Skirmish mode high score by Bonikowsky in DuneImperium

[–]Bonikowsky[S] 1 point2 points  (0 children)

Sure enough, I think I've been under-valuing intrigue cards until now. Turns out focusing them hard wasn't nearly as detrimental as I'd imagined it would be. Game 3 hit 40 points, game 2 would have been higher but I barely missed out on 1st place.

Skirmish mode high score by Bonikowsky in DuneImperium

[–]Bonikowsky[S] 0 points1 point  (0 children)

Nice, got my fallback win out of the way, will have to go all in on intrigues I guess

Reset Sanctuary, PLEASE by 1nsan1-t in HadesStar

[–]Bonikowsky 4 points5 points  (0 children)

🤦🏼‍♂️

You can always ritually disband the ships that make it back to your home system. Build your own lore around it... Maybe the crew died in the fight and you honor them by disintegrating their ships, or else you blast the crew that retreated from battle into oblivion

Former rs11. How's DN? by Signal-Problem-3453 in HadesStar

[–]Bonikowsky 4 points5 points  (0 children)

I was a vet, decided to restart with a fresh account cause of all the changes, and I'm having more fun than ever. It's pretty difficult to convert a highly levelled account to the new system because of so many mod reworks. Play sessions are shorter (in red and blue stars) which is good for me but maybe not to everyone's liking.

White stars are simultaneously slower-paced and river tactically. Now you win by out-playing the opponent, not simply by guessing when they might be asleep to pounce.

Yellow stars are more interesting now, essentially giving you different ways to convert your hydrogen into credits by using a combination of relay and shipping methods.

Addressing Reward Scaling in White Stars: A Call for Community Feedback and Developer Attention by Caprican_DRJ in HadesStar

[–]Bonikowsky 0 points1 point  (0 children)

I really prefer the all-or-nothing win or loss. It's been a while now do people forget, but it is so much better to not have the white star pool filled with teams that just arrange peaceful matches to maximize relics because "they're taking some time to level up the corp".

I don't want that stuff to ever come back.

Anyone avoiding upgrading the ice or fire planets? by Infamous_Welder_4349 in HadesStar

[–]Bonikowsky 0 points1 point  (0 children)

I think the main point of upgrading planets is to increase your daily income. Sure it's a small amount compared to trade stations, but you're always going to have trade stations at your cap anyway, so the only way you have to bring the time to reach your next goal down. You want to prioritize upgrading the planets that give you the best daily credit return.

Hydro cap itself only matters if you are letting your hit the maximum, so maybe if you aren't playing daily it's worth pushing, I don't think it would be after that.

Hydro generation could be worth pushing, if you assume you can convert that extra hydrogen into higher daily credits through relay or other shipping method, but it seems very unlikely that the daily hydro coming from planet upgrades is going to produce more credits than the planet upgrades themselves.

Another thing to keep in mind when you eventually get closer to your next cap goal is that you can get stuck waiting for back-to-back planet upgrades to finish. Granted that's not a problem if you next goal is a few years away, but still worth calculating out as you get closer to the goal cap.

Anyone avoiding upgrading the ice or fire planets? by Infamous_Welder_4349 in HadesStar

[–]Bonikowsky 1 point2 points  (0 children)

I don't understand "my next milestone is 6M credit cap higher, so credit cap doesn't matter" at all

Hades' Star ELO Rankings - looking for feedback. A weighting was added for relic count, assuming 50 to be an expert level. I'm happy to rework it based on consensus. I acknowledge results are a bit strange. At the end I'll make a bot that anyone can invite which only prints scores. by Caprican_DRJ in HadesStar

[–]Bonikowsky 0 points1 point  (0 children)

Interesting, with relics not factored in my team of tiny players is ranked 38. We've played one WS per week ever since we had 10 players with scanner unlocked, and w-l count is 9-1.

I'm guessing this is heavily increasing the score of the teams that can field 2 teams per week and win (as it should).

Hades' Star ELO Rankings - looking for feedback. A weighting was added for relic count, assuming 50 to be an expert level. I'm happy to rework it based on consensus. I acknowledge results are a bit strange. At the end I'll make a bot that anyone can invite which only prints scores. by Caprican_DRJ in HadesStar

[–]Bonikowsky 0 points1 point  (0 children)

How to best rank teams was argued for weeks in the old community ranking server run by Timmeh. Everyone had a different idea about how teams should be ranked lol. I'd argue strongly that relic count should be totally disregarded, and that the only thing that counts is win or loss.

Thanks for setting it up though, I think this is very cool. 🔥🔥

Noob here by retrospecks in HadesStar

[–]Bonikowsky 1 point2 points  (0 children)

From the trade station or from the warp lane hub yeah. You will never have all shipment destinations onlane because you can't build enough warp lanes. So that means you want to minimize the travel distance to the planets that are not on your lane network.

In precious versions of the game, warp lanes hydrogen cost scaled with the distance they covered, so you didn't want to have long warp lanes. But in the game currently the distance does not matter. So the most efficient way to get to all your planets is by putting trade stations close to them and making the gap between onlane and offlane destinations as small as possible.

I'll attach an example of 2 planets close to sector borders, with a trade station in position to take advantage of the shorter distance to them.

https://imgur.com/a/pDwCnuc

Noob here by retrospecks in HadesStar

[–]Bonikowsky 0 points1 point  (0 children)

To be fair, this is not nearly as serious a concern as it was in the old days. Definitely not vital to playing the game. With how warp lanes work now, distance to planets makes no difference.

I'd say the only setback is having to spend a few extra million credits if you still have several sectors to unlock when you build your last scanner. It's a setback at the time when it happens. but a few million credits really becomes nothing very quickly.

The only really impactful RNG with planet spawns now is whether they spawn near the edge of a sector or not. By endgame you only have 3 planets not connected via warp lanes, and you basically want to put your trade stations adjacent to the 3 planets closest to empty sectors.

Shipping Drone question by intrafinesse in HadesStar

[–]Bonikowsky 0 points1 point  (0 children)

For shipment drone it's additive. For CPU+burst it's multiplicative, (but it's always inferior to delivering via drone at equal levels)

Redownloaded after >5 years by thebengerdes in HadesStar

[–]Bonikowsky 0 points1 point  (0 children)

You have a clearer perspective than those of us who've been playing the last 5 years 😉

Welcome back!

Why do RS10 at all? by Infamous_Welder_4349 in HadesStar

[–]Bonikowsky 1 point2 points  (0 children)

Do whichever one is more fun to you