View Issue Details

IDProjectCategoryLast Update
0015121The Last FederationSuggestionJun 10, 2014 3:46 am
ReporterDrak Assigned Tokeith.lamothe  
Status assignedResolutionreopened 
Product Version1.016 (Finish Him!) 
Fixed in Version1.024 (Disease Resistance) 
Summary0015121: Suggestion: Eternal Dispatches, and Daily Accumulation
DescriptionDispatches should no longer require a months drop down. You simply start a dispatch and it keeps going until you stop it (or it completes or is interrupted). Rewards accumulate at the end of each day (so interrupting loses you that day - starting and immediately ending a dispatch gets you nothing, starting a dispatch just before the day ends is soo difficult as to be a skill, not an exploit...) Upon its ending, you are presented with a report. The dispatch is now done (progress is saved if building/researching/etc) and rewards are paid out.

Some dispatches, of course, have their duration set (like construction or research). These dispatches complete when the time has filled to 100% ( a progress bar in the real time updates area would be cool for these types) and are also tallied daily. Progress is saved as normal (in daily increments).

Also, though display should be in monthly increments (to avoid absurdly small/large numbers) all rounding should be to the nearest day and displayed as fractional months (1 day = 0.05 months I believe, so this is easy to display and for users to read).

Example: This would mean that researching a tech that requires 100 base months with all science techs (6.9 multiplier) would yield (100*20/6.9=290 days =14.50 months) And should be listed / paid as such.
TagsNo tags attached.
Internal WeightNew

Relationships

related to 0015033 resolvedkeith.lamothe Do a month's work in a day! (exploit) 
related to 0014962 assignedkeith.lamothe Dispatches scaled with tech/goons. 
related to 0015061 resolvedkeith.lamothe Goon Rounding Issue 
related to 0015247 resolvedkeith.lamothe Interrupting Dispatch Loses Progress 

Activities

Drak

May 13, 2014 3:19 am

reporter   ~0037956

Add Fractional Goons and Bob's your uncle....

Chris_McElligottPark

May 22, 2014 1:49 pm

administrator   ~0038282

These are both really good points. I'm not sure about fractional goons, but we'll see. ;)

Drak

May 22, 2014 3:28 pm

reporter   ~0038290

Last edited: May 22, 2014 3:31 pm

Fractional goons fix the Goon Rounding issues. And again, they'd still be rounded to daily increments. Just consider a fractional goon to be splitting a "1 month contract", rather than physically splitting said goon.

Basically, the overriding problem is that the basic unit of time in the simulation is one day (attacks are coalated daily, ship movement occurs daily, and days - not months - are all that's needed to spawn, move to destination, and attack), but the rounding is happening in 1 month increments, during which time a significant number of things can occur. Also, it is easy to reduce construction time requirements to something like 2.5 months (or worse 2.1), at which point you're expending 2-10 times the number of goons you should be, which becomes significant. Same for 5.1 month science projects, though less impacting, as not using the goon means only a 20%, rather than a 50%, increase in cost.

Chris_McElligottPark

May 22, 2014 3:29 pm

administrator   ~0038291

Yep, after I said that I realized the same thing. I agree. :)

Drak

May 22, 2014 3:32 pm

reporter   ~0038292

Oh, well Cheers then. ;)

keith.lamothe

May 31, 2014 9:49 am

administrator   ~0038396

For 1.024:

* The game will now track partial scientist/construction-worker goons, if the circumstances would only spend "part" of one.

* Dispatch results (rewards and progress) are now counted on a daily basis, rather than a monthly one.

And the bit about not having a month-duration dropdown was done earlier.

Thanks :)

Drak

Jun 10, 2014 3:21 am

reporter   ~0038497

Last edited: Jun 10, 2014 3:30 am

(As of 1.025)

Loving the daily, however, the time required (before applying goons, but after applying time multipliers) is still being rounded to a whole month, NOT to days.

Example: This would mean that researching a tech that requires 100 base months with all science techs (6.9 multiplier) would yield (100*20/6.9=290 days =14.50 months) And should be listed / paid as such.

In the current system, the project would be rounded to (let's say) 15 months, and then 14 whole goons are being used. It should round to 14.50 months, then use 13.5 goons.

Also, there still seems to be a lower limit of like 5 months to do construction of stations, and the x6 multiplier for construction at the black market is getting multiplied by 6 AFTER that minimum is enforced (meaning station construction takes a minimum of 30 months at the blackmarket no matter how high your construction multiplier gets). This seems a little unreasonable to me. The whole point of the rounding to days and calculating partial time requirements is to remove - or at least reduce to the bear minimum - these kind of artificial restrictions on the polayer's power. If I have a fleet of 500 manufacturing outposts, it should tkae only a few days to whip out another one... At the very least, the restrictions should be lowered to the one month lower limit, and construction times at the black market should be multiplied by the factor of 6, THEN increased to the minimum time, instead of having the time required raised to the hard minimum THEN multiplied by 6.

Drak

Jun 10, 2014 3:45 am

reporter   ~0038498

Last edited: Jun 15, 2014 12:12 am

Also, some dispatches are still listing in monthly rates. Either everything should be in daily amounts, or everything should be in monthly.

(See attached image)

Drak

Jun 10, 2014 3:46 am

reporter  

DispatchStillInMonths.JPG (164,841 bytes)   
DispatchStillInMonths.JPG (164,841 bytes)   

Issue History

Date Modified Username Field Change
May 13, 2014 2:18 am Drak New Issue
May 13, 2014 2:18 am Drak Summary Suggestion: Eternal Dispatches => Suggestion: Eternal Dispatches, and Daily Accumulation
May 13, 2014 2:19 am Drak Description Updated
May 13, 2014 3:19 am Drak Note Added: 0037956
May 13, 2014 3:21 am Drak Relationship added related to 0015033
May 13, 2014 3:22 am Drak Relationship added related to 0014962
May 13, 2014 3:22 am Drak Relationship added related to 0015061
May 13, 2014 3:23 am Drak Description Updated
May 13, 2014 7:07 am Drak Description Updated
May 22, 2014 7:23 am Drak Relationship added related to 0015247
May 22, 2014 1:48 pm Chris_McElligottPark Assigned To => keith.lamothe
May 22, 2014 1:48 pm Chris_McElligottPark Status new => assigned
May 22, 2014 1:49 pm Chris_McElligottPark Note Added: 0038282
May 22, 2014 3:28 pm Drak Note Added: 0038290
May 22, 2014 3:29 pm Chris_McElligottPark Note Added: 0038291
May 22, 2014 3:31 pm Drak Note Edited: 0038290
May 22, 2014 3:32 pm Drak Note Added: 0038292
May 31, 2014 9:49 am keith.lamothe Internal Weight => New
May 31, 2014 9:49 am keith.lamothe Note Added: 0038396
May 31, 2014 9:49 am keith.lamothe Status assigned => resolved
May 31, 2014 9:49 am keith.lamothe Fixed in Version => 1.024 (Disease Resistance)
May 31, 2014 9:49 am keith.lamothe Resolution open => fixed
Jun 10, 2014 3:21 am Drak Note Added: 0038497
Jun 10, 2014 3:21 am Drak Status resolved => feedback
Jun 10, 2014 3:21 am Drak Resolution fixed => reopened
Jun 10, 2014 3:22 am Drak Note Edited: 0038497
Jun 10, 2014 3:28 am Drak Note Edited: 0038497
Jun 10, 2014 3:30 am Drak Note Edited: 0038497
Jun 10, 2014 3:45 am Drak Note Added: 0038498
Jun 10, 2014 3:45 am Drak Status feedback => assigned
Jun 10, 2014 3:46 am Drak File Added: DispatchStillInMonths.JPG
Jun 15, 2014 12:12 am Drak Note Edited: 0038498