Difference between revisions of "Talk:Main Page"

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Ultimately, a revision of the top tips (etc) to factor in "end game strategy" would be very helpful.  Frankly, the elimination of harvest f/r saves as a safe haven may be enough to drive me to another game product.  The implication is being tied almost 24/7 to the game until you get your own moonbase - which seems to require the same sort of commitment that one would have to play "Extreme".  If I wanted that commitment intensity, I'd shift to extreme.
 
Ultimately, a revision of the top tips (etc) to factor in "end game strategy" would be very helpful.  Frankly, the elimination of harvest f/r saves as a safe haven may be enough to drive me to another game product.  The implication is being tied almost 24/7 to the game until you get your own moonbase - which seems to require the same sort of commitment that one would have to play "Extreme".  If I wanted that commitment intensity, I'd shift to extreme.
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== Times ==
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I would like to make a suggestion. Add the base times for building and researching for each level before workers are added to speed up. For example with no workers to build a 
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Hermes Class Probe Ore cost is 0 Crystal cost is 1000 Hydrogen 0 then have a column time to build 00:02:10

Revision as of 15:50, 16 March 2010

Talk page

Feel free to add your opinion and questions about the front page of the wiki here, as it can only be edited by admins to prevent from excessive spamming.

Please follow these simple rules when leaving a comment:

  • Start a new topic at the bottom of the page, add a title like so: ==Title==
  • Add your comment to the end of the topic you want to discuss, you can also add a level by adding ":" before your comment, each additional : will increase the level.
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  • No support questions about the game itself, please keep it wiki and main page content related.
  • Be civil :-)

Thank you!

Angus Mengsk 17:57, 25 December 2009 (UTC)


Alliance List link

Thought about adding the Alliance List link under the Alliance one on the front page as a sub point (**). Though I'd rather leave it for now and see where it goes for a little while, feel free to discuss that idea here, the link is already on the community page under alliance.

Angus Mengsk 23:54, 1 January 2010 (UTC)

Galaxy Count

There are now 90 galaxies.

Fleet Management

Move Combat and the 3 sub links under Combat under new section called Fleet Management as follows:

  • Fleet Management
    • Combat
      • Attack
      • Plunder
      • Newbie protection
    • Resource and Ship Management
      • Transport
      • Deploy
      • Harvest

Link these to their appropriate page.

Reason: I have been playing for 6 weeks and I just learned what "deploy" means. Change needed to make learning the different ways to manipulate resources and ships.

signed Robert Ruff, 06:27, 3 January 2010 (UTC)

Hmm, combat isn't directly related to fleet management, it mostly explains how the combat itself works. But something has to be done about explaining Ship Management, I'll try to have look at it. Thanks!
Angus Mengsk 13:06, 3 January 2010 (UTC)
Maybe you could create a FAQ called, "What is the difference between transport and deploy?"
Robert Ruff, 23:27, 5 January 2010 (UTC)

Needs a section on trades and gifts. Gary D 10 January 2010

Spam Protection

I'm sorry, but this is getting ridiculous. I can't block all IPs each time and lock all pages manually to registered members only. Even blocked IPs can still modify content. Please install a few much needed add-ons to the wiki, this shouldn't take too long.
Angus Mengsk 18:58, 6 January 2010 (UTC)


Alliance - Message - Topic.

We had various topics within our alliance, which were updated on occation. Some more regular than others. However, some of those topics have gone, vamoosed, eaten. So the question is: Do messages/Topics have a 'shelf life?' (It could be one of my 'back watching buddies' isnt what they claim.)

I wait with Thargian blunt spoon in hand. Mark....

Topics on the alliance boards have a 7 days inactivity life I believe, after that they get automatically deleted. Only sticky topics will stay beyond that time.
Angus Mengsk 12:03, 2 February 2010 (UTC)

Moons, Oracles and new game dynamics

It would be very helpful to understand the potential for how significantly these additions have to destabilize the game. The main mechanism for f/r saving is the harvest mission. Since it appears that the Oracle will give perfect fleet operations intelligence on a scanned planet, f/r saving through harvest missions for players within rank-target range of oracle-capable players, becomes highly questionable ... at best.

Given that many players have clustered many of their planets (which now seems to be the wrong strategy once the Oracle is introduced) they now have to unbuild *multiple* planets to mitigate the extreme risk.

Ultimately, a revision of the top tips (etc) to factor in "end game strategy" would be very helpful. Frankly, the elimination of harvest f/r saves as a safe haven may be enough to drive me to another game product. The implication is being tied almost 24/7 to the game until you get your own moonbase - which seems to require the same sort of commitment that one would have to play "Extreme". If I wanted that commitment intensity, I'd shift to extreme.


Times

I would like to make a suggestion. Add the base times for building and researching for each level before workers are added to speed up. For example with no workers to build a Hermes Class Probe Ore cost is 0 Crystal cost is 1000 Hydrogen 0 then have a column time to build 00:02:10