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Re: Latest Release on PT

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Latest Release on PT
lemming
User: lemming
Date: 4/2/2012 12:51 pm
Views: 903
Rating: 0

Test server has some new types of Hulks & Scows available.

The current stats are not set in stone since they are still being worked on.

New Attribute of "Dock Size" "Berth Size" for ships added.  All this does is if a Dock Berth Size is greater than the level of any Space Port on that planet, that ship can not be sent.

Note: This does not effect where the ships can deliver.  You can still send any ship to a starting colony or deliver via trade.  (They don't even need a space port)

However, you can still use a different ship to transport it (or SST it).

Right now, the plan is not to do anything with the current ships that exist.  So if you have a spaceport of level 10, you'll still be able to use a current Hulk, but a new Hulk will need that spaceport of level 20 on planet to support it.

Lemmings in Spaaaacccce!

Re: Latest Release on PT
User: Reavers
Date: 4/4/2012 8:16 am
Views: 17
Rating: 0

Do you have a base value for the new ships on pt some where?

IE Speed, hold?


Thanks!

Re: Latest Release on PT
lemming
User: lemming
Date: 4/4/2012 10:14 am
Views: 27
Rating: 0

Other than the numbers in the Shipyard, no.

Lemmings in Spaaaacccce!

Re: Latest Release on PT
User: Jazzeroki
Date: 4/6/2012 1:37 am
Views: 23
Rating: 1

Might I also suggest in addition to all these new scows that a scow with stealth also again be introduced into the game.

As to the new ships,

With all ships exact stats will depend on affinities, and building levels.

Something really important to note is that all cargo type ships appear to now require the planet that they are on to have a spaceport of the same level as required to be able to build the ship.  I would highly suggest all empires build up one spaceport on each of their planets as high of a level as they can get if they plan to use some of the new cargo ships.

For Example:

  • A Galleon would require a level 10 spaceport to be able to use it
  • A Hulk requires a level 20 spaceport.  

All that is required though is that the planet have atleast 1 spaceport of that level.

For the new ships and again this is all subject to change.  Stats given will be approximately maxed though affinities may not be the best.

  • Hulk Fast, has a great increased build time and cost roughly 5x the old costs. The speed is about 25% faster than the original Hulk.  The Cargo capacity is about 5.88m compared to the 4.64m of the old hulk
  • Hulk Huge, cost 24m ore and 48m energy to build with a build time of 6.5 minutes with a level 30 shipyard. The speed is about 25% slower than the basic Hulk but has a cargo capacity of 88m
  • Scow Fast, Build cost is about 2x the basic scow.  Hold size is the same, build time was increased about 20 sec.  Is about 50% faster than the basic scow.
  • Scow Large, A little over 2x the build time of the basic scow, building costs is about 4x the basic scow. Hold size is about 7m.  Speed is about 25% slower than the basic scow.  Aso has greater combat than the basic scow.
  • Scow Mega, About 10X the cost of the large scow. with a build time about 4x as long as the mega. carries 176.4m and has a speed of about 25% of the basic scow.  It also has 0 combat rating.  Basically is was designed for close quaters non-combat use like dumping trash into the star.  It also requires a level 30 waste well.

*Also note that these stats have changed since I first heard about them and could very well do so again.

Re: Latest Release on PT
lemming
User: lemming
Date: 4/6/2012 9:53 am
Views: 24
Rating: 0

"Might I also suggest in addition to all these new scows that a scow with stealth also again be introduced into the game."

I don't see much added value for the work.

"Something really important to note is that all cargo type ships appear to now require the planet that they are on to have a spaceport of the same level as required to be able to build the ship."

More like Space Port level 5 levels below what requirement is needed (as a rough guideline)

Galleon needs a TM of 15, but a Space Port of level 10 to use.

Also note, that most of the existing cargo carriers have tweaked attributes as well.

Lemmings in Spaaaacccce!

Re: Latest Release on PT
User: Jazzeroki
Date: 4/11/2012 1:07 am
Views: 28
Rating: 0

True there's not tons of added value in stealth scows other than you can mask the fact that they are incoming where as no someone always knows if you're going to be hitting them with scows.  

I suggested it because as I recall scows did originally have stealth until Combat ratings were introduced to ships and JT at that point took it away.

Re: Latest Release on PT
User: Austrian
Date: 4/7/2012 8:44 am
Views: 15
Rating: 0

What is the advantage of making this game more and more complicated ?

It already is a micromanagement horror and there are lots of improvements to be made that every simple 2-guys-set-up-a-game game already have BEFORE putting any ressources into more complexity

May I give you a list from the point of view of a player who started in late November:

- horrible glyph disequilibrium since the total mindless change of glyph collection system

- no way to upgrade more than 1 level before this level finished building, an absolute ridiculous disfunction

- no way to load an amount of food or ore bulk, of whichever kind

- no summary of storage amount and production rates of all your planets

- ship listing in the space port and in the send fleet pane according to ship age instead of shp types

- no total overview of your empires' probes, some stars may be probed by two observatories and you don't even know it, no way to click-jump from probed star to probing observatory and the like

- etc.

This game already IS more work than playing fun. Stop implementing more complicating crap but rather repair the most basic functions that a game usually has!

Sorry for sounding angry, but I am.

Re: Latest Release on PT
lemming
User: lemming
Date: 4/7/2012 8:23 pm
Views: 14
Rating: 0

Don't post angry.

I thought of responding to your post point by point, but decided to go hiking today instead.

Re: Latest Release on PT
User: Kushan
Date: 4/8/2012 4:24 am
Views: 0
Rating: 0

Rather than arguing pointlessly, may I suggest that amongst the changes proposed there be changes to the current command system in use, so as to make directing ships far easier?

In all honesty, so many things deserve changing (or at least a test or two to see how it works when players try it) that seem to be automatically rejected rather than considered viable things to look into. I can't say I honestly know what I'm talking about, so I'll just make known what I think here, so that I can be colorfully battered with poignant (or not, your choice) insul–err, input.

My own opinion on this ship issue is that there really ought to be a way of imposing upgrades on vessels made in earlier levels of a shipyard's life, perhaps letting players give those vessels equal value to ones made more recently (or at least the potential to have said equal value). Among my other recommendations would include the creation of a method of ship clustering(folder creation, I suppose), so that players can thus view how many of each type of ship class that they have, rather than a (relative) bajillion identical ship descriptions bogging down their starport display.

It would also be especially interesting to see the ability to rename the ship class itself, so that the player can use names that they find more fitting for the ships in relation to their empire. Perhaps that can be linked into the automatic alert message system, making all alerts show up with the altered name as well. I still find aggravation in the implied sameness of the names Probe and Scanner (a probe is supposed to be able to scan at or above the capability of normal sophisticated scanning devices, and simultaneously maintains an uplink to its command station), and would like to be able to change the Scanner's name to something more fitting to its enhanced telemetry equipment; perhaps something like "Enhanced Sensor Array" or "Surveyor" so that I can feel a little more sane when I see these names, rather than trying fruitlessly to accept that they are badly named already.

Again, I apologize for any offense I may have made towards the development team, as I've clearly no idea what I'm doing if I proved to be that inappropriate. There is no hostility intended in my words here; I am simply trying to offer options to improve the present system, rather than demanding that new things be tossed onto an already lengthy number of existing objects.

Re: Latest Release on PT
lemming
User: lemming
Date: 4/8/2012 10:28 am
Views: 1
Rating: 0

I would rather not argue pointlessly either.

I'm not sure what you mean by automatically rejected.

On ship upgrades/repair.  In the planning stage. http://community.lacunaexpanse.com/wiki/projects-being-worked-on

Just needs to be done so one doesn't have to click on every single ship.  (Many areas need the "click,click,click...." done away with and replaced with a way to do more actions with less tedium)

Hmm, on your renaming classes. Not very feasible under current code, but might be possible under some stuff that may come up later.   (How's that for vague?)

Lemmings in Spaaaacccce!

Re: Latest Release on PT
User: Kushan
Date: 4/8/2012 1:42 pm
Views: 4
Rating: 0

INSUFFICIENT VAGUENESS.

Re: Latest Release on PT
User: the_deacon
Date: 4/8/2012 4:01 am
Views: 1
Rating: 0

It sounds like you have some pent-up frustrations with parts of the game.  It's good to voice suggestions and concerns, but it's easier for others to understand them and respond constructively if the focus is placed on expressing the ideas rather than the raw emotions.

I'm just a player like you, but I think the changes being tested on the PT test server are in fact motivated by a desire to reduce the level of micromanagement involved in transporting large amounts of resources between colonies.  Currently, it can take a very large number of transport ships to move large amounts of materials between colonies if you are running some well-developed colonies in a larger empire.

The new larger ship models should help alleviate the above problem and make it easier for players who use just the web UI to ship large quantities.  Players who use scripts have had other options for a while to handle this issue by making it easier to push resources via multiple ships, and these new ship sizes will help even the playing field in this area.

I'm not sure I understand the new dock/berth size feature yet, but I'd guess it adds a bit of "realism" to the concept of operating spaceports capable of handling a wide range of transport sizes.  It also means that players would need to prepare their colonies to handle larger ship sizes.

One consequence of this is that players would need to build up a new colony a bit more before being able to ship in mega-quantities of resources.  This seems like a sensible idea since right now you can create a near "instant colony" by rapidly upgrading an Interdimensional Rift with massive quantities of halls and then pushing in lots of resources.  This change will slow the process down some, which is probably good for game balance between smaller and larger empires while not negatively impacting gameplay much.

Each of us has our own playing style and reaction to game features.  However, I respect the fact that the developers give players the opportunity to test out new changes on the test server if they feel motivated to.  This helps with giving the developers earlier feedback and creates a closer game community.  I think this is one of the very positive aspects of Lacuna, and I think it's helpful to consider this when offering feedback as a player.

Most of us would like to see the game to continue to improve, and that includes the developers.

Just my thoughts.

Re: Latest Release on PT
User: the_deacon
Date: 4/8/2012 4:27 am
Views: 12
Rating: 0

The new changes sound intriguing, and the new larger ship sizes will be very nice to have.

Some questions:

- Do both the sending and receiving colonies need to have the appropriate spaceport level for the berth size in order for the ship to transport between them?

- If the receiver needs to have a particular spaceport level, how will trades on the Trade Ministry be handled?

- Also, if spaceport level applies to receivers, how will this feature be applied to Space Stations since they don't have spaceports as I understand it?

- If current ships are being "grandfathered" in so that they can still be used as before, will the Berth Size be listed in the ship description for ships being sold in trades on TM and SST?   This would help a player know in advance whether or not s/he will be able to use the ship.

Re: Latest Release on PT
lemming
User: lemming
Date: 4/8/2012 10:36 am
Views: 1
Rating: 0

Deacon Asks:

- Do both the sending and receiving colonies need to have the appropriate spaceport level for the berth size in order for the ship to transport between them?

Just the sending planet needs the spaceport level to be able to load and send the ship off.  Receiving planet doesn't need a spaceport.

- If current ships are being "grandfathered" in so that they can still be used as before, will the Berth Size be listed in the ship description for ships being sold in trades on TM and SST?   This would help a player know in advance whether or not s/he will be able to use the ship.

Thanks.  I did overlook adding that attribute onto the trade and SST UI.  That will be there before release.

Re: Latest Release on PT
User: The Atlantian Empire
Date: 4/8/2012 7:35 pm
Views: 34
Rating: 0

I really dont like this idea. Its really going to be hard on the new players that buy their ships from other players. I do however like the idea of different types of scows and hulks.

Re: Latest Release on PT
User: raa
Date: 4/9/2012 9:34 am
Views: 26
Rating: 0

I'm not too enthused about it either.

How would someone trade a hulk of resources to a newer player?  They're sitting with a low level space port but want to buy a bunch of resources for their next round of upgrades and don't want to wait on the resouce buildings to build them.

Even if they don't have the storage space sending a smaller amount wouldn't help.  Their space port is too small to accept the hulk.

Re: Latest Release on PT
User: The Atlantian Empire
Date: 4/9/2012 10:36 am
Views: 0
Rating: 0

Exactly. This game is starting to need too much micro management. Besides the fact that upgradeing glyph buildings takes forever because you need specific glyphs the build times are rediculous. If the developers are shooting for realism then why not make it so the build queu builds in parallel instead of chained. In real life would there not be multiple teams of workers working on more then one project at once? Please dont implement this new ship sytem it will just make things more complicated for those people with newer smaller empires (this includes me).

Re: Latest Release on PT
User: jcheung1
Date: 4/9/2012 12:00 pm
Views: 8
Rating: 0

because then instead of all teams working on one project, you now have teams all over, taking longer to finish each individual structure. you then need the same or more time since efficiency is down...

as for your glyph building point, i disagree. the build times are rather short until you get to the Junk sculptures... 15 seconds.

as for collection of said glyphs, i also disagree. buy them, or build an archmin and send out the excavators for the critical few glyphs you need...

DOES ANYONE BOTHER TO READ THINGS UNDER A PAGE BEFORE POSTING ANYMORE????

P.S. lemming, headache yet? :P

Re: Latest Release on PT
lemming
User: lemming
Date: 4/9/2012 10:52 am
Views: 11
Rating: 0

You guys missed the point where the requirement of the spaceport level is not required at the recieving end.

This gives a reason for people to use some of the smaller ship classes in the game.

Lemmings in Spaaaacccce!

Re: Latest Release on PT
User: raa
Date: 4/9/2012 8:38 pm
Views: 11
Rating: 0

Yes I did!  Sorry.

But now it is in bold!  When did that come about? Wink

Re: Latest Release on PT
lemming
User: lemming
Date: 4/9/2012 9:06 pm
Views: 18
Rating: 0

In the original post, and then someone wanted clarification on 4/8/2012 09:36.

After yours and someone else missing that, I put it in the original post.

Lemmings in Spaaaacccce!

Re: Latest Release on PT
User: raa
Date: 4/10/2012 10:06 am
Views: 17
Rating: 0

I figured as much.

Poor attempt at humor on my part!

Re: Latest Release on PT
User: The Atlantian Empire
Date: 4/13/2012 8:13 pm
Views: 22
Rating: 0

I dont know i guesss its al a little confusing for me. Please Clarify so if i buy a Hulk but only have a trade min of 15 and uni of 14 i would be able to use the hulk or wouldnt?

 

Re: Latest Release on PT
lemming
User: lemming
Date: 4/14/2012 1:21 pm
Views: 10
Rating: 0

Trade Min and University don't enter the calculation.

If the Berth Level is 15, you will need a Space Port with a Level  of 15 in order to use the ship.

(Hulks currently on PT have a Berth Level of 15, but note, that is on test.  Numbers may change, probably not, but they might.)

Now where the University will come into play, if you have a Uni of 14, you could upgrade a spaceport to 15.  (Uni + 1).

Lemmings in Spaaaacccce!

Re: Latest Release on PT
User: The Atlantian Empire
Date: 4/14/2012 3:30 pm
Views: 25
Rating: 0

Ok that sounds a little better.

Re: Latest Release on PT
User: Reavers
Date: 4/16/2012 1:20 pm
Views: 8
Rating: 0

Correction,

Hulks on PT are currently showing a Berth of 20.  I think 15 might be more reasonable.

Currently I'm having to upgrade a bunch of vents on US1 in Preperation for the upcoming changes.  If it were not for the recent excavator change I think Berth 20 is definatly too high. 

I feel when this change comes out that there will be a few very frusterated people possibly not being able to use some ships.  If Berth is 20 I feel there will be a large number since Space port 20 requires a fair amount of resources to upkeep, compaired to 15.

But than again this is coming from a player who has been playing a while and found it more valuable to have more low level space ports than a few high level spaceport.  Recent changes seem to be more infavor of the latter.

Reavers

Re: Latest Release on PT
lemming
User: lemming
Date: 4/16/2012 1:50 pm
Views: 8
Rating: 0

Hulks aren't available to be built until you have a Trade Ministry of 25.  Hence the Berth Level of 20.  The Largest versions are the only ones that need the level 30.

And what is being repeated, is that you need just ONE spaceport at the berth level requirements.

Just means that lower tech empires and new colonies will probably be using some of the other ship types available until they get up to speed.

Lemmings in Spaaaacccce!

Re: Latest Release on PT
User: Bestark
Date: 4/16/2012 3:23 pm
Views: 0
Rating: 0

I know I won't likely be loved for this suggestion. To go along with the berth size related to spaceport,  wouldn't it make sense for that being a restriction also for the shipyard to build larger berth ships?  Same level as shipyard to support building larger berth ships.  So if you need say a level 20 spaceport to support a given ship, you'd also need a level 20 shipyard to build that ship.

Re: Latest Release on PT
User: Reavers
Date: 4/16/2012 3:27 pm
Views: 13
Rating: 0

Thanks Lemming for the reasoning.  I'm not saying it is not a bad change I think it will be good to get people to devote to upgrading at least one space port higher as they have not needed to in the past but this will also frustrate people as I have had bought/used hulks for a long time, I still do not have a Trade min 25 but still have several hulks which I have purchased, and I'm sure thier are many people in the same boat.

Also it might be good to consider those players who hang out at lvl's 10, 15 which might have high production due to glyph builds.  Restriting them to only using Frighter and Galleons might be very frustrating.

One thing that comes to mind is increase the hold size of all ships with this upcoming change as well.  I'm still not sure on the maxed stats of the New hulks maybe double?  If people are producing millions an hour they would still need severl large hulks so whats the harm in making them even bigger.

Re: Latest Release on PT
User: Jazzeroki
Date: 4/17/2012 3:36 am
Views: 27
Rating: 0

The player recieving the trade it won't matter what size their spaceport is in order to be able to recieve the traded resources.

Now if you happen to sell them some Hulks they won't be able to use the Hulks until they upgrade their spaceports.

This change is basically focused on forcing other empires to use ships that are appropriate to their uni level and planetary development level.  

I'm betting that combat ships will also see the berth size restriction placed upon them.  There's just something not right about a uni level 8 player having a fleet of Snark 3's.

Re: Latest Release on PT
User: Bestark
Date: 4/17/2012 8:32 am
Views: 93
Rating: 0

Hehe, or maybe a new building like the ministry of defense, that restricts use of levels on various combat ships, like say Snark IIs need it at level 5, Snark IIIs at level 10... and so on.

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