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OmegaConstruct

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Everything posted by OmegaConstruct

  1. Yeah sad to say but I think this game is just about dead. 2.0 didn't boost player count very much, and it's already back down near the pre-2.0 numbers. More people were playing during the 2.0 beta than played when actual 2.0 dropped. Same thing happened with Black Market DLC, a quick boost in player count, and very quickly back down to pre-update numbers. I think they were hoping 2.0 would jumpstart the community and start bringing new people in, but it seems like it's mostly the same players as before and they're mostly complaining about the changes. I imagine the radio silence is because the dev team is probably debating how, or even if, they can move forward. Without an influx of new players ($$), there is no reason for them to continue developing the game.
  2. The game needs to separate active and passive docks. Passive docks for docking ships and connecting two stations together to make station complexes, and a separate block for stations that will illuminate lights for trading vessels and the tractor beam. Stations change which docks are active and passive with seemingly no rhyme or reason and you end up with landing lights projecting through connected stations and dumb NPC traders parking on the other side of the connected station trying to dock with the blocked port. Meanwhile, the docks that built FOR THEM TO DOCK TO stay dark and passive. It's been like this since docking was introduced. Please split the two functions of the dock block into two separate blocks. Keep "dock" as it is on ships, and make a new "landing block" for stations that emits the lights and tractor beams. Alternatively, add some code to the dock block that will check if there is something connected to the dock. If something is connected, it won't create the landing lights or try to use it as an active station runway dock.
  3. The "Profit" value on a station's "Trade Goods" page is inaccurate because the "Money spent" value doesn't include many of the costs that went into the station. Profit = revenue - (expenses + initial investment) Suggestions: Implement an "Investment" field to add to the "Money Spent" field when calculating the total profit of a station. Investments = station purchase price, upgrades purchase price, and build cost (all construction has a monetary value in credits plus the market rate value of the ores used in construction). Crew pay, the cumulative value of initial hiring costs plus every "You paid XX,XXX credits to the crew of Station" message since the station was founded, should be included in the "Money Spent" value. Change terminology to actual financial terms: Money Spent = Expenses, Money gained = Revenue. These changes would let me know the actual profit of my stations, rather than the current inaccurate and frankly irrelevant number we currently are given. Note: this image doesn't include crew pay or build costs because I don't have those numbers off the top of my head, but you get the idea. In truth, this station has probably yet to turn a profit because I spent well over 4 million credits during construction, and that's not including the market rate value of the ores used.
  4. I didn't see this when I made a similar suggestion, so I'll put my ideas in here to merge them into one place and further the discussion here: My original post: When I'm building an economic empire, I'd like to know more details. Currently we can only look at our total cash, an individual station's (inaccurate) total income/expenditures, and a long list of sales in the economy chat window. I'd like a page in the player menu with a full economic overview of my entire empire. I'm talking graphs and charts, data that can be parsed by station type, sector, "economic impact range", etc. There are a million ways this could be implemented, but here are a few specific things that I think would add great depth to the economic side of the game, and make it more playable and manageable: ability to enter a station's "trade goods" menu from the galaxy map/player menu fleet page graphs showing cash, ores, and goods over time for your entire empire, that is also sortable by ships, station types, by sector, sector range, etc. list of all stations sortable by profit, expenses, etc. crew cost as well as cash spent on founding and upgrading a station should be added to that station's "expenses" column so you can *actually* know how much money that station has made you. These are just a few ideas, but there is a ton more room for expanding the available information on the economic side of this game.
  5. Thanks! I'll put my suggestions there as a reply to merge the two
  6. Thanks for the support. The derandomizer is a great QoL, but I agree that it wouldn't be necessary to add (especially considering the mod exists) but the bad cargo and hyperspace modules in particular feel actively anti-player, like their only purpose in the game is to frustrate the player. That should be removed.
  7. When I'm building an economic empire, I'd like to know more details. Currently we can only look at our total cash, an individual station's (inaccurate) total income/expenditures, and a long list of sales in the economy chat window. I'd like a page in the player menu with a full economic overview of my entire empire. I'm talking graphs and charts, data that can be parsed by station type, sector, "economic impact range", etc. There are a million ways this could be implemented, but here are a few specific things that I think would add great depth to the economic side of the game, and make it more playable and manageable: ability to enter a station's "trade goods" menu from the galaxy map/player menu fleet page graphs showing cash, ores, and goods over time for your entire empire, that is also sortable by ships, station types, by sector, sector range, etc. list of all stations sortable by profit, expenses, etc. cash spent on founding and upgrading a station should be added to that station's "expenses" column so you can *actually* know how much money that station has made you. These are just a few ideas, but there is a ton more room for expanding the available information on the economic side of this game.
  8. Static cargo upgrades are useless. They do nothing but disappoint the player, waste cargo space, and make research frustrating. The static cargo upgrades are so useless that the wiki page doesn't even bother telling how much cargo space they give you. The +300 cargo (or whatever it is for a legendary) is miniscule, effectively zero, by the time you've actually achieved purple tier upgrades and your ships can have tens (if not hundreds) of thousands of cargo capacity. Another mod that is similarly useless and only serves to ruin upgrades via research are hyperjump modules that don't increase jump range. Every jump module should increase jump range, and then have a random distribution of cooldown, recharge, and radar upgrade (or remove radar from the pool entirely because it's the only upgrade type that currently has cross-coverage with another [off the top of my head, but any other instances of overlap should be fixed as well IMO]). While we're at it, another upgrade issue is legendary tier upgrades that are the same as their exotic tier. For instance, the C43 Object Detector; purple tier is same as red. Maybe let legendary tier detect sectors with detectable loot within a X sector radius, with a third color blip on the map? Require permanent install for balance. And finally, implement Systems RNG values derandomizer mod into base game. All the non-stacking upgrade bloat fills the inventory too quickly, making players spend more time than necessary going back to research stations. Less trips to the research station means more time actually flying and building and fighting pirates and aliens. Sorry if this comes across as negative, it's just hyperfocused on a few of these pet peeves of mine surrounding upgrades. Love the game, can't wait for 2.0!
  9. This is an amazing suggestion; I've often wished for the same thing. Looking at the galaxy map doesn't tell you anything about territories when you're allied with multiple factions in a region. The toggleable choice between seeing relation/standing colors and faction ID borders is a great way to keep current functionality while adding new, informative functionality to the galaxy map. As for their emblems, the game could just go RNG on the already existing emblem creator and randomly generate emblems for the various factions.
  10. I can't tell you how many times I've had to rebuild those front thrusters pods on the cargo nacelles. That and the big battery fins on the tail are always the first things to get destroyed.
  11. Welcome to OmegaConstruct's Shipyard! Rexxan Rexxan is my first ship, from the beginning through Trinium and even a little bit into Xanion territory, but the time has come to retire her. She has served me well, earning a stockpile of nearly 300k each of Iron, Titanium, and Naonite, about 60k Trinium, and more than 5 million credits. She is currently flying defensive patrols around the shipyard while her replacement is under construction. Rexxan is mostly Iron with Titanium function blocks, though she has Naonite shield generators and a Trinium armor face plate for mounting weapons. She is currently outfitted for combat and armed with 18 cannon turrets for a nearly 5k omicron rating, and can be reconfigured to support 16 utility turrets. Given her low shield/hull HP she really lives up to the title of glass cannon, but due to her small size and maneuverability she has never been lost to combat. Asteroid impacts, on the other hand... well let's just say that this is the 4th ship to carry the name Rexxan.
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