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16  Feedback Terminal / Suggestions / Re: Ship Designs on: June 14, 2008, 06:23:31 AM

This is a re-request ...
17  Feedback Terminal / Suggestions / Re: The LAW of averages on: June 14, 2008, 06:21:55 AM

So everyone is agreement, we should introduce this ?
18  Feedback Terminal / Suggestions / Fleet Control on: June 14, 2008, 06:21:11 AM
We should have more control over our fleets. :-)

There should be an option to merge and/or split fleets as desired.

Sometimes you have several fleets of the same type of ship and sometimes it's desirable to have them all in a single fleet and other times it is desirable to have them spread out over several fleets.

So there should be an option to resize, split and combine fleets of the same ship type.

19  Feedback Terminal / Suggestions / Re: The LAW of averages on: June 10, 2008, 12:48:01 AM
stabs will be too high, no one will ever be hit

You'll still be able to attack people, it will just cost more ...

And it won't be 30 ... It'd be way less than that considering all the newer/inactive accounts.

On the up side a lot of my tech is 50+. :-)
20  Feedback Terminal / Suggestions / The LAW of averages on: June 09, 2008, 05:10:45 AM

This suggestion is mainly for SO Wars, it may work for other servers ...

Take the AVERAGE tech level of all active players, for all Techs - Science, Commander and Mothership.

Assign this tech level to all new players, and existing players if their current Tech level is less than the average for that particular tech. Run this script for new players, and for existing players every month.

This will mean all new players have a leg up, and existing players who have specialised in certain techs will not be disadvantaged in any way.

Older players will still maintain their advantage, and newer players will get a leg up.

If you implement this function, you will need to remove the ability to convert tech back to CP.

Examples:

Average Warp Stabiliser tech is say 30 ... All new players will start with 30 in Stabiliser tech ... Those with 30+ will remain unaffected.

Average cloaking is say 10 ... All new players will start with 10 cloaking ...

Average whatevers ... means new players start with the average in whatever .. Existing players and specialists maintain their advantage ..

Specialists retain their advantage in their fields, and gain the average in other areas.

You might need to run a script to remove inactive players from the server, as this will distort the average otherwise.

~~~~~

21  General Talk / SO WARS Discussion / Re: Minerals on: June 09, 2008, 04:46:28 AM
I have no problem with there being an abundance of minerals deposited into the game via all of the above suggested methods.

I'm not sure the exact % Chrys, but its at least 50% from memory.

Random seeding is good ...

Resource creation from battles/salvage is good.

Making the Items drop *100 more units of resource per item is good.

Everytime a Supernovas is Encountered, the System should be reseeded with resources, as that is how it happens in RL. :-) Add some code to the SuperNova encounter to reseed the System after the Encounter has been defeated. Might give people a reason to do those encounters as well, instead of ignoring them.
22  Feedback Terminal / Suggestions / Re: Main Page on: June 05, 2008, 08:49:29 AM
If you use ADBlocker and Firefox you can get rid of most of the interface. :-)

23  General Talk / SO Wars Awards / Re: Firsts on: June 03, 2008, 02:14:06 AM
well someone could just as easily lie about those because no one else can really see that. but if it makes u feel good, u would probably win riv 16

You think ... :-)
24  Space Odyssey Info Terminal / Add-on projects in progress / Re: The Alliance Project on: June 03, 2008, 02:08:48 AM

People can sprout brilliant ideas all they like ...

Doesn't change the fact that a few simple interface changes have been the most widely accepted and loved of all the updates.

There is still a bunch of interface changes to be made, proposed again and again in various forms over the years.

Planets were a complete and utter waste of time and resources. I dare say Emi made a packet with donations though. So Emi will do updates that make him money ... So if you fix all the annoying things wrong with the interface/game, less people will quit and you will make more money, more people playing = more advertising = more people playing = more freakin money. Dunno what your math is like but it looks good to me.

As for Alliances - the only thing we need right now is the ability for alliance leader to sticky topics.

I can however see this Alliance Project leading towards the creation of Megastructures, which would be awesome. But really, we should just fix and or remove all the lame stuff that is in the game atm. See the 50 other threads related to small fixes and suggestions for the game.

25  General Talk / SO Wars Awards / Re: Firsts on: May 28, 2008, 11:34:21 AM
First few months of SO Wars were definitely interesting. :-)

I think the entire server would be different today if FTP had pressed attack .5 secs earlier ...

Oh well ... :-)
26  Feedback Terminal / Suggestions / Re: SO Wars revival on: May 26, 2008, 01:24:59 PM
This whole thread is a pointless exercise imo. I'll qualify that statement below.

If you want to reset power every so often, then play SO Main.

Any suggestion that turns SO Wars into more of an real time game as opposed to a turn based one, I am ardently against. Introducing D-Day type mechanics that have 24 hour timers are patently ludicrous, for a perpetual turn based strategy game

In fact take this whole thread and move it to the "We would like to start another server with these rules" section.

If people want to mix it up at the low and mid power ranges, by all means go right ahead. If people want to stop their trifling minor wars, band together and bring the fight to the top rankers, then by all means go ahead. If you want to play alts and mutually destroy each other in the mid power ranges, again, that is your choice.

If you want to introduce some arbitrary mechanic to the game that destroys my years (Well So War is almost exactly 1 years old) of hard work, then, quite frankly, no. But years, yes because alot of us played So Main before So Wars and we did not like it, because it reset.

Change is not always for the better, and some ideas just need to be discarded. This idea is not for SO Wars I am afraid.
27  Feedback Terminal / Suggestions / Re: SO Wars revival on: May 26, 2008, 03:23:12 AM

I voted no, and mostly for the obvious reasons of all suggestions being subpar and skewed to encourage mediocre play.

If you play solidly over the long haul you will become a force on the war server.

If you want random senseless violence, SO Wars is not for you.
28  General Talk / SO WARS Discussion / Re: Save Sowars lets think up some stuff on: May 24, 2008, 04:13:11 AM

War server is defined by the ability to continuously grow ... So I am against any DDay mechanic being hard coded into the game.

War server will either end in a mad flurry of attacks from AI ... or a slow death through inactivity.

Only time will tell which path is chosen.
29  General Talk / SO WARS Discussion / Re: Save Sowars lets think up some stuff on: May 16, 2008, 09:21:43 AM
I think you need to keep the old players interested more than a leg up for new people.

To remove the advantage of Tiny Whatevers over larger mission ships, you need to make larger Mission Ships more valuable.

That means MORE larger Encounters, and MORE rewards at the high end.

If you keep juicing up the new players with bonuses it will always remain more profitable for the old players to pray on the newer guys. That means Tiny Whatevers ....

The answer is not removing Tiny Whatevers ... But making the game more competitive and worth while at the high end.

Personally I haven't had anything to do since about August last year.

A simple way to solve this, would be to make Encounters doable by anyone, so there is not a glut of Encounters at the lower FP ratings. Also remove the ceiling on rewards, the bigger the encounter, the more rewards. This would have a profound and lasting effect on the game.

Having Tiny Whatevers in the game is valid, miniaturization is a valid tactic. Removing Tiny Whatevers from the game will not remove the fact that there is no reason to grow beyond a certain point, and if you still wish to play then powering down and attacking the newer guys is your best option.

Once we all agree that there needs to be more work done to maintain the playability of this game at the high end I am sure we can come up with a bunch of ideas.

30  Feedback Terminal / Suggestions / Re: Max Turns For Wars Server on: May 11, 2008, 11:10:12 AM
This would be awesome.
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