Author Topic: Prerelease 3.182/3 (Ship Type Buttons+, Balance+, Bugfixes, Lobby Code Revamp)  (Read 10960 times)

Offline Diazo

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Nice!

More new features! More! MOAR!!!!!

 ;D

D.



edit as per below (Feeling like I'm spamming the forum here.):

No worries, it's not like you guys haven't given us enough new features to tide us over.....  ::)
« Last Edit: August 18, 2010, 01:46:55 PM by Dazio »

Offline keith.lamothe

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Haha ;)  It will probably be post-unity-port before I get to the modular ones, though, as I want to do some interface improvements on how players interact with modules.
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Offline carlosjuero

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Hmm - new idea for C Stations sounds interesting, the current state of M & L stations doesn't quite work in my mind [it makes more sense, if you look at the picture rather than reality, for a Military Station to have an FF since its only real bonus is an attack whereas the L station has the speed boost]. The idea of possibly [not going to hold y'all to something that may turn out to be un-doable] having modular C stations is intriguing :)

I personally have stopped using the variant C Stations and just stick with Econs right now. Speed boost is nice, but I need every scrap of resources I can get and the trade off just isn't worth it (to me). Of course, an advent of modular C Stations might just change my mind :)

[Know what I would love? Some way to 'upgrade' a Military/Log C Station to a Eco C Station - that way they could be M/L on border worlds and changed to Eco when the world is put 'behind the lines' so to speak ;)]

Offline keith.lamothe

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[Know what I would love? Some way to 'upgrade' a Military/Log C Station to a Eco C Station - that way they could be M/L on border worlds and changed to Eco when the world is put 'behind the lines' so to speak ;)]
Easy: build colony ship, scrap command station, build econ station ;)
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Offline carlosjuero

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But.. but... that requires more than one click!!! /tantrum

;)

[Not to mention my luck would bring me a capped wave just as I destroyed the CS >.>]
[Know what I would love? Some way to 'upgrade' a Military/Log C Station to a Eco C Station - that way they could be M/L on border worlds and changed to Eco when the world is put 'behind the lines' so to speak ;)]
Easy: build colony ship, scrap command station, build econ station ;)

Offline Ozymandiaz

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I am not 100% sure the Harvester Mk II and III is getting sufficient bonuses for the knowledge levels.

With the 4000 knowledge I can get 156 more metal and crystal from 6 economic command IIs, and to match that in Harvester Mk IIs I would need approx 40 to 50 planets before I get any noticeable more income. Maybe 14 at MK II and 16 at MK III would be better?
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Offline x4000

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I am not 100% sure the Harvester Mk II and III is getting sufficient bonuses for the knowledge levels.

With the 4000 knowledge I can get 156 more metal and crystal from 6 economic command IIs, and to match that in Harvester Mk IIs I would need approx 40 to 50 planets before I get any noticeable more income. Maybe 14 at MK II and 16 at MK III would be better?


I had been back and forth on that very question, but you are probably right.  Keith, would you mind making the shift?
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Offline zebramatt

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[Know what I would love? Some way to 'upgrade' a Military/Log C Station to a Eco C Station - that way they could be M/L on border worlds and changed to Eco when the world is put 'behind the lines' so to speak ;)]
Easy: build colony ship, scrap command station, build econ station ;)

I actually concur with Carlos. At the very least it would be nice if using a colony ship to build a new command centre on one of your own planets scrapped the existing command centre automatically.

Offline keith.lamothe

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I am not 100% sure the Harvester Mk II and III is getting sufficient bonuses for the knowledge levels.

With the 4000 knowledge I can get 156 more metal and crystal from 6 economic command IIs, and to match that in Harvester Mk IIs I would need approx 40 to 50 planets before I get any noticeable more income. Maybe 14 at MK II and 16 at MK III would be better?


I had been back and forth on that very question, but you are probably right.  Keith, would you mind making the shift?
Sure :)  For 3.184:

* Metal and Crystal Harvester Marks I/II/III now produce 12/14/16 instead of 12/13/14.
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Offline x4000

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[Know what I would love? Some way to 'upgrade' a Military/Log C Station to a Eco C Station - that way they could be M/L on border worlds and changed to Eco when the world is put 'behind the lines' so to speak ;)]
Easy: build colony ship, scrap command station, build econ station ;)

I actually concur with Carlos. At the very least it would be nice if using a colony ship to build a new command centre on one of your own planets scrapped the existing command centre automatically.

Keith, if you have time, that would be convenient.  It's been on my "someday" list for a long time to do something like that.  Right now I'm still bogged down with Tidalis stuff today, and then I have a different set of AI War stuff for later.
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Offline keith.lamothe

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My concern with that one is that less experienced players will build a colony station, click one of the build buttons, and place the command station and not realize that it means scrapping the one that's there.
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Offline x4000

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True.  And it would have to have specialized logic to NEVER do that with home command stations, etc.  The current approach does act as something of a safety switch.  Let's leave it as-is for now.
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Offline RedrumJackle

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12/14/16 still doesn't seem beefy enough to have that great of a draw to spend knowledge on and to rebuild the harvesters for.

In fact I find myself never needing to get those bonus harvesters.

If perhaps it were more like this... 10/15/20

the 10 would actually make you wish you had more, driving you to buy the next level for that nice boost of resources for that area. However if that still wasn't enough, then tier three looks just as pleasing as well.

Or perhaps something like this to give that extra push to actually spend your worthwhile knowledge on the resources.... 7/14/28

To be honest, a minor improvement isn't seen worthwhile. anything<4 = hard to be interested in. o.O! I think perhaps its a math ideal where the mind thinks anything below 4 isn't as great, but 5 can mean rounding up so it gets that + spark. =P Also x1.5 or x2 seems more idealistic for a logical improvement for resource gain.

All I'm saying is, right now it doesn't seem worthwhile, nor needed to make you actually think you need to go through for decision making on spending where you need your knowledge.

Offline x4000

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Well, the main idea is for it not to be TOO good, or it would be easy to just get these and then do military or logistics command stations.  There's less decision process there.  But, if these are a marginal value, just not a super value, then people who are having economic troubles but who also are having military troubles are in more of a bind, which is the goal. ;)
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Offline snrub_guy

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Agreed. I think in the development of A.I war, it's been said fairly regularly that if a tactic or an unlock is so good that it's always the right choice, then something is wrong. It takes the point of the choice away, and de-values a lot of the other technologies that are available. A +5 gain for each harvester is massive, and would always be the route to go.