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Alpha Tester
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  1. Previously (before Demeter update) territory scanners provided different info depending on how deep it was placed. Will the depth of the Territory scanner being placed in Demeter update influence in anyway to the scanner results?
  2. Sure, the question was only just to know if all existing radar scripts would stop to work. It's OK, as having all the info in the function calls and not in the json is much easier, but it is good to know if your code must be rewritten or it will not work at all.
  3. What are time frames when all these Lua changes described in devblogs will be live? Is it weeks/months/anything else? Question: DevBlog#2 has Radar functions description. Is this the full list of functions for the Radar? I mean, now Radar has .getData() function, will it be still there when these changes will come to live?
  4. What does "container construct" mean? Is it the construct which has only 1 container (what size?) or multiple containers (and only one construct... dyn. core L, for example) combined into hub (multiple hubs?) are also allowed?
  5. Legion's pilots are not so skilled pilots. Our asteroid detector gun-less ship was able to escape pursuing of 3 battle Legion ships simultaneously 2 times out of 2 meetings. 100% success rate. Again, 3 (!!) Legion battle ships were not possible to do any harm to the single gun-less mining hauler! And that is not about diving in the nearest safe zone, all was done 100% in PvP zone, dozens su away from Safe zone. Another issue was at today's night. CVA miners successfully completely depleted fresh not scanned T2 asteroid, and successfully captured 100% of ore from it. That was 2nd time our mining hauler successfully escaped the pursuit by 3 Legion ships. So, Legion pilots do not know how to fly??? Legion, GO HOME!
  6. And to answer your previous original question: I am 99.99% confident this scenario is correct: > What happens of that legate leaves the org? > A - Nothing. The org will not be able to get more cores but the cores remain and the ex-legate is now free to promote another org. And this is not so bad, actually...
  7. No, skills don't work in that manner. +100% per level - it means +500% at level 5.
  8. Why 275 cores per org? We have 2 skills which provide 100% bonus per level each and 1 skill +5 core count per level. So, at maximum we will recieve: +25 +500% +500%. So, it should be ((25 + 5 * 25) + 150 * 5) = 900 cores.
  9. Mining units: I like the idea if mining units will generate ore income depending on available ore in the tile. The more ore tile has the more output would be produced by mining unit. This will reduce the need of ore mining at all and will make territory warfare meaningfully. Another option would be taking into consideration the area of your linked territory (not the total amount of tiles you/your org owns), so the more tiles are connected between each other the more benefits it gives to mining units. This also will make territory ware even more meaningfully.
  10. As constant element upgrader of the ships (and static constructs too!) I am very happy with the solution provided by NQ, I mean RMB -> apply talents. It is very time consuming solution 1000% needed to be done from the start (as well as dismantle the whole construction in one click, for example). Removing/undoing element tends to a lot of problems (like problems with undoing broken element, or element with properties; like problems if you'll just disconnect from the internet because of what ever reason; or just game client will randomly crash).
  11. Declaring this action as exploit is such not obvious decision. YOU CAN'T JUMP ON SHIPS BECAUSE JUMPING ON SHIPS IS CONSIDERED TO BE EXPLOIT. What next step will be in this case? Will it be forbidden to move at all? P.s.: Yes, the rule will be followed (and I am sure, not by all players!) as I suppose it will be in the rules... But not respected.
  12. 1000% agree with this quote! Storing speed while you offline is limitation because servers can't handle movement calculation of all dynamic constructs. But why in this case is not allowed to resume this movement calculation by some player onboard???? Either change this mechanic or declare this action as OK.
  13. If this game will survive the current crisis and will gain a lot of players... there easily (and I'm sure it will!) can happen such situation. Some novian has just installed and launched the game. He finishes all starting tutorials... There is the usage of surrogate pods at the end of tutorial. So, if novian will chose some random destination VR that will be a moving ship towards PvP zone... He will unintentionally bring some ship to the PvP zone where this ship could be pew-pewed by any random player... Well, "good" mechanics, nothing to say. By the way... Even in EvE you're not completely safe in safe zone, if I know right. Why not let players to use game mechanics as intended and allow to transfer the ships into the PvP zone with using only game mechanics and not some bugs like bumping or whatever? If you want 100% to be sure your ship will stay still while you're offline - park it on space static core and you're in safe! No one will be able to steal your ship. Just rename "Safe zone" into "PvP Free zone" and that's all! There will be no PvP in PvP-free zone, but the usage of the normal game mechanics (and not bugs!) will be allowed.
  14. The only thing left without attention is hostile action in safe zone that didn't result in ship being moved towards pvp zone: burying, claiming the territory while 3rd person is mining there (and it is unclaimed), crashing the ships from space to the planet because of gravity force and so on. Are those acceptable actions or are they considered griefing/exploiting? And I am asking here about actions aimed on 3rd party constructs... not something like dick-building or whatever of those kind. Also, I (and many other) would be very happy if your common sense about safe zone would be updated in the rules. Thanks!
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