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Alpha Tester
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Everything posted by Sawafa

  1. By the way, this is sci-fi game... So, it should reflect some scientific principles more or less... And declaring the max speed dependancy from the construct mass is no way scientific principle.
  2. @VandelayIndustries > Bro, this is a video game. Its not real life. Bro, why do we use our ingame feet to walk in the game? This is a video game, why would we use the same concept as in real life? What does make you to think there is something wrong with relation between "In space there is no "max speed" " and "In game there should also be no "max speed" "? If you like different max speed depending on mass it doesn't automatically means it's the right or not right thing in game. Your message about mental illness seems very toxic to me.
  3. No need to look to the screen for the wreck 24h/7w. Just record (with Lua) any ship u've seen on the radar and your coords at minimal distance to it. It's easilly achievable, if you can't do Lua ask anyone who can do it. Other than that - I agree, wrecks are just too rare. BUT. Without actual element sink it is good.
  4. It would be also cool to have RDMS right that makes constructs visible for the actors. By visible I mean visible in F4 -> Constructs list. Curently, only legates can see the constructs location. So, if you have "use element" right you can control the ship but you can't find it's location other than ask from the owner (or legate) of the ship or if you are registerd at ship's ressurection node. That is also one of the reason why in a small org legates are "assigned quite liberaly".
  5. NQ, 2 questions: 1) You mention that only player with RDMS right will be able to place cores for the org. Currently is not the case, any of org members can assign constructs to the organisation. So, this behaviour will be changed, right? 2) Limit about 5 orgs max per player... So, if I understand correctly, starting from Panacea update there will be no such limit more? As now you can't be the member of more the 5 orgs...
  6. @Underhook Why do you lock yourself in mining stuff? You have enough amount of quanta to build/buy ship and do some transportation missions.... Take a look to "Radar equipment" and "Industry Unit Parts" Aphelia missions, for example. It's Alioth <-> Thades routes, reward is 950k. ~One hour of space flying in Safe zone space and you've done your weekly tax for one tile...
  7. As warping is doable with a big time delay now and can be easilly cancelled by pvp shot I do not see a reason why it shouldn't be restored the previous behavior, when it was possible to activate warp from code. Regarding other ideas - it would be too easy to exploit them.
  8. NQ Could you please clarify what about container constructs on Aphelia tiles? Not near market, but just random Aphelia tile; and what does exactly mean "exits their construct"?
  9. Build mode -> TAB -> Build Helper -> Information -> Elements -> Hover mouse over element with the problem -> TAB. Now u will have problematic element being highlighted with red light.
  10. The topic is not about dismissing other play styles, though. Sure, it should be possible to play solo, as it is now. And anyone can play as he/she wants. It's just a question of what is more effective for individual player. Anyway, the proposed idea is just about how elements degradation could be done, just to pay NQ (and some other players too) attention to.
  11. The issue is... this game started as very friendly to builders (well, I'm not speaking about voxel tools available for builders at that moment or even right now )... It had infinite resources at prealpha/maybe alpha... Then it was completely PvP-Free for a very long time... But thing changes from that time and the players who were playing with one style can not play with that style anymore... So, they should either way adopt to new changes or leave... All players who says taxes are too high, there is to big resources nerf in the game, etc - they simply do not want to adopt to new changes, sadly.
  12. No, you couldn't. You can not use the same container for more than one dispenser. I do not know why
  13. @Gillwin > to replace a bunch of stuff on there ship everyday Who did say "every day"? Sure not. "Free" usage period should be long enough, definitely more than a day or even a week. > Dont use anything cosmetic, Use it, noone stops you from using them > people moved whole factories to sanctuary to avoid taxes People should stop doing such things. This game is MMO, not single player game. MASSIVELY MULTIPLAYER online (game). People should learn how to interact (and gain profit from such interaction!) with each other ingame and stop playing SOLO mode in MMO game. Use markets, people. They simplify things very very much! Don't lock yourself inside your HQ/sanct tile. Game curently provides a lot of instruments to generate quanta, starting from harvesting and mining (not only with mining units, but roids too) and finishing with Aphelia (or players) missions. Do you think you can't earn much money because you're solo playing? Stop playing solo! Just get in contact with 2-3-4 players nearby and you will have many opportunities how to grow faster. Join any bigger corporation and I am sure they will teach you how to acquire quanta with missions safely and effectively. > I mean how many times do you willingly buy something before it becomes cheaper and easier to set up a line and save yourself a trip to the market every day to replace stuff? cheaper to set up a line? Did you see schematic prices? And did you see curent elements prices? It's almost always more profitable to buy something at market than setting up the line for it producing. Since schematics were introduced in 0.23 patch producing elements by your self is no more efficient. Every producing line payback period is couple of monthes, in case of rare/exotic elements it could easy be around a year... So, the only case when you need to setup a line is when you plan to produce something for the market and not for yourself. So, to answer the question "how many times": I buy almost everything on markets. Conclusion: Just change your playing style if you're playing solo... and things will be much easier.
  14. @Helediron @Ashford Just connect screen to the control unit and use screen.setHTML(logtext). Then edit the screen and u will be able to copypaste info.
  15. > Will this stress be visible? Sure, it should be visible... In build helper, In Inspect item, and also by Lua API, maybe in other places. > Will it be repairable? No, it shouldn't. As this will fix the element sink, that is the purpose of this whole Element Usage Stress. > players will get an inventory full of nearly broken stuff The game should have some disassembler, that can consume any element and prouce something usefull from it... Maybe parts or pures or scraps... > antigravity engines on large ships. Instant ship gone if that happens It would be cool! But sure, you should be able to see, if your elements are going to die soon. > And if you have a lot of elements who is going to check them all? it could be something like core.getElementUsageStressById(elementId) for example > Isn't that going to be super annoying to have to replace parts on a daily basis? Yes, it will be super annoying. And I mentioned that. There should be some solution for quick multiple replacement of all broken elements. Curently there is Repair Unit element in game which makes exactly that - it replaces all broken/destroyed elements and honeycombs with the new ones. Maybe something should be tuned here, but in general I agree - you don't want to replace all dead elements by hands.
  16. What we have curently with elements/ore prices on markets? They constantly are going down. One of the reason of such trend could be the fact the market is oversaturated with elements. Or noone need all elements in such volumes that could be provided by manufacturers. Why? Because there is no element destruction mechanic in the game besides PvP. NQ tried to introduce element destruction after colision, that was not well rated by the players because of the multiple bugs that resulted in element destruction not by player fault. OK. What I propose is to introduce element destruction mechanic like Core Combat Stress mechanic. What I mean: elements should accumulate Element Usage Stress. Every time when element is being used it accumulates some stress, when accumulated stress is reached some maximum value, element live is decreased by one (and possibly element becomes broken and need repair*). So, the element that are not actively used will remain healthy. Some examples: Engines (normal engines/airfoils/brakes/adjsutors/etc...) could accumulate stress points while they're producing thrust. The more thrust is produced by element the more usage stress will be acumulated. High tier elements could have more maximum usage stress values. Industries - each produced element will add some value to the industry's Element Usage Stress. Elevators/Doors - every single opening of the door or usage of elevator will add a tiny bit of Element Stress Value to them. The Element Usage Stress should remain with the element for a life time of the element. It can not be reduced by repairing the element. This will introduce the need to replace the element at some point in time. And this is what will make markets live - It will be additional sink for resources in game. What I also care about is the need of multiple replacing destroyed element by hand on the big constructs (with 1000+ elements). So we need some mechanic that will simplify this - the player should have the possibility of replacing all destroued elements at once, by doing some action single time only. Maybe curent already available Repair Units should be usable for that. --------------------------------- Such changes will make the industrial life much more funny - as market will always need the products produced by them! As is now if you start some production the market price for manufacturing item will always fall, as there is no sink for this produced element.
  17. Actually, you CAN detect the problem. Not directly though. Just store how much of the resources should be present in container buffers and check it via LUA. If there is not enough of resource found in corresponding container you can raise an error flag. But in general, yes, this is so huge issue... I simply do not want to check all my machines... And I have thousands of them... I am tired of this... Almost every single patch since... I actually don't remember when it started... may be it was even in Alpha versions?..
  18. Quick solution to fix this problem without the need of actual stop/starting the machines: Just remove some materials from the input container of the error state machine and place it back again. This should trigger the right state for the machine and fix the problem. Repeat the same for all stopped machines. At least it worked in such manner all MILLIONS previos times, I just wasn't able to check if it still works such way. But some times machines are completely stopped, and this solution will not help in such cases
  19. This will made much part of game play for mission runners useless. Mission runners will not need to wait while their clients will grab the mission packages... Why would you wait for someone if you can do all by your self? And this is bad for making sense in grouping people together. Definitely voting NO.
  20. 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?
  21. 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.
  22. 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?
  23. 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?
  24. 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!
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