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61  Space Odyssey Info Terminal / Updates / Re: Interactive missions testing on SO PVE on: April 11, 2008, 02:15:41 PM
You found 52.033 segments
You found something:
30 x Nonlinear Radiator Subroutines
30 x Transform Injector Focuser
30 x Clarity Inertial Stabilization
30 x Solid Stabilization
30 x Stasis Coupling
30 x Fourier Pneumatic Gears
30 x Clarity Inertial Stabilization

Your good reputation has increased

The Mission Ended

kk i like these things  wow
62  Space Odyssey Info Terminal / Updates / Re: Interactive missions testing on SO PVE on: April 11, 2008, 02:10:27 PM
so far i found 2 of them, kinda pissed me off that they both ended when i chose step b....and they disappeared, which sucks, when i fail an encounter its still there, thought these would be the same.  oh well, more to find i guess.
63  Space Odyssey Info Terminal / Add-on projects in progress / Re: The Command Project - Fleet commanders on: April 07, 2008, 07:51:39 PM
bump  16  when is this going to happen?
64  Space Odyssey Info Terminal / Add-on projects in progress / Re: Storyline missions / Interactive Encounters on: April 06, 2008, 02:55:01 PM
the PvE server seems to be the last thing you think about, please dont forget it with this update. were still waiting for planets  2
65  General Talk / General Discussion / Re: Mission Creater Thread on: April 02, 2008, 11:50:15 AM
Can we have an option in the creator wherein instead of using turns, we need to go to a random location inorder to continue the next mission?

like this:

Commander, the council would like to meet you at Merak -  Mensa

 14
that could cost way to many turns, it could give you a location 400 turns away..thanks Sir Emi, could you check this mission to see if i have the basic idea? i know its short with only two steps but i want to make sure im doing it right before i make longer ones. its called Colony Under Fire  thanks.
66  General Talk / General Discussion / Re: Mission Creater Thread on: April 01, 2008, 03:01:07 PM
emi, i was thinking there needs to be something to do without turns besides design ships and play the market, how about making a string of these missions that give only a small amount of experience like mothership missions. we could follow the story  and gain a lil exp while doing it. it would keep people making these missions and people without turns something to do. or you could make em cost 1 turn like encrypts that way the exp gained cost something even though its a small amount.
67  Feedback Terminal / Suggestions / Market on: March 31, 2008, 02:12:12 PM
im bidding on alot of market items lately and think it would be nice for a min bid button..im bidding on tons of items and this would help me. you wouldnt have to keep typing in min bid price just hit the min bid button. i know im lazy but its annoying to keep typing in min bid on 30+ items.
68  General Talk / General Discussion / Re: Ideas to revive SO? on: March 24, 2008, 09:28:24 PM
Quote
-set the missions back to % of total fp... the E-missions and encounters are already awesome at what you have the mothership missions doing...  and personally I thought mothership missions based of your power was ingenous.

ars68, finally someone agrees with me that mothership missions in their current state suck and should be returned to the way they were..they were changed the round after bigbroni maxed out first....to try and stop people from maxing...which didnt work at all...changing them back would increase donations, we would have a way to grow without grinding and relying on luck in the galaxy....a big help to those of us who dont have hours to play. ive only been suggesting this since they were changed, i doubt E will listen now.
69  Space Odyssey Info Terminal / Add-on projects in progress / Re: Storyline missions / Interactive Encounters on: March 23, 2008, 09:51:11 PM
Good ideas for the missions, keep them coming so you know them later when you have to create the missions. Also keep in mind that the player will only be presented with two options at each step, so that he doesn't get too much info at once. E.g. a mission could have 10 steps, and each step has A & B options. Some steps may end the mission prematurely, e.g. get out of the story with less reward...

10 steps  at your example of 10 turns per step = possible 100 turns per mission. unless rewards are worth the turns ( meaning would have to be way higher then normal galaxy encounters) then it would be a waste of time because i dont think anyone would waste 100 turns on a gt just to read a story when there are normal gt's( as rare as they are ) for 15 turns.

dont listen to that Drakken guy though, hes a stupid face.
70  Space Odyssey Info Terminal / Add-on projects in progress / Re: Storyline missions / Interactive Encounters on: March 23, 2008, 09:06:24 PM
sounds good, but a few questions/suggestions. will these storyline missions be random in galaxy or will they be like mothership missions? if in galaxy then they definitly need to be more common then regular encounters, especially turn reward missions ESPECIALLY if they have high % to fail and lose already rare turns. this could open possibility for new items to be introduced, such as disruptor items, to reduce % of enemy fleet escape. also if possibility's are endless , then 10 turns is to much seems as it could go on for 20 diff branches before you win, i suggest a max of three deep in each a and b options. max of 30 turns each option, which means if its twice the turn cost these missions should be higher reward then normal ones. not double but at least somewhat higher to counter for more turns used. you could even add intel to it, that way lower commanders traveling galaxy could post it to intel and higher commanders could buy location.  since its story line it could get real interesting, like bio experiments, aliens could be attacking the lab, get items from killing aliens and as reward for saving the lab get command points plus a rare item reward. multiple stages could mean multiple rewards depending on how the mission is designed. which if that is the case, then on multiple reward missions turn cost could be increased to 15 each option instead of 10.
Case A: The mission creator will set a chance that is used (1%-100%) of the step being successful or failing.
 i dont like that, Sir Emi you should set values not us players, either we will have 100% of winning or losing , people will either make it to easy or too hard to win so i think you should set those values.
71  Feedback Terminal / Suggestions / Re: HALL OF GLORY on: March 23, 2008, 02:39:32 PM
thanks Sir Emi  13
and yeah maybe increase the level to join to 350,and a top 50 rank. from what i gather people on the server want longer rounds anyways .
72  General Talk / Design & Strategy Room / Design & Strategy on: March 22, 2008, 09:03:13 PM
im no good at swarmers or pships, i use Deathstars pships .
but im pretty good at mission ships.
first to give credit, Hellsword taught me how to design in my first round of game play a long time ago. since then FTP and Deathstar1337 have helped me to become better.

Upgrading : early in round i use a 33% increase upgrade system.  its safe. i usually stick to it until i get 15% Unknown Alloy Armour and 5% Kamikaze Master, then i switch to 40% upgrade increase until 25% alloy and 15% kamakazi. once you get to  35% alloy and 25% kamakazi you can go to 50% increase.  to explain better take cost of current ship and multiply by 1.x% where x is % of increase. so with 33% and a example ship of 1 bil creds its 1,000,000,000*1.33=1,330,000,000 cost for next ship. take cost and divide by 165 to get space for hull. so 1,330,000,000/165=8060606. is space for hull.
Command Point Spending :
first thing to build up is Shield Master. get 80% abs then worry about other things.
Target Tracker
Unknown Alloy Armour
Kamikaze Master
Marine Leader
Line Assemble
Special Board Fleets
Warp Alignment Sensibility
Genius Mind
Contraception Ban
these are the only ones i've found useful and usually this is the order i spend cp's on, but you have to figure out your own system for this as it depends on the need for the moment.

WARNING: My ships are 1:2 ratio attack to hitpoints, this design system is not for the weak who use higher hitpoint ratios.
There are two classes of mission ships in my opinion, less than 1 bil and more than 1 bill creds. less than 1 bil creds is not good for traveling galaxy and only good for low level mothership missions and low level encrypts.however, designing mission ships has only two stages less than 10 bil creds and more than 10 bil creds.
Formulas:
Powercore= weight *400-5279=energy out put, cost is 3 creds untill quad credit ships.
Weapon: take energy left after installing shields and computers and multiply by .3 . this is energy of weapon. take this number and divide by 2. put in attack field . use 55% acu. space is 1. view the weapon. take cost of weapon and divide by 10. take this number and subtract it from current number in attack field. add one to this number and it will be new attack. should cost 4 to 6 creds.
Special: energy-4667*.3 for hitpoints +1. meaning after subtracting and multiplying take last digit and raise it by 1. weight=8  cost 4 to 6 creds.
Computer Set Up less than 10 bil creds: 3 14% computers=3 x DR 14     weight=8     cost=1     energy=2738833
Shields less than 10 bil creds=
        2 x 32%     8     1     34960366         
   2 x DR 26%   8    1    553966       
   3 x DR 28%    8    1    2192366       
   DR 30%    8    1    8745966
Ship Design: less than 10 bil creds
Take weight and subtract 97 for space of systems, use new weight for powercore.
install shields and computers, follow weapon and special formulas. weapon first, remember weapon takes 1 weight.
Computers over 10 bil creds:
     5 x DR 16%  weight=8     1     energy=10930833         
   DR 20%    weight=8    1    energy=174770833       
   DR 17%    weight=8    2    energy=21853499       
   DR 19%    weight=8    2    energy=87389499
Shields over 10 bil creds=
  20 x DR 32    8    1    34960366       
        DR 31    8    2    17484099       
   DR 36    8    1    559248366
Ship Design: over 10 bil creds.
take weight and subtract 249 for space of systems. only difference in less than and more than 10 bil creds is shield and computer set ups.

thats it, figure the rest out on your own. and if you dont like it shut the hell up.


73  Feedback Terminal / Suggestions / Re: HALL OF GLORY on: March 22, 2008, 12:55:51 PM
dday is just like main server, 20 people join and it starts, but when dday is over theres no hall of glory for those who would place top ten, we dont care about rewards for winning just a hall of glory to show we made top ten. time frame is when 20 people join, thats always when dday starts  16
74  Feedback Terminal / "Bugs" and Problems / Re: Bounty Hunting on: March 22, 2008, 12:37:35 PM
pfft, didnt know bounty system still worked, must be on wars  3
75  Feedback Terminal / "Bugs" and Problems / Re: No GTs and EPs and BIOs? on: March 22, 2008, 12:36:45 PM
no i notice it to, everytime i search galaxy  2
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