If a player ends up with a incorrect attack zone on the attack plan section for Aliens. Does that mean I have to wait for the Alien wave to upgrade to a level where I then can attack it

    You just need to have the beta styles escapeflight selection to where it doesn't refresh with the page.


    Plus that the manual inputed values stay after hitting the send between each planet / Fleet, which I think has more to do with it refreshing. Plus the other factor of if a error is made from no fleet being there that you don't have to refresh the page before continue to a correct planet.


    To simply put it you need for the escapeflight drop box not to refresh when page refreshes for the New Beta version.


    To put it simply, you need to ensure that the EFA - Dropbox is not updated when the page is updated for the new beta version.



    Durch die Festlegung der Beta, bis zu der der grün umrahmte Abschnitt nicht aktualisiert wird, wenn die Seite aktualisiert wird, wird der Escape Flight - Assistant nicht mit dem Rest der Schnittstelle aktualisiert.


    Wenn Sie ein mobiles Gerät verwenden, können Sie die Schnittstelle auf die Desktop-Version einstellen, um die -EFA- so zu verwenden, als ob Sie an einem PC arbeiten würden. Dadurch kann die Verwendung schneller als bei der mobilen Version sein.

    I was wanting to know if you had changed the value of surplus power to particle creation within the calculation formula. As teleporters seem to be taking a lot longer to produce the particle charge ?


    Are you testing a new charge rate for the teleporters ?

    German :
    Der Escapeflight-Assistent braucht in keiner Weise verändert zu werden.
    Bei der EFA kommt es darauf an, welchen Schnittstellenstil Sie verwenden.


    Der klassische Interface-Stil ist am besten, wenn Sie eine EFA verwenden. Da Sie die manuelle Eingabe nur einmal vornehmen müssen. Dann gehen Sie einfach durch, wählen jeden Planeten aus und senden. Dies dauert weniger als zwei Minuten.


    Wenn Sie die Schnittstelle der neuen Beta-Version verwenden, empfehle ich Ihnen nicht, die EFA zu benutzen. Da das EFA-Kontrollkästchen aufgefrischt, wenn Sie auf die Schaltfläche Senden klicken. Sie müssen ständig die Zeit für jeden Planeten eingeben. Es ist also etwas arbeitsintensiver, wenn Sie die EFA auf der neuen Betaschnittstelle verwenden.


    English :


    The Escapeflight Assistant does not need to be modified in any way.
    For EFA, it depends on the interface style you use.


    The classic interface style is best if you use an EFA. This is because you only have to make the manual entry once. Then you simply go through, select each planet and send. This takes less than two minutes.


    If you use new beta Version interface, I do not recommend using EFA. Because the EFA checkbox is refreshed when you click the Send button. You must constantly enter the time for each planet. So it is a bit more labour intensive if you use EFA on the new beta interface.

    Ok with any image of even file/s you may be wanting to upload to the forum. You need to upload it as an attachment first. Then you will be able to put the image to display in the thread. As you need to do it to obtain a bitmeup board address to display images on this bitmeup forum. Using the proper method as shown you will not get the block image situation. As the image will correctly display. The same method is used to properly display the signature banners without the block image situation.



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    The actual attack is instant as normal. If what you are applying is that recyclers would also have a time limit to pickup rubble. They are all ready restricted by the amount they can carry. And is a totally different situation when picking the rubble up but when they return they wouls take time if the player was wanting to transfer the resource to the planet.

    You seem to have forgotten that the Fleet would return. The resources would stay in the cargo hold of ships unless the player setup the transfer of resources to planet. Even if the transfer of resources was occurring the player would have the ability to cancel and e.g. straight away. All this means is the transfering of res is player controlled. It just wouldn't be automatic instant transfer.

    More like when the ships get to a planet they actually are in orbit. Therefore the cargo should actually stay on the ships. But by adding another thing to the menu of transfer cargo where the player has to mainly transfer the cargo he is wanting on planet. A player can recind that order and leave but the cargo that had been transfered up to that time either way whether transfered to the ship or transfered to the planet.


    This would also mean there would have to be a change to the rubble field of fleet. If the fleet is destroyed a % of the cargo it was holding would be part of the rubble not only the ship themselves.


    Basically if you had a the EFA you would still do the 2 click Escapeflight as the EFA would recind the order directly when you click send for the EFA.


    The timer for transfer could be shown on the Command Central with time for transfer

    Well doesn't look like it's swaying in favor at the moment. I was wondering what sort of feed back you got with the special ticketed server. I take it the results from it weren't good enough to warrant making it an occurance ever again ?

    This idea revolves around the idea of a time delay between loading/unloading resources between ships and planets. This would open extra small amount of time where a players fleet can be spotted. Well cargo fleets that is or any warships that might be with the cargo fleets. We could simply have a building or research that decreases load/unload times by a small % each level.

    Ok I have made a polling so we will see. I would also like to make a Public post to facebook. But I am asking you Dschibait if it is ok by you to do so. It basically will be :


    Call to Arms for all those gamers who want to have a No Pay to Win (Except a Subscription Weekly/Monthly/Yearly to have access) For a Purely Strategic Play format.


    Then click this link and have your say at the SpaceInvasion forum at Bitmeup.com



    Pay to Win is basically any payment that leads to a strategic advantage to a player who spends real cash to obtain the strategic advantage over an oponent.


    Which has really been a downfall for those gamers who love strategic play within a game where they aren't out stripped by how bigger is the oponents cash flow.


    But in actual fact because players would be paying an access amount to build their empires maybe you would need to look at after the inactive stage instead of deleting the data for that player all together that it is stored someone just in case the player decided to rejoin at a later date. Maybe stretching deletion of a players data to a complete 12 Months after the inactive players account is deleted from server.


    But of course things like planet skins are fine to add to such a server. As long as the product a player is paying for in the server doesn't give him a strategic advantage to the oponent. So you could also think about doing other graphic work such as ship skins and designs and infrastructure skins. So then the player can really personalise their interface.

    The idea would be to having a server which is aimed to be only pure strategy (No Pay to Win).
    Would have a weekly/Monthly/Yearly access cost to it.


    If a player doesn't pay the access their account is locked for 7 days. If they still haven't paid after the 7 days the account goes inactive. Of which the player can still pay for access at this point while the account is still within the Server as an inactive.


    The server is all about the strategy of the game therefore (No Events, and No paid features , only the access cost to be able to play within the server). Just pure strategy playing. You would see the resurgence of resource trading between players in such a server.


    Specialization can be added as it is a strategic part to the game. Nothing should be added if it isn't a strategic involvement in the game.

    Well if you use the Escapeflight assistant then the old Classic view is the right one to be using as the Escapeflight assistant function works better with the old Classic version as the menu side doesn't refresh like the Beta version does.


    This means you can do a empire wide escapeflight a lot faster as you don't have to keep inputing the time as it stays for each selection of every planet within your empire. As well if you make a mistake you don't have to refresh the page before having to reselect another planet. As the beta version the left side refreshes between each time once you click send plus if manually input you have to do it each time.


    So if you want your money value for the Escapeflight Assistant the Old Classic view is the correct one to be using for the Escapeflight Assistant.

    With the construction commander maybe the Development team could do coding to enable with the Construction Commander to be able to have buildings that are placed in queue's, to having the resource cost deducted as soon as they are selected. But if the player aborts building construction. Player only receive's 75% of the cost back.


    This would add to the value of the Construction Commander abilities.


    (This is aimed at the classic servers. As SI2 you all ready have that ability)

    The idea would be for players that find themsleves with less time to play. They could be able to purchase a consolidation package. Which they could combine the wealth of several sevrers to consolidate them into one. This would mean they would be able to get the time saving they are looking for without losing what they have achieved in the other servers. They are able select a server they choose to consolidate into. While the other server's are totaled up for Spice Cost. Having a reduction percentage amount to transfer as one payment in Spice. This would also promote the purchasing of the Merchant to transfer the Spice to required resource's within the consolidated server.


    Maybe even have different levels of Spice percentage reduction to be transfered to the consolidated server. Having a different cost to it in reflection to the % amounts.


    Because of reduction of the resources to the servers where the player had consolidated from. You could possibly setup to where the player's planets become part of the Spacia NPC for a period of time after the Consolidation process. You could even keep their fleets active within the Spacia NPC where it is setup to where they are Escapeflighted. When returning they are set for a period of time before system escapeflights them again. This would lead to activity in hunting the Spacia planets for fleets not only resource's.

    I play Siruis, So before you just go and say if you want it play Sirius. That isn't the point of what I am asking. The 25% > and < total rank points. I myself think that this rank system works far superior to the old attack ranking zones of the old server's. And with the old servers now having quite a few large players it could be possible to implement the Sirius attack ranking system to those old version at present.


    Even if it was adjusted to meet the server it was going to be implemented into. It would allow for a better overall management of the different leveled players. As the old rank system could be a reason for players to quit as they get constantly hunted by players X amount more in point's.


    Say you could adjust the % >< amount to still allow the larger players to have some targets while protecting those who might get to that point of 2 million points.


    You could even takeout the research points out of the equation and have the total be Buildings and Fleet.

    Current situation for those who hunt fleets is the small windows of opitunity to hit the fleet once you have gained the spy report. Maybe a time function to load resource's to a fleet would then open a larger window of opitunity after obtaining the spy report. As the defender has two choice's he can just EF fleet straight away without loading the res. or try to load the res within time to EF before attack hit's. You could then add a new building structure that is a loading dock which increased levels would decrease time taken to load resource's.


    This would lead to increased window of opitunity for some type of successful attacks.

    If the Fleeter's are wanting something interesting. How about making the spacia a full pledged NPC player. Creating and AI program set for Spacia NPC player. This would make the Spacia NPC player come alive. To where with the correct algorithms it could lay intercepts on players that have attacked it. But then this could be quite difficult and would it be worth all the programming and ironing out the bugs that it could possibly produce in development.


    But if you were to making live Spacia NPC it would be best to making several different live NPC's weak through to stronger NPC's.