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Thread: Wow and suggestions!

  1. #21
    Quote Originally Posted by zarkwizard View Post
    It was done to slow down the initial grunt rush. We decided on 24 hrs for the ship yard because in beta people would pump out a ship yard in a couple of hours, then push out a bunch of attack ships and kill their neighbors. 24hrs game people a chance to log in and start working on their empire, rather than get the beat down.

    We have talked about making some games that run on faster timers, so those that want to play a much faster game could. That would be in the future though.
    Thank you, the reasoning behind this makes much more sense now.

  2. #22
    Are there any plans for AI controlled spacial life forms? Maybe something along the line of giant floating space whales or what not. There could be different incentives for each specialisation to deal with them in a certain way. The war monger could fight it out with them, if he wins he gains some sort of hybrid living ship type. The researcher could gain understanding of space/time/movement and gains a bonus to speed if say they can keep a probe alive in the same sector for a number of days. The trader could possibly follow its movement around a sector and find its hidden home with vast stores of ro. Just throwing that one out there.

  3. #23
    Quote Originally Posted by Truckingyoda View Post
    Are there any plans for AI controlled spacial life forms? Maybe something along the line of giant floating space whales or what not. There could be different incentives for each specialisation to deal with them in a certain way. The war monger could fight it out with them, if he wins he gains some sort of hybrid living ship type. The researcher could gain understanding of space/time/movement and gains a bonus to speed if say they can keep a probe alive in the same sector for a number of days. The trader could possibly follow its movement around a sector and find its hidden home with vast stores of ro. Just throwing that one out there.
    Actually there are aliens. They will pretty much instakill you if you are too low of a tech. We have AI for them, but currently they will not hunt you down if you encounter them. We have plans in the future to enable the aliens to chase you, and seek you out if you get on their bad side, but for the moment that is disabled. We wanted to make sure everything else in the game is stable before we introduce other things in to the mix.

  4. #24
    Not sure if I'm missing something here, but here's my experience: Going through the list of items to research shows you how long each item will take to complete. If you add two or three to your queue, then you no longer have the ability to tell how long the research time requires until that item in your queue starts researching? It removes the time requirement listing both in the research tab, and in your queue tab. Is that on purpose - we're supposed to write it down on paper before adding to our queue?

  5. #25
    ^ Yeah, kinda hard to estimate when stuff will complete this way. Definitely would like to see the total time per tech skill remain while in the queue.

  6. #26
    Are your referring to when you see it in the queue, and you see the queuing information, you also want to see the time it will take to train the skill?

    I added this:



    Does that work? The same is shown on the normal listings as well. Will new display the Time, and the Que position.
    Attached Images Attached Images
    Last edited by zarkwizard; 05-28-2012 at 02:22 PM.

  7. #27
    That is exactly right - thank you! (For some reason, I thought it used to show it like that)
    Thank you - this will be very helpful with planning. Appreciate it!

  8. #28
    Awesome! This is great! I love being able to help this amazing game grow.

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