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Gavin McStine

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  1. I've found better tech turret factories with worse turrets then I already have. But I had to grind up relations to see those useless turrets. A waste of my time and I've grinded up 3-4 different factions only to see I've waisted my time with them.
  2. Fixes to the trade system. All games like this seem to use the buy AND sell value of an item on the same list. A seller should never be more expensive then a buyer of that same good. I've tried selling and buying goods which requires me to wait for a station to fill up with goods to get the prices down and then waiting at a station to use up resources to sell for more. Which isn't fun for the player, especially if a player bought the resources at mid level cost and runs to sell them only for a closer/faster ship to sell a large stock lowering the price of the item so much that the player selling them would be at a loss or going threw gates to find a better buyer would cost more in gate jumps then the profit.
  3. Fixes to the random turret factory production costs. I'm using an 26 tech level turret factory because the 36 factories are sub par because of the randomness. Any turret that has +5 tech level should be better(0f the same rarity). My mining lasers are far better in efficiency and range to the 36. Sure I get a very slight DPS increase. Maybe a base cost going up per tech level.(This might make higher end tech levels very very expensive)
  4. A Station that acts like a Hyper Drive Anchor. It wouldn't increase your range other then to its own sector. The Anchor Station could add X range per station size. Example: If you are 30 sectors away from your anchor stations sector, with a ship range of 20 and a +10 station, it would allow you to make the jump in one go. but not the 9 sectors between your max range of 20 and the stations sector.
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