One word: Nanites
Your are double dipping on your suggestion.
One word: Nanites
Your are double dipping on your suggestion.
I like Godivas suggestion as later game solar plant becomes obsolete and his suggestion would fix two obsolete game mechanics with one solution
I still doubt people will choose it but if nothing else it pushes back their tipping point. And gives another style of gameplay.
Throwing out an odd one.
Laser tech improves solar plant production. They help focus the energy to be more efficent in the lore.
100% of your problem is being general class, switch to disco, theres a artifact event going right now to get a disco token for free
Disco class gives the eco multiplier to the expos, so you have eco 8x so that 2M metal find would now be 16M metal which answers your initial question
Yeah If you aren't discovery, I wouldn't both with expo, unless it is a 9x DM event.
Display MoreI’d like to propose a small quality of life improvement for the Sensor Phalanx.
Currently, players need to switch to the specific moon that has a Sensor Phalanx in range of a target before they can use it. Instead, it would be much more convenient if players could use the Sensor Phalanx directly from the Galaxy view, as long as any of their moons with a Sensor Phalanx is in range of the target planet (even if that moon is not currently active).
In other words, if one of my moons has a Sensor Phalanx that can scan the selected coordinates, the scan should be available without requiring me to switch to that moon first.
This would remove frustrating switching between moons, it would save 2+ seconds that page needs to load, and it would improve overall usability without affecting the game balance.
For game play reasons, the moon whose Sensor Phalanx is used should still generate activity, even if the player is currently active on another planet or moon.
Like the idea, just need to determine if multiple planets are in range I guess the closest one does the scan? Or maybe the one with the most Deut would be better.
Great hit
FR to the defender.
Well done
FR defender
Good profit. And alway nice to use the merchant discount
GLOTR there.
But nice hit.
nice hit there.
GLOTR to the defender
Now that several seasonal servers have run I have some thoughts on the achievement that are tied to them. I will say this is coming from a player who until the seasonal servers were introduced was a one server only player. Now I play a few and let a few more go inactive to be farmed to enrich the ecosystem of the server. So these are my thoughts on improvements on the achievement front.
1) Always have a power plant achievement:
I expect one of the ancillary reasons to have these seasonal servers is to boost the initial number of players so that when the eventual winnowing occurs there are more inactives to farm. To that end I would like to see that every season has either a solar plant or fusion plant set of achievements to make those inactives more productive for those who remain in the server after the season is over. If players make accounts with only SS for production after the first crash those planets are much less productive for the universe as a whole if they remain.
2) Add some production level achievements:
Maybe it is that the empire production of crystal needs to reach X per day. Or deut. This again helps with later farming of inactives.
3) Remove the login achievement:
Players will usually make this easily if they are playing for the achievement. And if they are not then they don't care. This frees up a spot for a different achievement.
4) Have either planet achievement or Moon achievement. Not Both.
You don't need both. If you need 10 moons, you are pretty much going to get 10 planets. If you get 10 planets it's easy to get 10 moons.
5) Always have one 'weird' achievement
I'm talking about like use 2000 IPM on an opponent or send 2000 harvest missions.
Others can add there own, but I think these are easy to implement.
Minimum times are needed for both in VM and out of VM.
Simple as that.
I purpose keeping it at 2 days in Vmode. and 3 days minimum out of Vmode.
Why 3 you might ask?
1 day for people to see you are out.
1 day if of prep (relocate a colony, gather an group etc.)
1 day for the attack.
I also purpose a 3 hour cool down period after any attack where you cannot jump back into Vmode regardless of how long you have been out of it. This stops the jumping back and letting someone else harvest the debris for you.
Enjoy the profit.
Hope it helps you in the server
Godiva is outta here.
I've a proponent of growth universes.
So say a new universe starts
Opening at 1x.
+6 months 2x
+12 months 4x
After that you increase +1x a year on a schedule.
So a 4 year old universe would be 8x.
Makes it so less benefit in the beginning to whale accounts, but late arrivals to a server can catch up quicker.
**yes I know it is unlikely but I like to voice it time and again