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16  General Talk / General Discussion / Re: planets and system fleets on: June 17, 2008, 01:54:54 PM
and its totally realistic that your system fleets and base would just sit there and let it happen right? if so i would fire the incompetent bastards piloting the ships and commanding the station.  im loving this round more and more, i cant express the words of how great of a start this round has gotten already  roll3 sick puke
17  General Talk / General Discussion / planets and system fleets on: June 17, 2008, 01:42:11 PM
it was my understanding that planets could not be raided if system fleets and station were in system to protect them. my planet got raided on main and i have multiple levels of cloak and system fleets and station in the system..whats the use of placing system fleets to bring station under attack if it does not protect the planets?
18  Feedback Terminal / "Bugs" and Problems / PvE on: June 07, 2008, 02:33:47 PM
emi it wont let me clone any max ships on pve server
19  Feedback Terminal / "Bugs" and Problems / Re: Voting Spam on: June 06, 2008, 05:29:04 PM
It should be link #6, but it could also be link #5
and the links are for the 50million credit vote so dont confuse them.
And i do have a pop-up-blocker, two of them.

Can i get something for my inconvienance?  19

ummm...no..you get nothing   laugh   pokey
20  Feedback Terminal / "Bugs" and Problems / Re: Encounters with a system fleet on: June 04, 2008, 03:41:12 PM
When a system fleet is there
You cant attack any encounters
It is not a bug, it has been like that

If you read other posts, i believe it was cam who posted that a maxed player put out a system fleet, thus blocking numerous encounters and things of that such
So if you want to do the encounter, clear the fleet first. If you cant then shove off

read the post, he said you can use the quick attack feature to attack encounters in a fleet protected system. your not supposed to be able to do it. stupid
21  Space Odyssey Info Terminal / Add-on projects in progress / Re: The Alliance Project on: June 03, 2008, 10:11:44 PM

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.



 laugh    Tzarkoth, the logic approach falls on deaf ears. Usually its countered with its my game and ill do what i want with it. I agree with everything you said. stop the bullcrap and make the game good again.
22  Feedback Terminal / "Bugs" and Problems / Re: no mission on: June 03, 2008, 08:48:30 PM
it means someone else found it. if you read the update, once someone finds it you can see it but cant complete it.    12
23  General Talk / General Discussion / Re: The Good the Bad and the Ugly (Mission feedback) on: June 02, 2008, 07:15:25 PM
Colony under fire, Risky business, Pirate party are very good; the rest are either giving pathetic rewards or are very irritating to due sudden failure or double failure; some of them are interesting like slipgate, just tweak them to make them worth doing
All of these missions were written by Pirates
Wrong, Colony Under Fire is my mission.



Another thing that is not under the control of the designers is how often the mission shows up.
There are worthless Ancient Commander missions at half the systems you go to. But you can
go for weeks between seeing a single Slipgate or Slingshot. (And how weirdly and coincidentally
similar those two are.) Apparently Emi just doesn't like missions that give turns and has them
set to like one in a thousand chance of spawning. Or more like one in ten thousand.


yes its been dry for sometime now, he does this to try and raise donations. doesn't care if it pisses the players off or not.


24  Feedback Terminal / Suggestions / Double Click on: May 28, 2008, 10:53:10 PM
when traveling the galaxy, a pop up window appears when you click on a planet you want to travel to, it would be nice to avoid said beasty and just double click to travel, leaving single clicks to open windows as they are now.
25  Feedback Terminal / Suggestions / lock fp on: May 24, 2008, 10:42:58 AM
one of the things i hate most about this game is how encounters drop in fp...i just did a 7.5 quad gt and it dropped to 1.7 quad fp when i attacked it....gts are rare enough, and for them to lower in fp to lower rewards is most frustrating. make it so what fp you expect is what fp you get.
26  General Talk / General Discussion / question on: May 22, 2008, 11:48:55 PM
- Designer gets royalty once per day, 00:00:
    - Royalty 2% is calculated after skills and deductions, on the real credits spent (when bought by cloner)
    - Max percent per day: 1% to 15% of designer shipless power in credits
    - Max percent per day influenced by commander level, on a 0 - 500 scale, 0 is 1%, 500 or more is 15%, gets rounded up to two decimals, e. g. level 150 => (150/500)*15 = 4.50%
    - Royalty is deposited in secret base
    - Royalty is given in full 2%, but the amount given each day depends on (Max percent per day), => depends on the level of the commander

This is how it works: You design a nice ship, other people use it and every time they resupply, it fills your royalty quene, adding to it the amount.
At 00:00 server time, the system will take you power whitout fleets to avoid power ships, and by taking your commander level into account will determine a percent of this power in credits, from 1% to 15% of the power whitout fleet. This amount is deposited in the secret base stash, and the rest of the royalty amount is kept for the coming days. It gives each day depending on these factors, until the royalty is depleted. I will be monitoring the process to see if all is well.

God Speed commanders!  to_keep_order

e. g. level 150 => (150/500)*15 = 4.50%  this part is easy to understand, but  the system will take you power whitout fleets
is confusing,,, it doesnt tell us how to add this into formula to figure exact royalties out..at level 101 commander you get %3.03, but thats without taking base power in.how does base power affect this exactly and what % is given at what base power?
27  General Talk / General Archive / Re: Round Winners on: May 22, 2008, 01:41:33 PM
congratz to Lightseeker      rockon notworthy
28  General Talk / General Discussion / Re: The Good the Bad and the Ugly (Mission feedback) on: May 22, 2008, 11:58:57 AM
Command Decision

sucks, another one where you spend a bunch of turns just to fail with a mission end. at least make the steps revert to the other option if you fail, not mission end.

Pirate Party

i only got rewards 1/6 of the encounter power.

the rep on these missions are crazy, one mission i got neg 59 mil and a 59 trill cred bounty, one mission later its positive 37 mil and no bounty.  thumbsdown
29  Feedback Terminal / Suggestions / Re: Spacial Drone's on: May 20, 2008, 02:32:25 PM
theres plenty to do with resources. mothership modules being the main thing on main and pve servers. probably wars as well because commander bonuses cost insane amounts of cp.
30  Space Odyssey Info Terminal / Add-on projects in progress / Re: The Alliance Project on: May 20, 2008, 02:27:36 PM
these features wont have much use on pve or on main server. and the idea of being able to contribute and not being able to benefit sucks...i have played another game, where everyone could contribute and withdraw from alliance, it logged each deposit and withdraw and when you withdrew you had to pay it back with interest.
   i do see with the space o economy the way it is abuse would be unstoppable with the ability to withdraw...i think the values are way to big, with quads and quint creds...the economy should be more realistic, where a billion creds is a ton of money, quad creds ships are almost impossible to reach..this would make encryption missions valuable for income as well as the ever rare turn items.

 for pve and main, if planets and bases were redone, made to generate more income for shorter rounds instead of being the same thing on an infinite server these new updates would be useful there. most of the bases and planets on main and pve are built by war server players or new players.  the object of the main server is to grow as fast as possible, bases and planets take valuable turns and command points and would only slow you down.

from my understanding of the post, there will be a alliance bank, alliance fleets and structures, but how do the structures get built? individual alliance members doing the researching of the technology? or will there be a bank of alliance turns and command points to go towards alliance research and the leader builds all the structures? alliance bank of resources ? everyone can deposit minerals and mineral items into it?  theres alot of detail left out as to how these new things will get accomplished 10

lots of potential though.

please please make the leader be able to sticky posts in alliance boards as suggested by tons of people in the past, we could sticky alliance rules, hitlists  current goals and ect without them being lost under the regular chat in the board.
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