The game needs SOMETHING MORE.
I've only played for a month and I'm getting bored already.
Search found 45 matches
- Thu Mar 13, 2008 11:34 pm
- Forum: The Research Lab
- Topic: New solar burst style or different burst
- Replies: 18
- Views: 16762
- Mon Mar 10, 2008 7:57 pm
- Forum: The Research Lab
- Topic: Colony Resource "Transport Upgrade"
- Replies: 10
- Views: 12567
- Wed Mar 05, 2008 7:05 am
- Forum: The Research Lab
- Topic: A Constantly Expanding Galaxy
- Replies: 37
- Views: 27797
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...
- Wed Mar 05, 2008 2:08 am
- Forum: The Research Lab
- Topic: [IDEA]: Long-range scanners
- Replies: 16
- Views: 15616
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 ...
- Wed Mar 05, 2008 2:07 am
- Forum: The Research Lab
- Topic: Mail Needs Tweeking...
- Replies: 8
- Views: 8848
- Wed Mar 05, 2008 2:05 am
- Forum: The Research Lab
- Topic: A Constantly Expanding Galaxy
- Replies: 37
- Views: 27797
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...
- Wed Mar 05, 2008 1:55 am
- Forum: The Research Lab
- Topic: OK, now I'm just pissed...
- Replies: 12
- Views: 12206
- Tue Mar 04, 2008 6:43 am
- Forum: The Research Lab
- Topic: Exp. Limitations of Attack /Invasion
- Replies: 10
- Views: 10603
- Mon Mar 03, 2008 10:52 pm
- Forum: The Research Lab
- Topic: A Constantly Expanding Galaxy
- Replies: 37
- Views: 27797
- Mon Mar 03, 2008 1:41 am
- Forum: The Research Lab
- Topic: Contractor link page
- Replies: 4
- Views: 5821
- Mon Mar 03, 2008 1:40 am
- Forum: The Launchpad
- Topic: Center of [resource] product means what?
- Replies: 6
- Views: 9676
- Sun Mar 02, 2008 11:45 pm
- Forum: The Launchpad
- Topic: Center of [resource] product means what?
- Replies: 6
- Views: 9676
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...
I got this a few times, went there, no colonies...
- Sat Mar 01, 2008 6:01 am
- Forum: The Research Lab
- Topic: [IDEA] Un-nerf the Dreamsower
- Replies: 13
- Views: 14578
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...
- Sat Mar 01, 2008 12:59 am
- Forum: The Research Lab
- Topic: [IDEA] Un-nerf the Dreamsower
- Replies: 13
- Views: 14578
- Sat Mar 01, 2008 12:51 am
- Forum: The Research Lab
- Topic: [IDEA] Un-nerf the Dreamsower
- Replies: 13
- Views: 14578
- Sat Mar 01, 2008 12:19 am
- Forum: The Research Lab
- Topic: A Constantly Expanding Galaxy
- Replies: 37
- Views: 27797
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...
- Fri Feb 29, 2008 4:06 am
- Forum: The Research Lab
- Topic: (Idea) Online Corp status
- Replies: 14
- Views: 14113
- Fri Feb 29, 2008 4:04 am
- Forum: The Research Lab
- Topic: Trade reform
- Replies: 12
- Views: 13038
- Fri Feb 29, 2008 4:02 am
- Forum: The Research Lab
- Topic: [IDEA] Un-nerf the Dreamsower
- Replies: 13
- Views: 14578
- Thu Feb 28, 2008 4:23 am
- Forum: The Research Lab
- Topic: Trailers for your ship
- Replies: 12
- Views: 11516
- Thu Feb 28, 2008 4:20 am
- Forum: The Research Lab
- Topic: A Constantly Expanding Galaxy
- Replies: 37
- Views: 27797
- Thu Feb 28, 2008 4:17 am
- Forum: The Research Lab
- Topic: [IDEA] Un-nerf the Dreamsower
- Replies: 13
- Views: 14578
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 ...
- Thu Feb 28, 2008 2:10 am
- Forum: The Research Lab
- Topic: [idea] rocket boosters?
- Replies: 22
- Views: 19461
- Thu Feb 28, 2008 1:44 am
- Forum: The Research Lab
- Topic: [IDEA] Un-nerf the Dreamsower
- Replies: 13
- Views: 14578
[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...
- Wed Feb 27, 2008 10:42 pm
- Forum: The Research Lab
- Topic: A Constantly Expanding Galaxy
- Replies: 37
- Views: 27797
- Wed Feb 27, 2008 9:01 pm
- Forum: The Research Lab
- Topic: A Constantly Expanding Galaxy
- Replies: 37
- Views: 27797
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...
- Wed Feb 27, 2008 8:57 pm
- Forum: The Research Lab
- Topic: [idea] rocket boosters?
- Replies: 22
- Views: 19461
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...
- Wed Feb 27, 2008 8:51 pm
- Forum: The Research Lab
- Topic: [IDEA] Invite-only shards
- Replies: 8
- Views: 7784
- Wed Feb 27, 2008 2:27 am
- Forum: The Research Lab
- Topic: [IDEA] Invite-only shards
- Replies: 8
- Views: 7784
[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...
- Tue Feb 26, 2008 12:03 am
- Forum: The Research Lab
- Topic: [IDEA] Additional Government Systems
- Replies: 9
- Views: 9858