Thanks for letting us know, hope your wife recovers well.
Quasar Taurus 3 Alpha has been created. It is here:
I think I got the settings correct. Two changes from above: Carrier Upkeep Cost = Standard and Players = 12 Players
I lowered from 16 to 12 because we are a little lite to start. I sent the game password to the following 8 people:
That leaves 4 open slots. I will keep them open for Qt3 for another aprox 24 hours. Then I will offer them I think to the eXplorminate discord, since that is where I first heard of Solaris.
If you are a Qt3 member, PM me and I will send you the password. I ask the other players in the game to please be patient another day or two while we fill those last slots. :-)
How much does standard carrier maintenance cost?
The end of an empire. I am still holding onto 31 systems, but my time is limited. I am yellow. The non-yellow lines in the south are opponents staging pretty big attacks. New mystery red and orange players must have big empires elsewhere and they have committed thousands of ships to attack me (in addition to my neighbor nemesis aqua green, who I could have handled 1:1). The yellow lines are my retreats, I empty the targeted systems of ships and am sending them all back to a few central locations. This will not make me win, but will keep me in the game a bit longer. My only hope is they bored or get in a fight with someone else who is attacking me.
Its not documented. Cheap carrier upkeep is 1 credit per carrier. So more than that.
Update on Quasar Taurus 3 Alpha
All of us have checked in. Nice work! That leaves 4 open seats as expected. I will keep them open for Qt3 for another 12 hours. Note that everyone that replied to this thread is in the game, so its not likely we will get a lot more.
Next step is I offer those 4 seats to eXplorminate. I expect them to get filled quickly after that.
I estimate game start in less than 36 hours.
Having played a bit more, I think there’s enough flexibility in the game configuration for a middle ground between turn-based and real-time without slowing down the game.
For example, you could make the tick time 2 hours, reduce the production cycle to 5 ticks, and quadruple the travel speed of carriers. The result could be a game that ran at the same pace, but with less scope for micro-management.
Edit: I also quite like the idea of playing an actual real-time game with 1 minute ticks.
New approach. I deleted the 12-player game. I re-created a 9-player game, same settings, same password. I will PM each person to let them know. The new 9-person game is here:
It starts once everyone checks in.
Can you hold the start until tomorrow morning or something? I don’t want to miss the first “turn”.
Uhh I just joined the game and for some reason I have six stars under my control. Is that normal? Am I going to be the game’s punching bag because I appear to be in the middle of the system. lol
Oh wait, is it just that I can’t see everybody else? It looks like Milspec only has one star but perhaps that’s because he’s out of my scanning range.
Number or starting stars is a starting option, as was bumping us up to Scanning 3 and Hyperdrive 2.
6 stars is default start. 9 players x 20 stars = 180 in the galaxy, control 90 to win.
In a Totally Dark game you can only see what is in your scan radius. You will look like you are winning, since you see you have 6 stars. You need to explore, take stars, and research expanded Scanning to see more.
You can set your initial orders once you have claimed a player. The first few days will be slow.
That’s what I mean, I claimed my spot but haven’t been able to put my initial orders in yet. I did that with the last game but we reset.
I was able to submit initial orders as usual.
Ok I’m ready now.
The game will start 4 hours after @RothdaTheTruculent grabs a seat. The other 8 players are in.
Sorry for the slow response, Monday is orgy day. I’m back in the game now though.
It’s cool that the game devs thought about this already and put in a delay to start after everyone arrives.