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Izon2887

Alpha Tester
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Everything posted by Izon2887

  1. Currently we only have the two hauling challenges but it would be nice to introduce a PVE type of challenge to provide a practice arena for PVP in the live universe. It should be similar to the hauling challenge that there are many different types of ships to choose from. The objective should randomize each time you enter the challenge. One would be attack the enemy and steal their cargo. Attack the leader of a group of ships. Protect a convoy traveling from one station to another. And protect the station from enemy attack. At a later time when flotillas are introduced, could add a challenge that requires teamwork to complete. I think allowing players to learn and test their combat skills in a safe environment would get more people to risk PVP zones.
  2. I linked my account to steam and it still doesn’t show up on Steam as available. Guess I’ll just buy it to support NQ if that’s the best way to get it linked.
  3. I like the suggestion of removing the middle column. For the current method of asteroid discovery I think it could be improved by maybe making the rarity not known until you land on it. When searching all you should have is the asteroid name and general direction, details of it shouldn’t be released until it’s found by a player. This way a player can stumble onto a rare asteroid without intending to. I would also like to see permanent asteroid belts with lots of asteroids that provide a challenge to fly through. Not all of the asteroids would have material and only up to T2 would be mineable. These could be permanent installations in the central safe zone or have higher tier belts out in PVP space. Their locations wouldn’t be marked on the map nor would the DSAT be used to find them, you would have to stumble upon them or go seek them out in space. This would provide a goal for exploration type players to find unseen belts.
  4. I’m basing this idea on the speculation that mining rates are reduced. Add a new consumable item, Mining Cartridge, that can be used with a mining unit to pull up lump sum of ore. The cartridge will be T1-T5 depending on ore targeted. When a cartridge is used, it’ll ramp up ore collection for X amount of time for a large quantity of ore. After time has completed the mining unit will go into cooldown where it won’t pull anymore passive ore. You can run another cartridge on a cooldown unit for a reduced efficiency. Use the current mini game for calibration for the cartridge activation, giving a bonus or deficit to quantity pulled. Make mining calibration a one time action on startup. Mining cartridges are obtainable by running missions, higher risk mission high tier cartridge, in both a minimum quantity with a chance for higher quantity by random number generator. T2 and above can be crafted from lower tier cartridges, for example T2=25*T1, T3=100*T2. Primary source should be missions, not crafting. The territory will have a cap on how many cartridges can be used in a given time period. Ore will still be dependent on what the tile has as well as how large the lump quantity will be.
  5. Some sort of storyline that we can follow. Perhaps a Novean who woke early and we follow their exploration across the system. Having to solve puzzles and find constructs to go through the story. Could have it start with one character but it branches out into different storylines that all meet at the end, with a battle with aliens.
  6. The idea is to add an element that provides the same docking mechanics that dynamic constructs have but for static constructs, mostly space cores though. It could operate like a detection zone, large bubble areas that a ship can come near and initiate docking to the construct without floating away due to gravity. It could also be used to deny someone from parking on the core and give the owners ability of ejecting a docked ship if they’ve been there too long. Have 3 different sizes for the element to have varying sized docking areas.
  7. I wish we could see who is within range on the chat window. Like a list of names on the side that we can quickly click on to message or add to channels. Otherwise you have to be on top of someone just to be close enough to see their name and know who’s around.
  8. Mining units have allowed me to focus more on building as long as I calibrate the machines every so often. Territory doesn’t run out of ore, but you can only pull so much ore at a time off a territory.
  9. I support a full wipe as long as we get the aligning of blueprints to rebuild Multicore structures properly.
  10. Probably the best way to do that would be to require constructs stored in a hangar so they wouldn’t have decay. Only when they’re outside in space or on a planet would decay happen. Then certain planets could have more wear and tear than others and cause decay faster. Or have space clouds that move cause continuous damage. It would be an interesting mechanic to avoid dangerous regions of space or require properly stored ships to avoid decay. Could even have different voxel material prevent decay when on dangerous planets. 🤷🏻‍♂️
  11. With the new changes to tiles, it made me think of the game Civilization and the tile properties and world wonders that required massive resources to complete. These super structures could be how we as the players create the jump gates to new solar systems, or build rare structures on planets, or drive space territory warfare. How it would work. A star system wide achievement/research tree that requires an organization to complete (single players can complete only minor milestones). The tree would have overlapping component requirements; an org on the jump gate branch could require parts from the planetary harvester branch. A single org can only complete parts of the branch they register and start for that star system, so components from other branches would require cooperation/purchasing/pirating it from other orgs. Once the total number of super elements in the system have been reached, no other organization can complete the project, however control of these super elements could be transferred through warfare or by destroying it completely and opening up the limit. The achievements would be based on Star System and Planet, jump gates for the star system or X quantity of planetary harvesters per single planet, etc. Some minor level projects will not be limited (navigational satellite, frontier array, etc.) To complete each milestone in a branch would require completing certain tasks such as run ABC mission for Z part, find X amount of asteroids, mine X amount in PVP space, destroy X amount of ships, etc. Smaller orgs or single players could participate in the smaller tasks and sell those components on the market to contribute to the big works project. Since these would be super structures, it will require multiple cores with the super elements spaced at a specific distance apart to create, which would bring in builders for setting up the structures. For example, a jump gate would require the aligners be 500~1000m apart (further apart requiring additional aligner). As long as the elements are placed correct distance +/-% then the remaining structure can be whatever the builder decides. Connecting the super elements requires registering each construct to each element. Super elements/structures: Jump Gate: jump to new star systems. Could be required to build in PVP space based on navigation data. Jump gate aligners 2~4 - Minimum of 2, longer range with more Jump power generator 1~2 - Min 1, can jump more mass Jump navigation array 1 - Need to connect to star system Planetary Harvester: can generate considerably more ore than scan allows for central tile. Can only place on 7 adjacent tiles. Harvesting core 1 Harvesting Stabilizer 6 Harvester conveyer 6 Navigational Satellite: used to create navigation data for jump gates. Similar to DSAT but for finding positions needed for jump gates. Must travel around star system to find reference points. Antennae 3 Power generator 1 Super computer 3 Frontier Array: used to create organization controlled "safe zones" / space territory warfare. Have enough in a star system owned by a single org and that system becomes there's to tax and control. Spatial array 6 Power generator 6 Gate Assembly unit: Industry unit required to build jump gates (not available in all star systems) Harvester Assembly unit: industry required to build the planetary harvester Exceptional industry units: higher level industry to process mission components into sub components for super elements Another use of this type of system would be to have certain star systems be the only location you could build certain elements, such as XL atmo engines (wishful thinking). As well as tie other star systems together. One system has a specific element needed for the achievements of another system, space trading need created. Since we are currently condensed into a single star system, the larger orgs will dominate at first. But as more star systems open up and people spread out, smaller orgs will be successful in the further reaches. Perhaps the first jump gate be Aphelia owned, from there its all on us.
  12. Tile Ownership I think one way to handle tile ownership is to introduce a decay mechanic to territory units. Nothing extreme that would require much time or thought, but something that requires upkeep. Such as the owner of the tile, org or player, needs to physically visit the territory unit to “recharge” the timer on it. This could be a monthly visit or longer. Maybe add a skill that would increase the timer by a %. If the player or legate from that org doesn’t visit the unit, it runs out and the territory unit becomes disabled. The tile color would change to let everyone know it’s disabled. This would mean anyone could come in and “recharge” it to claim it. Constructs on the tile become salvageable during this time. When someone else claims your disabled tile then your constructs remain salvageable by all. If no one comes to recharge it after a week of being disabled it is destroyed and tile becomes completely unclaimed. As for what would be required to “recharge” the unit, that could be a battery unit, quanta, or possibly create a token that could be given to another player as a mission to go upkeep tiles.
  13. If the build area overlaps into the next hex and you don’t own it or have permissions to place cores on it, it won’t let you place it. I would check to make sure which territory you’re placing it on.
  14. I built a mega factory before .23 and currently have a mini factory for what I use to build with. It doesn’t take much effort once you map out the flow. Basic excel, bunch of transfer units, know your 10 link limit and naming your boxes is all it truly takes to setup a factory. I thoroughly enjoyed setting up my factory the first time, exploring how to setup the machines and understanding the limiting factors. Though once that’s understood there isn’t anything more to it. There wasn’t a reason for me to think more about it after it’s running other than maybe completed industry skills or occasional server error.
  15. If you’re saying server errors stopping machines, that shouldn’t count as an activity for maintaining industry since it’s not actual game mechanics. Currently it takes almost no effort to run a factory, drop ore in, spend time setting up and you then can forget it’s even running. Like every other mmo out there, industry or crafting was something that took a lot of effort and time to reach the top, those that did reaped the benefits and profits of putting all that effort in. Adding in some maintenance mechanic or puzzle type mini game that gives a chance to boost machines could help add more depth to industry.
  16. To reduce the mega factories I think there needs to be a progression system built into the crafting, this is an mmo after all. Have machines produce a part, but only have partial success unless you use a schematic. In order to progress to the next level (basic screw to uncommon screw) you'd have to produce X amount of basic screws without the aid of schematics. As you get closer to the required amount, your success goes up. When the machine fails to make the part it will consume material and produce a failed part that can be recycled in a recycler for fraction of material lost. The schematics would only be necessary if you wanted to guarantee your success. Success with a schematic would also only be 100% if you're level is basic and you're trying to make another basic, if you try to make an uncommon part you're only 50% success rate, advanced would be 5%. Using a schematic when you have not reached 100% success without it will consume more material per part and will not count towards required amount to level up. As you get into the higher tiers when you complete the required amount to have 100% crafting success you get a schematic as a reward. You can repeat the process (produce without schematics) and make more schematics but the number required will increase (2nd schematic would be 1.5X amount required, next 2X amount, etc). Higher tier levels will also require considerably more successes to reach 100%. 1,000 batches of basic screws, 10,000 uncommon screws, 1,000,000 advanced screws or some other values as you go up. For items that use multiple components to make (engines, etc), the success rate is based on your level for each item. If you're not leveled on one of the items it will reduce success of producing the item. When you succeed on making that part, it'll count towards both the engine and lower component requirements. So there would be a gamble in rapid skilling up by mass producing multi part items.
  17. I hope power systems is implemented in a way that there are different paths to generating the power (fuel burning, solar panels + batteries, fusion). Fuel burning would be tiered with Nitron T1, space fuel T2, and rocket fuel T3. Each require heat sinks to dissipate heat, which would have to be exterior to the construct (not like air brakes stacked inside, make them similar to adjustors). Solar power would require batteries the size of S/M/L containers and be better suited for quick power discharge (scanning, railgun) over slower fuel burning. Specialized cores would make better sense with power systems in place. Combat core would enhance weapons and radar, exploration would apply to scanners, hauler core would enhance lift and storage capacity power consumption. Wishful thinking would also have static core power systems be entirely different from what is placed on dynamic cores. Make them massive, require multiple elements that can change how the power plant operates based on what the player chooses to put down. Though that gets into a completely different topic of power systems.
  18. I'll admit that I am ignorant of what is involved with PVP beyond a gunner seat and gold voxels. A comment about people only seeing L cores as viable because of the L weapons is why I made mention of that. Though I agree, it should take several M cores to take out an L core. As for getting around the container capacity penalty for combat ships, I think if that was changed to Cargo Mass doubled would cover any docked ships in the equation. I really hate that gold is considered the best material considering how malleable actual gold is. Voxel HP definitely needs tweaks, though without shields of some kind boosting other materials is the only method I could think of. I think that would still be fine, as you're still designing an specialized ship with module cores attached. Its to provide more ways to differentiate ship builds other than just looks. More planning and thought would need to be put into things. Mostly because I've never seen people use these, they only use maneuver or military engines. Boosting safe engines for lighter/faster ships would give more incentive for industrialist to build these. Also I couldn't think of other benefits for exploration ships, perhaps when they release asteroids they could be better suited for hunting those down better than other ship classes. This is a good idea, and probably easier to implement than a chair. I know my idea needs more tweaks and probably would be completely changed when power systems are implemented. My goal with the idea is to provide ship builders more ways to make their creations unique. I'd love to hear more suggestions, definitely think changing it from command chair to specialized dynamic cores would be the way to go.
  19. Introduce dynamic construct classifications by using role specific command chairs that affect what can and can't be placed on the build as well as provide boosts to performance. This would offer advantages and disadvantages depending on the role the construct will be performing. Each chair would have its own skill branch requiring minimum level 1 to use the chair, all other levels increase the chair's effects. Adding higher tiers (uncommon, advanced, rare, exotic) will boost the effects further. Once one is placed on a dynamic construct all other control units (hoverseat, remote controller, etc) will be disabled and taken off the construct, ECUs unaffected. Dynamic construct icon will change as well from the blue ship to new icons. Military command chair Boost to weapon output (XS to M weapons only) - Allows M core PVP ships to compete with L cores Increases all onboard ammo crate capacity Boost Product voxel HP (to broaden building materials away from purely gold voxels) Reduce container element capacity by 75% Boost gunner seat capacity Exploration command chair Allows atmo and space radars to connect at once Increases brake/retro rocket capacity Voxel mass reduced Reduced fuel consumption for Safe engines, decrease capacity of all other engine types Hauler command chair Boost to container capacity and mass reduction Cannot equip territory scanner or weapons Increased lift capacity of wings, hovers and vertical boosters Increased fuel consumption except when using freight engines Reduced element HP The goal of this is to drive specialization in dynamic constructs gearing them towards the pillars of the game.
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