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JeffL
Site Admin / Dev Team
Team:
Main: Jeff_L
Level: 1028 Class:
Sniper
Joined: Wed Mar 23, 2005 2:21 am Location: Santa Clara, CA
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Re: Galaxy Quality
I guess the question is one of basic philosophy. Do you think that every planet in every galaxy, or near enough so, should be able to be a profitable colony, or should planets capable of being a profitable colony be rare and exciting to find, and a challenge to string together to form a coherent team territory?
I think I would rather have a vast Wild Space with great planets few and far between, than a compacted small Wild Space where every single galaxy has several great planets.
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Wed Feb 29, 2012 1:30 am |
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Chaosking3
Team:
Main: Spatzz
Level: 2402 Class:
Engineer
Joined: Mon Jul 27, 2009 12:40 am
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Re: Galaxy Quality
I think most planets should be coloable after a lot of effort in terraforming. Reducing the amount of 100% colos was a great idea, they are 0 effort colonies which is a little silly. Reducing the overall amount of colos and spreading them out more is just an annoyance factor no one wants to face. I have a number in my head that I will get to no matter what, making it harder for me to achieve that number just causes severe apathy on my end.
When I run into a galaxy of 15~ 28% or less planets I am strongly discourages, what sucky ass luck that 15 planets and an entire galaxy is useless.
The argument here is that certain players are making a lot of money from colonies. What is not being addressed is that you need at least 2 account, more like 3, a very strong drive and great knowledge of the game in order to make a large number of successful colonies. Anyone can make 4, 10 is doable, 20? 30+? The amount of people who do this is fairly small and they have laid down a strong support base in order to accomplish it. They are also the only ones being hurt by it.
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Wed Feb 29, 2012 1:47 am |
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Cygnus
Team:
Main: __
Level: 2482 Class:
Berserker
Joined: Fri Jun 06, 2008 11:38 pm
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Re: Galaxy Quality
JeffL wrote: I guess the question is one of basic philosophy. Do you think that every planet in every galaxy, or near enough so, should be able to be a profitable colony, or should planets capable of being a profitable colony be rare and exciting to find, and a challenge to string together to form a coherent team territory?
I think I would rather have a vast Wild Space with great planets few and far between, than a compacted small Wild Space where every single galaxy has several great planets. The trouble with that philosophy is that even if there's a galaxy with absolutely nothing worth building on in it, you STILL have to build in it. Connectors suck and are often painful. Better to have more tight clusters of galaxies that an annoyingly spread out teamspace. It's just not fun otherwise.
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Wed Feb 29, 2012 1:52 am |
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Camsy
Team:
Main: PM Me If You Suck
Level: 1996 Class:
Gunner
Joined: Fri Nov 28, 2008 6:03 pm Location: Sydney, Australia
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Re: Galaxy Quality
Why not make it galaxy ownership can happen within 2j of an alrady owned gal. That way you dont need as many connectors but your sacrificing space that could possibly be used by the enemy to launch an attack?
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Wed Feb 29, 2012 2:24 am |
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Max235
Team:
Main: Max235
Level: 1821 Class:
Seer
Joined: Sat Jan 21, 2006 11:16 am
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Re: Galaxy Quality
Unless you have a mass of T21 ships, galaxies can be made impenetrable to conventional attack squads.
Just tested my teammate's galaxy. I put out more or less 75k dps with my MTR, compounded by the T20 kit's weakness, and still didn't do much of a dent. And the kit was being healed...
Having more attackers is balanced out by the fact my team outnumbers the enemy 3 to 1.
The whole border is like that.
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Wed Feb 29, 2012 2:31 am |
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Visorak
Team:
Main: Radia
Level: 1101 Class:
Speed Demon
Joined: Wed Oct 10, 2007 6:04 pm Location: q3dm17
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Re: Galaxy Quality
It isn't only the suitability that effects how good a colony planet is.I would much rather have a 50% planet with no commods than two 100% planets with babs.
In my 2 gals I have 20 planets. Only 8 have above 37% suit, and out of those 4 have baobabs, 2 more have nukes.
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Wed Feb 29, 2012 3:03 am |
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a jedi master
Team:
Main: the speed of dark
Level: 1874 Class:
Engineer
Joined: Sun Nov 05, 2006 12:42 am Location: omg, you stalker!
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Re: Galaxy Quality
yeah out of the 3 galaxies I own there's only 1 baobabs above a lot, which is BS. But according to jeff this is random.
ALTHOUGH aren't baobabs and space oats LESS likely to be on low suitability planets? this would explain it... and it has always seemed this way to me. That temperate planets have the organics. So by decreasing 100% planets there are less baobabs/space oats.
I have a full galaxy worth of noxious/blistering, more than 10 planets. Built there anyways because saw something moderately useful, but would be nice to want to make colonies... I don't when there's no baobabs/oats
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Wed Feb 29, 2012 3:44 am |
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Chaosking3
Team:
Main: Spatzz
Level: 2402 Class:
Engineer
Joined: Mon Jul 27, 2009 12:40 am
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Re: Galaxy Quality
I don't really mind that they show up more on high suit planets since, as I said, I personally use 37%+. Last uni however I think 22 out of 36 colos had Bao on them. This uni I have 1 source atm, I'll actually need to lay an Ada kit to secure a planet that has loads ^^
Extremes are no fun.
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Wed Feb 29, 2012 3:46 am |
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sabre198
Member
Team:
Main: topbuzzz
Level: 4129 Class:
Shield Monkey
Joined: Sun Dec 21, 2008 12:31 pm Location: Timmeh!
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Re: Galaxy Quality
JeffL wrote: I think I would rather have a vast Wild Space with great planets few and far between, than a compacted small Wild Space where every single galaxy has several great planets. I wouldnt because a player generally takes a group of galaxies that are joined together. they dont take 4 gals but 4 good ones ones dotted here and there under this distribution you get one mediocre gal and 2-3 connectors..load of crap
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Wed Feb 29, 2012 6:14 am |
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seanla4350
Team:
Main: Thermal
Level: 3024 Class:
Engineer
Joined: Sat Jan 16, 2010 2:23 pm
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Re: Galaxy Quality
Yeah topbuzz is correct. If I found one very decent galaxy this universe, it was surrounded by a ton of terrible galaxies. Which is why I right now own an outpost 10 jumps away from the rest of my team space.
You need to get rid of the fact that people almost spend half their StM gear and slots on connector kits just to connect their two main galaxies.
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Wed Feb 29, 2012 6:35 am |
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rand4505
Team:
Main: Hooch Dealer
Level: 2763 Class:
Gunner
Joined: Sun Aug 07, 2005 2:20 pm Location: Who is John Galt?
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Re: Galaxy Quality
This is a painful example of an idea looking sound on paper but in practicality it blows.
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Wed Feb 29, 2012 7:39 am |
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a jedi master
Team:
Main: the speed of dark
Level: 1874 Class:
Engineer
Joined: Sun Nov 05, 2006 12:42 am Location: omg, you stalker!
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Re: Galaxy Quality
Have to agree with the StM bit. Though I still agree with owning needing to be connected, connecting needs to be easier... or something... Even if it means they'd be easier to destroy by players. An anti-termite base now requires either ambrosia Y or higher gear on a non-stm base connector.
I didn't really find a problem with finding galaxies together that completely sucked but more with ones that didn't have baobabs/oats
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Wed Feb 29, 2012 8:15 am |
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skyfyre
Team:
Main: Skyfyre
Level: 2483 Class:
Speed Demon
Joined: Mon Aug 14, 2006 6:22 pm
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Re: Galaxy Quality
JeffL wrote: I guess the question is one of basic philosophy. Do you think that every planet in every galaxy, or near enough so, should be able to be a profitable colony, or should planets capable of being a profitable colony be rare and exciting to find, and a challenge to string together to form a coherent team territory?
I think I would rather have a vast Wild Space with great planets few and far between, than a compacted small Wild Space where every single galaxy has several great planets. What would be the point of having a universe full of garbage? Where could the player actually make an interesting decision (or a mistake) if say perhaps, 99% of the universe is utter trash, and 1% is an absolute no-brainer that you take? Your idea is one that provides a setting that in my oppinion does little to improve the depth and skill in the game. The universe already *is* quite vast with multiple layers, making it more devoid of resources does very little to improve the game.
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Wed Feb 29, 2012 8:24 am |
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VatFF
Team:
Main: FFs V
Level: 3006 Class:
Shield Monkey
Joined: Sat Apr 25, 2009 4:33 am
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Re: Galaxy Quality
Here is basically what the last 10-15 gals ive scanned (ENIAC) has looked like:
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Wed Feb 29, 2012 8:49 am |
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Rounder
Member
Team:
Main: Rhys
Level: 2261 Class:
Shield Monkey
Joined: Mon Nov 22, 2010 7:57 pm
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Re: Galaxy Quality
The overall level of quality of commodities on planets is fine, their suitability is a bit lower, but I am not bothered by it. But as others have said, the empty galaxies are extremely annoying. Empty galaxies make travelling length longer, exhaust station slots, and in general makes the game feel empty.
If I wanted to play a game where the world felt vast and empty I would try EVE Online, not Star Sonata. It would be more enjoyable for the average player and make the game feel faster-paced/exciting if buildable space was a bit tighter and of a somewhat higher quality.
Also, anyone find it slightly amusing that a galaxy/system can have literally butt-fuck nothing in it?
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Wed Feb 29, 2012 10:09 am |
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