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id really love to be able to jump to the current position of a fleet from fleet menu. And it would be great if you could cycle through your owned planets in planet view. would make upgrading all your stuff much smoother than always having to go to the list. pretty awesome idle!
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I think there should be an hp bar for yourself along with an actual HP number showing how much each ship has left during the planet invasions.
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how long will it save the data? i lost my old saveplay during the last few days; was ist due to the update or is there a time-limit?
Have you seen a game with a temporary save that erases itself after a certain amount of time? I haven't. But the deletion of the save could be because your computer/browser crashed unexpectedly, many people are reporting this save deletion from unexpected game closure. I think it's a flaw in my code though, as other games keep their saves intact whatever happens to them.
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This game is neat, but there's a lot missing. It's too interactive for an idle game, and too slow for a normal game, so it ends up as kind of a slow grind. The graphics would be fine if the game wasn't so laggy, and the interface isn't exactly stellar (I think that might have been a pun.) It's not clear what a lot of the settings do, and the game seems too complex for an idle game. I like it, and it has a TON of potential, but it's not quite there yet.
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You are probably one of my favorite developers because it seems there is an update to completely change the game almost every day! Congratulations!
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Oh yeah, my problem with DMxing is I go to build a DMx version of a building but it says I don't meet the requirements. But I do have 12 mines out. . . I just don't get it
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How do we check rarity divider stat and how do we raise it? After playing for 4 days, I still don't understand DMxing. I think the tutorial should be more specific. I understand that DMxing a building brings it to max level right away. What I don't understand is the concept behind the required number of buildings.
You can check your rarity divider in the universe statistics panel (go to the view where you can see your superclusters discovered, then click the More Info at the top left)
It's the circly-star like white button just beside the blue i button on the top menu, but two relatively cheap researches are required for it to be usable.
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One other thing, too. It doesn't make a lot of sense to me and I know it's been brought up before but I really think that the energy costs for transporting fleets should be based upon Tier of ships and number of ships. Because if it's just based on strength then there's no reason to use the rare metals. What good is Quillite to me if it makes my fleet of 50 Wraiths as strong as my fleet of 250-500 Wraiths but it still costs the same amount of energy to move them. With that in mind I should just skip the crystal making and just build a fleet with 500 Wraiths and call it a day. My energy balls are strong enough that building more ships isn't a chore, so there's no motivation to use metals or even upgrade the science tree. I could just build MORE for the same effect.
I think the metals (including the rare ones) don't contribute to fleet strength which in turn doesn't make the fleet use more energy, unless I'm misunderstanding something (I do sometimes!). If they do contribute to fleet strength then it's a bug and totally not intended.
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Solar panels are VERY powerful in Class O systems in case anyone was wondering. Working on overclock with capacity above level 20 they're earned me well over 5 trillion energy in just a few minutes.
Class O suns are extremely rare (1 in 30000 chance) for beginners so they don't exploit their OPness (unless they're extremely lucky) but end game players who have their rarity dividers above 1.01 should find them relatively easily.
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I was thinking for a new building to collect ore asteroid miner it miner asteroids in the system it uses its mining ipso to collect ore uses energy (just like T's 1-5) and mines until its capacity is full (upgrades?, 100 200 etc.?) and mines a certain amount per second up to you the creators so is capacity or it could mine the rings on the planet that base it is set up at and cost (100,000?) but great game 5/5keep it up!
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If you want the solar panels to be worth it, you have to get them in a class O solar system where the luminosity is about 150,000. The enemy's are sufficiently harder in there though.
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bug: the lens flares on the planet/tile screen are suddenly closer than the planet, and block planet tile selection/clicking (there is one large one taking up the entire upper-right corner, and one small one near the bottom left)
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Just how much luminosity is needed before solar becomes not completely worthless? Because I just spent several billion energy to get a ship to a star in a galaxy with a binary pair with a 5.57 luminosity bonus. And even in the first ring it's still worthless. Nearly 150 TIMES more cost effective to use power plants that can be placed anywhere and give power balls too. What's the point of this super expensive useless solar building that requires me to have already completely solved my energy issues before it can be as good as a much cheaper building I can usefully build on my very first planet?
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part :
tweeks are needed for ship construction time or weapon upgrades are in order. For high end fights 10k T5 ships need 335 days to build (fully upgraded). With this fleet it is not possible to beat a size 50 planet with 2M difficulty multiplier under 1 hour even with with full attack/reload boosts
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part 3: skipping upgrades of building with boosts or the 5M option for SP has the advantage that resources are produced for the amount skipped. This can be easily verified with any resource building.
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part 2: UT boosts disappear from inventory if you decline their use upon the SP question. also select a boost during a fight press use and hit space, the cursor is now in form of the boost and the item is gone from the inventory
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bug:
part 1
the collect all button doesnt seem to work properly.
On a planet it collects only the local stuff further out it collects only parts of what it should? When I come back after an hour I get lets say 2M SP if I hit the collect all button repeatedly I collect 1M per second...
further, energy balls seem to be bugged as they sometimes do not speed up flights or fleet production.
lets say 1 EB should reduce the time by one day, on some occasions its less.
For the energy balls, the amount it speeds up is 50% random, this means if it has an average speed-up of 1.5 days, its minimum will be 1 day and maximum 2 days.
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WARNING!!! :
Dont build solar panels, I just figured out that with 10G you can get almost 1G energy if you only use power plants and with 10G you can get only 10m of energy when u use solar panels. This is because the heat factor has been removed which made solar panels useless!
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Also, I start a new save regularly to figure out how the game works out for new players, right now it seems the start off point is real, realllll slow, and as you get further into the game, the pace just keeps going up without any restrictions. Usually (and preferably) this would work the other way, first to get players to feel like they accomplish something regularly and want to continue doing so, then once they spent some time on it, keep them hooked by making new (clear and more rewarding) goals to reach harder and harder to obtain. Now when you start a new save, getting your first gem, building or enough currency to build, explore, discover and research new game aspects takes rather a long time. All the while reaching achievements which do not improve your gameplay (experience) at all other than just stating you got an achievement done.
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Sometimes it is good to have a "game-plan" when making games. Like a business-model where you set a start off point and a goal you want (players) to reach. Then figure out a way to get them there. Now it seems like there are just things added for the heck of adding things. This would not form much of a problem if it was clear what gets affected by or from other aspects. So far it seems we have no mechanic in this strategy game which requires us to actually be strategic. Nor is it an actual Idle (-ish) game since every action takes a lot of work. I actually have an entire administration set up to keep an overview of what I am doing, where, how and why. It would be nicer if this was not needed or built into the game itself. As a self-educating tool for future projects, I think you are learning a lot, so keep it up.
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you need to implement a few things to speed certain aspects of the game up. extract/sell all for energy orbs/gems. considering the need for ore for upgrades, perhaps just a button for converting gems to the appropriate number of ore based on price, seeing as you'd probably just convert it to ore ANYWAYS.
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Bug: DirectMax sometimes doesn't always update properly. I had 22 maxed Institutes but the counter was at only 1/16. When I refreshed the page and reloaded the game, the counter properly updated immediately so I could start using DirectMax.
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@ Apple,
Fights in a tripple system with an O star are kinda impossible.
I just build 10k T5's with all upgrades and an enemy of a 85 size planet heals more than I do dmg.. and the fleet took me 335 days to build.. That -99% limit is really not cutting it when an enemy heals for multiple G.
The healing enemies were always annoying to me too, I should make them stop healing at some point (maybe after the defense cripple reaches -95%?) to ensure eventual victory.
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follow up on -99% armor isnt enough.
So I found a tripple system with an O star .. the difficulty multiplier is in the milions and i am fighting for 20 mins with 1000 T5's now.. and enemy has still over 90% hp.. what are my options?
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Fun game so far and I appreciate the developer's responses and frequent updates but some work on fleet management would be nice. Its getting to be such a pain to figure which fleet is where and with which other ships that I'm starting to just avoid combat and expansion in favor of just sitting around and tweaking what I have.
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Not to overly critize but I think you need to figure out correlation. I'm not saying you're going "oh, this looks good, lets do this" but thinking about cost, time, production of energy, production of energy at every level for energy generators vs all of that + common and uncommon temperature and luminosity for solar panels and well, all of that sorta stuff for everything else, would be a good idea. I mean, I'm not saying the nerf is too little or too much but from a player perspective (and I KNOW you do a lot of work I can't see) it seems like you don't consider all factors. just my thoughts but my suggestion is basically keep trying, learn through doing. I'm going to just send you all of my suggestions because they will not fit here.
I've always had issues to balance things in my earlier games, it's probably because like you cited there, I don't really consider the various factors that affect the thing I'm buffing/nerfing. Lesson learnt!
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Followup: Yeah, I have a solar plant in my best possible location for solar: 2.3 luminosity, first orbit for 1.63 distance bonus...it's FIFTEEN TRILLION for my next single upgrade...the thing is generating 114 energy per second. Completely pointless when I can place a fully upgraded power plant anywhere in the universe I want for like 250 billion that generates 1250/sec.
If I buff it a bit though then the panels would generate ridiculous amounts of energy beside a class O sun (it has extremely high luminosity), try finding one of them, they are plentiful in late-game where your rarity divider can go above 1.01.
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...umm, you might have overnerfed solar panels. I built solar panels yesterday that were outperforming my maxed level power plants. I think they were like 1700 energy/second. Now, they're generating 30/sec. That's with 2.3 reported luminosity in second orbit. There's no point building more expensive buildings that do less, are finicky about where they're built and don't produce power balls. The whole point of them was that they produce more, and the placement problems and cost was the tradeoff.
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Is there a way to go up one level from planet view to solar system view? Currently the solar system button takes you to your last viewed solar system, but sometimes (especially when I navigate with +/-) I want to move to the solar system my currently viewed planet is in.
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A way to move and re-arrange items in the inventory would be nice. For those of us that are picky about organization.
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-99% armor is not enough.. sitting here for over 10 mins already and enemy has still 90% hp... and my ships are still fine and in full count..
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The good: Huge in scope. Lots of variety in things to do. Not a resource hog.
The bad: Not an idle game. Requires a lot of attention. Very quickly becomes difficult to navigate between the number of assets you amass.
Overall: Successfully incorporates disparate elements into a cohesive whole. That makes me want to stick with it, to see it through. However, the amount of time spent doing so, combined with the amount of attention required to keep up with everything going on, makes the game overwhelming.
Suggestion: Automating resource collection and disposition from the beginning would make the game more manageable.