Well within the game you can have ship's or defenses building which will allow you to set a page refresh time at the top of the central command page. This will then refresh your page which then you'll see the probe coming in or if the probe hit's before the refresh then you'll see a new message show up. When on the command central for the planet where the ship's or defense are being built hover the mouse cursor over this

    Site-refresh: inactive


    which you'll find top righthand side of the page.

    Well I remember they tried to bring in advertising and player's all got upset about it. But for a game on the internet to survive these day's. It need's some way to fund on going cost's. Yes we have a new server but there obviously would be a on going cost to the game developers. Plus the employment of those within SpaceInvasion support. To say that their is no on going cost is ridiculous. Plus look at any other game out there on the internet they all make changes to their game's. Change's are all ways involved to improving a game to get other new players to start playing and old player's back because of something they see change that they like.


    So you would like a SI original game. Maybe. But for the on going cost of the game server. You get an Original SI but have to pay a small weekly payment for access to that Original server. But I guess players get all up set that they have to pay for access. But that's life nothing come's free there's all way's someone that has to pay.

    What the responses are forgetting that the new $ Dollar amount would be added to the cost of building ship's. So you would have to be actively involved with trading with the Outpost because you wouldn't be able to trade $ Dollar between player's. As for O-Game I have seen what they have done and as for their concept you need game currency to trade in their market. No where is there in my concept the talk of using game currency to get the resource's from the outpost. All trading of the outpost is resource's but they are bought and sold to the outpost with the new $ Dollar. Which I have said can only be obtain through trading with the outpost.

    Well you thought of taking away from the Merchant isn't 100% correct. As the trades with the trade outpost you get the new $ dollar not other resource's. It's not trade in resource's like what the Merchant does. And to purchase resource's from the trade outpost have to use the $ Dollar. So the trading amount goes up and down by the $ price. And that $ would be needed in the building of ship's. So I still see the need for the Merchant as say the price of a resource at the outpost is too expensive or cheap at the trade outpost and you have the Merchant you can try to monopolies on the the price's in the trade outpost. When you look at what I have just said there is still an advantage to purchase the Merchant in actual fact you would find that the Merchant is of more importance to have as you can play the Market of the Trade Outpost to your advantage.


    And the $ wouldn't be able to be obtain through attacking a player. Only the Normal resource's would be obtained through attack's on hostile's planets.

    This would be a NPC resource trading outpost where you could possibly have one in every 50 solar systems.
    You would also possibly have to think about adding another resource to the game. Like a game dollar $ for the buying and selling of resource's through the trading outpost.Plus the price of buying and selling the resource's would go up and down depending on shortage or surplus of a particular resource.


    Buying the resource from the outpost the player would have to send transports to pickup the resource's bought.


    Selling the resource's the player would have to transport the sold resource's to the outpost.


    To making the $ a valuable resource in the game and to involve all players to the trading of resource's. Is to add a $ cost to build ship's. This would mean at the start of playing a server you would get a initial amount of $ resource to start with.After that you would need to start to trading resource's with your closest NPC trading outpost to obtain $ resource.

    Inter-Galactic Transport Hub (IGTH)


    Cost of Building : 10.000.000 Pig Iron , 5.000.000 Metal , 8.000.000 Kryptonite , 4.000.000 Spice


    x3 the cost per level to a max level of 4.


    It would enable the transporting of resource's between your different server accounts.
    But to transport the resource's the cost would be a % lose in resource's transported. Both Uni's envolved in the transport need to have a Inter-Galactic Transport Hub. If the two Uni's IGTH ain't of the same level. The % lose amount is worked out by the lower level between the two Uni's.


    % of lose Level 1 : 70% lose in total resource's transported.
    % of lose Level 2 : 65% lose in total resource's transported.
    % of lose Level 3 : 55% lose in total resource's transported.
    % of lose Level 4 : 40% lose in total resource's transported.


    For the interest of funding the on going game development maybe you could make it that the Merchant is needed to be able to use the function of this building. You would need both Uni's to have the Merchant for it to use the IGTH's function.

    This suggestion is more for future Uni Servers.


    When the planet is colonised the system should generate amounts of each resource that can be mined on that planet. Once depleted that planet runs out of resource's. Making the player have to relocate to mine another planet.But to insure that there are all ways resources available. The planets when re colonised generates new amounts of resource's. This would add a new element of re colonisation of planets to obtain more resource base. You would find that player's would use a certain amount of planets for mining while obtaining some for military operations and production of fleet.


    You could also add minor asteroid rocks that appear at co-ords in the solar systems for a certain amount of time which then can be mined by recycle's. Once depleted they disappear or the time runs out and they disappear. Set to randomly appear throughout the Galaxies.Having the system in place to insure that they are limited to a certain amount through the entire Uni.


    This was thought of because the explosion of so much res in the Uni's have taken away the strategy of having to think of what to spend you resource's on. As SI use to be a game of more then just massive fleets. You use to have to really think what you would build in the way of infrastructure. With the overkill of res has kind of taken it away.


    This would also make the construction assistant more a viable asset through the entire length of a server running.


    Time Limit Protection At Start.


    Rather then the 10K point limit to attack and be attacked. Give a time limit of protection. This can be broken by the player before the time is up by attacking another hostile player as long as it is a completed attack to where a battle takes place.


    We could possibly revisit the idea of a new battlescript : By adding in a agility factor for each type of ship.


    Example:
    (Total offensive power/ab X defensive agility )+ X = (Total defensive power/ ab X Offensive agility) +X


    X is the variable factor between 0 and 50


    Ab is the average ship agility


    So 4 different ships with different abilities in agility you take and total them then divide by number of ship types



    Offense is / defensive agility


    Defense is / offense agility


    battle number:


    Ab of the offense is 4 and ab of defense is -3


    So total offensive power is (1000000/4 x-3)+X = ( 1500000/-3 × 4) +X


    So multiplication of integer comes 1st


    Both are -12



    But in division integers must be positive


    integers are A positive or negative factor


    TBPO = total battle power offense
    TBPD = total battle power defense


    TBPO and TBPD is total power of all ships offensive or defensive


    But ab is the average of ship offensive or defensive respectively


    So a combined fleet of BB,Nixie,Ftr verse a defensive fleet of just ftr


    So combined offensive is 20+15+-8= +27


    Defensive is -8


    So the ftr offensive negates the defensive ftr


    So defensive is 35 where offensive it is 19





    (1000000/19) + X = (1500000/35) + X


    will need to give each ship type a agility factor base number


    We will be wanting agility factors between +/- 100 for the different ships


    solar cell in orbit because it is not movable so would receive a agility factor 0
    A probe is bigger and moves so an agility of -35


    Having agility in the battle comp you have ships no longer thought usable making a use of them
    Most want nixie, mitter and BS in battle
    But a miter is a transport so not as agile
    They have an agility of 35
    Worse then a BS


    A warship has a. Agility of -5
    Small transport is slow ... and a large transport is slower but bigger
    But remember this is only fleet combat


    Any Defenses add to power but not agility


    For a better flowing equation let's look at it like this


    First we need the system to workout the AP of the Defensive fleet and the Offensive fleet
    AP stands for Average Fleet Power
    AP is average power of the fleet × number of ships either offensive or defensive


    Then the system needs to workout the DAB and OAB
    DAB=average size of fleet/average agility defensive fleet
    OAB= average size of fleet/average agility offensive fleet


    So that then the system can workout the TDP and TPO
    TPD stands for Total Power Defensive
    TPO stands for Total Power Offensive
    TDP=(AP)x(DAB/OAB)
    TPO=(AP)x(OAB/DAB)


    To the end resulting battle equation
    TPO+X/TDP+X

    4. Maybe you might want to look at locking the time zone selection when in setting's when vacation mode is activated. That would stop player's from being able to change the time zone to get out of VM early by changing their time zone. As it should be a hinderance in selecting the VM in the first place that they have to wait the full 2 days to come out.

    Sorry for the confusion by mis representation of thread title. So it has been renamed to your suggestion Dschibait. The problem with the tunnel system is let's say as we are all aware the fastest flight time is 5 min's in Sirius. So for instant you would need a level 55 Tunnel system at least to get it to 5 mins dig in or out. Which really takes a lot of fields to achieve. So I was suggesting that there was 2 type's of fields, one surface field's where all the building's existing now except Tunnel System use up. While the second is type of field is underground field's in which the Tunnel system uses up field's from this type. And so would the underground Warehouses. To save lettering space on the interface use a colour code for the different fields. Say yellow= Surface field's , orange = Underground field's. It's more of an idea to extending the feature of the Tunnel system except about the Underground Warehouses which is a new concept.


    Plus the introduction of underground warehouses to store resource's that can't be attacked by hostile raid's from other player's. Considering I have seen you mention on several occasions the problem some player's are having with constant attacks to where they can't achieve to get a head so they hide in VM. The underground warehouse idea would allow them to develop a way of making sure a small portion of the res supply is kept from being taken in attacks on the planet.


    With the underground Warehouses you could possibly make it where the movement of resources between the normal warehouses and the underground warehouses has to be manually done by the player. But for the player to have use of the resource's they have to be with in the normal resource supply. So the player would need to have the resource space there to be able to transfer it.


    What could possibly make the Tunnel System more viable is say a Spacial Disruption Cannon similar set up as the particle cannon except it disrupts the space in front of the attacking fleet to increase it's time it take's for it to reach the planet. This could make the tunnel system a more viable tactic to endeavour upon. As being able to increase the hostile's attack time could possibly make it to where you could dig out your defence's in time for the attack. By utilising both tactic's.

    Considering it was a ship that was going to come in at the same time as the so called New Battlescript that was axed. The new battlescript was where they were going to make small and large ship's some would be able to hit both and some would only be able to hit large and others small. Plus the attack algorithm was going to change to accommodate this.

    5. ok some are annoying but's let's say you have them where you don't get them say fleet return. And there is a glitch which the res and fleet disappear you have no record of this to where then you can have no dispute of lost res and fleet as you haven't a record of it. So there is pluses and minuses to this feature changing. On one hand you get rid of annoying message's while on the other hand you lose record of the event.

    Well considering there is a restriction on how many time's within a 24 hr period that you can attack a player's planet. If the calc's are done properly the idea that a player would end up with zero energy wouldn't occur. Especially if for instant that you put a limit where once the energy is lowered to a certain amount it can't go any lower. So shooting an idea down with no possible solution isn't the right way to conduct a civil conversation over an idea. To me those who just come up with negative answers without trying to explain a better way of approaching the idea. Is probably another reason why some player's don't bother with bringing idea's up in the first place.

    It was a great idea of the Tunnelling system. But the feature probably should have been thought more about the implementation of the feature. As when you look at fields. Maybe you should have done a 2 field system like Surface fields and underground fields. If you were looking at restricting build of the tunnel system. As with this you could have possibly made other new buildings like : underground warehouses to store a % of the player's res supply that can't be stolen from attack's. As this could have been away for those who constantly come under attack from Hostile's to where they would have res to continue on with instead of going to VM because of the attack's.

    Other then setting up one of the other the Uni's for the Sim-Battle for your Sirius. There's not much else you can do. As for using it for other tool's it is impossible unless the creator of SI-Master update's the site for it but I find that to be highly unlikely.