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31  Feedback Terminal / Suggestions / Aliens and rewards on: May 18, 2008, 10:57:55 PM
random rewards on hidden aliens suck, for 1.2 quad fp i get 30x gold hack card. make the reward values set, 5 to 10% of total fp, but reward types random, mainly take away credit rewards from aliens, doubt aliens would use same currency as we do, or have items that could be used on our ships,  but we could enslave them and take their minerals. just a thought since i often see emi refer to posts as unrealistic, thought it might help to have some sort of realism where aliens are concerned.

and since im on the topic of aliens, make them colonize planets, take over systems like we put system fleets to block encounters. the fighting on SO Wars is based on the hunt, on wars the system aliens could make random attacks on ships parked in same system leaving a counter and warp signature. make the game more interactive and less grinding. no matter how good the game is, grinding gets boring. put bounties on aliens in the bounty screen, buy info on them in info terminal.  could make alien bases spawn randomly and put bounties on them as well. could also encourage group or alliance hunting on wars. alien space station, alien system fleets = a big war, specially if they warp away(would also encourage pvp on wars, multiple alliances join the fight ect.) . utilize the updates here to their fullest potential and keep people playing the game.
32  Feedback Terminal / "Bugs" and Problems / rounding on: May 18, 2008, 10:27:10 PM
 14  annoying how the game cant handle numbers when designing in the quad credit ships..i have 60606061037521099 energy available and when i make the weapon it rounds the energy to 60606061037521104.  its not a bug but it is a problem. lazy people. bags.now i have 96 energy left on my ship  4
33  Feedback Terminal / Suggestions / Re: Gold Account 30 Day Count Down Timer on: May 15, 2008, 09:59:32 AM
stop being lazy
34  General Talk / Design & Strategy Room / Re: well 200 bil supership design wanted on: May 07, 2008, 12:59:22 PM
hull size :1212121212
powercore weight:1212120963
powercore energy:484848379921
computers:Name     Weight     Sell Price      EnergyReq    Runs    Sell
5 x DR 16                       8    1                10930833       
DR 20                          8    1    174770833       
DR 17                          8    2    21853499       
DR 19                          8    2    87389499
total computer energy:338667996
shields:Name     Weight     Sell Price      EnergyReq    Runs    Sell
20 x DR 32    8    1    34960366       
DR 31                      8    2    17484099       
DR 36                       8    1    559248366
total shield energy :1275939785
energy left after shields+computers:483233772140

weapon energy :144970131642
weapon weight : 1
weapon acu% : 55%
weapon attack :43457463131
weapon cost: 4 credits

special energy:338263640498
special hitpoints:101479090750
special weight :8
special cost:6 credits
35  General Talk / Design & Strategy Room / Re: Design & Strategy on: May 07, 2008, 12:43:39 PM
bump for my new members on pve
36  General Talk / General Discussion / Re: The Good the Bad and the Ugly (Mission feedback) on: May 07, 2008, 09:13:37 AM
Quote
Psychic aliens 5/10  (reward too small for turns used so far, don't think ive totally completed one of these yet)
this one gives tons of workers if you do it right, i like it.
Quote
Colony under fire 9/10
ty i made this  12
37  Feedback Terminal / "Bugs" and Problems / Re: PvE Server on: May 04, 2008, 12:48:04 PM
and that darstar is a respectable gentleman.STOP RIGHT THERE YOU.dary was hereI declare that Sir Daveyboy and Sir Darth0wned are the most elegable bachalours around, so if you order one in the next 5 minutes you will get the otherone free!
 
     
   There is talk of a secret project undertaken by 20 powerful commanders to design a superweapon that will nullify all hyperspace travel for motherships, leaving them open for assault. If this weapon is ever designed, the galaxy will be shattered by a final annihilation war. This final war will last 24 hours and will be remembered in history as DDAY, the dawn of a new beginning for some, the day of doom for others.
   There will be peace..... but not for long, wars will start again, for that is our nature.
   
     

Note: You will need a minimum commander level of 100 and a Top 200 position before you can join.
After 20 researchers join, there is a 24 hour warning period in which the researchers can be attacked with no limits. If they are not stopped, DDAY will start. DDAY lasts for 24 hours, and all commanders can attack / be attacked. When DDAY is over, you will still have your fleet and system designs, but all resources will be set to 0, and everyone will have a fair start on the new round.
   
Scientists researching DDAY    
     User    Comment    Power    
     1    ??????     i want to get this damned round over with    72.516.485.351.961    
     2    ??????     I DECLARE THE PAIR OF YOU A ROYAL PAIN:P.    13.336.373.113    
     3    ??????         12.269.970.170    
  more today...emi you going to do something about this?  and thank you for responding to my pm 1
38  Feedback Terminal / "Bugs" and Problems / PvE Server on: May 03, 2008, 11:25:01 PM
I declare that Sir Daveyboy and Sir Darth0wned are the most elegable bachalours around, so if you order one in the next 5 minutes you will get the otherone free!
 
     
   There is talk of a secret project undertaken by 20 powerful commanders to design a superweapon that will nullify all hyperspace travel for motherships, leaving them open for assault. If this weapon is ever designed, the galaxy will be shattered by a final annihilation war. This final war will last 24 hours and will be remembered in history as DDAY, the dawn of a new beginning for some, the day of doom for others.
   There will be peace..... but not for long, wars will start again, for that is our nature.
   
     

Note: You will need a minimum commander level of 100 and a Top 200 position before you can join.
After 20 researchers join, there is a 24 hour warning period in which the researchers can be attacked with no limits. If they are not stopped, DDAY will start. DDAY lasts for 24 hours, and all commanders can attack / be attacked. When DDAY is over, you will still have your fleet and system designs, but all resources will be set to 0, and everyone will have a fair start on the new round.
   
Scientists researching DDAY    
     User    Comment    Power    
     1    ??????     i want to get this damned round over with    72.519.019.804.534    
     2    ??????     that which is small and hard to see is most rewarding.    13.090.119.751    
     3    ??????         11.546.679.328    
 
this is from the dday screen, dunno how he did it, but davey boy altered the screen, Emi might you might want to check into it. makes me think what else he can alter 10

this is from chat
sjman3(#197): i wish we could attack people
davey boy(#31): i am the god of html, and i didnt even learn it...
sjman3(#197):
sjman3(#197): look at dday lollololololololol
davey boy(#31): look in our alliance
sjman3(#197): how did u get so powerfull??
sjman3(#197): how did u get so powerfull??
davey boy(#31): i tought area 51 how to do that, so if you look back a few pages.....
sjman3(#197):
davey boy(#31): thank you sjman
sjman3(#197): ok ok i bow down
sjman3(#197): cool!!!
davey boy(#31): yo blak
davey boy(#31): now go back to dday
davey boy(#31): nvm
davey boy(#31): everyone check dday, i am awesomeeeee
deademo(#701): litteboysilver
deademo(#701): littleboygold ther?
jessiedog(#23): 17 guys
T3RM1N83R(#412): 17 everyone
39  General Talk / General Discussion / Re: Mission Creater Thread on: May 01, 2008, 05:34:15 PM

Sir Emi, Doom might need a little balancing, i tried to make it fair and costly turn wise. but i dunno. would like some feedback on it so i can improve my skills, even if its not added.


DOOM is... too much standing... too much reward... too much turns used (150 on last step???). Try to cut rewards by 5 times, and standing by 15 times  1
Thats why i asked for feedback.
Edited Doom, changed storyline to make more sense, changed rep and reward types and %'s now has 10 steps instead of 4. 
more feedback please.
 i think i balanced it out more.
 and yeah high turn cost for high reward is why i put 150 turns  laugh but i think i did better this time
also edited math, changing turns cost and rep%
40  General Talk / General Discussion / Re: Mission Creater Thread on: May 01, 2008, 02:46:40 PM
ok thanks  1
41  General Talk / General Discussion / Re: Mission Creater Thread on: May 01, 2008, 02:20:05 PM
Added or pending?

 17 Pirates

Quote from: Sir Emi
- The standing / reputation is now percent based. The % can be 1% - 100% of the mission power. If the standing is positive, then the mission will increase reputation and decrease bounty. On the other hand, if the mission step gives a negative reputation, it will decrease reputation while adding to the bounty of the commander. This functions in a similar way as the reward, and is advised that in the case of an evil action a standing loss % equal to the reward percent should be applied...
  how do you make it positive or negative? do you just give lower % ex.  75% goes positive and 45% goes negative?  this is how im understanding it, please clarify.
42  General Talk / General Discussion / Re: Mission Creater Thread on: May 01, 2008, 01:35:51 PM
 spam    17

made new mission called doom
also one called math

pending, i just made them, letting emi know. hope he adds them  16  at least math, doom doesnt make sense really, made it confusing on purpose , it should be fun though 12

Sir Emi, Doom might need a little balancing, i tried to make it fair and costly turn wise. but i dunno. would like some feedback on it so i can improve my skills, even if its not added.
43  Feedback Terminal / "Bugs" and Problems / Re: PVE Server New Encounters on: April 23, 2008, 11:20:01 PM
happened to me a few times.
44  Space Odyssey Info Terminal / Updates / Re: Interactive missions testing on SO PVE on: April 20, 2008, 11:41:32 PM
Quote
speaking of... r there any cool ones?
laugh  laugh  lol_sign drunk

The Mission Ended---this is what you need to expect when you do them. over and over this is what you'll see  17
45  Space Odyssey Info Terminal / Updates / Re: Interactive missions testing on SO PVE on: April 17, 2008, 04:30:02 PM
i dont want to make it exclusive reward generator either, i now failed 5 of them today, same mission, diff fp and diff steps each time to avoid picking the wrong steps..it doesnt matter how many i find or which steps i choose the missions keep failing . and i know that it cost less to find these ones...how am i to test them properly if they just keep ending no matter which steps i follow? or is that the whole point? just to swallow turns and slow down growth? i dont care about the credits im not getting,  im posting my reports on what i am finding during this test process. no worries though, i wont say anything else about it mate.
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