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Rank: Main: Dark Steel Level: 9138 Joined: Tue Jan 24, 2006 10:35 am Posts: 2068 Location: Netherlands |
yclepticon wrote: kwilson wrote: Will the different space layers affect the AI base consumption of these new commodities? If so, how? At this time, only the AI bases in Wild Space will deal in the new commodities. However, AI bases in lower DF will consume a bit faster than AI bases in warp 3, to reward players a bit for shipping out of team space. Buying actual values so I can start mathing...... _________________ ~DarkSteel / Auxilium Universe Map: http://www.starsonata.com/map/ |
Thu Feb 18, 2016 5:08 pm |
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Team:
Rank: Director Main: Danger Level: 7164 Joined: Fri Sep 12, 2008 1:11 pm Posts: 1049 Location: TN |
heylo wrote: yclepticon wrote: kwilson wrote: Will the different space layers affect the AI base consumption of these new commodities? If so, how? At this time, only the AI bases in Wild Space will deal in the new commodities. However, AI bases in lower DF will consume a bit faster than AI bases in warp 3, to reward players a bit for shipping out of team space. Buying actual values so I can start mathing...... #JustMathPeopleNeeds |
Thu Feb 18, 2016 5:31 pm |
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Member
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Rank: Officer Main: topbuzzz Level: 8015 Joined: Sun Dec 21, 2008 12:31 pm Posts: 4347 |
heylo wrote: yclepticon wrote: kwilson wrote: Will the different space layers affect the AI base consumption of these new commodities? If so, how? At this time, only the AI bases in Wild Space will deal in the new commodities. However, AI bases in lower DF will consume a bit faster than AI bases in warp 3, to reward players a bit for shipping out of team space. Buying actual values so I can start mathing...... Goodbye trils hello bills |
Thu Feb 18, 2016 5:36 pm |
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Team:
Rank: Councilor Main: 1-800-USE_THE_FORCE! Level: 9597 Joined: Sun Aug 28, 2005 6:36 pm Posts: 2769 |
This seems cool, will most likely encourage more people to start building, so might have to do the numbers again once it goes live to balance it again. Only thing with this, its seems like a rich gets richer type of thing. I wish this would be something that would benefit the newbys a lot more then a person with say 25 SS in storage with more commods then he knows what to do with. I do love the idea though.
_________________ "I still miss the Crack Whores..." - Jeff_L |
Thu Feb 18, 2016 5:52 pm |
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Team:
Rank: Soldier Main: LemonPrime Level: 8087 Joined: Wed Sep 29, 2010 10:14 pm Posts: 5747 |
redalert150 wrote: This seems cool, will most likely encourage more people to start building, so might have to do the numbers again once it goes live to balance it again. Only thing with this, its seems like a rich gets richer type of thing. I wish this would be something that would benefit the newbys a lot more then a person with say 25 SS in storage with more commods then he knows what to do with. I do love the idea though. Well even that 25 ss player can only sell so many commods per day. And if you make too many, they decay on reset. _________________ Lemon/Meo |
Thu Feb 18, 2016 5:58 pm |
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Member
Team:
Rank: Officer Main: topbuzzz Level: 8015 Joined: Sun Dec 21, 2008 12:31 pm Posts: 4347 |
There will be a maximum amount can be earnt per team space per day. You just have to make sure you kill off the noobs of the teams TS and scoop their black boxes so you can hog it all
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Thu Feb 18, 2016 6:04 pm |
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Team:
Rank: Councilor Main: 1-800-USE_THE_FORCE! Level: 9597 Joined: Sun Aug 28, 2005 6:36 pm Posts: 2769 |
ELITE wrote: redalert150 wrote: This seems cool, will most likely encourage more people to start building, so might have to do the numbers again once it goes live to balance it again. Only thing with this, its seems like a rich gets richer type of thing. I wish this would be something that would benefit the newbys a lot more then a person with say 25 SS in storage with more commods then he knows what to do with. I do love the idea though. Well even that 25 ss player can only sell so many commods per day. And if you make too many, they decay on reset. Wait what decays on reset _________________ "I still miss the Crack Whores..." - Jeff_L |
Thu Feb 18, 2016 6:16 pm |
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Team:
Rank: Officer Main: kwilson Level: 5328 Joined: Mon Apr 12, 2010 10:07 pm Posts: 105 |
redalert150 wrote: Wait what decays on reset The 7 newly invented (Themed) manufactured commodities decay on reset. However, manufactured commodities will not carry over between resets, so don’t bother storing them up! |
Thu Feb 18, 2016 6:18 pm |
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Team:
Rank: Councilor Main: 1-800-USE_THE_FORCE! Level: 9597 Joined: Sun Aug 28, 2005 6:36 pm Posts: 2769 |
Metals, Nuclear Waste, Silicon, and Space Oats dont decay though.
_________________ "I still miss the Crack Whores..." - Jeff_L |
Thu Feb 18, 2016 6:30 pm |
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Team:
Rank: Soldier Main: LemonPrime Level: 8087 Joined: Wed Sep 29, 2010 10:14 pm Posts: 5747 |
redalert150 wrote: Metals, Nuclear Waste, Silicon, and Space Oats dont decay though. Yea, please store 1b mets each uni to make girders with. _________________ Lemon/Meo |
Thu Feb 18, 2016 6:35 pm |
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Team:
Rank: Main: Joshua102 Level: 14714 Joined: Mon Dec 17, 2012 9:19 am Posts: 70 |
The whole idea is pretty interesting but rip station Y MBs. While these new commodities are being made perhaps these new commodities can be used in some types of builds. Maybe you could build something that would make an ai base "use" them faster so you can sell more. Another idea is something that can make it where if a team owns a gal only they can sell there or sell 50-75% of the amount it buys. Perhaps the team which has emp can get some percentage of the profits made from it (emp is a messed up system but thats another problem)
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Thu Feb 18, 2016 9:17 pm |
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Main: ShawnMcCall
Level: 2589 Joined: Sat Jan 19, 2013 5:42 am Posts: 1932 |
I can has question? Are you removing the Station Extension Ys from the AI base purchase listing, because it says nothing about that, but I am pretty sure people will just do both. The AI bases have limited consumption so any time you get ahead of the demand of the AI base you are selling to you don't have to reroute anything you just revert to Extension Ys/Adonis OLs until you start running low on the new commods again...
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Fri Feb 19, 2016 5:22 am |
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Team:
Rank: Soldier Main: LemonPrime Level: 8087 Joined: Wed Sep 29, 2010 10:14 pm Posts: 5747 |
ShawnMcCall wrote: I can has question? Are you removing the Station Extension Ys from the AI base purchase listing, because it says nothing about that, but I am pretty sure people will just do both. The AI bases have limited consumption so any time you get ahead of the demand of the AI base you are selling to you don't have to reroute anything you just revert to Extension Ys/Adonis OLs until you start running low on the new commods again... It says we will no longer be able to sell built items to ai bases any more. _________________ Lemon/Meo |
Fri Feb 19, 2016 5:45 am |
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Team:
Rank: Councilor Main: DreadLordNaf Level: 12667 Joined: Sun Mar 18, 2012 10:33 am Posts: 677 |
yclepticon wrote: ELITE wrote: There are roughly 200 AI bases in Wild Space, which will be split into 7 types. The four basic themes (Metals, Nuclear Waste, Silicon, and Space Oats) will have 35 bases each. The remaining three themes (Baobabs, Peasants, Promethium) will have 20 bases each. These numbers are all approximate but you get the idea. You only mentioned wild bases. What about non-wild bases? If we get creative could we ship stuff to peri space or the far corners of EF space to sell? If someone is able to do it (maybe manually), will there be ridiculous uber prices for shipping stuff to PPS? |
Fri Feb 19, 2016 6:17 pm |
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over 9000!
Main: enkelin
Level: 5600 Joined: Wed Aug 01, 2007 12:28 pm Posts: 11109 |
yclepticon wrote: kwilson wrote: Will the different space layers affect the AI base consumption of these new commodities? If so, how? At this time, only the AI bases in Wild Space will deal in the new commodities. However, AI bases in lower DF will consume a bit faster than AI bases in warp 3, to reward players a bit for shipping out of team space. _________________ Hi, I'm Anil, a long-time player turned developer. I am Star Sonata's lead content developer, which means that I run weekly dev meetings and make sure that any proposed changes to the game receive proper review before going live. http://www.starsonata.com/features |
Fri Feb 19, 2016 7:34 pm |
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