contact
March 04, 2021, 03:45:16 AM

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.


Topics - shadzmgamez

Pages: [1]
1
General Starfleet Discussion / Debris Harvesting Daily Mission
« on: April 08, 2020, 02:26:37 AM »
I hate the daily debris harvesting mission when it shows up. It seems like it should be one of the easiest ones, BUT IT ISN'T! At least not at higher levels. Get enough RSP, and suddenly you have to harvest 3 million debris in a day, which unless you yourself create that much debris, it is the hardest thing to do.

Seems like the only daily mission I can do now is the one where you transport resources to a random person.

2
General Starfleet Discussion / Planet Field Calculator
« on: April 08, 2020, 02:24:27 AM »
I made a program that mass simulates planet generation and how many fields it has using information from the wiki (which admittedly may have missing, incorrect, or misleading information).

In doing so, for planet slot 4 (the most commonly colonized one) I found that you only have about a 0.11% chance of getting the maximum fields of 320, with about a 2.3% chance of getting a planet size at or over 300 fields. I'm surprised by the bigger than expected odds for 300 fields or more, but the 320 field chance is about what I expected.

Go ahead and play with it yourself if you want. (requires Node.js and Node Package Manager (NPM)).

https://github.com/andrewtyl/SFC_Planet_Field_Sim

3
Feature Suggestions / Random Spawning Debris
« on: April 01, 2020, 11:10:00 AM »
Debris fields should randomly spawn in. Not big ones. Very small ones. Just so you don't have pages of no planets, no debris, and few NPCs on barren galaxies. ESPECIALLY in the newer universes like x6, where anything not in Galaxy 1 has barely anything.

If they already do spawn in (and I'm just unaware of it), increase the frequency or RNG for playerless systems. The same could be said for NPC spawns as well.

4
Feature Suggestions / Advanced Precision Tech
« on: March 29, 2020, 11:35:54 PM »
A tech that when upgraded can adjust the precision of different things more precisely than before.
For instance, mine output. You can only adjust currently in 10% increments. Same for travel time.

Level 1, changes it to 5% precision (so 5, 15, 25, 35, etc)
Level 2, changes it to 2% precision (so now you just couldn't pick 1, 3, 7, 9, 11, etc.)
Level 3, changes it to 1% precision (1, 2, 3, 4, etc. all the way to 100 is now available. At this point, it would be a text field, rather than a dropdown box. If a value is entered that the current precision is not at (for instance, doing 24.5% at lvl 3, it rounds to the nearest available precision).
Level 4, changes it to .5% precision
Level 5, changes it to .1% precision
Level 6, changes it to .05% precision
Level 7, changes it to .01% precision

No benefit beyond level 7 (which is done for some already existing techs).
Perhaps once you get to Level 3, in addition to a text box field, a slider exists for fleet transportation times/fuel.

While I don't think much use will be in mine and NPP output for this, I do think Fleet Saving will become significantly more technical and precise with this.

5
Feature Suggestions / Public API
« on: March 25, 2020, 06:29:18 PM »
I saw one old post on this, but wanted to reopen the suggestion.
A public API for use with the SFC games. I have numerous ideas as a programmer that I would love to implement but require an API of sorts. There are a couple of alternatives I might be able to use, but an official API would be best, more secure, and easiest, hence why I'm suggesting it.

Pages: [1]
birthmark-ant