Forums / DQ: Horizons / General Discussions / Research times
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Maverick
[ Posts : 1331 ]
[Post Date: 07-Jul-2008 18:16]

Well, I'm now thinking on research times. How long in real days should a player be able to get his first colony ship? This would be my base numbers I guess. This period shouldn't be too short and still not too long. What are the most boring things you had during the first period of gameplay?
Disrupter
[ Posts : 458 ]
[Post Date: 07-Jul-2008 18:21]

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Well, I'm now thinking on research times. How long in real days should a player be able to get his first colony ship? This would be my base numbers I guess. This period shouldn't be too short and still not too long. What are the most boring things you had during the first period of gameplay?


Well since colonization didnt work when we started, i didnt bother with it.

It took Emperor L something like 200 turns was it (?) to get to a colony ship.

I think that the research times might be fine, but colony ships are too far back in the tree. If you needed less to get them, the it would be better/quicker to do.

I also think that colonies should be like a BIG deal to see who can get them first, but more challenging to do so.

The best suggestion i would have is to open up another galaxy and have us start from scratch there. That way we can test out features in TG and not lose things every time something new is implemented. So if you wanted to tweak times and colonization, then we can just reset the 2nd galaxy over and over until we are all happy with it

I wouldnt mind starting over a few dozen times in one "throw away" galaxy as long as TG isnt lost.
Emperor L
[ Posts : 1237 ]
[Post Date: 07-Jul-2008 18:27]

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Well, I'm now thinking on research times. How long in real days should a player be able to get his first colony ship? This would be my base numbers I guess. This period shouldn't be too short and still not too long. What are the most boring things you had during the first period of gameplay?


Well, I think colonisations ships should come quick. Untill you get them its very slow and not much to do...

I think that maybe 2 days maximum (in a 15 min turn galaxy) before you get col ships, it took very long this round...although for a while buildings were not implemented, so I dont know what it would be like if I had science builings...probbly alot faster I guess...

But we REALLY REALLY REALLY need a science queue, right now even if you are making science, you can only do one at a time, and you waste tons of points between settings, expecialy over night...should be possible to set a long queue to do many one after the other...

I think another test galaxy like virgo could be good for resetting alot as disrupter said, maybe 10 min turns or something. Then reset as soon as we have colonised a planet...



This message was edited by Emperor L
Maverick
[ Posts : 1331 ]
[Post Date: 07-Jul-2008 18:37]

Ok. Tech tree was changed a little bit. Colony ship is now 1 lvl earlier. A research queue is a part of so called "membership services" that we plan to implement in future. Of course you'll have to pay for it. Don't be afraid our alpha testers will have a lifetime membership So research queue is planed for later implementation.

Tech tree is one for all galaxies so starting new galaxy will not help much. I'll put new research costs and restart the galaxy. Think TG will be enough for now. Will let you know when.
Disrupter
[ Posts : 458 ]
[Post Date: 07-Jul-2008 18:39]

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Ok. Tech tree was changed a little bit. Colony ship is now 1 lvl earlier. A research queue is a part of so called "membership services" that we plan to implement in future. Of course you'll have to pay for it. Don't be afraid our alpha testers will have a lifetime membership So research queue is planed for later implementation.

Tech tree is one for all galaxies so starting new galaxy will not help much. I'll put new research costs and restart the galaxy. Think TG will be enough for now. Will let you know when.


Praise Hojo! Life time membership

I guess i can deal with restarts, not like i had much going anyways
Emperor L
[ Posts : 1237 ]
[Post Date: 07-Jul-2008 18:44]

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Ok. Tech tree was changed a little bit. Colony ship is now 1 lvl earlier. A research queue is a part of so called "membership services" that we plan to implement in future.


Ah, I see, so this is a commercial game. Thats good, because it should get more players and have money to advertise etc, so lots more players come

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Of course you'll have to pay for it. Don't be afraid our alpha testers will have a lifetime membership So research queue is planed for later implementation.


Thanks That would be cool

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Tech tree is one for all galaxies so starting new galaxy will not help much. I'll put new research costs and restart the galaxy. Think TG will be enough for now. Will let you know when.


Ok, so TG will reset now? This means its for real this time? Building an empire for war
Disrupter
[ Posts : 458 ]
[Post Date: 07-Jul-2008 18:49]

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Ok, so TG will reset now? This means its for real this time? Building an empire for war


Not yet, gotta test more first.

TG in DQ:E can be for teh battles

Besides, theres not battle system in DQ:H yet, so how could we fight. We cant even see each others ships let alone shoot them down.
Emperor L
[ Posts : 1237 ]
[Post Date: 07-Jul-2008 18:56]

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Ok, so TG will reset now? This means its for real this time? Building an empire for war


Not yet, gotta test more first.

TG in DQ:E can be for teh battles

Besides, theres not battle system in DQ:H yet, so how could we fight. We cant even see each others ships let alone shoot them down.


Well, in the list of things to do, it comes soon...so...maybe this round it will be ready???


Emperor L
[ Posts : 1237 ]
[Post Date: 07-Jul-2008 19:50]

Hmm, now the server is down...maybe this is because of reset? Not sure...


Disrupter
[ Posts : 458 ]
[Post Date: 07-Jul-2008 20:25]

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Hmm, now the server is down...maybe this is because of reset? Not sure...




Works fine for me and no reset that i can see.
Emperor L
[ Posts : 1237 ]
[Post Date: 07-Jul-2008 20:39]

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Hmm, now the server is down...maybe this is because of reset? Not sure...




Works fine for me and no reset that i can see.

Hmm, it was down when I posted...

But its working now, but not reset yet...
Maverick
[ Posts : 1331 ]
[Post Date: 07-Jul-2008 20:50]

Had some problems with our server. hope it will be ok now.

I changed research times for new round. You can see them in the tech tree. Tomorrow will make some changes in galaxy initialization procedure and then will reset it. Don't be afraid of big values yet, I've done some calculations before setting them.

The only problem I see in new round is maintenance.


This message was edited by Maverick
Emperor L
[ Posts : 1237 ]
[Post Date: 07-Jul-2008 21:12]

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Had some problems with our server. hope it will be ok now.

I changed research times for new round. You can see them in the tech tree. Tomorrow will make some changes in galaxy initialization procedure and then will reset it. Don't be afraid of big values yet, I've done some calculations before setting them.


Hmm...seems ok, its going to be hard to get to the max science...but then I guess it should be, we can still output few 100 points per turn, so I guess that should be ok...

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The only problem I see in new round is maintenance.


Hmm...ships will get expencive I think...and building from nothing will be hard, because all buildings early on dont make much and cost lots...

Maybe players should get some money when starting? Just to help in the early stages? Maybe 100 or something?





Disrupter
[ Posts : 458 ]
[Post Date: 07-Jul-2008 21:22]

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Maybe players should get some money when starting? Just to help in the early stages? Maybe 100 or something?


What the heck were you doing that required so much maintenance early on?

Besides, isnt it going to be percent based? So why would it even matter early on, the percents would be neglegable.
Emperor L
[ Posts : 1237 ]
[Post Date: 07-Jul-2008 21:36]

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Maybe players should get some money when starting? Just to help in the early stages? Maybe 100 or something?


What the heck were you doing that required so much maintenance early on?

Besides, isnt it going to be percent based? So why would it even matter early on, the percents would be neglegable.

I dont think they are % based for buildings.

They are quite alot, for example:

Automated farms make 2 food and increase each farmers output by 1. They cost 2 maintenance per turn.

So, if 1 food = 0.25 income, you need 6 farmers just to break even, thats a lot...

So, they dont help a lot early on, and the same is for all building types, if your needing to make your money back from them just to stay alive, they are no use early on...

If you had a bit of spare money, you could at least build for a short while without worrying about maintenance, so you can grow your population, improve science etc first.


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