Shores of Hazeron - again! a free deep galactic MMO space game [Servers have been permanently shut
3,453 replies, posted
[QUOTE=StrawberryClock;42448472]God dammit, I hate these proxies. My ship got attacked by a the "Syth" empire, but it's not even ranked.[/QUOTE]
lol, those were npc pirates.
[url]http://www.hazeron.com/pirates.html[/url]
That is an npc pirate empire.
Oh, thank god.
[editline]7th October 2013[/editline]
Well, nonetheless this has inspired me to turn one my main colony ship design into a Home Defence Navy variant. I guess when it's done being built I'll take it for a test drive.
So what the fuck is up with the mail servers, and why do they keep going offline?
aww yeah, no more being spacepoor for me.
my new collector ship brought in 5.2 billion cronodollars in an hour with QL251 B-type preons.
So I had my first spaceship fight with the pirate station that spawned in my system with my new prototype defense ship. I've got to admit, being on the bridge and all and seeing the station and my ship hammer eachother was pretty inpressive. Pretty much the only game that makes it feel like a real spaceship fight because you can get a sense of scale.
I won the fight. My ship was TL11, the station was TL9. I can't imagine how impressive-looking TL32 Warbarge vs. TL32 Warbarge fights must be.
[t]http://i.imgur.com/hPPcl3V.png[/t]
STAR
[QUOTE=dracotonisamond;42459405][t]http://i.imgur.com/hPPcl3V.png[/t]
STAR[/QUOTE]
How did you.
What.
I'm really confused, could you please explain what this is.
[QUOTE=Usernameztaken;42459810]How did you.
What.
I'm really confused, could you please explain what this is.[/QUOTE]
[url]http://facepunch.com/showthread.php?t=1300609&p=42222186&viewfull=1#post42222186[/url]
i found this ring a few weeks back before the ringworld update and didnt colonize it even though it was awesome.
after the update i found it again and it had decayed into the new style and has 15 segments.
[editline]10/8[/editline]
heres a picture of it that demonstrates the new multiple source lighting they get too!
[t]http://i.imgur.com/FjqtGsc.png[/t]
it lives!
[img]https://dl.dropboxusercontent.com/u/3864447/PICS/SHORES/Shores%20of%20Hazeron%202013-10-08%2021-37-59-118.png[/img]
Ringworlds are cool and all, but in their current state they unbalance the game so much.
[editline]9th October 2013[/editline]
Right now, I think the game would be better-off without warpdrive and ringworlds.
[editline]9th October 2013[/editline]
Well, I'm sure there can be an easy way to balance warpdrives, if only temporarily. Like making weapon systems not compatible with warpdrive, or reducing the effectiveness of one another, giving the advantage to defensive fleets, or making carrier capital ships useful. Yet you can still use it for exploration.
Sorry I havnt been on lately, been trying to sort life and shit out. I just dont have the motivation to go around to planets and fix the economy atm.
[QUOTE=StrawberryClock;42470137]Ringworlds are cool and all, but in their current state they unbalance the game so much.
[editline]9th October 2013[/editline]
Right now, I think the game would be better-off without warpdrive and ringworlds.
[editline]9th October 2013[/editline]
Well, I'm sure there can be an easy way to balance warpdrives, if only temporarily. Like making weapon systems not compatible with warpdrive, or reducing the effectiveness of one another, giving the advantage to defensive fleets, or making carrier capital ships useful. Yet you can still use it for exploration.[/QUOTE]
making combat ships not compatible with warpdrives would just make everyone build carrier ships and nothing would change.
not to mention it would free up weight for more guns/armor
and do you really think wormhole drives are compatible with a fun game?
that shit is dreadful...
also, ringworlds are fine.
they dont unbalance anything because they are available to everyone and its not like there going to help you find any of the rare resources anyways.
they also make the game less tedious which in my opinion is a good thing.
[QUOTE=dracotonisamond;42470423]
also, ringworlds are fine.
they dont unbalance anything because they are available to everyone and its not like there going to help you find any of the rare resources anyways.
they also make the game less tedious which in my opinion is a good thing.[/QUOTE]
They aren't. They are way out of line with everything else. It's almost pointless to colonise habitables when you can make some heavily fortified one stop officer shops.
[QUOTE=SeamanStains;42470659]They aren't. They are way out of line with everything else. It's almost pointless to colonise habitables when you can make some heavily fortified one stop officer shops.[/QUOTE]
i must be the only one who thinks its ok for things in games to be better than something else then.
besides, in my entire scouter db of roughly 11 thousand celestial bodies i have 6 rings...
thats a 1 in 1833 chance to get a ringworld.
and none of them are 25 segment. the biggest i have found is a 20 segment ringworld and it doesnt have any TL32 materials save for some biosphere stuff but the sun is crap so that doesnt even matter.
and can you tell me truthfully that you would prefer tending 20 separate habitable worlds for 20 officers than "one" habitable world with 20?
[QUOTE=dracotonisamond;42470844]i must be the only one who thinks its ok for things in games to be better than something else then.[/QUOTE]
Better, yes, but not so good it makes everything else irrelevant.
[QUOTE=dracotonisamond;42470844]besides, in my entire scouter db of roughly 11 thousand celestial bodies i have 6 rings...
thats a 1 in 1833 chance to get a ringworld.[/QUOTE]
People usually consider the chance as being per system, rather than per planet.
[QUOTE=dracotonisamond;42470844]and none of them are 25 segment. the biggest i have found is a 20 segment ringworld and it doesnt have any TL32 materials save for some biosphere stuff but the sun is crap so that doesnt even matter.
and can you tell me truthfully that you would prefer tending 20 separate habitable worlds for 20 officers than "one" habitable world with 20?[/QUOTE]
I'd rather Haxus fixed officers. You're saying we should just replace all planets with ringworlds?
[QUOTE=SeamanStains;42470883]Better, yes, but not so good it makes everything else irrelevant[/QUOTE]
why? the way i see it ringworlds are made to be superior to planets.
and their rarity suggests they should be aswell.
[QUOTE=SeamanStains;42470883]People usually consider the chance as being per system, rather than per planet.[/QUOTE]
the last i heard it was per star with a 1au habitable zone so yes that number is off
[QUOTE=SeamanStains;42470883]I'd rather Haxus fixed officers. You're saying we should just replace all planets with ringworlds[/QUOTE]
i would rather haxus fix officers as well, but nowhere in my post did i say we should replace all worlds with ringworlds.
rings right now are one of the only objects in the game that you want to find not need to find.
they are a luxury not a requirement like everything else...
Hazeron: Ringworld Universe
[QUOTE=dracotonisamond;42470996]why? the way i see it ringworlds are made to be superior to planets.
and their rarity suggests they should be aswell.
the last i heard it was per star with a 1au habitable zone so yes that number is off
i would rather haxus fix officers as well, but nowhere in my post did i say we should replace all worlds with ringworlds.
rings right now are one of the only objects in the game that you want to find not need to find.
they are a luxury not a requirement like everything else...[/QUOTE]
They aren't that rare, and there are millions of systems. You could go out and find douzens of them in no time. Right now they are so good that normal planets are completely pointless, therefore, they are too good. Logistically they are so much simpler that they are almost a requirement. Syndicate is considering relocating again to take advantage of them fully, but personally, I'd prefer to hope that Haxus realises his mistake between now and the reset.
Having something overpowered being more rare does not balance it. In fact, it makes it more unbalanced, as it encourages elitism and inequality between newer and older players.
[QUOTE=Angus725;42471667]Having something overpowered being more rare does not balance it. In fact, it makes it more unbalanced, as it encourages elitism and inequality between newer and older players.[/QUOTE]
so does tech level, but thats a whole new bucket of worms.
[QUOTE=Angus725;42471667]Having something overpowered being more rare does not balance it. In fact, it makes it more unbalanced, as it encourages elitism and inequality between newer and older players.[/QUOTE]
Exactly, Syndicate could go and find many and assign a player to each. Most empires don't have the knowledge or ability to pull something like that. We need to be lowering the gap between new and old players, not extending it.
[QUOTE=dracotonisamond;42471699]so does tech level, but thats a whole new bucket of worms.[/QUOTE]
Tech-level needs to be exponentially more difficult to research while having a linear effect on things. (and not capped).
I'd go the other way and say tech should be removed as it is now.
Found a rather curious land formation on a ringworld.
I was in orbit and I saw 4 massive mountains sticking up in a perfect line, with the top of them reaching the edge of the atmosphere. Naturally, I decided to land in it.
[t]http://i.imgur.com/hEFGpRW.jpg[/t]
[t]http://i.imgur.com/CNIwWmK.jpg[/t]
To give you a sense of scale, my ship takes up a full grid-length.
So anyways, to try and satisfy my curiosity I went down into the water to see how deep it goes.
[t]http://i.imgur.com/0mucD9j.png[/t]
Yeah... no thanks, I got a vibe that something crazy scary like an ichthyosaur or something will bite my face off.
[t]http://images1.wikia.nocookie.net/__cb20100129175447/half-life/en/images/2/27/Ichthyosaur.jpg[/t]
[QUOTE=Turkey Sandvich;42472454]Found a rather curious land formation on a ringworld.
I was in orbit and I saw 4 massive mountains sticking up in a perfect line, with the top of them reaching the edge of the atmosphere. Naturally, I decided to land in it.
[t]http://i.imgur.com/hEFGpRW.jpg[/t]
To give you a sense of scale, my ship takes up a full grid-length.
[/QUOTE]
There should be asteroids like this.
Kinda like in Star Wars Episode IV.
Fist-of-God, anybody?
[t]http://i.imgur.com/WLG29Ht.png[/t]
seems legit.
on a sidenote, anyone have any tips on keeping my shipyard supplied without my tradeships being money blackholes?
they make alot of dosh when its empty but when its full they waste a ton of cash...
[QUOTE=SeamanStains;42471939]I'd go the other way and say tech should be removed as it is now.[/QUOTE]
In my honest opinion, tech should be based on like a tech tree thing, and have it be something like this (shitty paint version): [img]http://i.imgur.com/LYYifUG.png[/img]
Now obviously the prices and such are going to not be like this.
The reasoning for having at at least some of the base materials is to basically confirm that you have upgraded your mines and such to be able to harvest those materials, thus preventing accidentally upgrading something you can't make.
All the teching up can be done at the universities and each building has different tech trees. Another thing is that instead of TL1 ships being 5% inferior to TL2 ships, there would be a branch coming off whatever and you can upgrade its efficiency and such.
[QUOTE=dracotonisamond;42475067][t]http://i.imgur.com/WLG29Ht.png[/t]
seems legit.
on a sidenote, anyone have any tips on keeping my shipyard supplied without my tradeships being money blackholes?
they make alot of dosh when its empty but when its full they waste a ton of cash...[/QUOTE]
Load your traders up with trillions of $
[editline]10th October 2013[/editline]
[QUOTE=Turkey Sandvich;42482899]In my honest opinion, tech should be based on like a tech tree thing, and have it be something like this (shitty paint version): [img]http://i.imgur.com/LYYifUG.png[/img]
Now obviously the prices and such are going to not be like this.
The reasoning for having at at least some of the base materials is to basically confirm that you have upgraded your mines and such to be able to harvest those materials, thus preventing accidentally upgrading something you can't make.
All the teching up can be done at the universities and each building has different tech trees. Another thing is that instead of TL1 ships being 5% inferior to TL2 ships, there would be a branch coming off whatever and you can upgrade its efficiency and such.[/QUOTE]
Mixing WOT, TW, and HOI3 tech-trees would be optimal:
[img]http://woteesti.ucoz.com/_si/0/21899039.jpg[/img]
[img]http://www.wargamer.com/files/articles/3217/20120729225932.jpg[/img]
[img]http://gamersgate.http.internapcdn.net/gamersgate/screenshots_img/DD-HOI3/55422_HoI3_4July_1945_US_Tech_medium.jpg[/img]
Material qualities should be "refine-able", where you can re-process a material into better qualities.
There should also be ultra-rare player-buildable resources, eg:
Kuat Driver yards (Aka, main producer of Star Destoryers):
[img]http://images1.wikia.nocookie.net/__cb20090712170451/starwars/images/3/3e/KDY_Orbital_Array.jpg[/img]
Mon Calamari Shipyards (Main producers of the rebel fleet seen in SW4, 5, 6)
[img]http://images2.wikia.nocookie.net/__cb20090609033804/starwars/images/4/41/MonCalshipyards137aby.jpg[/img]
Sorry, you need to Log In to post a reply to this thread.