Game Improvements and New Features

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starquake
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Game Improvements and New Features

Postby starquake » 13 Oct 2018, 04:59

Now that the game programmers are almost finished the port to HTML5 from Flash and are ironing out the last bugs they can now move to planning and implementing new features.

One of the new features that is possible is multi-accounts or 2 "wing-man" accounts, adding one or more accounts would enable you to effectively control more players at your colony to benefit the colony. You could help the colony by delivering more resources, have more firedrones to send etc.

Multi-accounts is going to provide for more things to do than only playing 1 guy.

They haven't decided yet on making multi-accounts possible but your feedback would be good to help them decide the benefits and level of interest.

Another thing they are discussing is increasing the guild membership above 16, the game play as it has been is 1 major guild in each colony and then lesser guilds that are not full. The lesser guilds are at a disadvantage because they don't have experienced players to help the newbies and the newbies become disinterested and quit the game. I believe the original intent was for guilds to face-off in each colony and fight for dominance, they are not enough players in each colony for 3 guilds at full 16 membership where this ever happens. Increasing guild membership for example to 40 players will help with the new players gaining understanding and help from veterans.

Another possibility is decreasing guild membership to 5 in phase 1 for example and then allowing higher membership as the game progresses through the phases, this will enable guild wars at the start. A disadvantage of this is that there will not be familiarization with players and lots of guild splits as the game progresses if the guild membership increases through the phases.

I like the idea of increasing the membership above 16.

What is your feedback on multi-accounts? What is your feedback on guild membership numbers? What is your other suggestions for new features?

Reply in this thread and let the game programmers know what new things they can bring and make better.
billw69
Terrestrial
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Joined: 13 Oct 2018, 05:31

Re: Game Improvements and New Features

Postby billw69 » 13 Oct 2018, 05:45

I vote yes, on the increasing Guild size above 16.

I would also like to see the Plug In Factory changed so that at Level 3 you can Improve Purple and Orange plug ins, and then at Level 4, you can improve Red Artifacts. Also, the ability to choose a particular plug-in as a goal would be very nice. Some players want speed/reliability, others want capacity/efficiency, and others prefer a different combination. If we could choose by merging more or paying ~ or Energy it would be nice to have

Another suggestion would be the ability to save 2 routes instead of one.
Luder
Mars Arrival
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Re: Game Improvements and New Features

Postby Luder » 13 Oct 2018, 13:19

Es ist sehr sinnvoll direkt 40 Mitglieder haben zu dürfen.
Oft wird sich gerade am Anfang bekriegt und mann fällt rapide in der Rangliste gegen über Städten,die Frieden haben.

Auch wegen der Online Zeiten würden mehr Spieler enorm helfen.
Ich finde die Mitglieder auf 40 wachsen zu lassen wäre so gar der wichtigste Punkt überhaupt. ;)
Luder
Mars Arrival
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Re: Game Improvements and New Features

Postby Luder » 13 Oct 2018, 13:22

It makes sense to have 40 members directly.
Often, people are getting wars in the beginning, and they are falling fast in the ranking against cities that have peace.

Also because of the online times more players would help enormously.
I think the members grow to 40 would be the most important point ever. ;)
starquake
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Re: Game Improvements and New Features

Postby starquake » 13 Oct 2018, 19:00

Luder and Bill, what about multi-accounts or "wing-man" accounts giving you more transporters to use?

An improvement i would like to see is being able to restore routes for individual transporters for when you are finished one part of the race.
AmyL
Terrestrial
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Joined: 13 Oct 2018, 19:12

Re: Game Improvements and New Features

Postby AmyL » 13 Oct 2018, 19:20

Larger guilds would be a plus. Hate turning away players at the start but I am limited to only 16 and posting hints in colony chat hoping the rest won't lose interest before they actually learn the game.
Menemeth
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Re: Game Improvements and New Features

Postby Menemeth » 13 Oct 2018, 23:43

Ok I like the idea of a larger guild! My guild is the dominant guild in the colony. I feel other players have lost interest in playing because we own everything. I have turned down many applicants because we were full. I also like the idea of a "wingman account" as long as the first accounts settler account carries over to the "wingman" account. I don't think people would be willing to pay for a second settler account for 80 days just to have more trucks. I also like the idea of being able to improve Orange and possibly Purple plugins.
Great game I have enjoyed it for almost a year now! Keep up the great work!
SMarine
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Re: Game Improvements and New Features

Postby SMarine » 18 Oct 2018, 16:18

Hello.

I have noticed a problem with the transports and inefficient supply management.

If multiple outposts need the same materials, multiple trips are needed to supply them all. If eg. 3 outposts need water, a water carrier needs potentially 6 trips to supply them at 3T each time and also returning to fill up. What if there was an option to deliver 1T to each of the 3 outposts in a large circuit over and over again. It would be slower but more realistic for a colony as well as cutting costs on maintenance for 'wasted' trips.

Also - A way to view colony supplies as a whole would be nice. Each stage needs different materials but it does not stop needing water or salt, so a way to view all at once would be nice.

Finally, what about buildings that supply basic support for a habitat - Greenhouse (Food / O2) or water recycling plant for example, or a Co2 recapturing facility (we breathe it out so more colonists = more Co2) - having all 3 at once should allow a supply bonus from within the colony, reducing necessary supply from outposts.
SMarine
Terrestrial
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Re: Game Improvements and New Features

Postby SMarine » 18 Oct 2018, 16:43

Hello again - so sorry for double post but I just thought of something else.

Drones. - There are issues.
Having standard drones limited to 1 per player - good for game reasons, bad for realism. Colonies would rely on drones a lot more than this. Also - 8 Fire drones seems more than are needed, considering how long they take to arrive and how long they stand idle between jobs. Either reduce the number to say - 5 or increase the number of basic drones.

Also, building drones - to program arms to build structures, those same arms could easily assist in loading transports - so adding a feature where build bots can assist in loading would be good, or create a specific loading bot that cant do anything else.

What do people think of these above ideas?
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Poyda
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Re: Game Improvements and New Features

Postby Poyda » 25 Oct 2018, 11:55

OK, this may be a long post. Also, please forgive me if I ramble.

First of all, I think that it is a good idea to increase the guild membership. I also think it would be worth looking at making the whole colony on guild, if you follow me... (or have no more guilds, but the colony gives you the same benefits. It would help beginners to grow too, as everyone would be helping them. In that scenario, there probably would not be a membership limit.) Another idea to help beginners is to give everyone a 10-20 sec loading time boost on outpost that are part of their colony (or maybe only the A outposts...), that would also help to stop really good players from overrunning neighbouring guilds.

Plugin factory. I think it would be a good idea if you could improve purple or orange plugins. Have it so that you put in your plugin and some energy or M$ or maybe smaller plugins and the outcome depends on how much you put in.

Drones. It would be good if the amount of standard drones was increased. The amount of fire drones could also be dropped. Also, it would make sense to have a loading drone. (reduce loading time by 50%? and maybe have it so that it gives a smaller bonus to your guild members? like 5-10%?)

Also, I think it would be a good idea if you could have a "bank" or something like that. You put money into it for a set amount of time (like 5-10 days) and at the end you get it back with interest. Also have a feature where you can make loans (or gifts) to people which have a interest rate on them. Maybe have a stock market feature where you can invest money.

I may have more ideas, so more post may be forthcoming.
wast
Terrestrial
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Joined: 03 Nov 2018, 06:45

Re: Game Improvements and New Features

Postby wast » 03 Nov 2018, 06:49

i would like to see where my tp are coming from. (example: 1000tp from Einstein/water 500 from Newton Salt ....)
not only the sum
The Pascal King
Space Traveler
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Joined: 13 Sep 2018, 19:13

Re: Game Improvements and New Features

Postby The Pascal King » 06 Nov 2018, 05:44

A Game Manual
Just write down how to do the things you can do in this game. In 1/4 of the time it took to get the Tutorial Drone to be programmed you could have written the manual.

Step 1: 1 day before a new server starts, a person downloads and reads the manual, perhaps creating a throw-away account and practicing, on a Practice server.

Step2: Server starts, this new player knows how to do everything, and can refer back to the manual.
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Poyda
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Re: Game Improvements and New Features

Postby Poyda » 06 Nov 2018, 07:41

Practice server?
do you mean another server? (which will clog up servers with low ranking players that dont do anything)
Or do you mean that there should be a server that runs continuously on phase one so newbies can practice on there?

I like the second idea. It would let people experiment without screwing their chances of getting high up in the game. People are afraid to try new things becasue they are afraid that it will drop their position on the chart. If there was a place where you could try new strategies without dropping on the rankings, we would probably see a lot of new ideas.
Which would be a very good thing as it would force everyone to come up with new ideas to keep their place on the ladder.
And would result in much more competition. :D :D :D
Mabruk
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Re: Game Improvements and New Features

Postby Mabruk » 16 Nov 2018, 12:22

Zunächst einmal: Bei vielen Texten des Teams steht eine deutsche Übersetzung dabei, hier fehlt sie. Da das Forum - im Gegensatz zum Spiel - keine google-translate-Anbindung hat, hier erstmal die google-Übersetzung des Eingangstextes, damit andere, die den englischen Text nicht verstehen, es leichter haben:

Nun, da die Programmierer den Port für HTML5 von Flash fast fertiggestellt haben und die letzten Fehler beseitigt haben, können sie nun mit der Planung und Implementierung neuer Funktionen fortfahren.

Eine der neuen Funktionen, die möglich ist, sind Multi-Accounts oder 2 "Wing-Man-Accounts". Durch Hinzufügen eines oder mehrerer Accounts können Sie effektiv mehr Spieler in Ihrer Kolonie steuern, um der Kolonie zu helfen. Sie könnten der Kolonie helfen, indem Sie mehr Ressourcen zur Verfügung stellen, mehr Schütze zum Senden usw. haben.

Multi-Accounts bieten mehr Möglichkeiten, als nur einen Mann zu spielen.

Sie haben sich noch nicht dafür entschieden, mehrere Konten zu ermöglichen, aber Ihr Feedback würde ihnen helfen, die Vorteile und das Interesse zu bestimmen.

Eine andere Sache, über die sie diskutieren, ist, die Gildenmitgliedschaft auf über 16 zu erhöhen. Das Spiel ist, wie es war, eine Hauptgilde in jeder Kolonie und dann weniger Gilden, die nicht voll sind. Die kleineren Gilden sind im Nachteil, weil sie keine erfahrenen Spieler haben, die den Neulingen helfen und die Neulinge desinteressiert werden und das Spiel beenden. Ich glaube, die ursprüngliche Absicht war es, dass sich Gilden in jeder Kolonie ankämpfen und um die Vorherrschaft kämpfen. Sie sind nicht genug Spieler in jeder Kolonie für 3 Gilden mit 16 Mitgliedern, wo dies überhaupt der Fall ist. Eine Erhöhung der Gildenmitgliedschaft auf beispielsweise 40 Spieler wird dazu beitragen, dass die neuen Spieler Verständnis und Hilfe von Veteranen erhalten.

Eine andere Möglichkeit besteht darin, die Gildenmitgliedschaft in Phase 1 zum Beispiel auf 5 zu senken und dann im Verlauf des Spiels eine höhere Mitgliedschaft zuzulassen. Dies ermöglicht Gildenkriege zu Beginn. Ein Nachteil davon ist, dass es während des Spiels nicht zu einer Bekanntschaft mit den Spielern und zu vielen Gildenaufteilungen kommt, wenn die Gildenmitgliedschaft in den Phasen zunimmt.

Mir gefällt die Idee, die Mitgliederzahl auf über 16 zu erhöhen.

Was ist Ihr Feedback zu Multi-Accounts? Was ist dein Feedback zu den Gildenmitgliedschaften? Was sind Ihre anderen Vorschläge für neue Funktionen?

Antworten Sie in diesem Thread und lassen Sie die Spielprogrammierer wissen, welche neuen Dinge sie bringen und verbessern können.

--

Doch damit nicht genug, ich will auch noch meinen "Senf" dazugeben - zunächst in deutsch, darunter dann die google-Übersetzung:

1.) html: läuft bei mir so schlecht, dass ich bisher noch weiter flash nutze.

2.) Multi-Accounts: Ich persönlich finde das Verbot nicht gut und spiele daher "zusammen mit meiner Frau". Es ist in diesem Spiel kaum möglich, einen anderen Account "zu pushen", man kann sich eigentlich nur gegenseitig helfen - und ob das ein oder mehrere Spieler hinter den Accounts tun, ist nahezu irrelevant.

3.) größere Gilden: Unbedingt! Wenn eine volle Gilde mal die "Vorherrschaft" über eine Kolonie errungen hat, ist es für eine neue Gilde nahezu unmöglich, sich gut zu positionieren. Ich persönlich würde die Gilden allerdings anderes lösen - nicht über mehrere Kolonieen hinweg, sondern alle Spieler einer Kolonie bilden automatisch eine Gilde.

--

1.) html: is running so badly for me, that I use still further flash.

2.) Multi-Accounts: Personally, I find the ban not good and therefore play "together with my wife". It is hardly possible in this game to "push" another account, you can actually only help each other - and whether the one or more players behind the accounts do is almost irrelevant.

3.) bigger guilds: Absolutely! Once a full guild has achieved "dominance" over a colony, it is nearly impossible for a new guild to position itself well. Personally, I would solve the guilds differently - not across multiple colony, but all players in a colony automatically form a guild.
Last edited by Mabruk on 16 Nov 2018, 13:59, edited 1 time in total.
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Radical
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Re: Game Improvements and New Features

Postby Radical » 16 Nov 2018, 13:39

Hallo Mabruk,

kannst du mal bitte schreiben, was bei dir alles nicht in HTML funktioniert?
Bei uns läuft die HTML-Version nämlich ziemlich rund und beinhaltet auch schon mehr Features als die alte Flash-Version.

Schreib doch bitte mal, was alles im Einzelnen nicht funktioniert, dann können wir das auch beheben.

Gruß

Rad

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