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Topics - Ta'len

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Feature Suggestions / Inactives - Mine Production
« on: December 04, 2014, 12:42:32 AM »
If an account goes inactive, can we get BFG to programmatically set the mine production to 100%?  (Even if that results in power issues...)  Let's face it, farming inactives is a big part of resource acquisition, especially for lower-ranked players or in low-resource universes like Eradeon.  Some people turn off their mines when they go inactive - which is incredibly rude!! -- resulting in one-hit wonders that never do anything to benefit the game once whatever resources are there have been scooped up.  If BFG were to re-activate those mines, though, the inactive planets would continue to produce and become a resource until the account is purged from the game.

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Hired Guns Universe / Suggestions for Hired Guns
« on: March 04, 2014, 06:43:50 PM »
Two suggestions for BFG:

1) Move the Construction building from the Labor territory to the Alien Space Dock, or ADD it to the ASD.
1a) Move: If a planet has both Labor and ASD territories associated with it, then simply update the ASD record with the same level of Construction found on the Labor.  If the planet doesn't have an ASD associated with it, then create a new ASD association, and move the Construction over at the same level.
1b) Add: Labor territories would still keep the Construction, and ASDs would now have a level 0 Construction available to build.  Holding either Labor or ASD would enable the benefits of the Construction to the Human ships on the colony itself, and the ASD Construction would also benefit the ASD Shipyards.

2) Create a new building, a resource Recycling Plant or something, that will (SLOWLY, but getting faster with each build level) convert resources from one type to another.  Hired Guns has a TON of excess Crystal for some reason.  I can hire a Merchant and trade it out at 2.5:1.5:1 Ore:Crystal:Hydrogen standard rates, but not everyone has credits.  It would be nice to have an option for converting resources without hiring a Merchant.  The conversion ratio should be the lowest possible, say 2:1:1 Ore:Crystal:Hydrogen, or 2.25:1.25:1, or something reasonable.  Obviously, hiring a Merchant would give a higher trade ratio and would be instantaneous, but building the Recylcing Plant would allow for the trade to take place over time.
2a) It would be nice if I could feed ships and/or defenses into the Recycling Plant, in addition to raw resources.  (I want 100,000 Artemis, not 100,003! :P)

Ta'len

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Hired Guns Universe / New Territories
« on: February 06, 2014, 05:59:50 AM »
I think new Territories should have some defenses in place.  Even just a single missile battery would suffice; whatever it takes to make it so you have to attack the territory, rather than just send a probe that can get there in a matter of seconds.

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Feature Suggestions / Moons
« on: January 27, 2011, 01:34:02 AM »
I'd like to see a weapon that can destroy a moon. Maybe have it mounted on a Heph... or maybe have it be a new type of ship or missile.

When BFG introduces this new weapon, they would also have to introduce a new defense. I think a shield generator on the colony attached to a moon would be perfect; the higher the level of the building, the more powerful the shield. (Think about how the death star in Return of the Jedi was protected by a shield generator on the moon of Endor!) The shield itself would work exactly like shields on other ships and defenses, but would provide an insanely high rating so that the normal ships wouldn't be able to break the 1% damage rule.

While I'm on the topic of moons, I think this whole "moonshot" concept is stupid. I think there needs to be a new technology that enables a new type of ship that allows a player to launch their own moonshot against themself.

This ship will be similar to a Gaia, but MUCH more expensive. Each ship will give you a 1% chance to have a moon form when you deploy it to a colony that you already own, and deploying the ship will consume it, so you lose it whether or not a moon forms. You can only send one ship at a time.

Each level of the supporting technology will increase the percent chance by 1%, up to a maximum of 20% if you research it up to level 20. (No benefit beyond level 20, but if the costs are similar to Warp Drive, then people won't take it up that high anyway!)

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