Title: Fixes and scheduled new stuff Post by: SirEmi 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... :) 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 :) Title: Re: Fixes and scheduled new stuff Post by: ars68 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. Title: Re: Fixes and scheduled new stuff Post by: Seither 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.
Title: Re: Fixes and scheduled new stuff Post by: SirEmi 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. Title: Re: Fixes and scheduled new stuff Post by: ars68 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* :)) Title: Re: Fixes and scheduled new stuff Post by: SirEmi 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 :)
Title: Re: Fixes and scheduled new stuff Post by: Hellsword 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 Title: Re: Fixes and scheduled new stuff Post by: Lammalord on July 25, 2006, 07:16:07 PM who will be the concial :21: i better be on their lol
Title: Re: Fixes and scheduled new stuff Post by: Seither 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.
Title: Re: Fixes and scheduled new stuff Post by: Hellsword 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... Title: Re: Fixes and scheduled new stuff Post by: ars68 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: Title: Re: Fixes and scheduled new stuff Post by: TheDarkness on July 26, 2006, 07:32:48 PM Could someone please explain how the council will stop people from becoming to powerfull...?
Title: Re: Fixes and scheduled new stuff Post by: ars68 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...
Title: Re: Fixes and scheduled new stuff Post by: ars68 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 :) Title: Re: Fixes and scheduled new stuff Post by: SirEmi 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 :)
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. Title: Re: Fixes and scheduled new stuff Post by: Soppe on July 28, 2006, 03:58:04 PM i likes this idea L:) :rockon:
Title: Re: Fixes and scheduled new stuff Post by: ars68 on July 28, 2006, 09:58:14 PM hmmm... actually, I was thinking you were going to say the fleets WOULD be in danger, then if someone comes by and sees the salvage operation, they may attack and take what you found, lol...
come to think of it, how about setting up the DDay device around this? well, I suppose this would be a bit different, so I'll put this in suggestions instead, but should be interesting :) that way it can be discussed seperately anyway, sounds really cool :) hmmm... planet toadstool... in the Mario galaxy... lol Title: Re: Fixes and scheduled new stuff Post by: UberPWNZ0R on July 29, 2006, 08:28:08 AM I dont like real time idea. Realtime games are evil (try ogame or something like that).
Here i can log for half hour (ok more :P), do some missions etc. and logout. All people got same amount of time. In realtime games best are people who spend most time. Market is some example. If someone cam sit all day on market, he can made fortune easy. Thats why i dont even build warehouses in this round :)) Title: Re: Fixes and scheduled new stuff Post by: Soppe on July 29, 2006, 08:31:43 AM In realtime games best are people who spend most time. Market is some example. If someone cam sit all day on market, he can made fortune easy. haha tell me about it :12:i dont really like real time games either, but its good to have something that doesnt require turns or money too. besides, being active should pay out ;) Title: Re: Fixes and scheduled new stuff Post by: ars68 on July 29, 2006, 01:16:33 PM hmmm... how about an option of either so long doing it (like 30 minutes) or 'rush' it using the same time amount, only in turns, and thus instant. (in this case, 30 minutes = 30 turns, so cost 30 turns) you could also put in a 10% rush fee (making it from 30 turns to 33 turns, etc.)
this would mean: people with little time to play can simply rush everything, and play it like normal, using turns. people with lots of time can simply wait the amount of time, saving them the turns. this would of course mean that people with lots of time to play will be at an advantage then, but not a complete advantage. (ie, both can do it, just one will have a disadvantage) --edit: hehe, almost forgot. do you have an approximate time of when this will be finished? I dunno, just sounded like you did when you said 'scheduled' stuff... anyway, keep up the good work :) hmm... planet bacon? Title: Re: Fixes and scheduled new stuff Post by: Hellsword on August 03, 2006, 12:11:23 AM yeah e i think the descion to make it into a real tiem thing wont be very god at all, since this is a turn based hting and i dont wnana have to be on 20 hours a day so i dont get passed out by som1 with a bunch of time and large amounts of caffenated drinks :S just make it cost turns, or make it so you dont get turns while you are doing it in real time so oyu cnat just keep doing them...
Title: Re: Fixes and scheduled new stuff Post by: ars68 on August 03, 2006, 02:49:05 PM lol, guys, if he is doing what I it sounds like he is doing, it won't be so bad at all. you can go and do as many missions as you want still, and that will still cost turns, it's just if you have to go for the day, the salvage operations will keep on going, finish, then wait for when you have a chance to come back. no one can destroy your ships and steal the salvage or anything, so just come back when you want/can get it.
I'm just not really seeing the point then, may as well make it where it happens instantly :/ so I suppose I MUST be missing... something... besides, parts of this game ARE real-time, market and DDay Device are both examples. and to a certain extent, missions as well, because they only come back so fast. Title: Re: Fixes and scheduled new stuff Post by: Gunfighter Frank on September 05, 2006, 01:47:13 AM so we have went all over the galaxy and have not found a planet or an Item yet waht gives are they there or not
Title: Re: Fixes and scheduled new stuff Post by: bigbroni on September 05, 2006, 02:15:37 AM lol Frank planets are planed atm not implemented ... - I guess we all will realize it quite fast once they are implemented. L:)
w/r bb Title: Re: Fixes and scheduled new stuff Post by: SirEmi on September 05, 2006, 08:50:57 AM The items interface is almost complete, but I still have to run a few tests to see how it's ballanced.
this is a screenshot of the thing :) (http://www.spaceo.net/scr/items.jpg) God Speed commanders! Title: Re: Fixes and scheduled new stuff Post by: bigbroni on September 05, 2006, 03:49:52 PM sweet I love it :-) more boni to get ... and I really need better boni lol
Title: Re: Fixes and scheduled new stuff Post by: charmuska on September 05, 2006, 07:11:13 PM You should have named yourself bigboni ^_^
Title: Re: Fixes and scheduled new stuff Post by: UberPWNZ0R on September 06, 2006, 07:31:38 AM lol bigboni
Those boni are one time use, right? Title: Re: Fixes and scheduled new stuff Post by: bigbroni on September 07, 2006, 02:53:40 AM well I hope thay ll be kinda permanent boni :-)
and btw bigboni would fit atm lol :-) w/r bb Title: Re: Fixes and scheduled new stuff Post by: Seither on September 12, 2006, 01:45:36 PM so, what have we learned:
a) This game is getting many major overhuals, some good, some...well, not so good. b) the item thing looks/sounds cool c) no one but Sir Emi has any clue exactly how it works or if it will be fair to everyone d) it's possible he doesn't know these things too. e) We all hope he knows, or this could get bad. Title: Re: Fixes and scheduled new stuff Post by: Drackin on September 12, 2006, 06:07:58 PM yeah thats why he tests it first.. but i think it will need tweeking at first like everything ellse new when you first add it to the game there are so many different playing styles in this game that there is no way for emi to test all the possibilities... although a test server or maybe letting a couple select peoplehe trusts log onto his local server to help test the new additions would be a wise idea.. i know when ultima online first came out everyone started makeing their own maps and opening free servers... i made one myself and let some friends from the server i played log onto my local server and play the test version that i was working on and give suggestion or help me make alterations.. it can really come in handy and speed things up to have a regular player or 2 log onto his local test server and try it out first hand and give their opinions thgat way once implemented it wont need nearly the tweeking and will keep the unballance to a minimum..
Title: Re: Fixes and scheduled new stuff Post by: Seither on September 12, 2006, 06:22:09 PM it would have to be seperate from the game though, as those people would get unfair benifits. I've been think about stopping playing, so i would gladly agree to test these things for Sir Emi and help out more with the game in any other ways.
Title: Re: Fixes and scheduled new stuff Post by: Drackin on September 14, 2006, 01:31:07 PM yeah luffy its seperate its been seperate for a long time thats how you implrove a working game... you make the implrovements to your own test server then when your ready you just add it to the full server that we all play.
Title: Re: Fixes and scheduled new stuff Post by: Seither on September 14, 2006, 01:38:48 PM i think I'd rather LIVE in the test server then this place. Not fun anymore, just donate and you get right by or in the top ten easily. It's a "whose wallet is bigger" game now.
Title: Re: Fixes and scheduled new stuff Post by: SirEmi on September 14, 2006, 02:07:57 PM Monkey, it's not like that at all, and you can't write that after 2 months or more of not playing... aside from the fact that is completely not true.
I'm sure we can arrange for you and others to test the new stuff if you want, there is already a test server, and has been for some time now, but please re-think your statements before you upset someone. Thank you Title: Re: Fixes and scheduled new stuff Post by: Seither on September 14, 2006, 02:14:08 PM Sir emi, first, it was a month, second, I have several friends who play and have been listening to what you added and stuff, and third, I've gone through and looked at everything that has changed in my absence. I'm not saying the game doesn't look great, cause it does. I'm saying that donating is, while very helpful to you, being over used and is killing the game for many. Why waste 5 hours getting somewhere when $5 will do it for you in an instant? I get you need the fdonations, I respect that and honor it, and if I could, I'd donate for free to help you out. But this game isn't what it use to be either. This round hasn't been going on too long, and the top ten is at powers that before would have taken 3-4 months to reach! I admit, yes I've been gone, but I wouldn't say these things unless there was some facts to them. Yes, you need to do some work after donating, and yes, it still isn't easy, but it's easier then it should be or was, that's what I'm implying.
I mean no disrespect Sir Emi, and I would still help you test your new add ons and help monior the forum for you if I were to quit playing the game itself. It's just, the game seems to be lossing that spark it had when I first played that made it so unique, that's all. Title: Re: Fixes and scheduled new stuff Post by: Hellsword on September 14, 2006, 04:02:32 PM monkey the top 10 isnt this high because of donating, i havent donated a penny, and ive only received a few doantions form others, its this high because early in the round people alt-scouted BHs in the galaxy to give free turns to there main... broni would be alot lower but me lamma nd light would be in the same area were in now... but yes donations really have ruined the game its pointless to work for anyhting because som1 just drops 100 bucks on the games and goes from 1/6 your power to 6x oyur power in a few hours... donation for turns is real messed up.
Title: Re: Fixes and scheduled new stuff Post by: Seither on September 14, 2006, 04:15:17 PM I didn't say ALL of the top ten, I said donations has made it pointless to try to get to it, because only really good commanders and donaters have a shot.
Title: Re: Fixes and scheduled new stuff Post by: ars68 on September 14, 2006, 06:00:04 PM then instead of tryingn to tone down the donating side, why not tune up the ability to grow? as in, the mission multiplier I suggested a while ago...
I mean, it's just a difference in how fast you cang row regular play, and donating. if you bring down how much you can grow donating, like you've been saying, it would help. but would not bringing up how quickly you can grow normally also help somewhat? I mean, there are ways to make it where you don't HAVE to sit there for hours on end, like every other game out there. I've even been thinking of leaving myself more then once, for the simple fact that this is beginning to be just like all the others, which is, to be really succesful, you either have to: 1: spend hours upon hours a day building it 2: spend money but not everyone HAS hours upon hours a day to build up an account, nor the money to spend. and if you don't think it is 'hours and hours' just ask anyone who has sit through doing (literally) hundreds of missions, almost daily. if I had hours upon hours, I'd probably rather go to a game that is real time, not using turns, just flat out time. I mean, isn't that the POINT in using turns? that you can do it all at once, instead of being there for hours? Title: Re: Fixes and scheduled new stuff Post by: Seither on September 14, 2006, 06:06:15 PM true ars, very true.
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