Post new topic Reply to topic  [ 20 posts ]  Go to page 1, 2  Next
Author Message
User avatar

Joined: Fri Sep 27, 2013 11:37 am
Posts: 400
Post Weekly Dev Blog - 18th May
Discussion topic for post: http://www.starsonata.com/blog/weekly-d ... -18th-may/


Wed May 18, 2016 5:56 pm
Profile
User avatar
Main: Almighty Pixel
Level: 4

Joined: Tue Sep 29, 2015 10:22 pm
Posts: 346
Post Re: Weekly Dev Blog - 18th May
High resolution image:
Image

Image

Base glow changes to tech level (these are tech 9).

Other things:
Image


Wed May 18, 2016 6:09 pm
Profile
User avatar
Team: Suns of Hades
Rank: Soldier
Main: LemonPrime
Level: 8087

Joined: Wed Sep 29, 2010 10:14 pm
Posts: 5747
Post Re: Weekly Dev Blog - 18th May
Quote:
MicroCapacitor has been working on allowing attached stations to become detatched when they’re destroyed for places like Labyrinth.


I really hope this doesn't accidentally become the norm for every time a base gets destroyed. Unattaching people's Ada kits with no way to reattach them sounds like ass.

_________________
Lemon/Meo


Wed May 18, 2016 6:15 pm
Profile
User avatar
Team: Cybernetic Trading Co.
Rank: Councilor
Main: 1-800-USE_THE_FORCE!
Level: 9597

Joined: Sun Aug 28, 2005 6:36 pm
Posts: 2769
Post Re: Weekly Dev Blog - 18th May
Those bases :shock:

_________________
"I still miss the Crack Whores..." - Jeff_L


Wed May 18, 2016 6:21 pm
Profile
Contributor
User avatar
Team: Admins
Rank: Peon
Main: MicroCapacitor
Level: 1155

Joined: Wed Sep 09, 2015 6:25 am
Posts: 12
Post Re: Weekly Dev Blog - 18th May
ELITE wrote:
Quote:
MicroCapacitor has been working on allowing attached stations to become detatched when they’re destroyed for places like Labyrinth.


I really hope this doesn't accidentally become the norm for every time a base gets destroyed. Unattaching people's Ada kits with no way to reattach them sounds like ass.

I made sure that it sets this setting to false initially which means the base shouldn't "unattach on death" if it has not been set to do so. Would be annoying to reattach kits every time for normal planets.


Wed May 18, 2016 6:25 pm
Profile
Site Admin / Dev Team
User avatar
Team: Admins
Rank: Director
Main: Jeff_L
Level: 1969

Joined: Wed Mar 23, 2005 2:21 am
Posts: 3894
Location: Santa Clara, CA
Post Re: Weekly Dev Blog - 18th May
Isn't it nice to have a good artist?

_________________
For support, please create a support ticket here and I will get back to you as soon as possible. About Star Sonata.


Wed May 18, 2016 11:52 pm
Profile WWW
Main: king kone
Level: 37

Joined: Mon Jan 07, 2008 10:36 pm
Posts: 1068
Post Re: Weekly Dev Blog - 18th May
The Labyrinth problem is that way because it has a special and unique resource that used to be fought over, but now cannot. This issue was highlighted when SRX had Labyrinth one universe. There was literally no way to train SM 13, 14, 15, and 16 if you did not want to buy Ariadnites from SRX ... economically.

You could have bought Microbes Amoureuses from Biologique, but that's four whole levels and you HAD to be Premium to do so. Whoever owned Labyrinth (SRX) could easily collude with the owner of Biologique to massively inflate price of their commods. The owner of Biologique would lose their SM17-20 customers, but you would be bottlenecked at SM13-16, which is arguably much worse. You would then have to pay the price ... somewhere like 20b per commod from either source. It would also crush the Freemium production markets and thus raise the price on all greater than T12, but less than T19, builds.

The obvious, obvious, obvious solution was to make Labyrinth contestable, like XYZ and Empathy Field. And by that, I mean be located in Wild Space. Someone wants *your* Labyrinth? Defend it or lose it. Resident Evil outposted XYZ with at least 9 userbases. If Empathy Field was any popular and not a pain in the ass to build in, someone would have that locked down too.

_________________
->Aces High
->Fortes Fortuna Juvat
->Up with irons


Thu May 19, 2016 12:32 am
Profile
Main: king kone
Level: 37

Joined: Mon Jan 07, 2008 10:36 pm
Posts: 1068
Post Re: Weekly Dev Blog - 18th May
Oh, and I forgot. Destroyed bases becoming unattached when destroyed? Then the next time whoever finds Labyrinth first will just put some Junkyard Hydroponics on them with Apollo gear. I'm sure that 10 Apollo bases would obliterate the Minihore located in there even if he was aggro (he's not).

And then we're back to square one with being unable to attack those bases. Make Labyrinth open to PVP? Okay, Lemme deploy a bunch of Dem T14 bases on my f2p and war every team. That is going to be an utter pain to remove. It costs ME 1 million credits per character on MY team to war any other team. That comes out to like 40m credits a day? A little Prospecting and I have that all cleared for the next decade.

_________________
->Aces High
->Fortes Fortuna Juvat
->Up with irons


Thu May 19, 2016 12:39 am
Profile
Contributor
User avatar
Team: Star Revolution X
Rank: Soldier
Main: Hober Mallow
Level: 4886

Joined: Wed Apr 09, 2008 3:08 pm
Posts: 3191
Post Re: Weekly Dev Blog - 18th May
carterstrain wrote:
The Labyrinth problem is that way because it has a special and unique resource that used to be fought over, but now cannot. This issue was highlighted when SRX had Labyrinth one universe. There was literally no way to train SM 13, 14, 15, and 16 if you did not want to buy Ariadnites from SRX ... economically.

You could have bought Microbes Amoureuses from Biologique, but that's four whole levels and you HAD to be Premium to do so. Whoever owned Labyrinth (SRX) could easily collude with the owner of Biologique to massively inflate price of their commods. The owner of Biologique would lose their SM17-20 customers, but you would be bottlenecked at SM13-16, which is arguably much worse. You would then have to pay the price ... somewhere like 20b per commod from either source. It would also crush the Freemium production markets and thus raise the price on all greater than T12, but less than T19, builds.

The obvious, obvious, obvious solution was to make Labyrinth contestable, like XYZ and Empathy Field. And by that, I mean be located in Wild Space. Someone wants *your* Labyrinth? Defend it or lose it. Resident Evil outposted XYZ with at least 9 userbases. If Empathy Field was any popular and not a pain in the ass to build in, someone would have that locked down too.


Yeah that's all nice in theory Churchill. But I've got 4 words for you:

Ruby Steppes, Aqua Nuzzle.

_________________
Image
Image
http://www.starsonata.com/suggestions


Thu May 19, 2016 12:39 am
Profile
Main: king kone
Level: 37

Joined: Mon Jan 07, 2008 10:36 pm
Posts: 1068
Post Re: Weekly Dev Blog - 18th May
Anyone with a brain trying to sell those things is going to notice they could potentially up their prices by a wide margin.

Also, when you have the convenience of Labyrinth ... would you cap Aqua Nuzzles? How many people do you think actually took the time and effort to make Luxurious and Entertainment Suites when they could just hop by Bio and get it over with quickly?

Granted, with the Industrial Commodities in play, Labyrinth could be selling those commods for 3b each and I would still consider that cheap.

_________________
->Aces High
->Fortes Fortuna Juvat
->Up with irons


Thu May 19, 2016 12:44 am
Profile
Member
User avatar
Team: Star Revolution X
Rank: Officer
Main: topbuzzz
Level: 8015

Joined: Sun Dec 21, 2008 12:31 pm
Posts: 4347
Post Re: Weekly Dev Blog - 18th May
holy grapefruit of doom


Thu May 19, 2016 2:02 am
Profile WWW
User avatar
Team: Cybernetic Trading Co.
Rank: Councilor
Main: 1-800-USE_THE_FORCE!
Level: 9597

Joined: Sun Aug 28, 2005 6:36 pm
Posts: 2769
Post Re: Weekly Dev Blog - 18th May
JeffL wrote:
Isn't it nice to have a good artist?



Yes, cant wait till he has the time to work on ship models.

P.S. PAY THE MAN!

_________________
"I still miss the Crack Whores..." - Jeff_L


Thu May 19, 2016 5:58 am
Profile
User avatar
Team: Red Faction
Rank:
Main: Paladinofdoom
Level: 3693

Joined: Wed Jun 22, 2005 2:35 pm
Posts: 1384
Post Re: Weekly Dev Blog - 18th May
MasterTrader wrote:
Yeah that's all nice in theory Churchill. But I've got 4 words for you:

Ruby Steppes, Aqua Nuzzle.


carterstrain wrote:
Also, when you have the convenience of Labyrinth ... would you cap Aqua Nuzzles? How many people do you think actually took the time and effort to make Luxurious and Entertainment Suites when they could just hop by Bio and get it over with quickly?


Capping Aqua Nuzzles is not hard. The Labyrinth 'problem' already has a solution. Move on...

I used to sell 20-30+ station suites a universe without difficulty. Probably they will be less popular now due to price increases after industrial commod changes.

sabre198 wrote:
holy Paladin of doom


Fixed that for you.



Paladin,

_________________
newman233 wrote:
<3 Pally

This guy gets my full Jiggle!

He is full of awesomesauce, and Jigglyness, buy from him!

Kanga


Thu May 19, 2016 10:11 am
Profile
User avatar
Main: Almighty Pixel
Level: 4

Joined: Tue Sep 29, 2015 10:22 pm
Posts: 346
Post Re: Weekly Dev Blog - 18th May
Another user base visage created! \o/
Image
The boxes are the extenders, spikes on the bottom is the trade bay. The glow is to the tech level.

Image


Thu May 19, 2016 2:39 pm
Profile
User avatar
Team: Cybernetic Trading Co.
Rank: Councilor
Main: 1-800-USE_THE_FORCE!
Level: 9597

Joined: Sun Aug 28, 2005 6:36 pm
Posts: 2769
Post Re: Weekly Dev Blog - 18th May
wow, sort of looks like a OP drone to.

_________________
"I still miss the Crack Whores..." - Jeff_L


Thu May 19, 2016 2:49 pm
Profile
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 20 posts ]  Go to page 1, 2  Next


Who is online

Users browsing this forum: No registered users and 18 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Jump to:  
cron
Powered by phpBB © phpBB Group.