In cases where we get subscription time in compensation for server down time.
Posts made by likeafox
RE: So long and thanks for all the fish
@stevetrov hey steve, sorry to hear you leaving. I agree that the change is bad, broke my code too with no real performance change. I asked if they can change it to just returning an error code instead of breaking existing code, and was told this that "everything breaks"
Power Abilities Adjustments. Labs/Spawn/Storage/Terminal and Regen Mineral.
Enjoying powercreeps, but feel like some abilities need small adjustments.
Operate Labs/Spawn/Storage/Terminal - Please scale the Ops used per level. Example - labs use 2/4/6/8/10 ops used per level while it gives 2/4/6/8/10 increase.
Regen mineral - Can it do something while the mineral has cooldown? Maybe reduce cooldown by 10/20/30/40/50 level.
P.S. I just used operate power once, and I don't think I'll ever use it again. The energy and power consumption in one room is too much.
P.S.S. Regen Minerals gets weaker if you boost and mine minerals, it seems weird that the more efficent you are at mining minerals, the weaker this is.
P.S.S.S. Can we adjust the operate controller to be 1500 ticks lasting and 250 ops cost?
RE: Rework of harvest boost
I use UO and XUHO2 quiet extensively and it has it's place in this game already. You should use it when you want to reduce work parts for harvesting (obviously) and when you do, it has good returns for what it does.
I think this change of increase in minerals/energy to be too good.
RE: Super Structures and Creeps Idea.
@Davaned I think power creeps are going to be a difficult to balance strategy wise, and will take a while to implement with all the abilities they posses. At least with these structures - the high costs and limited scope, they should be easier to balance and implement. The simple one for instance: 1 flag spawn that can be an fourth in any room, shouldn't be to difficult to add, and beneficial to all styles of play.
@SteveTrov The portal idea seems fun, but add to the fact that the structure appears at the target point, and can be destroyed before it's built. You can also attack it then on from the otherside to close it instead of going through it. That also means you can repair it from your side. Takes days to finish building so if a player doesn't like it, they can attack it. Or if they are an ally, they can help build it from the other side.
The main idea is that you should be observing people and if you spot a super structure you should think how it's going to be used, and if you want to attack it before it's finished. Tie this into an military leader board; super structures are how to get points. If people try to farm it by killing each other's super structures, then because the structure will be a construction site for week, they lose the benefit of the super structures.
RE: Super Structures and Creeps Idea.
I was thinking these structures/creeps can be geared to replace the current meta. Structures was given to Economic based players, super creeps are created for military based players. But with power creeps coming, I thought super creeps were redundant, but liked the idea of siege unit.
I would think this is easier to balance that Power Creeps - these structures do 1 thing and is limited by the nature of costs and available.
Also think that these structures have levels, takes maybe 10M to create 1 structure, but another 10M for lv2 structure, 20M for lv3, ect. ect.
The temple Structure was in replacement of a temple room, instead of creating a room that you level from 1-8 over and over again, you have a specialized rooms for leveling.
I like the idea of a super Terminal - 1 Super Size structure that can hold lots of minerals.
Munitions Factory - Sounds interesting and can create more military options.
Missile Silo - Short delay attack for low damage, only does damage to creeps.
How do people feel about these structures not having ramparts and being vunuable to nukes? I would think this is a good way to create conflict between players.