Search found 988 matches
- Fri Aug 10, 2012 10:43 pm
- Forum: The Tavern
- Topic: Things that are annoying me
- Replies: 20
- Views: 19862
Re: Things that are annoying me
You're right about the thrusting, that was a change Toonces made while I wasn't playing and noticed it when I came back. I'd like it if it were reduced just because it mostly affects the things that were already the most difficult.
- Fri Aug 10, 2012 10:36 pm
- Forum: The Tavern
- Topic: Abandoned Dome Defenses, Ideas?
- Replies: 21
- Views: 21360
Re: Abandoned Dome Defenses, Ideas?
Defended colonies very rarely die on rebangs, I don't see any exploit there. If someone got defenses that way it would just be a good find.
And the thing you replied to was Luna's idea to cut the time a dead dome takes to disappear from 7 days to 3. I don't see any problem with that idea.
And the thing you replied to was Luna's idea to cut the time a dead dome takes to disappear from 7 days to 3. I don't see any problem with that idea.
- Fri Aug 10, 2012 6:19 am
- Forum: The Tavern
- Topic: Abandoned Dome Defenses, Ideas?
- Replies: 21
- Views: 21360
Re: Abandoned Dome Defenses, Ideas?
How does this aggravate anything? It's about as marginal as a patch could be.
- Thu Aug 09, 2012 6:45 pm
- Forum: The Research Lab
- Topic: Solar Cannon/Military tweak
- Replies: 5
- Views: 8966
Re: Solar Cannon/Military tweak
Good stuff duece. I pretty much agree. The current plan includes all of the following: -up ore harvest for all planet types except rocky -decrease ore harvest some more for rocky -up damage from solar bullets In what way does this improve the game? It's a great patch for builders. Depending on how ...
- Thu Aug 09, 2012 6:05 pm
- Forum: The Tavern
- Topic: Abandoned Dome Defenses, Ideas?
- Replies: 21
- Views: 21360
Re: Abandoned Dome Defenses, Ideas?
Luna, dead domes disappear exactly 1 week from after they die. I agree 3 days is a more reasonable time frame though.
- Wed Aug 08, 2012 11:38 pm
- Forum: The Tavern
- Topic: Things that are annoying me
- Replies: 20
- Views: 19862
Re: Things that are annoying me
#2 was a patch, nukes don't lock on to lasers if there's a wall in between them. I think 1 is some type of lag-effect, but it sucks.
- Sun Aug 05, 2012 12:48 am
- Forum: The Tavern
- Topic: New Classic style perm coming Friday
- Replies: 11
- Views: 13501
Re: New Classic style perm coming Friday
i love cow but I think making a server 'for' anyone has always flopped... Like how Kasonia got RoP made for him. What a great server that was right? It was so great it got banged again so the same 8 people could play it. And all those other gimmick servers like ToS that are gone now... if you want ...
- Sat Aug 04, 2012 11:11 pm
- Forum: The Research Lab
- Topic: Research - Revamped
- Replies: 6
- Views: 10446
Re: Research - Revamped
I think this is Luna's idea, but maybe allow 15 discoveries with the owner choosing 10 of those to be active. This way the best colonies don't become overpowered, but the worst get improved a lot.
- Fri Jul 20, 2012 5:36 am
- Forum: The Research Lab
- Topic: A New Item for the Admiral's Club
- Replies: 1
- Views: 5813
Re: A New Item for the Admiral's Club
Solid idea.
Two other possible ones:
3k tokens to move the biodome on a colony.
1k tokens to wipe away all of the research discoveries a colony has.
Two other possible ones:
3k tokens to move the biodome on a colony.
1k tokens to wipe away all of the research discoveries a colony has.
- Fri Jul 20, 2012 12:40 am
- Forum: The Tavern
- Topic: The Frontier, a story
- Replies: 25
- Views: 23392
Re: The Frontier, a story
Cool story.
- Tue Jul 10, 2012 10:23 pm
- Forum: The Tavern
- Topic: Greenlight
- Replies: 32
- Views: 39064
Re: Greenlight
I knew the forums were dead, but I didn't actually realize HOW dead. Two days and only three posts on the forums, one of which was my thread and the other a reply to it. It's like a ghost town here, and it's a shame. I remember when this place was so lively. Could just sit here and refresh the foru...
- Mon Jul 09, 2012 7:34 am
- Forum: The Research Lab
- Topic: Solar Cannon/Military tweak
- Replies: 5
- Views: 8966
Solar Cannon/Military tweak
The biggest obstacle to balance between different planet types is how important military strength is. Solar cannon/military is so important it dominates every other aspect of building in priority. A colony with a bad solar is a bad colony, period, and no amount of cash or weapons production can make...
- Tue Jun 26, 2012 3:25 pm
- Forum: The Research Lab
- Topic: Stock Market tweak
- Replies: 3
- Views: 7740
Re: Stock Market tweak
It would help, but my problem with stock market is it's very 'rich get richer'. It helps colonies that already produce enough cash and does next to nothing for the ones that really need it. It does need an upgrade one way or another though, most of the time I wouldn't even be able to tell it's there...
- Tue Jun 26, 2012 3:19 pm
- Forum: The Research Lab
- Topic: Hostile Conditions Bonus
- Replies: 3
- Views: 7259
Re: Hostile Conditions Bonus
If your goal is just to make these types of worlds "a little better", it would be better to change an existing rule or setting rather than making up a new one of a military multiplier. I thought this way might be nice because it would help the balance without making all the planets too similar, but...
- Mon Jun 25, 2012 6:39 am
- Forum: The Research Lab
- Topic: Hostile Conditions Bonus
- Replies: 3
- Views: 7259
Hostile Conditions Bonus
Colonies with the lowest reproduction rates should have a smaller requirement for military size. The explanation could be that since the colonists have to survive on those planets, it results in them being better fighters. I think it's important for the balance of planet types, that lower population...
- Thu Jun 21, 2012 10:11 pm
- Forum: The Tavern
- Topic: As predicted....
- Replies: 2
- Views: 4387
Re: As predicted....
Galaxy of Life is still more active than Golden Age, wait another two weeks to make this thread.
Actually, I guess it depends on when in the day you log in. GOL is more active in the morning for some reason.
Actually, I guess it depends on when in the day you log in. GOL is more active in the morning for some reason.
- Sat Jun 16, 2012 5:10 pm
- Forum: The Research Lab
- Topic: Desert Planet Type Tweaks
- Replies: 7
- Views: 11480
Re: Desert Planet Type Tweaks
If you're looking for ways to make spice more valuable, it can be done without throwing everything else out of whack. For example, let spice act as an all-in-one substitute for other consumable resources, but less effectively (eg. Instead of 100 organics an hour, let it take 150 spice as a replaceme...
- Mon Jun 11, 2012 5:43 pm
- Forum: The Tavern
- Topic: Reform
- Replies: 18
- Views: 23708
Re: Reform
Just make Invading harder .. JUST MAKE INVADING HARDER but then both will be boring, so there'll be no point in playing the game. What like how its become boring now ? The reason Starport was a huge success before was because it was challenging ... something that is now lacking in this game. Starpo...
- Mon Jun 11, 2012 2:56 am
- Forum: The Research Lab
- Topic: Stock Market tweak
- Replies: 3
- Views: 7740
Stock Market tweak
Stock market is considered to be one of the crappier discoveries, so it probably needs an upgrade of some sort. My idea is to make it so that each level of stock market generates revenue that just adds on to the tax rate. So even at zero tax a 7500 population, stock market 5 colony gets 15,000 credi...
- Mon Jun 11, 2012 1:17 am
- Forum: The Research Lab
- Topic: Desert Planet Type Tweaks
- Replies: 7
- Views: 11480
Re: Desert Planet Type Tweaks
I don't like it because it nerfs everything else and it doesn't even make deserts have good solars, they'd still be limited by ore.Toonces wrote:how about a spice requirement per hour for solar cannon shots
- Mon Jun 11, 2012 1:01 am
- Forum: The Tavern
- Topic: Reform
- Replies: 18
- Views: 23708
Re: Reform
Good ideas except for the building buff. BUILDING IS TOO hugging EASY TO BUFF Building is sitting at where it should be. There's nothing wrong with it whatsoever. Don't hug with something that's not broken, plain and simple. Get good baddies. Building is easy, but it's slow. The buffs in the OP are...
- Thu Jun 07, 2012 2:36 am
- Forum: The Tavern
- Topic: Cow's new galaxy idea
- Replies: 25
- Views: 24156
Re: Redemption?
I'd like a server like this with a corp size of 8.
- Thu May 31, 2012 3:33 pm
- Forum: The Research Lab
- Topic: Desert Planet Type Tweaks
- Replies: 7
- Views: 11480
Desert Planet Type Tweaks
The main supposed value for a desert is its spice production, but spice doesn't do anything so it's pretty useless. So here are some proposed changes: -Change the function of spice mining to be a spice market, make it automatically add commodities market level 3 to the discoveries list (allowing up ...
- Sat Mar 10, 2012 8:52 pm
- Forum: The Tavern
- Topic: Nerfing the solars again? Really? =====POLL=====
- Replies: 28
- Views: 28310
Re: Nerfing the solars again? Really? =====POLL=====
If the problem is that it's now less rewarding to build, why not make it easier to build? Like, just cut down on the resource/colonist hauling it takes to get a colony started. Maybe cut the resources it takes to complete a building.. but that's not a big deal on mod servers because of bulkheads. Ma...
- Thu Feb 16, 2012 3:15 am
- Forum: The Research Lab
- Topic: making reconnect easier
- Replies: 9
- Views: 12534
Re: making reconnect easier
This is probably difficult to implement, but would it be possible to freeze the logged off player into their position? The problem is that when someone logs back in they're ship jumps randomly because the server assigns them a random location (unless it's been changed but it used to work like this)....
- Wed Jan 11, 2012 12:11 am
- Forum: The Tavern
- Topic: Y not new arties
- Replies: 24
- Views: 21952
Re: Y not new arties
Atleast artifact hunting and trading would become a more on-going part of the game, so some players might specialise in selling them, but artis should last atleast 2 months or it would be too annoying. Artifact hunting is boring and repetitive, making it a larger part of the game is not a good idea...
- Sat Dec 24, 2011 7:22 am
- Forum: The Research Lab
- Topic: MORE IDEAS FOR BUILDERS!
- Replies: 5
- Views: 9487
Re: MORE IDEAS FOR BUILDERS!
This isn't a quick fix at all, but I love this idea. http://starportgame.com/sgeforum/viewtopic.php?f=6&t=18942 Spice cost to transport resources/capital homeworld This is a two part idea. Part 1) Allow colonies to schedule automatic import/export of resources within a system at a cost of spice. Som...
- Sat Dec 24, 2011 7:18 am
- Forum: The Research Lab
- Topic: MORE IDEAS FOR BUILDERS!
- Replies: 5
- Views: 9487
Re: MORE IDEAS FOR BUILDERS!
Improve the lesser used planet types I posted an idea forever ago to increase the number of discoveries from 10 for the crappier planet types, and to let IGPs get all 80 to make them awesome. But if that can't be done then at least do it conventionally. The goal to is to make each planet equally va...
- Fri Dec 23, 2011 7:31 pm
- Forum: The Tavern
- Topic: proposed settings for a new perma
- Replies: 11
- Views: 10352
Re: proposed settings for a new perma
I don't know the actual number of systems, but whatever is considered typical. And I just meant the p5 map type, same sort of layout.
I hadn't thought about the rushing thing, but yeah it makes most sense to half the cost as well.
I hadn't thought about the rushing thing, but yeah it makes most sense to half the cost as well.
- Thu Dec 22, 2011 9:09 pm
- Forum: The Tavern
- Topic: proposed settings for a new perma
- Replies: 11
- Views: 10352
Re: proposed settings for a new perma
Deuce some players define "Profit" by the population they own - and the Experience they gain from it. Some Players define "Profit" by the amount they can invade and gain within a short period of time. You say you'd like to encourage " war " and full scale battles between Corps on a daily basis on a...