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JackFrost
Dev Team
Team:
Main: JackFrost
Level: 621 Class:
None
Joined: Fri Jun 08, 2007 4:01 am
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New Commodities for Colonies & Reaver Changes
As of the next patch that goes up nobody has the right to complain about how their peasant pumping is no longer effective. I added a lot of new commodities which can be sold in colonies. Just a tip for everyone, having one very effective and well supplied colony will be more profitable than pumping any amount of peasants.
The new commodities with their starting values are:
Gravity Controllers, 4500
Spacewalker Suits, 45000
Portable Lavatories, 1850
Personal Computers, 575
Cyborgs, 1975
Fembots, 2000
Furniture, 1600
Compare those prices to baobabs which have a starting value of 800. There is enormous potential for profit with these new commodities.
The blueprints to build the converters are in dungeons at varying levels of difficulty. It will be a lot of work to make them all, and they cost a lot, but they will be beneficial for everyone who gets them.
These new commodities will also be used in construction projects in the future.
Reavers in dungeons and the roaming Grim Reavers have been changed to two different spawn types now. Before they had the same items on them. The dungeon reavers are stealthier and have higher shield bank than previously.
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Sat Nov 10, 2007 12:30 am |
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Nuromishi
Team:
Main: Nuroshounin
Level: 833 Class:
Engineer
Joined: Sat Aug 21, 2004 6:48 pm Location: Hoboken, NJ
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Will DG MF Reavers have slightly longer recoil times on their weapons to offset this change, or are they simply being beefed vs Stealthers?
_________________ Fucking loot... Awesome character art by my friend Jee.
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Sat Nov 10, 2007 12:38 am |
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JackFrost
Dev Team
Team:
Main: JackFrost
Level: 621 Class:
None
Joined: Fri Jun 08, 2007 4:01 am
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They're just being beefed. They are supposed to be some of the most challenging AI to encounter in dungeons and they were not. They will be now.
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Sat Nov 10, 2007 12:47 am |
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77/77
Joined: Sun Aug 13, 2006 3:20 am
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Nice this sounds great, the GAME was getting to challenging to make money I think this will fix that
_________________ Winners compare their achievements with their goals, while losers compare their achievements with those of other people.
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Sat Nov 10, 2007 12:48 am |
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77/77
Joined: Sun Aug 13, 2006 3:20 am
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so im guessing BSSs aren't being nerfed then?
_________________ Winners compare their achievements with their goals, while losers compare their achievements with those of other people.
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Sat Nov 10, 2007 12:51 am |
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trevor54
Team:
Main: Trevor50
Level: 4503 Class:
Shield Monkey
Joined: Wed Jul 12, 2006 10:01 pm Location: Alabama
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JackFrost wrote: They're just being beefed. They are supposed to be some of the most challenging AI to encounter in dungeons and they were not. They will be now.
dont sound like a slight beef, sounds like nice beef
_________________
Ricoh wrote: might sound hard 4 u...but learn reading? Stay strong, live long, and walk humbly.
Strawberry Blueberry Pancakes
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Sat Nov 10, 2007 12:52 am |
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JackFrost
Dev Team
Team:
Main: JackFrost
Level: 621 Class:
None
Joined: Fri Jun 08, 2007 4:01 am
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It will still be a challenge, these commodities take a lot of resources that need to be extracted. A cyborg take 10 metals, 5 microchips, and 1 peasant to make.
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Sat Nov 10, 2007 12:53 am |
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followerz9
Team:
Main: Bizman
Level: 3374 Class:
Speed Demon
Joined: Sat Jan 01, 2005 1:57 pm Location: Denver, Colorado
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/commence drooling
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Sat Nov 10, 2007 1:37 am |
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Happy_Tree_Friend
Team:
Main: _7_
Level: 2446 Class:
Shield Monkey
Joined: Wed Jan 04, 2006 5:06 pm Location: New Zealand
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Fembots! Wooooooo!
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Sat Nov 10, 2007 1:45 am |
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The Voomy One
Darth Administrator
Team:
Main: The Voomy One
Level: 1337 Class:
Sniper
Joined: Thu Jun 29, 2006 12:06 am
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77/77 wrote: so im guessing BSSs aren't being nerfed then?
Relax. If no one else does it I will
_________________ For support, please create a support ticket here.
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Sat Nov 10, 2007 2:20 am |
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Outcast
Team:
Main: Outcast
Level: 2206 Class:
Berserker
Joined: Thu Feb 22, 2007 11:25 am Location: England, Leeds.
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Sounds great Jack, can't wait for it
_________________ Progressive House
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Sat Nov 10, 2007 3:16 am |
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wdn68
Team:
Main: mrwoo
Level: 1626 Class:
Engineer
Joined: Sun Feb 12, 2006 8:39 am Location: south of old blighty (england)
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cant they be a base item rather than a bp like crack dens etc
plus is there anyway to sort making and selling workers
so you dont run out of rations at present i know of no one that does this commod and sells
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Sat Nov 10, 2007 6:13 am |
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SirPeterIII
Team:
Main: OldMan
Level: 1330 Class:
Speed Demon
Joined: Mon Sep 04, 2006 12:12 am
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Is it also possible to change the dropping of commodities prices on collonies? Currently some drop 100 or 200 in price per tick.
_________________ Kitties will rule the world. Bow before their fluffieness! **Currently an Forum roamer till next Uni. No gal = no reason to play**
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Sat Nov 10, 2007 6:13 am |
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Original Soulless
Joined: Sun Nov 26, 2006 1:38 am
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Wooooo FEMBOTS!!!
Ima stack em in my ship for +10% Will to Live!
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Sat Nov 10, 2007 8:46 am |
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