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Messages - Gavin

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General Starfleet Discussion / Re: Lab level effects...
« on: February 27, 2021, 04:01:54 PM »
To be honest, I have never been into the analysis of game dynamics and know that with what I have now, I am not going to be doing any upgrades without a large chunk of time being devoted to it, even if I upgraded my AWS level by 1.  I think it is that I have been playing the game for long enough that I cannot be that bothered with it.

I know that the game dynamics were a PvP primarily which meant that the whole research side of it meant that you weren't going to be hitting the highs that we have now, however, I think that huge part of the problem is the introduction of the NPCs and they spawn from players within the game.  As Admiral T-Wayne has mentioned, BFG no longer have a dedicated developer so to be honest, I do not see any significant changes happening in the game now considering it's age and that their only changes they seem to do is creating a new universe which seems more of a copy/paste of code and changing the title rather than any significant changes.

I play in Starfleet Commander Uni 6 as well and we are down to less than 100 players and that one has only been around for less than 2 years and appears to be reducing to a dead universe.

This will likely be my last message in this topic since we are only exchanging replies now about research labs and their ever spiralling time increases.  Would be nice if they took my suggestion and implemented it, however, without a dedicated in-house developer or stumping up the money to contract someone to come in and look at the code and change pieces of it, I doubt there will be any improvements to the level that you may be looking for.

General Starfleet Discussion / Re: Lab level effects...
« on: February 25, 2021, 12:08:30 PM »
I believe it is a matter of individual consideration for everyone in the game to be honest and what they consider to be beneficial in the end for themselves.  For me, I was happy to spend the credits to buy Basic Androids which has prevented me from reaching What I call "the hydro wall" that you are referring to.  Additionally, if players don't want to buy the Basic Androids, then their "Hydro Wall" consideration will come round sooner since they will be using the Lab Droids counterpart.  It comes down to which is more cost effective, keep buying hydro and an ever increasing scale to keep building the research labs or buy enough Basic Androids to get the maximum 75% faster rate on your 1 planet where you start all your research from.

Out of the 1500+ players in the Original Uni 1 version of the game, I am not going to say everyone is going to pay out of their pocket to get Basic Androids to gain the max benefit but the higher the lab levels you go the higher the hydro cost that you reach that hydro wall you mention.

General Starfleet Discussion / Re: Lab level effects...
« on: February 24, 2021, 10:32:52 AM »
That is the point, when the time/benefit factor works against the time saved, then it makes you wonder really when you have 9 planets working together whether it is worth it in the end.

For me, I haven't really reached a point of where Hydro being an issue to any significant level since I am using Basic Androids in my main lab which reduced my research by 50% when compared with the Lab Droids counterparts so I am not adverse to upgrading my 9 labs up by 6 to 9 levels levels to see if it was worth it or not or not since there I don't have any significant research planned for the foreseeable future and to go up 9 levels it will cost me a little under 16.57 sextillion Hydro to upgrade all 9 planets and double that for Crystal so for some it is a Crystal resource consideration when you aiming to upgrade your next Hydro Storage unit.

I have learnt that everyone will have their own considerations in mind when they are planning their own building infrastructure.

General Starfleet Discussion / Re: Lab level effects...
« on: February 23, 2021, 04:28:51 PM »
Hi Grace,

Apologies for the delay, My Labs currently sit at level 54 across all 9 planets with basic androids loaded on my primary planet which gives me 75% on current levels.  Like you, the cost benefit is negligible at best with that type of tech and time taken to research the time.  However, if I had taken into account the time to look at the resources required, shipping to each planet, etc, I think a large portion of the savings I would have saved on the research time would have been taken up by the shipping, etc that just starting the tech level upgrade was just as good.

I have worked with numbers in the past, however, to me, it isn't just a numbers game, you have to justify the whole process for each individual player.  Warp Drive is the last tech that I am likely not going to upgrade again, simply because of the amount of time it would take to complete the research, regardless of how high you upgrade your labs.  To me, it is resources, time taken to work out how much resource you need to ship to each planet/moon, if you ship to your moon, you need to then take the time to ship it to your planet on each planet coupled with hydro used to transport between the moon and planet.

Generally speaking, when I am looking at upgrading my buildings, I take the resource numbers into a spreadsheet and work out what resources are required to achieve the required number of levels of the specific building whether that is 3 levels or 24 levels since I like to transport the whole amount to each planet to conserve the hydro required to transport the resources.

General Starfleet Discussion / Re: Lab level effects...
« on: February 21, 2021, 12:19:32 PM »
That was what I was really commenting on, once you've unlocked everything and you are at a level where you can hit most NPCs and get into PvP at a reasonable level, then what is there in the research that will compel you to increase your tech levels to any significant level.  I am at a point where I knew the next level research was going to take sometime to complete so I decided go in with the Warp Drive tech upgrade since I had nothing else to do since I am happy with the AWS I have right now since a vast majority of my play when out of Diplomacy Mode is hitting NPCs.  I also usually look for NPCs that have a reasonable to low number of Plasma cannons as those can make the difference on whether it is worth hitting or not.

General Starfleet Discussion / Re: Lab level effects...
« on: February 20, 2021, 03:22:15 PM »
I have noticed in the past that the techs are all over the place for the levels that we are achieving but I think you are going to get that problem regardless of how you solve the problem with the research timings but would be nice to see the percentages they are stating in the tech descriptions correlated with the actual gains you get within the game.  I am at level 20 for my Warp Drive but only get a few minutes of the actual travel time when using warp drive.

I will likely not be remaining for much longer as the game has become stagnant and there are no new elements to make the research of techs interesting any more other than to say I have moved up a level and that I am able to hit something a bit bigger.  Would be nice if they introduced NPCs that simulated real players and made it so they hit random active players in the game or increased the base capacity of the Dionysus Class Harvesters, or increased the base capacity of the cargo ships, etc.  As I have said before, I would love to see extra dynamics adding to the universe however without a dedicated developer, I can't see it happening in any serious way as I'm unaware that any of the existing team have the ability to implement serious adjustments.

General Starfleet Discussion / Re: Lab level effects...
« on: February 18, 2021, 11:46:00 PM »
To Grace and Got2BTru,

Didn't say everyone would take the avenue of ploughing money into the game.  I know when I purchase credits, I get charged a non-sterling fee for each transaction I make, so for me, that alone is incentive enough to keep my purchase of credits on the low end.

I have just spent just over 8,000 hours researching Warp Drive Level 20 and 4,000+ hours on Level 19, so that will be just over 12,000 hours I will not get back from just researching 2 Warp Drive levels.  For me, Level 21 will take me 16,148 hours and 30 minutes to research which is 1.84 years to just do that level.

I quit the game once because I was spending what I considered too much money in the game just to maintain a rank and after some time away, it was nice not to worry about the game, however, I did miss interacting with the players.  I did come back from the beginning and just used my own knowledge of the game to progress up the boards and this time round, over a period of 5 years, I have progressed and grown a lot more naturally.

Would be nice to see the ability to research the levels in a much quicker fashion, however, as Admiral T-Wayne has mentioned, they don't appear to have dedicated developers to make the significant alterations.  I would love to see the research times increase by 25-50% with each completed level rather than the time doubling with each completed level and maybe that is something might be considered if they are able to put that into action.

I have most likely reached a point where for me, permanently retiring from the game would be a better option, but given the current global events going on, I am sticking around since it provides a distraction to the real world events.

General Starfleet Discussion / Re: Lab level effects...
« on: February 18, 2021, 04:40:27 PM »
I suspect like Admiral T-Wayne has said, I doubt we will see any major changes since they don't have the developers there to make the changes.  Also, if they did, it would likely take away a certain amount of income from those who are willing to plough money in to buying the credits and complete the research.

Battle Reports / Re: Coalition Against Toxic Messaging
« on: February 18, 2021, 04:24:14 PM »
At least post here the messages that have been going back and forth for all to see as well as posting a battle report, the title is misleading to what you want to say here within the thread.

Original Universe / Re: Question about P-markers
« on: October 14, 2014, 10:44:28 AM »
Hi Cameleon

I think the answer would be is a lot of the players that use p-mode would not have the resources to grow the size of their fleet or be able to properly FRS their planets/moons.  Additionally, I think a lot of the players, including myself, use P-Modes to do a lot over night building of ships/defenses to increase the size of their fleets and defenses on the planet, as I know I do in most cases.

As others have said, if P-Markers would removed, it would significantly reduce BFG's profits in the short and long term of the game and I think a few players may leave, either through deleting their accounts or leaving them to go inactive over time due to real life stuff preventing their game play here.

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