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121  Fan Art & Fiction / Spaceo Story / Re: BoS Report no #65789 on: February 01, 2007, 07:27:52 AM
Key Events of the History of Mutants

The Earth Chapter
2077 october 23 , The Great Nuclear War, now days known in mutants history as "The Fallout"
2161 A mutant known as "The Master" (previously known as Richard Grey) tryes  to convert humanity into a race of "Super Mutants", and bring them together in the Unity, his plan for a perfect world, using a pre-war, genetically engineered virus called Forced Evolutionary Virus.
2162 The  Military Base housing the supply of FEV and the Cathedral, the House of the Master are destroyed by The Vault Dweller, helped by the Brotherhood of Steel. Research materials from the original research center are seized by BoS from The Glow. Few mutants survive the onslaught, one of them is Marcus
2250 Marcus, the sheriff of Broken Hills decides to organise the few remaining mutants in the Mutants Hive (MH)
2332 The Mutant Hive High Command decides to leave the humans world and go into hiding because of several atempts of the Brotherhood of Steel to wipe the mutants out. The first home of the MH has been on system Skat, quadrant Beta Tarantula. This is considered to be the end of the Earth Chapter.
122  Fan Art & Fiction / Spaceo Story / Re: BoS Report no #65789 on: February 01, 2007, 06:58:50 AM
Incomming transmission:
To Mutants HQ, Transspatial Hideout, report from commander Joe-RO
"Alien fleet has jumped to DDay device coordinates. The combined fleets of the humans has managed to destroy the alien's main battleships including their flagship using Stelar Converters. They have suffered heavy losses but attack was repelled. Preliminar reports show that G_Unit, DDD and TH alliances have been the mainstay of the human defence fleet, however other commanders and alliances may have been involved. Our sensors have piked up a directional hyperspace transmission of the alien flagship before beeing destroyed. Even if decoding is still in progress, we have managed to identify a destination outside the galaxy. We must assume that this was just a scout fleet of the aliens. Because the humans have managed to repell the enemy our intervention is no longer required, i advise preserving our fleets in hideout. My fleet wil be engaged in intercepting scattered alien crafts for intelligence purposes. Joe-RO out"
123  Fan Art & Fiction / Spaceo Story / Re: BoS Report no #65789 on: January 31, 2007, 05:08:49 PM
High Command Center of the Mutants

Speach of the mutants High Commander Marcus:

"The Brotherhood has hunted us since the First Atomic War on Earth. They have never understood us, and never tryed to. However this is no reason for us to hate humanity. We must not forget that WE ARE HUMANS TOO, even if we have evolved a long time ago. We should not go to the path of war agains all humanity, as our first leaders did. We should understand that they fear us only because they don't know us.
Now to get to the today's topik of debate. Readings from our Long Range sensors in the  Alphecca system, the Epsilon Crescent  quadrant indicate a huge energetic signature from unknown nature. Frequency scans and transmissions interceptions are underway but the first asessment is thet we face an alien mothership of a enormous size, way of anything we have seen before, escorted by several fleets.
The mothership is apparently stationary, and it is engaged long range communications.
The fleet escorting the mothership have been assesed to have a weight larger that all the galaxy fleets we know of combined, however due to lack of data regarding their technological level  we cannot asess their power.
Now we face a hard decision between three choices: Our first option is to go out of hiding and warn the humanity, as a second choice we can asume that their sensors are almost as good as ours, so probably some of their comanders will find out soon enough, so we can remain in hiding and prepare ourselfs as good as we can. However we can always retreat in our transspatial dimension hideout, and leave humans to their fate, as a third choice. Let the High Council of Mutants vote!"
124  Fan Art & Fiction / Spaceo Story / BoS Report no #65789 on: January 30, 2007, 12:21:10 PM
Ref no: 456
Reporting Agent: Lt Mike Boland BoS agent on
Location: Quadrant Epsilon Nova, System: Okul

To Brotherhood of Steel Commander, Elder Mark Brighton

 Message:
Mutants fleet signature identified. Identified ship commander Joe RO trough Choam agents. Request instructions. Fleet power estimated 16.000.000
End of Transmission

Ref no: 457
Reporting Agent: Lt Mike Boland BoS agent on
Location: Quadrant Epsilon Nova, System: Okul
To Brotherhood of Steel Commander, Elder Mark Brighton
Message:
As instructed i used CHOAM conections to postpohone mutants ship leave until BoS fleet arrive. Plan succesfull. The mutants fleet will remain another 10 hours until resupply is finished.
End of Transmission

Ref no: 458
Reporting Agent: Lt Mike Boland BoS agent on
Location: Quadrant Epsilon Nova, System: Okul
To Brotherhood of Steel Commander, Elder Mark Brighton
Message:
BoS Fleet arrived on time. Attack pending. Mutants ship powered down in dock.
End of Transmission

Ref no: 1
Reporting Agent: Lt Mike Boland BoS agent on
Location: Quadrant Epsilon Nova, System: Okul
To Brotherhood of Steel Fleet nr #35 Commander
Message:
Alert! Alien mothership and fleets decloaking close to Okul, power sensurs off scale!. It's an ambush!
End of Transmission

............
Ref no: 3509
Reporting Agent: Cmmdr Marcus Krave
Location: BoS Intelligence Agency
To Brotherhood of Steel Commander, Elder Mark Brighton
Message:
All communications with sector system Okul in sector Epsilon Nova lost. Long range sensors have registred termal signature specific to ships explosions. Fleet #35 probably lost. All agents lost. Huge dimensional gates signature indicate the mutants fleet has left system. Cloaked probes have been dispached, arrival counter t-34 minutes.
End of Transmission
125  Space Odyssey Info Terminal / Missions / Encounters / Re: Weird fleets on missions on: January 30, 2007, 02:02:20 AM
Can the first four fleets in a mission be the weakest?????
126  Space Odyssey Info Terminal / Missions / Encounters / Weird fleets on missions on: January 29, 2007, 05:20:04 PM
I don't always understand how the mission fleets are put in order, and how the results are calculated.

example: 10 fleets mission - i destroy 4 fleets - outcome- i have destroyed 5% of the enemy fleet.

My fleets are in order of the power, i suppose the mission fleets should be in the same order so at 10 fleets minimum fleet power layout should be:
1. 10%, 2. 10.... 10. 10% so minimum fleet power destroyed should have been 40%

So i suppose outcome is not determined by fleet power destroyed but by other indicator, probably fleet cost. so cost could easily be:
1.1% 2.1% ........10.90% if fleet 10 is a total  thumbsdown design (very expensive low power ship).

Am i close?


127  Feedback Terminal / Suggestions / Re: Strategic PVP on: January 27, 2007, 10:06:23 PM
Well since you get dividends on the planet according to your investment, growing very fast by joining a alliance with a planet would not be possible. The only benefit would be protection IF u stay in the protected system. You could however invest all the money in the planet but then you would have no ships for quests... And no ships for war and raids...
128  Feedback Terminal / Suggestions / Strategic PVP on: January 25, 2007, 05:25:44 PM
Some pointers:
We have a huge galaxy... but territory is not important at all...
Alliances count 4 almost nothing since there is no way to help alliance members, except advice
SO
WHAT IF:
- Alliances could build planets and defense systems and use them together  by assigning a part of their own secret asteroid workers and segments, and benefits should be shared according to their contribution. And planets should use CHOAM offers to gain more benefits. An example of system could be a Teleporter Gate which would allow motherships and fleets to be teleported to a certain system, but only one way...
- System defense fleets should not be usable by the commander when outside the protected system, and they would attack any transgressor of the controlled system, including Reavers.
- Attacking a commander should NOT be done by ranking but by tracking and following a commander, and galaxy distance should matter
- building fleets would require resources and money. Let's say that you buy fleets for credits, but they appear out of nothingness? Let's say that weapons would require diamonds, armor would require carbon Hull would require metal, and so on. And resources should be obtainable by CHOAM market (expensive but unlimited) or by harvesting (cheap but turns-consuming).

These are just a few ideas.
129  Space Odyssey Info Terminal / F.A.Q. / Re: Scouting a character with 0 ships on: January 05, 2007, 04:37:03 AM
Well i guess his power comes from rank and facilities.... and my power comes mainly from my fleets. However:
1. i don't think is normal to be unable to attack a commander with no neb protection 12 size mothership and no fleets at all, who is in my range (click works), no matter the rank and facilities.
2. i don't think is normal for my fleets to chicken out, no matter what, when i give an attack order. Is a different matter when i am attacked, when fleets should run if overwhelmed.  In order to prevent using tiny fleets as kamikaze scouts maby they should be destroyed but the size and capabilities of the attacked fleet should not be revealed (like :??????? ??????? ??????? ???????)
3. Espionaje and counter-espionaje is a must in this type of game, including alliance members, alliance power, fleet size and power, rank, command points, commander prestige, and so on, leaving designs 4 gold members acess as intended. If scouting do not work... there is no real espionaje other than using alts to infiltrate the others alliance.
130  Space Odyssey Info Terminal / F.A.Q. / Re: Scouting a character with 0 ships on: January 04, 2007, 08:07:58 PM
Off topic: I was not impolite, i tought the answer was ironic, so i was ironic ...in self defence     angel_not, however, point taken.  17
On topic: Maby he was much to powerfull... but he had no ships, and he was in my rank range... And besides my fleets should do what i ask them to do, even if their death is involved. Obviously with 13 segments and no fleets he should have a huge rank to be in top 200...
131  Space Odyssey Info Terminal / F.A.Q. / Re: Scouting a character with 0 ships on: January 03, 2007, 10:07:03 PM
Lol... i sent a fleet to scout DUGH.... The other guy had no ships whatsoever...
132  Space Odyssey Info Terminal / F.A.Q. / Scouting a character with 0 ships on: January 01, 2007, 08:03:23 PM
I sent a fleet to scout a player with 0 o ships... and i get
" 's fleet and mothership were huge.
Your fighters knew they would face certain death and turned back"

he has a small mothership with 0 fleets. What's going on?
I am not going to say the players's name because is irrrelevant, it happened with different players with or without alliance.  confused
133  Feedback Terminal / "Bugs" and Problems / Re: Galaxy quests on: August 16, 2006, 05:53:51 PM
Well, i won't do galaxy quests anymore, until i have at least 5 times the fleet power requested in each fleet. Mothership quests are way more efficient...  12
134  Feedback Terminal / "Bugs" and Problems / Galaxy quests on: August 16, 2006, 12:30:47 PM
I do not understand how the galaxy quests work...

1. I keep having the feeling that the maxim fleet power announced is not true. 40.000 Yellow Metal jackets have only 3.080.000 fleet power? I don't have that design...
2. In one mission of "maximum" 4.000.000 fleet power, the first fleet of the quest armada was one Nebulator MK1 1. Now this is one of my older designs and it had less than 300.000 power. The armada had 5 fleets inside...  I attacked with only one fleet and the quest was a failure. The point is that if the first fleet had 300.000 fleet power the 5 fleets of the enemy armada should have maximum 5 x 300.000 =1.500.000 power. I have destroyed the first two fleets, that's  600.000 fleet power, and the quest was a failure... so... the quest fleets should be in a reverse order of power in order for the quest to fail...

So, when doing the galaxy quests i should have each fleet more powerfull than the announced maximum power of the quest? Because if they are in reverse order my weakest fleet can meet 90% of the announced power...
 

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