Posts by Xenomorph

    I like the implementation of new attack block feature where combat does not occur if it hits during the attack block (for attacks that were sent before the attack block). However, I do not agree that this should happen for attacks on inactive players.

    I think this is unfair punishment for active players that spend the time to spy the planets across the galaxy and determine the best ones to farm, only to be hit by two penalties, (1) attack did not occur, and (2) fleet slot is occupied.

    Especially for shorter attack block, 2 hours. All of the play for the past hour (before the attack block) is basically erased.


    This should only apply for inactive players. (For active players the attack mission is reversed.) If by any chance the attacked inactive player is logged in during the attack block, the attack is reversed (since it is not inactive any more during the attack hit).

    Laser tech already had so many suggestions; many of them are better than this, unfortunately.

    At the moment I am leaning on the idea Laser should stay without any benefits, just to stir ideas and fish suggestions.

    Currently, the Mechas lifeform tech Slingshot Autopilot works not at it is described in the description. I am not sure about the exact formula, but the declared percentage for reclaimed fuel does occurs only if you recall the fleet immediately. When you recall it after a while or just before the destination, however, you get even smaller percentage or basically nothing.


    Since this lifeform tech is competing against the Cruiser tech (which most fleeter choose) it would deserve to be much better than it currently is.

    My suggestion is that regardless of the distance travelled, the Slingshot Autopilot should provide declared percentage for reclaimed fuel.

    Let me explain my reasoning.


    Why recalling fleet, even immediately (by default, without any Slingshot Autopilot) uses all fuel? It is quite simple: when mission is deployed the fleet accelerates to final speed (in game "instantly"). This uses 25% of the fuel. Then the fleet travels across the space at the constant speed without using any fuel (akin to real space travel). When it reaches the target it uses 25% of the fuel to slow down. Here, at the combat phase, when the ships presumably fly around, no fuel is used. The next 25% of the fuel is used when the ships starts return journey. And the final 25% of the fuel is used when the fleet has to decelerate to a stop at the home planet. The same holds true if the mission is cancelled at any point of the journey; thus, all of the fuel is used.


    (Remember, for this very reason 50% of the fuel gets deployed on Deploy mission when it is not cancelled.)


    By this logic, the proportional fuel return based on the distance travelled, like it works now, does not make sense. The fuel is used only at four points of the journey: first acceleration, first deceleration, second acceleration for return, and second deceleration just before landing at the home planet. None of the ships in the fleet uses any fuel during travel.


    The Slingshot Autopilot is capped at 30%. The cost and build time to reach this cap is already not small (in regards to other caps). So, proposing that a player actually gets 30% of the 100% fuel cost back if they recall fleet (at any point) is not game breaking, but it makes this lifeform tech at least a consideration (for large deploy-recall fleetsaves).


    Why should it return all declared percentage (capped at 30%)? When the mission is sent the fleet accelerates to final speed and uses 25% of the fuel (leaving 75%). At any point the player can recall this fleet. If it does, the fleet has to turn around, meaning that it has to decelerate and accelerate in other direction. However, as the Slingshot Autopilot description states:


    Quote

    "With the deployment of the Slingshot Autopilot, Mechas can improve the algorithms that they use in the calculation of flight trajectories. This makes it possible to perform complex gravity assist manoeuvres with low fuel consumption, without the need for a dedicated AI to oversee this process. If a fleet is recalled early, this manoeuvre can save a lot of fuel."


    where the emphasis is on "to perform complex gravity assist manoeuvres", this make is possible that the fleet does not have to perform radical 180° turn, but it can find a star system, black hole, or any body, uses it for "gravity assist manoeuvres" for the turnaround and take a return journey. Instead of using 50% of the fuel (25% of deceleration and 25% for re-acceleration) it uses minimum of 20% of the fuel (since the tech is capped at 30%) for this "complex makeover". The final 25% of the fuel is used as before, for deceleration at the home planet.


    I think this makes perfect sense. What it does not make perfect sense is the current implementation. For me, even 40% or 45% cap would be acceptable (only 5% of the fuel is used for the "complex gravity assist manoeuvre"), and I still believe that most of the fleeters would chose Cruiser tech instead.


    Anyway, any feedback is appreciated.

    I think this is a good idea, nostalgia wise. However, ships shins are not implemented at the moment (only player avatars and planets skins). So, this will be only for a player's eyes, not for others. (I guess it can be done, but it might just confuse other players if they see different ship icons.)

    At the present moment, the only thing they can bring back are old planets skins (if they mask the space background). They are not as catchy as the A.I. planets skins (meaning literally, not that I think the A.I. skins are better in any way, quite the opposite). But this is the only asset that can be seen by others. Everything else (ship/defense pictures, mines, etc.) can be simply changes with custom CSS script. Thus, I think will never be done in a way one can buy skins.

    However, I think Gameforge could add option in the settings to change to legacy icons (provided they can add Pathfinder, Reaper, and all new Lifeform buildings; they can probably just generate A.I. versions in the old OGame style). This will change the picture interface only for that player. This could be cool and easily implemented, I think.

    (The new interface, 1.0, should stay however. Old legacy one from 2000s is simply not adequate for new game play. What they can change is only pictures.)

    If anything that should be shown below the queue itself, not below the single item being produced right now. The time under that should be the time the current production takes, similar to how it works in other places (Ie. Buildings, Lifeform buildings, research, Lifeform research) - And as it works now.

    The problem merely is the missing information for the full queue

    That is correct. But buildings/Lifeform buildings/Lifeform tech queues are different that you can cancel them, while Shipyard queues you cannot. Thus, for all other queue, other than Shipyard and Mechas Shipyard, the functionality should stay the same; there you want to know first queue timer.

    In Shipyard (and Mechas Shipyard queue), however, it is much more informative to know when all queues are done; you want to know the total time. That way you can schedule when to upgrade Nanites, etc.

    Putting another number/timer in already clustered interface is not a good idea.

    Maybe there could be an option to toggle which one you prefer for Shipyard queue (first queue timer or all all queues timer).

    Anyway, thanks for the feedback!

    Hello Xenomorph ,


    With the feedback you've received, would you like to modify your initial proposal, or would you like to submit it as it stands to a vote ?

    Thank you.

    Hello.

    To keep it simple, I will prefer the original suggestion (without any cap increase; this is separate suggestion).

    Since the introduction of the Artefact shop, the Artefacts became a currency in itself. I believe because of this we would all benefit from seeing how much do we have it at all times in the resource tile bar (the same as we have all of the resources, energy, food, and dark matter). There is enough space to put it there and I think that it will fit quite nicely.

    Looking at two pages, Lifeform Technology and Artefact Shop how many you have is a bit tedious.

    I think Gameforge team just decides them at random, there is no plan. Thus, the post or forward the information to the forum team one day before.

    I think some scheduling would be beneficial, maybe a week in advance. Even better would be a ingame calendar feature where these events would be announced (and where player and alliances could create their own events and reminders). But this is something to dream about.

    The problem isn’t fuel consumption, but rather time. The suggestion that the Death Star should have its own speed setting (different from the "War" speed setting) and be set to 1x by default is a much better one. This would allow fleetsaving throughout the night instead of only for a few hours. It would also automatically reduce fuel consumption.


    There have been many suggestions regarding Laser Tech; unfortunately, this one isn’t among the best.

    Or that. But this does not solve fleetsaving (which is the primary reason for vacation mode "fleetsaving" by blue warriors) and does not solve easy bashing with Death Stars because they are simply too fast and cheap to run.

    I agree.


    But there needs to be change for fleetsaving on fast fleet speed universes, like Astral_Codex pointed out. I suggested many times that Death Stars should have 1x fleet speed on all universes, regardless of it server's speed settings. This would make MD more difficult, thus less over powered in faster universe, and fleetsaving easier and less costly.


    Apologizing and keeping non-game feature, like the vacation mode is (it is not part of the game but a coincidental part of meta game that stems from the game not being well designed for faster speeds: you cannot adequately fleetsave, you can easily, too easily bash and destroy moons with RIPs etc.), is something that should be avoided, in my opinion. Vacation mode is for here for IRL constraints and should not be a part for meta gameplay.


    So I support this suggestion, like I always did. But something has to be done about fleetsaving.