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Physics

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Posts posted by Physics

  1. I think it goes without saying the base foundation behind the schematic system is actually a good idea, however the desisions on how NQ released the system within 0.23 was poorly thought out and was extemely damaging to the game and playbase as a result. What NQ should of done with such a drastic change was to ensure the playerbase was equipped to handle it. The mission system and other forms of quanta generation should of been the focus of 0.23 and the schematic system should of been scheduled for a later patch. It is too late now the damage has been done. NQ now needs to work on ways to restore the game and try and earn the trust of what i believe is the majority of the community back.

     

    With that said and after many discussions in different discord servers and in ATV, i would like to put foward some of my own suggestions for NQ to think and talk about in one of their many many meetings.

     

    First the schematic system. The idea behind the system NQ had was to slow progession of people achieving end-game production of elements / items. NQ choosing to use this system to impose a hard quanta lock out is destined to fail horribly in my opinion and creates a bad power vacuum on the markets. NQ can still fix this by adjusting the base bot formula from P = 500 * 1.5^Tier * max(100, SchematicsRunTime) to P = 100 * 1.5^Tier * max(100, SchematicsRunTime) and having some elements placed on an exception list that does not have element stats such as Warp Beacons, following this NQ can work on a new more involved idea of industry progression while still using the schematic system (Reverse Engineering).

     

    Reverse Engineering. The idea behind this system is so everyone in the game can start producing items / elements again with out too much trouble. However if you want to be able to produce the best items in the game and make a reputation for yourself and your future store you are going to have to work for it!  The reverse engineering system is aimed at all elements / items that has specific stats. How could this system work? Every element can be reverse engineered by the element creator or organisation legate if the element was made in an org machine. This is done by simply right clicking the element in the nano pack or container and choosing the reverse engineer option. When an element is reverse engineerd it is destroyed giving back just a few of the base components / pures used to create the element. The amount of return is dependent on the current state of the element (how many lives left in current system). However there is a very small RNG chance the reverse engineer may produce a new schematic for the same element but one of the stats is now boosted on this schematic say +10% HP. The reverse engineer can now plug this schematic in to the industry and produce these improved elements.

     

    With the new elements produced the person / org can now have the option to reverse engineer again destroying the improved elements to have a chance of gaining yet another upgraded schematic with the same stat resulting in +20% HP or another stat maybe improved, for example on an engine you may now get a schematic result of +10% HP & +10% max thrust. This process can be repeated again and again until a game cap on the schematic is reached of +50% stats across the board. Great this engineer now has a game capped schematic to produce the best engines possible, but it cost them a good few hundred or couple thousand elements to get there!

     

    I feel that this approach to progression is far more better and immersive than this cold hard quanta lock out on elements.

     

    Moving on is the problem with constructs retaining momentum when a player logs back on or someone enters rendar range. This has caused all sorts of problems to fix a very minor one. The current system needs to be reversed asap until NQ has had more time and resources to deploy a much better system in govening this. When improving on this some gameplay rules need to apply. When a core is killed in space it need all momentum taken away. Im sorry but i do not see a better option in the near future for this, gameplay trumps realism in this regard plain and simple.

     

    I have more suggestions than time writing this so i'll update this first post with my other feedback later.

     

     

     

     

  2. May I make a suggestion for NQ up the chain. Take the suggestions CM’s are noting down from these feedback posts and authorise the CM’s to make a post, “following our community feed back here are the changes to the upcoming patch 0.23 and here is what we could not do because of x,y & Z. This will give us a feel good feeling that our input is having an impact on game direction.

  3. Original aim of this topic is to lower the viability of death cubes? Cross section needs to be added to the hit chance calculation. Max core build box size minus cross section to give a percentage.

     

    Add that percentage to the end of the hit chance calculator with a cap of 50 or 60% so we don’t get L core, small ship meta.

  4. Reading through it looks like people have been going in to the PVP zone completely unprepared and have paid the price.

     

    Currently the safe zone is huge and no PVP is happening within 500km of the planets. However this will change when the PVP content updates roll out. If you and your teams want to venture out to the unsafe territories and take on the risks to gain the rewards of resources found there. You must ensure you are prepared, otherwise the risk of you being pirate food will increase dramatically.

     

    PVP needs more content updating, gunning needs to be more immersive but does it need to be nerfed because a few people got their 1 layer thick aluminium walls broken down? No...

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