I would like to make an improvement on the reaktors. I consider the concept of the "Energy Bar" superfluous. My idea is to remove this energy display completely from the game and replace it with a "traffic light". At the basic version of the engine I will explain my idea. The new reactor is built like a traffic light. Green means 100% Yellow means 75% Red means 50% or less. Each of these stages has a significant impact on the cool down time of the finished items in my example engine. If the reactor is repaired and is in the green range, the cooling down time of the engine is 5 minutes. If he is in the yellow area and the player does not repair the reactor then the cooling down time of the engine increases to 8 minutes. If the reactor is in the red range, the cooling down time increases to 10 minutes. So an incentive is created to repair the reactor over and over again in order to get the advantage of the low cool down time and when the cool down time has expired the player can be sure that if he uses his equipment then this also works and he does not annoy Message is not enough energy is present although it should be possible according to the displayed energy bar.
http://prntscr.com/e7qn70 -
http://prntscr.com/e7vypc This concept of the traffic light could also be transferred to the equipment. The advantage would be that the player makes sure that his equipment is always in the green area and he repaired his equipment again and again to get the advantage of the low cool down time. Also, the equipment has an impact on the cool down time. The concept of the equipment "broken" and will become useless I would remove from the game since the player will be constantly striving to repair his equipment. Furthermore, one could create an incentive to a buyer of the premium account. His equipment would only fall into the yellow area. So he would not have the advantage of not always having to repair his equipment if these like in the case of players without PA falling into the red area. Balancing is of crucial importance here and requires some test paces.
The purpose of cooldown is to limit single piece of equipment. The purpose of energy is to limit your overall use. It's a balancing thing.
As for durability, the purpose is not to drain your money, but to give crafters opportunity to sell stuff. Think about it this way: you have bought some equipment/ship blueprint. To return your investment, you have to sell the items you crafted. Assuming new players constantly join the game and are in need of your services, that's easy. But what if no new players join the game at all? You would still be able to sell stuff to old players, once their items go out of service.
On the subject of repair I would like to make another suggestion. You should give the player 2 possibilities. 1. Possibility it can be repaired in a station for (for example) 1000 Satoshis 1% of its selected equipment at 100% chance. 2. Possibility he tries to repair it himself. This "trial" costs 100 Satoshis for 1% with the chance that it does not work and he has to rescue 100 Satoshis again to repair the equipment with the advantage that if he tries it himself and no matter the attempt is successful or not Each time you receive skill points on "Repair". The higher the level of repair is, the higher the chance that the "own repair" is successful.
It already works somewhat similar. Although it's not "Reparing" skill that's being used, but "Engineering". But endless successful repairs would upset the balance.
That's an excellent idea!
To the planets, I would like to make a request to you. It is very difficult to colonize your own planet. I would be very angry if another player with a higher level and better equipment could simply steal my planet. My please, this is the first planet that a player has populated can not lend again. Even if another player attacks this planet, he can not steal this planet. It can only partially destroy buildings. The biodome, defense grid and the waerhouse are excluded from the destruction. All other buildings can be destroyed up to level 1. Also, this planet can not be attacked by an alien virus. This rule is not valid for every additional planet that a player conquered. These can be conquered by other players. It would make me very angry if someone gave me my planet in which I have put so much time and money just can take away.
Also, you could offer a premium account owner the possibility if he has more than one planet to choose which of these planets he would like to classify as "indestructible". So he is not attacked every time when one of his other planets is quickly classed as "indestructible" he must wait 30 days until he can give a planet that status again. Automatically, the previous "indestructible" planet will be converted back to "destructible".
Nah. For someone to win, someone has to lose. Instead of being afraid of losing your planets, you should concentrate on taking other people planets! Although having a peaceful approach to the game is certainly possible, we always wanted this to be a war game, with
constant planet turnaround.
http://prntscr.com/e7wvzf Do you need CPU points to switch between spaceships? If so then I will be when I have CPU points none deducted when I change the space ship.
Don't worry, it's fine. There's a large number of actions that DO NOT take CPU points, but you have to have at least 1 at all times to try them.
Hello please tell us about the bar
took a job with the colonists and that it does not know delot ???
Not sure which quest that is? But in general, you just pick one option, get some positive/negative result and that's it, the quest is done. You might later encounter another quest, which will be based on your initial choice (aka "quest chain").
Yes. Used rocket launchers 1/1 and rockets/torpedos
Gotcha, thanks.