Jump to content


Alpha Tester
  • Posts

  • Joined

  • Last visited

Everything posted by Peabody

  1. With a hub, the mass reduction should be proportional to the volume in Liters. Each liter has a mass reduction from its container, so add all the reductions and divide by the total number of liters. The mass reduction for the XS is 0.66 on 656 Liters. The other liters have 1.0 because the containers are not GI. If there are 200k of optimized liters, then: (656 x 0.66) + (200000 x 1.0) = 200433 / 200656 = 0.9988 ...so almost no change.
  2. The volume reduction and mass increase of the container itself, with the low mass reduction is a bad combination. 85% reduction is for a level 5 talent and an **exotic** container. Even then a large exotic would have 84KL volume (33% reduction) and a mass of 75 tons; as much as a warp drive!
  3. Bonuses for the Gravity-Inverted containers should be calculated to the players advantage, like the Optimized containers. The problem is that mass-reduction bonuses are compounding; making each bonus worth less and less. Compounding calculations are an advantage with increasing numbers (like volume) but not with decreasing numbers (like mass.) Uncommon Gravity-Inverted Large: mass * 9% * players 25% mass reduction = 31.7% Uncommon Optimized Large: volume * 30% * players 50% volume increase = 195% Just adding the 9% and 25% reductions would get 34% of mass, vs the 31.7%. And of course it gets worse as the bonuses go up: a rare container should have 27% mass reduction plus a players 25% for 52% (at least.) This if the bonuses merely stack rather than compound to the players advantage. Current calculations yield only a 45% mass reduction. I think the mass reduction should be 15% per tier. So 15% uncommon, 30% advanced, 45% rare and 60% exotic. Players aren't using Gravity-Inverted containers but I think we would with these changes. Also, you cannot currently use hubs with the Gravity-Inverted containers, but I assume that's a bug. You should be able to connect the same tier of containers to a hub.
  4. Aphelia should buy all items at 5% or 10% of manufacturing cost -- then if people make a mistake and sell for nothing it'll benefit the game and not one player.
  5. Best beta memories: First day, crashing into trees and then deciding to fly through the forest anyway. Finding an org I like. Digging up mega-nodes.
  6. https://www.nasa.gov/feature/jpl/how-nasa-s-psyche-mission-will-explore-an-unexplored-world There you have it: asteroids are potato shaped.
  7. If you take 40 minutes to find an asteroid, it will take the PvPers 40 minutes to get there.... so that's all the time you have. Then run.
  8. === Double mass and volume of Ore (and by 50% for Pure Minerals) Refining ore will be done where it's mined. This will break the large factory paradigm and encourage new outposts. People won't bring everything to alioth, and will sell ore, pure minerals and products on the planets where the ore is mined. === Make planets rotate and revolve around the sun Nothing needs to be synchronized except time. Positions will be easy to calculate and clients can do it without communication with the servers. The coordinate systems, both planet and solar, will remain the same. Only the transition between coordinate systems will need to change. Distances, and warp cell costs, will be constantly changing. === Combat targeting harder for larger cores Make it 30% harder to hit a ship one core smaller, and 30% easier to hit a ship one cores larger. 60% if the ships are 2 core sizes different (like L and S) and 90% for Large and XS. Attacker gets the following adjustment to hit: Large Medium Small XS Large 0% -30% -60% -90% Medium +30% 0% -30% -60% Small +60% +30% 0% -30% XS +90% +60% +30% 0% === Fight to control asteroids Fights will be common if they're easy to setup. Declare control of an asteroid and defend it for one hour, to get exclusive mining rights for 24 hours. Add the asteroid to RDMS like a territory to let allies mine and stop everyone else.
  9. After an asteroid in PvP space is discovered the players can declare control and then defend it. The winners would get a temporary 24 hour TU for the asteroid and a 2 SU safe zone. Core stress of all defending ships (plus 10%) would be the max the enemy ships could bring. The core sizes and number of ships could differ, but the core stress would help keep the fight fair where each side could win. There would be minimums and maximums of core stress for different tiers and sizes of asteroid. There could be core size restrictions too. There would be a lot more fights for asteroids. Fights would be more fun than now where the side with the biggest or most ships win. Miners who don't want to play PvP could mine in safety after the fights (maybe paying the winners for the right.) Exploits would happen but the system could be changed week to week, and we would have fun along the way.
  10. Will the current mining talents still be in the game, and if so will they still be useful for mining asteroids? Can mining units be built by assembly units one tier below the tech level (like all current elements)?
  11. The industry market for PPP is nonexistent. We should be buying and selling more than just ore. There should be a market for Pures, Products and Parts.
  12. The industry market for PPP is nonexistent. There are two main causes: Nobody can make PPP for significantly less, so the prices must be close to what a player with high talents could make themselves [1]. Second, supply is erratic when buying from a market and stable when players make PPP themselves [2]. The solution is to change the industry talents. First, for PPP talents that give a 3% per level bonus, double them to 6% per level [3]. Second, add new talents for parts similar to the "6%" talents (making large batches instead of fractional parts.) Third, limit the number of talents a player can train to 20 in each group: [4] 1. Refining ore to Pures and smelting Products (45; 20 ores + 25 products) 2. Intermediary, Structural and Complex Parts (131 parts) 3. Functional and Exceptional Parts (189 parts) Limiting talents that can be trained means players will need to sell PPP they have talents for and buy the other PPP. The margins of each PPP will compound quickly. It will be much cheaper for players who use the market, and more expensive for players that try to do everything themselves. Giga-Factories, which make everything themselves, will need to use the market as well -- there are simply too many PPP for a group to make them all with level 5 talents. Today a few players and a handful of alts can make all PPP with level 5 talents, but if the number of talents for each player are limited they will need many, many more players to do the same. [5] Solo players and small groups will benefit with a viable market of PPP for them to buy and sell from. Redistributing talent points would be necessary to make this work, both at the start and ongoing. Players must be allowed to change which PPP talents they have so that they can adapt to new groups and changing markets. NQ can place restrictions on how often changes can be made (1 week) and any penalties (I say none). Lastly, PPP and elements will no longer have easily calculated costs, relative to the price of ore. Today we know what an expensive element costs to make, because we know what talents we have at each stage of making PPP. If we are buying many PPP items from the market at differing prices we will need to estimate the cost. Players will raise prices to cover uncertainty, and buy based on need more than price. ~Peabody [1] For example, 65L of Coal makes 45L Carbon. What does it cost to make one liter of Carbon? With no talents: 65 / 45 = 1.444 (44.4% higher than the cost of Coal.) With level 5 talents: 55.25 / 51.75 = 1.067 (6.7% higher than the cost of Coal.) 15% less Coal needed and 15% more Carbon made: (65*0.85) / (45*1.15) This is a ~37.7% difference in cost. In theory Carbon could be sold for ~18% higher price than it costs to make, and bought for ~18% cheaper than the player with no talents could make it. So why is the market empty? Because there are no buyers without talents. **The players focusing on industry have industry talents.** In practice the difference would be more like a player with level 3 talents and a player with level 5 talents. With level 3 talents: 59.15 / 49.05 = 1.205 (20.5% higher than the cost of Coal.) This is a ~13.8% difference in cost. There isn't enough margin to share. [2] PPP that players (currently) make themselves is low or lower in cost than what others can sell PPP for. It's timely, used as soon as available. It doesn't require large amounts of capital to buy PPP ahead of time, and it doesn't need to be transported. The price difference needs to be large enough to overcome all these advantages. [3] Higher talent bonuses of 6% per level, totaling 30% at level 5, instead of 15% today. New level 5 talents: (65*0.70) / (45*1.30), or 45.5 / 58.5 = 0.777 (22.2% LOWER than the cost of Coal.) The margin between level 0 talents and level 5 would be ~66.6%. Enough margin that both buyer and seller can benefit. [4] There are two talents for each Pure and Product. One talent reduces the amount needed and the other talent increases the amount produced. Talents for parts would need similar bonuses. Training 20 talents in each group would allow a player to have both level 5 talents for 10 different PPP items. [5] If NQ were to add new game mechanic forcing players to restart industry machines once a week, Giga-Factories would be an organizational nightmare. There would be no choice but to work in smaller groups.
  13. Underwater I used the Maneuver tool when mining (before AGG.) The only alternative is to popup all the way out of the water, fly, then go all the way back down. Maybe fix ships underwater so that they go down with C and up with SPACE, and can only "fly" very very slowly.
  14. Can NQ please post a page with the server status and current issues. It seems nobody can login right now, and it would be nice if that was posted somewhere so we know it's not just our account...
  • Create New...