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I have been playing a few rounds after quite a long break from when I started playing about a year ago, and since alot of the suggestions and bug reports that I made back then got implemented/fixed into the game, I'm hoping that the following points could be looked at.
1) As pointed out once already on this message board, the flak cannons don't actually seem to have any extra HP regardless of military service set in the biodome.
2) Ever since they were renamed, the flak cannons no longer explode in a satisfying fashion.. they simply disappear!
3) The Sethdar EMP does not seem to work on NPCs
4) Lately, I don't seem to receive any 'For valor in combat' exp and rep from PvP combat anymore. Has this been removed on purpose?
5) Setting a maxxed out arctic world with advanced arch. and in unity on a prison government only yeilds 1000 exp/hr, even tho it says 1500 in the biodome.
6) The NPCs with the Deathray weapon are too easy to kill because they never fly close enough whilst chasing you. They always 'hover' about 2 inches away.
7) Newbie protection is a good thing in the sense that it won't deter new players from keep trying, but do you think that players under this protec. could be differentiated from players who are fair game? Perhaps their name could be in green or something? You still get the aggression against innocent penalty even if they are under the protec.
8) Winning scores of recent games:
Perhaps the 200,000 exp for the top rank is no longer sufficient. May I suggest a 1,000,000 target?
Right, seeyas. R.
Comments
-Toonces
Starport Administrator
-Toonces
Starport Administrator
Toonces, can ye give us some more details concernin' the latest changes... 'specially the changes t'XP. Ol' Stump's noticed a couple of things, 'n would appreciate havin' them verified;
There seems t'be a cap now of 1000xp per hour, per planet. This seems t'be strictly an Arctic planet nerf, seein' they be the only planets that can produce that much anyway.
Somethin' definately be screwy in the way planet XP is now divided up between corperation members. Last nite when ol' Stump log'd off, I were 200k XP behind my corp mate Abe, 'n this morn when I came on I t'was only 25k behind him. Now Abe never got blowed up or nothin' like that, 'n all o' my planets be corperation planets. After a tick, we compared XP's given for individual planets, 'n found that I t'was rakin' in a great deal more XP than Abe. Even on planets that Abe entirely developed, or captured himself. 'N it t'wasn't just a small dif'rence either... ol' Stump seemed t'for the most part be gettin 66% o' the XP, n' Abe gettin' 33%. All ol' Stump can figure on that be that it must now give a larger share o' the planet XP to the Corp founder (best guess). Iff'n the corp XP ain't divided up evenly, it'll hurt allied play in ol' Stump's opinion. Maybe 'tis a bug tho.
EDIT - Never noticed Temp's statement about the Arctics, 'n never noticed a'fore that t'was only 1000xp per hour anyway.
Whils't ol' Stump be writing this... t'would be a nice thing t'know all o' the stuff that impacts how quick a planet hits Unity. In my latest round, there seem'd t'be no rhyme nor reason t'which planets hit it, 'n why some started on the first day, with all the structures built, never did hit Unity in an 18 day game. Tis obvious there be more to it than what be in the Starpedia.
Hey toonces, it's reassuring to see that you do read the message boards and its great when you listen to the suggestions etc and they get implemented! I don't think I've ever played any other game that has this much player input and formeability! I find that the majority of the patches that come out always improve the balance, fun and addictiveness of the game, however I have noticed 1 recent change that has put me off quite considerably... but that's the subject of another thread that I've started...
Stump: That's odd about the corp XP... I didn't seem to get that the last game I played... but that was about 4 weeks ago tho... Doesn't seem to be fair.. as the corp founder already has the bonus of being able to get the corp flagship (be it a small bonus tho in my opinion)
Also in that game mentioned already (milky way), I had 3 arctics, which were started and colonised on day 1, 2 and 3 respectively (ish). I put them on democracy, 0% tax and didn't change atall until the end when I was messin about. They reached unity on days 8, 9 and 10 (ish) which suggests that there isn't any randomness in the morale status...
There is a cap on the amount of experience that a colony set to build experience can generate in one hour. It maxes out at 1,000 exp per hour. This cap has been in the game for a long time, but there was a bug (recently fixed) where the biodome screen could say it was generating more than that.
I also recently changed it so CEO of corps get 2 shares of the exp generated from corporate planets and all other members get 1 share. In the case of a 2-person corp this results in a 66-33 split. I did this because the CEO has to handle running the corporation, but perhaps this is too drastic and should be changed back to the way it was before. Yes I think this is too drastic, don't even bother arguing (lol). I'll just change this back. Sometimes ol Toonces gets a little trigger happy with improvement ideas and makes an over-the-top one.
Aye, there be both rhyme and reason t' Unity, and there be two ways of hittin it. Suffice it to say, it be requiring high morale.
Occasionally things are not mentioned in the starpedia because they are "secrets" such as jettisoning spice, but everyone knows about that hehe. Look to the bartenders for such knowledge.
There was a bug active for a while which could occasionally put older colonies in Unity by mistake. That was fixed a few days ago.
-Toonces
Starport Administrator
-Toonces
Starport Administrator
Toonces, I've also noticed that sometimes when I take over a total piece of crap colony (or any colony really), the first hour that I have it it will generate like 600+ experience, but always give the normal amount after that. For normally colonies, I still get more than what is supposed to be generated, but not as drastically. This may not seem like it's that exploitable, but if you go on a takeover spree (which is easy when taking crappy colonies), a lot of experiece can be made.
-Toonces
Starport Administrator
-Toonces
Starport Administrator
If you don't agree with this got to http://blastacor.tripod.com and mail me.
May The Force Be With You.
DA_MadAce
visit: http://blastacor.tripod.com
May The Force Be With You.
DA_MadAce
visit: http://blastacor.tripod.com