Search found 158 matches
- Wed Nov 14, 2012 2:55 am
- Forum: The Research Lab
- Topic: New Missiles
- Replies: 10
- Views: 16044
Re: New Missiles
good ideas, let me know when something actually gets made. You won't see me in game anymore. sick of waiting over a full year without a single accomplishment to the game, not even the dev blog shows anything new in the past 16 months. new ships? guess not, thought those were on your priority list......
- Thu Sep 13, 2012 10:02 pm
- Forum: The Research Lab
- Topic: Drop the cap on xp loss for deaths
- Replies: 31
- Views: 39198
Re: Drop the cap on xp loss for deaths
ok, so...since you started this topic, I'm sure you have an idea on what to change it to? you still haven't said what it should be changed to if this were to happen.
- Wed Sep 12, 2012 8:35 pm
- Forum: The Research Lab
- Topic: Drop the cap on xp loss for deaths
- Replies: 31
- Views: 39198
Re: Drop the cap on xp loss for deaths
ah, all you meant is the 100k cap...lol.
well, I think there is a %, up to 100k. It's like...10%? something like that. meaning you would need 1mill exp to loose 100k and beyond that, the limit doesn't increase.
....
well, what do you think it should be then?
well, I think there is a %, up to 100k. It's like...10%? something like that. meaning you would need 1mill exp to loose 100k and beyond that, the limit doesn't increase.
....
well, what do you think it should be then?
- Sun Sep 09, 2012 2:09 am
- Forum: The Research Lab
- Topic: Drop the cap on xp loss for deaths
- Replies: 31
- Views: 39198
Re: Drop the cap on xp loss for deaths
you don't seem to realize...there will be positives and negatives to making this change. you've listed the positive, and I've listed the negative. After looking at this thread, I don't see that changing back will be worth the problems. and about that rule...it doesn't matter what it was meant for, t...
- Sat Sep 08, 2012 2:56 pm
- Forum: The Research Lab
- Topic: Drop the cap on xp loss for deaths
- Replies: 31
- Views: 39198
Re: Drop the cap on xp loss for deaths
I don't think you realize how much people hate to loose exp. Every one of my friends from 3 years ago have quit because of too much exp loss, they thought the game was a waste of time. The guy has lots of exp, looses a bunch of it then rage quits. Everyone's happy now, everyone invades U.N. colonys,...
- Thu Sep 06, 2012 9:03 pm
- Forum: The Tavern
- Topic: What do you listen to on SGE?
- Replies: 5
- Views: 7547
Re: What do you listen to on SGE?
I listened to this during my last blitz game...I had to repeat it four times though XP
http://www.youtube.com/watch?v=aPBW-1JAS2I
totally makes me think the fighting is epic
http://www.youtube.com/watch?v=aPBW-1JAS2I
totally makes me think the fighting is epic
- Thu Sep 06, 2012 8:47 pm
- Forum: The Research Lab
- Topic: Drop the cap on xp loss for deaths
- Replies: 31
- Views: 39198
Re: Drop the cap on xp loss for deaths
indeed, this is a poor idea, the high loss of EXP is what caused a lot of ragequit. If you want to limit invading...well, that's what fuel is for, to limit your gameplay. Let me ask you a few things...Are you in school or have a job? is it stressful? Do you want to play a game for the fun of it, or ...
- Mon Sep 03, 2012 7:50 pm
- Forum: The Tavern
- Topic: What do you listen to on SGE?
- Replies: 5
- Views: 7547
What do you listen to on SGE?
Post a name of a song and the artist that you would listen to when you play SGE. You may also post a link to the song(s)
I'll start with a collection of music by Erick Ekholm:
http://www.youtube.com/watch?v=kV4Yt8A0 ... re=related
I'll start with a collection of music by Erick Ekholm:
http://www.youtube.com/watch?v=kV4Yt8A0 ... re=related
- Tue Aug 28, 2012 11:33 pm
- Forum: The Research Lab
- Topic: Beta items
- Replies: 0
- Views: 5135
Beta items
I was thinking, since everyone loves to see progress, anything thing that Toonces is making could be made as a beta kind of thing. Like, if there was a new ship, maybe he could release it even though it's secondary weapon isn't working or something, and as time goes on we can see his progress into m...
- Mon Aug 20, 2012 9:48 am
- Forum: The Research Lab
- Topic: Dev blog?
- Replies: 0
- Views: 4988
Dev blog?
update? soon? ...
please?
please?
- Mon Aug 20, 2012 9:43 am
- Forum: The Research Lab
- Topic: Simple idea
- Replies: 5
- Views: 10191
Re: Simple idea
even I somehow agree with this. I understand that building isn't meant to be easy...but I think it's actually a bit tougher than it should be. it could take hours, sometimes several, to build one planet and fully defend it. Building is tough, but so is invading, If building was easier than invading ...
- Sat Aug 11, 2012 2:04 pm
- Forum: The Research Lab
- Topic: Pre-Registration + SGE Facebook Group
- Replies: 4
- Views: 8944
Re: Pre-Registration + SGE Facebook Group
There are already facebook pages, idk if their official or not...
- Fri Aug 03, 2012 8:20 pm
- Forum: The Research Lab
- Topic: Research - Revamped
- Replies: 6
- Views: 10513
Re: Research - Revamped
can you explain what you mean?Toonces wrote:Or one could take the researches that are considered bad and make them more powerful
- Sun Jul 15, 2012 1:35 pm
- Forum: The Research Lab
- Topic: Thinking Big - Empire Overhaul for Starport Galactic Empires
- Replies: 3
- Views: 7850
Re: Thinking Big - Empire Overhaul for Starport Galactic Emp
There have been many great ideas posted before. many of the things in here have already been posted before. This is a lot of things to get implemented at once. I heard Toonces was going to make new ships a while ago, and well, I've been waiting 4 months for them, and this is just for two new ships. ...
- Fri Jun 29, 2012 6:00 pm
- Forum: The Research Lab
- Topic: blitz admiral club
- Replies: 0
- Views: 5311
blitz admiral club
The blitz admiral club store is kinda boring. Since we get tokens from playing, it would be cool to have things to make the game fun, you know, like fireworks? things that doesn't help you fight, but will just make people laugh. Here are some simple ideas 15 Tokens: color changing beacon 50 Tokens: ...
- Sun Jun 17, 2012 2:08 am
- Forum: The Research Lab
- Topic: Cargo increasing artifacts
- Replies: 5
- Views: 10265
Re: Cargo increasing artifacts
idk, I think 750 is still really high, I mean, if there was an artifact for that, then all the builders would have it, since they don't have a use for SC's and SE's anyway. and just 750, even still, you could get all of one kind of recourse and more with each run. It still makes building to easy at ...
- Sun Jun 17, 2012 2:04 am
- Forum: The Research Lab
- Topic: New /commands?
- Replies: 4
- Views: 8637
Re: New /commands?
actually I'm a 17 year old guy. Unfortunately I can't change my username... (you called me Latias and I almost forgot that was my username >.> ) you guys want this implemented? Go make your own corrupted game and tell us how it works. they were implemented, but they are not anymore, I'm sure there i...
- Mon Jun 11, 2012 11:05 pm
- Forum: The Research Lab
- Topic: New /commands?
- Replies: 4
- Views: 8637
Re: New /commands?
I don't mean to be rude...but your joking right? >.>
ftw man, kids play this game, there's no way these things should get implemented. If those four get in then I might as well quit Starport before my sanity gets further damaged! D:
ftw man, kids play this game, there's no way these things should get implemented. If those four get in then I might as well quit Starport before my sanity gets further damaged! D:
- Sat Jun 09, 2012 8:00 pm
- Forum: The Research Lab
- Topic: Cargo increasing artifacts
- Replies: 5
- Views: 10265
Re: Cargo increasing artifacts
well...it's always great to have a lot of holds...but if your reputation is high enough then nobody leaves you when you take some of the colonists.
just...having 1000 holds can do a lot to a port, and makes building almost to easy.
just...having 1000 holds can do a lot to a port, and makes building almost to easy.
- Wed Jun 06, 2012 9:58 am
- Forum: The Tavern
- Topic: New Goal!
- Replies: 2
- Views: 5166
New Goal!
now that I've gotten to the lowest possible fuel consumption as possible: 3.1 on ISC 2 on anything lower.
My new goal will be try to get get a docking discount at every port in the server!
what do you guys think?
My new goal will be try to get get a docking discount at every port in the server!
what do you guys think?
- Wed Jun 06, 2012 9:51 am
- Forum: The Research Lab
- Topic: fix to overpowered mods
- Replies: 3
- Views: 7811
Re: fix to overpowered mods
hmm, I haven't heard that before, it sounds pretty good...except that atm we only really have one type of mod each, which is now like the same thing as I was saying
oh well, maybe that Idea will get implemented when more mods get out
oh well, maybe that Idea will get implemented when more mods get out
- Thu May 31, 2012 7:28 pm
- Forum: The Research Lab
- Topic: fix to overpowered mods
- Replies: 3
- Views: 7811
fix to overpowered mods
I came up with an idea to fix the overpower issue with some mods. How about we make the flights, energy, whatever mods that were modified, back to the way they were before. And instead, make a limit to how many of any one mod(s) that you can have at once. I'd prefer this because, well lets use the f...
- Wed May 30, 2012 7:06 pm
- Forum: The Research Lab
- Topic: over 50 posts on forum...
- Replies: 3
- Views: 7522
Re: over 50 posts on forum...
isn't it normally better to be moderated? to make sure that nobody ever does something wrong?
or am I thinking of a completely different thing like I think I might be :V
or am I thinking of a completely different thing like I think I might be :V
- Sun May 27, 2012 5:29 pm
- Forum: The Research Lab
- Topic: Formation Flight
- Replies: 0
- Views: 4886
Formation Flight
I got this idea from playing Ace Online. So I thought we could use it here There are flights called "Formation Flights" you make a temporary group called a formation and 6 people at a maximum can be part of the formation. (so there can be less) For this game, the 6 people automatically cannot attack...
- Tue May 22, 2012 10:35 am
- Forum: The Research Lab
- Topic: improve hellbore laser?
- Replies: 4
- Views: 8537
Re: improve hellbore laser?
It should auto aim with about ~90 degrees in both ways. That would make it so much better. i would've said more like 45 degrees each way, but that sounds good. I think 45 degree each way is a bit more realistic, it's be strange to fight someone when their h*llbore hit you from the side of their shi...
- Sun May 20, 2012 10:20 am
- Forum: The Research Lab
- Topic: improve hellbore laser?
- Replies: 4
- Views: 8537
Re: improve hellbore laser?
agree ^^
- Sat May 12, 2012 12:25 pm
- Forum: The Research Lab
- Topic: Slight Modification to Galaxy
- Replies: 5
- Views: 9297
Re: Slight Modification to Galaxy
great idea, it is realistic XD
P.S. why did you make two threads of this?
P.S. why did you make two threads of this?
- Tue May 08, 2012 8:03 pm
- Forum: The Research Lab
- Topic: Slight Modification to Galaxy
- Replies: 2
- Views: 5905
Re: Slight Modification to Galaxy
^NightgraderP6 wrote:/agree
- Mon May 07, 2012 10:40 am
- Forum: The Tavern
- Topic: The beloved Double Dome
- Replies: 3
- Views: 5080
Re: The beloved Double Dome
DD every planet in golden age. muahahahaa....this has nothing to do with the thread at all!!!
- Sat May 05, 2012 7:41 pm
- Forum: The Research Lab
- Topic: Just a few thoughts
- Replies: 5
- Views: 9497
Re: Just a few thoughts
yea that clarifies a lot. Do you think there should be a bolt thing for each stat all the time? It just kind of makes me think, oh, this season is the thruster season :P And if it doesn't give enough bonus, then people won't buy it :/ guess it's a bit hard to tell unless we try it. Well, there are t...