Search found 45 matches

by ibanix
Thu Mar 13, 2008 11:34 pm
Forum: The Research Lab
Topic: New solar burst style or different burst
Replies: 18
Views: 7428

The game needs SOMETHING MORE.

I've only played for a month and I'm getting bored already.
by ibanix
Mon Mar 10, 2008 7:57 pm
Forum: The Research Lab
Topic: Colony Resource "Transport Upgrade"
Replies: 10
Views: 5915

Shadowfax wrote:
From the perspective of gameplay, it seems kind of silly to have starcraft and high technology but not to have intrasystem transportation.
Completely agree
by ibanix
Wed Mar 05, 2008 7:05 am
Forum: The Research Lab
Topic: A Constantly Expanding Galaxy
Replies: 37
Views: 11076

While I'm neither in favor or opposed to the idea, I'd like to hear what you'd have to say on one topic. If the galaxy continually expands, how would you propose to handle the ever increasing distances to/from the established starbases? If I'm 200 hops from Sol (or whichever original starbase I spa...
by ibanix
Wed Mar 05, 2008 2:08 am
Forum: The Research Lab
Topic: [IDEA]: Long-range scanners
Replies: 16
Views: 6938

Don't you have 100% energy after warping into an adjacent system? So unless you're a really bad or inattentive pilot (or terribly unlucky), you should be able to assess the situation in the system (players or lasers, etc) and warp back out of the system if necessary. Ambush is a part of a person's ...
by ibanix
Wed Mar 05, 2008 2:07 am
Forum: The Research Lab
Topic: Mail Needs Tweeking...
Replies: 8
Views: 4022

Full mail client should have:

1) Multiple person send
2) Send to corps
3) Folders (or sorting)
4) Forward
5) Copy/paste
6) Reply/Reply To All
by ibanix
Wed Mar 05, 2008 2:05 am
Forum: The Research Lab
Topic: A Constantly Expanding Galaxy
Replies: 37
Views: 11076

Ok, thanks for some actual reasons. Next time, try them the FIRST time. :lol: Anyways, I think that the problem with permaverses - and hence why I'm avoiding them - is exactly what you state: Too settled/active. Classic Homeworlds has, what, 1000s of created players? Too much. Perhaps an expansion o...
by ibanix
Wed Mar 05, 2008 1:55 am
Forum: The Research Lab
Topic: OK, now I'm just pissed...
Replies: 12
Views: 5189

Sounds like a legit tactic to me... area denial of your enemy's resources.

Which PAX game was this?

On the other hand, good idea about who blew you up; also I'd like to add some way to find my deployed mines/lasers/beacons.
by ibanix
Tue Mar 04, 2008 6:43 am
Forum: The Research Lab
Topic: Exp. Limitations of Attack /Invasion
Replies: 10
Views: 4904

Voice of dissent: I like this idea.
by ibanix
Mon Mar 03, 2008 10:52 pm
Forum: The Research Lab
Topic: A Constantly Expanding Galaxy
Replies: 37
Views: 11076

McGrod wrote:NOT EVERY DAY/NIGHT!!!!! moron!
EXPLAIN WHY! Moron!
by ibanix
Mon Mar 03, 2008 1:41 am
Forum: The Research Lab
Topic: Contractor link page
Replies: 4
Views: 2540

This seems to be a very popular request
by ibanix
Mon Mar 03, 2008 1:40 am
Forum: The Launchpad
Topic: Center of [resource] product means what?
Replies: 6
Views: 4611

Freakazoid wrote:It's usually a system of oceanics or other oil-producing planets.
Ah, so it has nothing to do with colonies, just where the most potential resource type is possible, if you filled it with colonies
by ibanix
Sun Mar 02, 2008 11:45 pm
Forum: The Launchpad
Topic: Center of [resource] product means what?
Replies: 6
Views: 4611

Center of [resource] product means what?

What does the 'The center of the oil (or whatever) production in the galaxy is (some system name)' actually mean?

I got this a few times, went there, no colonies...
by ibanix
Sat Mar 01, 2008 6:01 am
Forum: The Research Lab
Topic: [IDEA] Un-nerf the Dreamsower
Replies: 13
Views: 6406

ibanix I will admit that i could be wrong about the whole "risk vs. reward" thing so how about a test. I say we go to a sever and i will pick a trade route that is 2 hops each way with the ports somewhat close to the sun and at least 1 hostile npc flying around. I will go in a whale and you in a fl...
by ibanix
Sat Mar 01, 2008 12:59 am
Forum: The Research Lab
Topic: [IDEA] Un-nerf the Dreamsower
Replies: 13
Views: 6406

The real Hellbent wrote:
I don't think that 300 holds would fullfill "Risk VS. Reward"
In what way? The flower is designed as a weak fighter, big cargo carrier. It just isn't big *enough* for people to use it more.

I'd love a 300 holds Flower for colony building!
by ibanix
Sat Mar 01, 2008 12:51 am
Forum: The Research Lab
Topic: [IDEA] Un-nerf the Dreamsower
Replies: 13
Views: 6406

That's a lot to ask. The flower is already the most dangerous ship (to the owner!) to fly around in.

Isn't item #5 enough? Just up it to 300 holds and people will consider using it - and consider the risk of getting blown to bits.

Asking for one thing is more likely to happen than 6 changes ;-)
by ibanix
Sat Mar 01, 2008 12:19 am
Forum: The Research Lab
Topic: A Constantly Expanding Galaxy
Replies: 37
Views: 11076

By your logic, a new bang should require 1000 days, because there are 1000 systems! .... but, no, it doesn't require him to hand-make every system each time a rebang happens. (If it does, I give up, there is no hope). As a programmer, I can understand the scope of this issue, and it is 1) write code...
by ibanix
Fri Feb 29, 2008 4:06 am
Forum: The Research Lab
Topic: (Idea) Online Corp status
Replies: 14
Views: 6416

+1 agree
by ibanix
Fri Feb 29, 2008 4:04 am
Forum: The Research Lab
Topic: Trade reform
Replies: 12
Views: 5671

Agree.
by ibanix
Fri Feb 29, 2008 4:02 am
Forum: The Research Lab
Topic: [IDEA] Un-nerf the Dreamsower
Replies: 13
Views: 6406

Lovecraft wrote:Awesome I love charts :)

You should put that in the wiki if its not there
Ooh, good idea.
by ibanix
Thu Feb 28, 2008 4:23 am
Forum: The Research Lab
Topic: Trailers for your ship
Replies: 12
Views: 5173

Rebalance of existing ships better than new ships, in my opinion.
by ibanix
Thu Feb 28, 2008 4:20 am
Forum: The Research Lab
Topic: A Constantly Expanding Galaxy
Replies: 37
Views: 11076

Stklr wrote:Add 3 a week would make it a lot easier for Toonces.
Why's that? If you build the programming to do it, he just has to turn the option on and walk away. Every night at 00:00 GMT *poof* new system.
by ibanix
Thu Feb 28, 2008 4:17 am
Forum: The Research Lab
Topic: [IDEA] Un-nerf the Dreamsower
Replies: 13
Views: 6406

Nice graph! I see your point about high wisdom having an effect. Good points to consider. As it is now, no one uses the Dreamsower. Any one want to chime in and say they do, and if so why? It's sort of pointless to have a ship that isn't used. And while going up to 220 holds would be more useful, I ...
by ibanix
Thu Feb 28, 2008 2:10 am
Forum: The Research Lab
Topic: [idea] rocket boosters?
Replies: 22
Views: 8916

I think to be balanced, you'd have to remove the ability to use other ship devices while boosting - no nuke launches.
by ibanix
Thu Feb 28, 2008 1:44 am
Forum: The Research Lab
Topic: [IDEA] Un-nerf the Dreamsower
Replies: 13
Views: 6406

[IDEA] Un-nerf the Dreamsower

I ran some calculations on all the ships recently. Yeah, I'm a geek. The Dreamsower seems woefully less than useful in comparison to the nearest type of ship, the Galaxy Whale. A Galaxy whale gets you 4000 more shields, twice top speed, twice turning speed, twice thrusting speed, twice regen rate, a...
by ibanix
Wed Feb 27, 2008 10:42 pm
Forum: The Research Lab
Topic: A Constantly Expanding Galaxy
Replies: 37
Views: 11076

McGrod wrote:daily would be insane for a perma
Why? Not sure I understand; it's just one new system. Over a year you'd go from 1000 systems to 1365 systems.
by ibanix
Wed Feb 27, 2008 9:01 pm
Forum: The Research Lab
Topic: A Constantly Expanding Galaxy
Replies: 37
Views: 11076

The programming to add a new, randomly-generated system every day can not be greatly difficult. Sure it will take some time, but not a really hard effort. It would be nice to see one new system, every day, created at the edge of the existing galaxy. A few random new warp lanes would also change some...
by ibanix
Wed Feb 27, 2008 8:57 pm
Forum: The Research Lab
Topic: [idea] rocket boosters?
Replies: 22
Views: 8916

I like it. It would enable all ships to have a sort of a merchant cruiser special, right? Would be useful in running away from groups and not terribly overpowered at the same time. It would give a lot of newbies in whales a good chance of running away. It would make it easier to travel long distanc...
by ibanix
Wed Feb 27, 2008 8:51 pm
Forum: The Research Lab
Topic: [IDEA] Invite-only shards
Replies: 8
Views: 3172

ComradeKev wrote:I've read your description and I hate to be dense... but what the hell is a shard?
A galaxy.... server/galaxy/shard seem to be used interchangeably
by ibanix
Wed Feb 27, 2008 2:27 am
Forum: The Research Lab
Topic: [IDEA] Invite-only shards
Replies: 8
Views: 3172

[IDEA] Invite-only shards

I've seen a few people bitching about foul-mouthed players, noobs, people who join but never play, harassment, etc. And then I thought, wouldn't it be nice if you could host a shard and invite only people you know are worth playing with? Of course, new shards = more server resources. So you'd have t...
by ibanix
Tue Feb 26, 2008 12:03 am
Forum: The Research Lab
Topic: [IDEA] Additional Government Systems
Replies: 9
Views: 4402

Nice idea!

I'd suggest a different name, however, since 'Socialism' and 'Communism' are used interchangeably for many people.