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Loved the game. I would like to make the travel requirements to the asteroid belt adjustable. I mean, when I noticed the travel button, I was over 7000 tons in mass, making the 20 days travel virtually impossible.

How about making the travel time dynamic. In real world, you accelerate for up to half the distance, then turn the ship 180 degrees and decelerate for the same period to a stop.

For that, you use the quadratic equation:

X = accel*(time**2)/2

where X is half the distance from Earth to the asteroid belt

extracting time (replacing X for D/2):

time = sqrt(D / accel)

where D is distance to asteroid belt.

The accel will be in function of the amount of ionic engines by the thrust they give:

accel = amountThrusters * thrustPerEngine

then your requirement for the travel is the amount of energy and mass per second for the thrust.

EnergyRequiredPerSecond = amountThrusters * energyPerEnginePerSecond

MassRequiredPerSecond = amountThrusters * massPerEnginePerSecond

Then, we won't require to have ALL the energy and mass at the beginning of the travel. If I have to travel for 10 years in-game, so be it.

You can suggest the total amount required for the travel, however. Hope this helps.

On another note, I can't progress if i don't travel to the belt (stopped playing here). How about using the data center to do some research, like improving the efficiency of the components, or providing better tech (like nuclear and antimatter). They could provide with bits per second, as a currency. Make the cost non-linear. Additionally, since we can now improve the components, add a way to recycle them.

Oh, and add a way to create a building queue or something similar (allowing, for example, to build 1000 battery stacks). Clicking in the thousands is hella exhausting. Since humans assemble the components, make the time to build dependant on their numbers (within reason, maybe add a cap). A 3 man station would build slower than a crew of 50. And it would be reasonable for a large station to build in batches (using the queue, for example).

Dear Minerva, you truly are wise. Thank you very much for the toughtful comment.

Your travel idea is very similar to how it works, it is slightly more complicated because it takes into account the Rocket equation with an hypothetical nozzle velocity and the orbital requirements to reach escape velocity (which are not 100% adjustable).

Right now is the amount of engines that decides, so it might land in the situation that too big a station it starts to be near impossible to move, and too many engines might be too hungry.

The idea of having all matter at hand is because you cannot harvest matter en route, there is no debris to scavenge before reaching the asteroid belt! The energy it is consumed en route, you don't need it all at one time. You might notice the requirement is in MWh and not MW ;)

It could be cool to have a slider to decide how much push the engines, because one should be able to decrease power, but I need a bit of help with the UI maybe. The same for the building queue, would be excellent and might try to work on it but I'm a bit afraid to clutter the space.

Humans already help, the building time is divided by log_2(#humans+1). Didn't want a linear advantage, I don't want to make come true the project manager dream of 9 women making a baby in 1 month :P

The research mechanics in my mind would be expanded later on, but the game stops before. Right now the cost advantage is given by the 0G nanofactories, that also divide the cost logarithmically (log_4)

Thanks again for the feedback. If you find time for another playthrough, having a leaner station and not overbuild engines helps.