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Messages - LunarAvenger

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General Starfleet Discussion / Re: That awkward moment...
« on: September 17, 2012, 06:44:49 PM »
Wow... I've obviously not had enough coffee? >.> My bad matt. Apologies. Someone lock this or get rid of it. Thanx.

There is a reason I didn't bother joining this tournament mode. Perhaps you should address those points people come bringing up... I know you want to make money. And I respect that, but you could make items finite for each player, and protection mode should be extremely limited. Also... you could restrict tokens and similar early in the game. Idk... but I hated the beginning of nova, and I loved the beginning of extreme. Damned tokens.

General Starfleet Discussion / That awkward moment...
« on: September 17, 2012, 06:22:58 PM »
That awkward moment when you've been planning for downtime since it popped up on your screen and all the sudden it doesn't happen...I've been around since early universe 1, I know the downtime was usually off by 10-15 minutes at times, but it was 45minutes in and I didn't notice anything. Two hours for less then 45 minutes? (I didn't notice any down time at all to be honest, I went to go eat and then to check the "white screen of downtime")

I don't see a post related to it, so I'm just here with my hands... folded accross my lap, yeah folded... wondering if the message meant anything at all or if your just trying to give us the royal salute?

Starfleet Commander Original, Universe 2, and Nova will be offline Tuesday, September 18, 2012 from 17:00UTC to 19:00UTC (game time) for scheduled maintenance. All tasks, including resource production, missions, and attacks, will continue to run while the server is offline. If additional news becomes available regarding this maintenance it will be posted on the forum.

Whats up with that matt?

Feature Suggestions / Re: New user interface update
« on: August 21, 2012, 08:08:48 PM »
I hate the new layout with a passion. Reminds me of what they did to the "tech" page. Maybe new players like it, but don't pull a facebook and force us ALL to use it, could you just switch the "enable new layout" to "use old layout" ??

Did I mention you can't tell if the message is allied, message, or buddy?! -1

Battle Reports / EMPIRE BATTLE REPORT: 3.8 million in debris.
« on: April 19, 2012, 06:22:48 PM »
THE EMPIRE led an attack on Law Hog

The following emerged from battle after 6 Round(s)

*****Attacker: Nova1 with 2,410,000 RSP involved (initial fleet RSP) *****
Curetes : 9 (Lost: 1 of 10)
Poseidon : 10
Athena : 33
** Resources lost: 2,000 ore, 2,000 crystal, and 10,000 hydrogen.

*****Attacker: Number 11 with 9,686,000 RSP involved (initial fleet RSP) *****
Artemis : 196 (Lost: 74 of 270)
Apollo : 57 (Lost: 13 of 70)
Empusa : 0 (Lost: 64 of 64)
Curetes : 24
Poseidon : 25 (Lost: 2 of 27)
Athena : 43 (Lost: 1 of 44)
Hades : 44
** Resources lost: 417,000 ore, 135,500 crystal, and 484,000 hydrogen.

*****Attacker: Iceman with 6,709,000 RSP involved (initial fleet RSP) *****
Empusa : 0 (Lost: 45 of 45)
Poseidon : 68 (Lost: 3 of 71)
Athena : 29
Hades : 30
** Resources lost: 82,500 ore, 21,000 crystal, and 343,500 hydrogen.

*****Attacker: xXxAPUxXx with 29,656,000 RSP involved (initial fleet RSP) *****
Artemis : 1197 (Lost: 402 of 1599)
Empusa : 0 (Lost: 400 of 400)
Curetes : 836 (Lost: 22 of 858)
Poseidon : 12
Athena : 117
Hades : 8
** Resources lost: 1,450,000 ore, 446,000 crystal, and 3,220,000 hydrogen.

*****Defender: Law Hog with 13,649,000 RSP involved (initial fleet RSP) *****
Hermes : 0 (Lost: 77 of 77)
Helios : 0 (Lost: 46 of 46)
Artemis : 0 (Lost: 1002 of 1002)
Atlas : 0 (Lost: 49 of 49)
Apollo : 0 (Lost: 30 of 30)
Zagreus : 0 (Lost: 1 of 1)
Charon : 0 (Lost: 2 of 2)
Hercules : 0 (Lost: 17 of 17)
Empusa : 0 (Lost: 4 of 4)
Dionysus : 0 (Lost: 8 of 8 )
Curetes : 0 (Lost: 20 of 20)
Poseidon : 0 (Lost: 14 of 14)
Carmanor : 0 (Lost: 10 of 10)
Pallas : 0 (Lost: 3 of 3)
Athena : 0 (Lost: 20 of 20)
Ares : 0 (Lost: 10 of 10)
Hades : 0 (Lost: 21 of 21)
Prometheus : 0 (Lost: 7 of 7)

Thanatos : 1
Missile : 0 (Lost: 555 of 555)
Laser : 0 (Lost: 251 of 251)
Space mine : 0 (Lost: 25 of 25)
Pulse : 0 (Lost: 55 of 55)
Particle : 0 (Lost: 30 of 30)
Decoy : 0 (Lost: 1 of 1)
Gauss : 0 (Lost: 20 of 20)
Large decoy: 0 (Lost: 1 of 1)
Plasma : 0 (Lost: 5 of 5)

** Ship Resources lost: 6,506,000 ore, 3,600,500 crystal, and 892,500 hydrogen.
** Total Resources lost: 9,105,000 ore, 4,626,000 crystal, and 1,157,500 hydrogen.
** Destroyed Ship Points Base (multiply by Attacker RSP / Defender RSP * 0.5): max 6,613
** Max DSP: 6,613 ** Min DSP: 661

After 6 rounds of combat: The attacking side acquired 0 resources.

2,537,250 ore and 1,265,700 crystal are now floating at this location.

A moon did form from the wreckage.


Nova Universe / Re: Lucky Draw- Legalized Pushing at it's finest
« on: April 07, 2012, 11:57:08 AM »
I do think some of the new Nova features will kill this off quicker than BFG expect. Ignoring Matts waffle about more to come - once moons start getting killed people will walk i am pretty sure of that...

You don't see people leaving Ogame and its 50? 100? universes just because moons can be blown up.

I do have a problem with this circular series of events.
Universe begins -> Buy lucky tokens for rez -> Spend rez on buildings -> instant finish buildings -> buy lucky tokens for rez... this cycle can go on indefinitely unless there is a limit put on it.

I guess I agree with Wargasm, cap the amount of lucky tokens per day. Not sure about buy 5 use 10, but maybe buy 10 use 10 in a day.

I liked that chart for universe2 and nova. Interesting how you can compare 100 days with 16 days...

I do buy credits now and then, but I've never played games where you could actually BUY the resources themselves. Thats... insane for SFC. I might as well go and play World of Warcraft.

@WGW I played nonstop as well, did some surveys and got the 2 mission commanders for early on, plus a free scientist, geologist, and the tutorial Admiral. I'm ranked #200 because I didnt buy a ****load of lucky tokens.

@both of ya, while WGW did buy up a lot of tokens, buildings, etc (dont deny it, we all know you bought a butt load of them) what is going to do? There is literally no one he can attack that would give him worthwhile resources (honestly my few hundred thousand arent worth it) or decent DSP, except for other people who boug*cough* I mean played with the same strategic skill! It is like looking up the walkthrough for a game you got for christmas... yes you will beat metroid in under 2 hours with 100%, but the fun and sense of accomplishment is missing. WGW, your #1 rank is worthless, it was not earned.

So in closing, WGW you can troll/flame/spend your paycheck on this game to buy rank whatever makes you happy and keeps you N to the rest of us, you know the normal players, those who practice moderation (or have a social life). I will enjoy hunting them on a level playing field as long as this universe lasts.

Nova Universe / Re: Nova is already dying and it's only started
« on: April 06, 2012, 02:09:40 PM »
other then the thanatos destroyer which is like half a Zeus the new ships are flying around... and the credit card warriors are strong in the first weeks of any universe... but yes, people who have flung themselves out into the wastes of the outer galaxies are falling behind.

Necroposting for the win.

But seriously this topic deserves a bump now that the NOVA universe is out, since one of the arguments against helios is people can SAT bash them everyday. Now that is still annoying but the other player doesnt get very much DSP (if any) for it.

General Starfleet Discussion / Re: picking on the BEGINER
« on: March 31, 2012, 07:45:13 AM »
Meh... you leave your stuff out and it gets attacked. It doesnt matter who by.

and in X2, the mines are just insane I made my entire years worth of rsp in X1 in a matter of days there.

Feature Suggestions / Re: Suggestion to add to Heph
« on: February 13, 2012, 08:45:51 PM »
I do point out that Hephs, and their owners, usually hold crazy huge fleets... who needs cost ineffective missiles? I'd trade all my silos and missiles for a heph and 500 proms...

Support Rulings / Re: Is farming lower ranked players pushing?
« on: January 21, 2012, 02:23:25 AM »
I remember when everything didn't revolved around the BFG gestapo/KGB... its like the story of the two russians, the one called the KGB claiming he saw his neighbor bury something in the front yard... so they come and dig it all up. Later they talk and he says "It worked they dig up your garden for you." To which the other replied. "So where did you want that new pool?"

I generally ignored this, as for some idiot trying to bait me or actually quitting and letting me know. I consider it all fair game. I don't know anyone personally in the game. And I still consider it total ........ that you can get in trouble for this. The game is about ATTACKING, so let us attack.

The whole ruling on this is a bureaucratic nightmare... designed just to give us all headaches. BFG and players. keep it simply stupid. *Kiss*

General Starfleet Discussion / Re: Planning Starfleet moving forward!
« on: January 21, 2012, 02:09:26 AM »
I would be extremely interested in this new universe. Seeing how real life put me from rank 100 to almost perma-V mode in extreme 1.

As for mechanics and ideas to test... Wanna list?
1. More ships. The most common request in all of this game's history I think. Here are my ideas...
1a-Missile Ships, a type of ship that have no rapid fire but strike multiple random targets per battle round. Lower attack, moderate defense, multi-striking. (Working names: Hydra Class missile cruiser, Typhon Class missile dreadnought, Echidna Class Missile Super-dreadnought, I have specs for them all too.)
1b-Raider Class ships, I have designs for 3 levels of this ship type. Essentially fighters, with high attack and speed, but high fuel costs and low cargo space almost always ensure that other ships must support them during long range attacks. (Working names: Erinże Class Raider: Megaera, Alecto, and Tisiphone; I do have specs for them)
1c- Kamikaze Class ships, on the original design terms this ship was impossible to add in due to the battle process. However, if your adding in new mechanics this ship is easier. This ship attacks only in round 2. This gives defending ships a chance to shoot them down before they ram. All of these ships are destroyed in round 2 after they deal damage. (Working name: Icarus Kamikaze Ship, I have specs.)
1d- Heavier Bomber class, has been suggested.(Working title Krataiis - Ruination Bomber, specs include upgradeable drive)
1e- Something bigger then the Hercules class cargo ship, while personally I think it will make things too easy to fleetsave all your resources... I did design an Argo Class Super Cargo ship.
1f- hydrogen harvester, working name: Demeter class harvester
1g- improved scout ship, for wormholes (see suggestion 2) working name: Hecate Class probe

2. Wormholes. Basically a way to transport via a natural jump gate in space. Me and a friend had worked out 2 types of wormholes.
2a- Static, These wormholes would be dependent on the universe size. But to give an idea I would have them start at G5-G15, G11-G21, G18-G29, etc. These static wormholes occupy the entire system in which they reside. (The exact middle 250) and travel to one of these systems would (after exploration with a probe) open a new button on the transit coordinates "Wormhole" where after you would place the coordinates of your end destination. For example. Your at 4:234:2 and you want to get to 16:345:6. The coordinates would be like this. First select wormhole in the options (opening a middle coordinate box) then you imput 5:250:W and then you imput your end destination of 16:345:6. (example uses a G5-G15 wormhole). Distance is Location to Wormhole terminus A + Wormhole terminus B to Destination.
2b- Unstable wormholes, functioning like stable wormholes with one exception. These wormholes shift around randomly both in time and space. Thus randomly these wormholes end points shift, at random intervals. There should be a few lengths (few systems, few galaxies, several galaxies, etc.) of unstable wormholes at the beginning and then they should just roam freely recking havoc. :P The interval between shifts is unknown to players but can be guessed by launching a probe wormhole mission using a new scout probe ship (Hecate) which will report the wormholes stability in a non-numerical form. (gradual fluctuations, heavy surges, etc) These reports are important because unstable wormholes occupy slot 16 of two random systems allowing double distance "in-system" attacks, or even to nearby systems on the other side at the minor risk of the wormhole shifting behind the attacker leaving them stranded forever (lost, turned into debris at slot 16 for 1-12 hours), plunder becomes part of debris, hydrogen debris is reduced by 50-100% but does not dissipate due to being inside ship hulls and only disappears when the rest of the debris is harvested. (thus Dionysus and Demeter ships must be send together to get all debris otherwise the hydrogen is lost)

3. Hydrogen debris after battles, obviously there has to be some hydrogen after a battle. The amount remaining would dissipate based on the nearby planet's size. (The amount of total fields). Obviously with Hephs/Titans around there can result in no planet being nearby, this would result in minimal dissipation (some set rate), and finally we can get the masses of ships figured out :P

4. Actual Asteroid belts... I just think it would be cool, no idea how to implement it as an actual game function.

5. We have moons, now lets have planets with resonant rings. These rings allow the planet to observe traffic from all ships nearby, but only where they are going at the moment of the ping. ETA is obtained, but cargo, owner, and exact fleet components are not. Ships visible are determined by how close they are to you vs your buildings level² (similar to oracle). Obviously a planet with a ring for gaming purposes would not get a moon. The chances would depend on the debris, more crystal is better for a ring. Exact specs I do have.

6. Tournament universes, extremely short lived universes with a timelimit before auto-reseting. Rewards and kudos going for the top players in fleet kills, best alliance, etc. These universes would also have higher speeds then even extreme, I suggested x8-x4 speed. Blood bath :D

thoughts everyone?

Feature Suggestions / Re: new special cargo transport
« on: December 06, 2011, 11:04:12 AM »
it always amuses me to come back and see the old threads alive and well in different form. There isn't going to be an Argo class supercargo ship. There just isnt, and now for the reason why... and specifically for your case :D

1. Defenseless and twice as fast a Zeus. So basically I can fleetsave for months at a time if I was a turtle? Yes please! Deploy all my resources from my supply bases moon to my hub Moon without fear, hydrogen costs, etc?? Oh goodie! Oy O.o

2. Oh even better it can hold a ton of rez AND gate with it??! geez, so basically I need planets every 5 galaxies so I can drop off my plunders and GATE them back to G1 pour out ships from the foundery and then... gate them back to my current fleet and continue? Broken. lol

Strategy / Re: Solar vs. Nuclear - Chapter 1
« on: December 06, 2011, 10:52:15 AM »
Just to point out, don't the NPP in the eXtreme universes use twice as much hydrogen? Just sayin...

General Starfleet Discussion / Re: Captain N Cadet: Comic one
« on: December 06, 2011, 10:47:38 AM »
What happened to this O.o
I return from exile only to find the best thing in the history of His Awesomeness gone?
*goes back into exile*

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