Seither
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« Reply #2 on: July 24, 2006, 10:16:38 PM »

Ok....what happened to council? You told me you were going to do this update after you did council, which was going to be after you synchronized the servers.
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SirEmi
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« Reply #3 on: July 25, 2006, 07:47:49 AM »

After carefull consideration, the Council update has been moved after this other update I am working on, because Council does not have an empire yet. When the Council starbases and outpost will pop up in the Galaxy, and the galaxy mission will roll, the Council members can take their places.

Ars, every time you will complete a mission and help the Council, you will get an increase to the Council standing towards you, and will enable more and more high level encryption missions, that will get you more goods / items /credits, and be more dangerous.
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ars68
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« Reply #4 on: July 25, 2006, 01:31:19 PM »

ok, thanks for clearing that up.

*awaits patiently for the day many starbases, planets, and a bunch of other stuff instantly appear all throughout the galaxy*   laugh
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SirEmi
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« Reply #5 on: July 25, 2006, 04:33:07 PM »

you don't know how right you are Ars, they're there, you just don't know their location yet 1
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« Reply #6 on: July 25, 2006, 05:12:55 PM »

so this is here now ?

edit: also is this going ot benefit people who are on the council more then other players :S
« Last Edit: July 25, 2006, 05:18:07 PM by Hellsword » Report to moderator   Logged

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« Reply #7 on: July 25, 2006, 07:16:07 PM »

who will be the concial  21 i better be on their lol
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« Reply #8 on: July 26, 2006, 04:59:36 AM »

council is already decided, go check in GD, topic sticky. and no, council gets the same benifit as everyone else except we get to control the future of SO to an extent...and stop some people from getting too powerful and being untouchable.
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« Reply #9 on: July 26, 2006, 11:47:35 AM »

and stop some people from getting too powerful and being untouchable.

:S thats what im worried about... council being able to kill just about ny1...
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« Reply #10 on: July 26, 2006, 01:15:35 PM »

no.. as in like somebody is at 10 bil power and #2 is at 700 mil...

and luffy, I think what lammalord meant there is -someone- seriously mispelled the word council, but they edited it to the right spelling by the time you read the posts.

by the way, what IS a concial?  is that like... a sun dial?  only it uses cons?  hm...  21
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« Reply #11 on: July 26, 2006, 07:32:48 PM »

Could someone please explain how the council will stop people from becoming to powerfull...?
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ars68
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« Reply #12 on: July 26, 2006, 09:48:23 PM »

good question... especially since if someone is reall all that powerful, then the council fleets themselves wouldn't be able to do all -that- much...  maybe otherwise a gigantic reward for someone willing to build a huge ship and pwn him?  I dunno...
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ars68
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« Reply #13 on: July 27, 2006, 03:07:40 PM »

Sir e, if I may make a suggestion here, would it be possible for salvage operations and mining to just take turns?  all that is really accomplished with making it cost turns as well is limit it to above a certain point in power, and even then, I have found when it costs turns AND credits, that the biofarm credits, if you get biofarm number up high enough, will eventually cancel out the credit cost completely, since it produces every turn it takes, so like if it take 100k credits and 10 turns, and you have 10k credit production per turn, it will end up costing 100k over 10 turns, then produce 100k over those same 10 turns.

I'm not sure if this is what you had in mind when doing it or not, I see it might bring a bit more emphasis on biofarms, but that's about it, especially when you get those credits anyway.

oh, and the problem with just having it cost credits is pretty much the same, if they don't have credits, all they have to use is so many turns and then they have the credits anyway, along with the fact that high up players would just be able to do everything with little to no repercussion.

anyway, I'll move it over to suggestions if you really want, just I figured it really goes with this enough it should go in same thread.


hmm... planet macaroni?  and cheese... mmmm 1
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SirEmi
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« Reply #14 on: July 28, 2006, 06:47:24 AM »

I know that Ars, that's why this is going to be very different, it won't cost neither turns or credits 1

Salvage operation will cost real time, well at least time and some fleets to explore the wreckage, but you can do something else, like go somewhere else and do other missions, leave fleets to find stuff, etc, then come back and collect. There will be a special interface just for that, and the wreckage will only be seen the commander doing the mission, since it is a remote location, so if you left fleets to search wrecks, you can always come back once the progress is complete, or partially complete, to check what they found.

Fleets searching will never be in any danger, but they should be equiped with something special to enchance their chances and decrease time,  and the time they spent will probably depend on the fleets cost you set up, as well as numbers.
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