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Messages - Magellan VI

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Feature Suggestions / Re: Let's brainstorm...
« on: September 09, 2015, 06:42:01 PM »
I like the idea of maintenance costs for ships  :D

I would suggest lowering the number of members able to join an alliance to maybe 20 or 25 making it more competitive.

I would also like to see something I had found on a thread previously. A mobile warp ship that an alliance could build.  The ship could be destroyed for a hefty dsp gain and hence would have to be defended. Alliance members could deploy ships to it on a permanent basis for defence and the ship itself would warp to another part of the uni.

Eradeon Extreme Universe / Re: Refreshed pages not updating
« on: August 11, 2015, 12:13:16 AM »
Thanks for the quick response and fix Matt. Everything seems to be working again now  :D

Eradeon Extreme Universe / Re: Refreshed pages not updating
« on: August 10, 2015, 11:46:52 PM »
Thanks Matt.

I assume we can submit a support ticket if our fleets get hit while this is happening?

Eradeon Extreme Universe / Re: Refreshed pages not updating
« on: August 10, 2015, 11:38:01 PM »
Well it basically means my fleets are stuck in limbo so I cannot FRS them.

If it doesn't sort itself out soon, I may have to submit a support ticket.

Before any of you opportunists try for a sneaky hit, I'm not in any of the Uni's under this name  :P

Eradeon Extreme Universe / Refreshed pages not updating
« on: August 10, 2015, 11:30:26 PM »
Is anyone else having problems with their pages not updating when they refresh them?

I have both fleet and message pages failing to update at all.

My fleet pages show the timer clicking down and the game time clock is still active but when I refresh it, it just shows my fleets with the "-" marker next to them.

Eradeon Extreme Universe / Re: Uni down?
« on: June 11, 2015, 07:35:06 PM »
No idea but if you lose anything during an unscheduled outtage, you should be able to submit a support ticket .

Eradeon Extreme Universe / Re: Battle Reports
« on: June 06, 2015, 02:51:59 PM »
Well it's been a while since I played any version of this game but I've dipped my toe in an extreme uni for a change. This one is small fry compared to the big hitters but you have to start somewhere don't you?

In the attack from Wessex‎ on Apple pie:

The attacking side acquired 153,886 ore, 128,734 crystal, and 48,834 hydrogen.
The attacking side did not acquire any Eradeon.

Kraken (ATTACKER) lost 491 RSP and gained 1,593 DSP. (more)
Moonpie (DEFENDER) lost 2,398 RSP and gained 491 DSP. (less)
  * Contributed 2,398 RSP to the battle.
  * Lost 1,398,500 ore, 884,500 crystal, and 123,000 hydrogen in damages.

  * Lost  4 of  4 Genesis Solar Satellites (0 remain).
  * Lost 30 of 30 Hermes Class Probes      (0 remain).
  * Lost 16 of 16 Atlas Class Cargos       (0 remain).
  * Lost 11 of 11 Artemis Class Fighters   (0 remain).
  * Lost 16 of 16 Apollo Class Fighters    (0 remain).
  * Lost  7 of  7 Zagreus Class Recyclers  (0 remain).
  * Lost 35 of 35 Hercules Class Cargos    (0 remain).
  * Lost  8 of  8 Dionysus Class Recyclers (0 remain).
  * Lost 20 of 20 Poseidon Class Cruisers  (0 remain).
  * Lost  3 of  3 Gaia Class Colony Ships  (0 remain).
  * Lost 56 of 56 Missile Batteries        (0 remain).
  * Lost  7 of  7 Laser Cannons            (0 remain).
  * Lost  7 of  7 Particle Cannons         (0 remain).
  * Lost  6 of  6 Pulse Cannons            (0 remain).
  * Lost  1 of  1 Decoys                   (0 remain).
  * Lost 15 of 15 Gauss Cannons            (0 remain).

369,600 ore and 228,300 crystal are now floating at this location.
There was a 4.0% chance that a moon would form from the debris.
However, no moon formed.

If you wanted to be wimpy about it, you could always colonise in diplomacy mode.  No fear of attacks there although it is somewhat longwinded and a bit chickeny-outy.

(There's the English language mangled again!)

General Starfleet Discussion / Re: PUBLIC BETA
« on: March 31, 2010, 01:54:25 AM »
Ok, I've had a brief look through this and it's definately very useful.  Here's what I would like to see:

In the Galaxy View section, when selecting how many results you want to appear on each page it would be good to have an option for 15, so we could view one system at a time. I guess you would have to include vacant slots in the report for this to work.

Also the report comes up with all the slot 1 planets first then slot 2 and so on.  Wouldn't it be better to have the report in system oreder first?
I realise you can change this by clicking on the category title but it seems logical to do it that way.

Is there a way of looking at only slot 4 planets/moons for example if you were looking for spare slots for colonisation.

Also when I changed the sym to group inactives together (maybe they should be the first in the list?) and changed the results to 50 per page I got this error message and no report.

Warning: mysql_fetch_assoc(): supplied argument is not a valid MySQL result resource in /home/fubar/public_html/Galaxy.php on line 118

I can get it working again by going to the home page and back.

General Starfleet Discussion / Re: PUBLIC BETA
« on: March 31, 2010, 01:33:52 AM »
I'm using Firefox with this too. I'm curious as to how long it should take to parse each galaxy page?

*edit* No worries, got it working now!

General Starfleet Discussion / Re: Thank you BFG!
« on: March 06, 2010, 01:37:36 AM »
Quote from: "Tamarin"
Sorry I think someone that pays in to a game should have a weee bit more say then the rest that pay nothing

Have you not heard of democracy?

Those of us who don't give cash directly to B.F.G for credits still fill out offers to gain them and there are a lot more of us than there are of you.  Do you think that B.F.G doesn't charge those companies to advertise their products in the game?

I'm sorry that your greed to smash players willy nilly got the better of you but as many many players pointed out, oracles as they were before unfairly ostracised the biggest sector of players in the game, those that are your bread and butter, the ones whose resources you rely on to survive in the top ~100 or wherever you are.  Did you want them to leave? Did you realise if they did you wouldn't have as many players to prey on?

The oracle is still incredibly useful and powerful but it requires a little more thought about it's use.  It makes setting up roving attack colonies anywhere near a moon very hard, you still get warp gates and a very defendable position compared to the rest of us.

Be grateful we're still playing the game.  Without us, you wouldn't be where you are today.

Extreme Universe / Re: Some info on moons
« on: February 28, 2010, 12:35:13 AM »
Quote from: "Bleys"
Without moons, big fleeters are virtually invulnerable. A single mobile colony could dominate.

With moons, the big fleeters will need to take care fleetsaving. Its not trivial to mobile-colony anymore.

That's all I needed to know.  I've already massively changed the strategy I had for the upcoming months to take this into account.  I'm currently setting up colonies in other galaxies and I realised now that in order to maximise the time I can play the game I'm going to have to set up 2 colonies at a time so I've got more options with my deploy flight times. I could do it with only one colony at a time but I wouldn't want the possibility of me not getting online at work looming over my head. Expensive for the minute but I'll get there soon enough.

Extreme Universe / Re: Some info on moons
« on: February 26, 2010, 08:49:49 PM »
This guy say's it best

Quote from: "Ekij"
The fact that if I send a fleet on an 8.5 hour deploy and spot an attack 0.5 hour away and cancel the deploy
There is a very good chance I can't be at the other end 8 hours later and the fleet is left un-protected at the word that deployed it.

The point of this game was that you could fleetsave until you were at your computer.
Now you run the risk of having to turn the fleet around and not be able to protect it when it gets back to the origin.

If I'm always at my computer I don't need to fleetsave (I can just move the fleet if an attack is incoming).
Everyone used to go on and on about how fleetsaving allowed people who could only play occasionally (i.e. people with a job a life and a need to sleep) could still play by fleetsaving.
Oracles just took that away from us.

Ergo this game is no longer suitable for people who can't be at the keyboard every 2 hours, so we're all discussing whether it's worth investing any more time in the game.

I think you'll be surprised how many players are out there that think this way.  It's not just a game for long term players anymore and your going to have to acceot that if you want more gamers then your going to have to let them have an opinion.  Good job it's not a democracy eh? You'd be buggered then  ;)

General Starfleet Discussion / Re: Oracle
« on: February 26, 2010, 08:37:39 PM »
Not a bad idea.

Until it does though, I'm keeping my planets in pairs relatively close together to give me better options on flight times.

I wish I had a 9-5 job with internet access now :-(

Extreme Universe / Re: Some info on moons
« on: February 26, 2010, 08:20:23 PM »
Quote from: "Bleys"
You shoulndt be complaining about those who do, hows that.

Just because YOU want to play casually doesnt mean I should too.

In this version, building enough Artys for a moonshot isnt hard if you have even a basic understanding of how the game works. If you dont ... well you should be reading and learning, I suppose. Or go back to SlowSFC, hows that?

I'm not complaining about those that do and I don't expect you to change your playing style. If I was in your position I would be salivating at the prospect of something new to play with.  That doesn't change the fact that it makes it a lot harder for newer gamers to advance up the rankings and a lot easier for the high up players to take advantage of the situation (acknowledge that at least).  Does that not suggest that it will be a lot more difficult for the game to retain and grow it's gaming population?  There's an awful lot on inactives out there and I wouldn't be surprised if that number goes up. If that's what you want, then fair enough, but I want a vibrant universe full of players battling it out among the stars (I'm in an alliance that does just that), not one where I'm farming inactives.

I may only have been playing for a short while but I've done my reading (including some useful tips from yourself on other threads), I've got all my colonies (although I'm having to move a couple around now because of this), my Arcnet and some very nice fleets which attracts a lot of interest and I'm pretty good at making sure it's all safe.  I'm doing very well thank you very much.

I'm not having a go at you, just voicing my opinion on why I think this mechanic is a little one sided.  I'm more concerned that it will have a negative effect on this universe than whether my fleets are going to be attacked.  I'm damn good at fleetsaving and i will continue to be.  Quiet frankly, if you manage to ambush me, you deserve to (although I may have a nice moon out of it).

The one good thing to come out of this is that it stresses the importance of alliances and group defends which I am wholly for.  It encourages players to actively participate in the community which can only be a good thing.

You still haven't told me what was so unbalanced that moons were needed. I'd like to know if only for curiosities sake.

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