January 23, 2021, 11:54:42 PM

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Azure

Pages: [1]
Extreme Universe 2 / Re: planet fields issue
« on: December 22, 2010, 10:35:44 PM »
76 152 64 63 83 were my first few.


Alliances / Re: Shadows - Recruiting
« on: December 02, 2010, 06:55:25 AM »
Quote from: "2$Bill"
what if I am a member of a secret alliance hell bent on jihad?

What's a better way to smite the infidels than joining an "aggressive" group of non-jihadists? Their will can be bent to yours  :twisted:

Quote from: "Lynx"
I've been playing simple and complex games for many years. 99% of them let you know they're complex up front. This one doesn't and it isn't what I was looking for.

It's a text-based RTS game. I'm not exactly sure what you were expecting but for any game to survive in this genre there has to be a certain level of complexity.

Quote from: "Lynx"
"Hide until I get home and hope no-one is looking isn't an outwit and outplan game. It is run and hide. I had no interest in "getting the drop" on someone, I had interest in hainvg fleets fight.

Don't think of it as hiding. Think of it as 'saving the game' like in single player games. As long as your fleet is out on a harvest mission, there is no way for someone to know exactly when your fleet will arrive at home, unless there is a bug obviously. There are many, many players who overestimate their fleet saves in order to be home when their fleet comes home. If you're worried about getting stuck in traffic, fleet save an extra hour or two. If you think you might be making some plans later in the day, fleet save an extra 8 hours. If something spontaneous comes up and you won't be able to fleet save, you can use your phone to fleet save. There are plenty of ways to ensure the safety of your fleet, but they all rely on you.

If for whatever reason you can't fleet save, e.g. loss of power/internet, spontaneous plans and you can't use your phone to fleet save, computer dies, then you just got head shot through the double doors on de_dust2 by an awp 3 seconds into the game.

This is the way the game is played and it is highly unlikely this mechanic will change. If you don't like it, bye.

Feature Suggestions / Re: Implement Ship Rebuild - Help the newbies
« on: June 28, 2010, 05:01:28 AM »
+1, by far the best idea I've read so far. Helps out newer players without affecting the profit of the hits.

Extreme Universe / Re: The Future of Extreme
« on: June 28, 2010, 04:24:53 AM »
Just thought I would link this thread here by codename_b, it's in the feature request boards.


Below 50k build points 5% ship rebuild.

Below 30k build points 10% ship rebuild.

Below 20k build points 15% ship rebuild.

Below 10k build points 20% ship rebuild.

Below 5k build points 50% ship rebuild.

Logical explanation?

A starting civilisation is more adept at scavenging useful materials from debris rather than a wasteful, established society.

They don't rebuild instantly, they rebuild whenever the player next logs in.

Debris is created normally. The ships are rebuilt from the 70% that cannot be harvested.

I think this is the best idea I've read so far, obviously the numbers can be tweaked to whatever works best.

I think it'd be useful, especially for those of us who happened to start out on the edges of a galaxy, to have system 499 connect to system 1 within that galaxy. As it is right now, system 1 is about 2.5 galaxies away from system 499.

Making this change will increase the amount of targets available to those on the edges, making it the same as the middle of the galaxy.

I don't think this change needs to be made to the whole universe i.e. connecting the first galaxy to the last, but it should be done for systems within a galaxy. I can't really think of reasons not to do this other than for players who just want to sit on the edges and have minimal contact with others, but that's not what this game is about anyway.

Extreme Universe / Re: The Future of Extreme
« on: June 27, 2010, 12:00:32 PM »
Quote from: "darkset"
Quote from: "Azure"
Could have a player not lose his whole fleet if a much larger player attacks him. E.g. rank 700 player sends 2000 ships to destroy the 300 ships a rank 6000 player has. Maybe he only loses 200 of them and the other 100 'retreat' for 1 hour.
that could kill profit one some attacks say its 100 proms that retreat thats 1.8m ore and 1.5m crystal in debris gone

Is a player that much smaller going to have that many proms? Anyway, the ratio of ships was just an example. It could be based on cost rather than ships, e.g. say you have 400 ships and 25% of the value of that fleet 'retreats', maybe the last 50 ships are equal to that 25% so 350 are destroyed while the last 50 run. There could also be a threshold where you no longer have that protection, similar to how 'n' works. Some attacks will certainly be made less profitable, but you have to figure out what is better for the game(and not just better for you). Lower the gains for bottom feeding to potentially keep others interested in the game. Something, at least, must change in the game, though I am open to suggestions.

Extreme Universe / Re: The Future of Extreme
« on: June 27, 2010, 03:21:05 AM »
Could have a player not lose his whole fleet if a much larger player attacks him. E.g. rank 700 player sends 2000 ships to destroy the 300 ships a rank 6000 player has. Maybe he only loses 200 of them and the other 100 'retreat' for 1 hour.

There's a few things you can do to help prevent abuse. Such as limiting the amount in your queue to 2-3 times your fleet count, forcing queued up probes to travel at 100% speed, not allowing you to cancel queued up espionages, calculate the amount you can queue by only using fleets that are espionages with only probes i.e. if you have 10 fleets and 3 are attacks then you can send 7 espionages and queue up to 21.

New Player Corner / Re: Messages timer and activity timer
« on: May 24, 2010, 11:24:37 AM »
Quote from: "Justin Coles 928543"
unless you have an actual timer timing it, messages are run in minutes, hours and days, not seconds....... when i have espi'd someone my probed planet can still have activity up2 the point my message states 16 minutes, doesn't ALWAys mean there is activity on the planet...... if there still appears a * after say 17+ minutes then i would assum that there had been activity on the planet in question

While they are tracked by the minute/hour, you can still observe the change in seconds by reloading the pages at the appropriate times. So I guess what you're telling me is that there is a small discrepency in the displayed time.

Yes they match perfectley or should do, with minor varience, You are able to get within 2 seconds on the refresh..

And you're telling me the opposite :P

New Player Corner / Messages timer and activity timer
« on: May 24, 2010, 10:05:55 AM »
Do espionage message timers in the inbox match the Galaxy page exactly? E.g. If the Galaxy page updates 10 seconds later than the message timer in the inbox does that mean the player performed an action ~10 seconds after my espionage?

General Starfleet Discussion / Re: give un-new newbies a chance
« on: May 12, 2010, 09:20:27 PM »
Quote from: "Ptonjalken"
Wrong, many suck it up and try again. If you just reached the point barrier you should be pretty easy to recover if you built up properly during that 5K. It can be hard, but just keep trying and FRS and you'll be fine. Just keep that person on watch and hit him/her back on your first opportunity.  :twisted:

Are you sure it's wrong? Given what I've read on these boards there are very few targets for the larger players to hit. Hence, one of the reasons they hit us smaller folk.

 I'd estimate it would take about 48 hours to rebuild what I lost, assuming I make good hits and do not suffer another bad hit. The fact that I had some resources spread over my planets allowed me to build some hercs to plunder undefended targets. I have 4 colonies with level 13-15 ore mines, 12-14 crystal mines, and 6-9ish hydro mines.

General Starfleet Discussion / Re: give un-new newbies a chance
« on: May 12, 2010, 08:43:32 PM »
Yeah, it's been a pretty lame experience thus far. Apparently I had just passed over the 5k point barrier early this morning and it looks like I got Oracled(based off of the attack times, but maybe it was just a coincidence?) while making a profitable attack on someone I had never hit before. 5xPrometheus, 2xAres, 20xHades, 25xAthena, 100xArtemis, 15xHercules crushed my 9xAthena, 19xPoseidon, 4xApollo, 32xArtemis, 8xDionysus, 15xHercules, 6xAtlas, 7xHermes. Also had a few defenses, Decoy, 9xPulse, 7xParticle, 24xLaser, 10xMissile. My fleet had been home for <1 minute when his attack hit. Only way I might have been able to avoid it was if I was sitting there to send my fleet out the second it got back. I logged on just a couple minutes after to have nothing left. Oh well I guess? I can't imagine too many players sticking around if they've had a similar experience I've had.

Most of the targets I've been hitting have been inactive, have 0/minimal defenses with high resources, or have left their fleets at home for hours unattended.

Pages: [1]