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Arctic_fox

Alpha Tester
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Everything posted by Arctic_fox

  1. Yes and no. As one of the evil carebears ill say what we need is less pvp mechanics and more pvp incentives. Examples include but are not limited to pvp enabled rare resource zones. Safe zones along "shipping lanes" with long streches of pvp space between them as well as astroids with ore so we "carebears" who dont have hours a day can travel between planets while giving pirates a place to sniff around and incentives for groups to patrol said shipping lanes or offer anti-pirate services as well as a reason to risk our ships for streches at a time. Faster travel so its worth ignoreing warp instead of using it as a main option. RNG "wrecks" with transponders to fight over. PvP enabled zones on planets where you need to hold territory for desireable resources be them ore, power, excivation of old parts. And many more. Keep in mind we "carebears" arent opposed to pvp, we are opposed to pvp for the sake of pvp, not pvp for the chance of gain.
  2. Its less predicting the future or being an economic expert, and more logically assesing what will happen via math, logic and experince. Lets break down a few key points of my post even further so you can see my thought process. First i stated assumeing people get what they want and wellfare is the only way money is injected, that large orgs will get a death grip on the economy. For the sake of this discussion lets assume a small org is 5-10 players, a medium org is 10-25, a large org is 25-50 and a mega org is anything past that. Now in this fictitious scenairo that means everyone who starts gets around 400k after tuturoials and daily wellfare. That 50 man org will have 20,000,000 to begin with if they all pool resources. The medium org will have 10 million, and a small org 4 million while solos have 400k. And this is disregarding any alts they may have. And keep in mind this is day one. Now those large orgs assumeing they have their members make the bare minimum machines they need and craft as much as posible in their nano packs to save on schem costs can have several industry units kicking out everything from engines to containers on day one. Plus even logging off wont slow them down much. Just assign a person to que <insert part here> in their nano while being linked to a box before they log off amd they can play human factory. This means on day one you will start seeing S core ships with S and M engines from medium to mega orgs. Granted only a few here and there but regardless. Meanwhile small and solo groups will at best have a couple of units or maybe a mule from the scam shop. And keep in mind NONE of this money is going back into the economy. Its all being deleted and going poof. So no one is going to have large stockpiles of money. And no one sane org is going to sell parts on the markets until all of their members have at least a S core ship and enough production to start moving people into larger nicer ships. So the math bares out what i am saying here. Now keep in mind each day with wellfare, large orgs get 7,500,00 medium get 3,750,000 smalls get 1,500,000 and solos get 150k. So by the end of the first week large orgs have 65,000,000 in factorys. medium orgs have 32,5000,000 Smalls have 13,000,000 and solos at best have 1,300,000. So this bares out my assertion mega orgs will be making TSU and TCUs to scan and claim tiles early. And this is once again assumeing NQ doesnt just leave the megas all in the same places as before for them to go claim from records pre wipe. Again keep in mind no SANE org will sell elements to the general public before all their members have at least a S ship. Not unless they want an exodious of players looking for better homes that wont exploit their labor for no gain at all. So its unlikely if much or even any production going to market yet. And if it is it will be for as much as they can get away with to delete more money. So just the math and common sense alone bare out what i was saying. This process will compound each day, week and month it goes on. So for those saying big oegs have an unfair advantage because of bugs and exploits what will a server wipe change? All it does it take the tools smaller orgs have away and punish them while firmly putting the game in the hands of megas and rewarding them. Even adding bots back in only accelerates this process. Not changes the outcome. Again this is all based on the game as it is NOW. Maybe with additional game loops, money generation, and stuff to do a wipe will make sense LATER. Right now all it would do is compound the problems and drive away a ton of players for exactly zero reason. It doesnt fix the "fairness" problem, it doesnt help small groups and solos, it doesnt "punish" big orgs for imagined slights. It just takes a steaming piss all over the heads of most current players while you call it rain.
  3. Honestly id prefer no wipe. A wipe only hurts the game for the most part from what i can see. Even moreso if no bots save schematic bots are around. Sure it "levels" the playing field but what happens when a group like say boo or hyperion can get all their players on? they will have large factorys for basic S and even M parts on day one by pooling resources and nano packs to make basic parts for larger elements. By the end of the first week they will be producing TCUs and TSUs to go find and claim megas assumeing they arent in the same spots as before. They will have by relitive terms huge ships compared to everyone else and are highly unlikely to sell any excess parts to the market. And its highly likely by the time solos and small orgs have S ships flying and start produceing enough TCUs and TSUs most of the better land will be claimed already by the mega orgs. Meanwhile smaller orgs and solo players will be struggleing to get their first XS ships off the sanc moon (no bots and its HIGHLY unlikely big orgs will sell TCUs and TSUs early on) and into the air because it takes weeks or months to get small factorys up to produce even S elements on welfare money. Plus all the solo factorys and mini org factorys we have now flooding the market with cheap parts wont be around and supplies of said parts will be low and super expensive for a long time. Especially with early on quanta being destroyed at such a massive rate as large orgs build up to larger and better elements. This will force players to either form new mega orgs to try and get ahead. Or to join existing orgs at the bottom of the pecking order as a mining serf with minimal prospects of climbing the ranks. And for those who think "oh the market will settle eventually" sure it will. But it will be long after the big orgs get an even tighter death grip on the economy and all but squeeze small players out of the market or just outpace everyone internally so vastly it doesnt matter. And this is all ignoreing issues like game changes conatantly turning the market on its head for small groups and solos. There is exactly zero good that can come from a wipe as all it does is cement the death grip on the economy for big orgs and destroys the handful of small or solo factorys we have now keeping everything supplied. Plus with there being so little content all it will do short term is kneecap the playerbase. Maybe later on when we have more and better gameplay loops, more money faucets, and more varied ways for players to make money. Then a wipe will make more sense. Right now though it makes zero sense and all it will do is shove a sword through the gut of the game.
  4. Talk to captain miller near market 7. He offers engine boosting or at least did pre .23.
  5. I fail to see the problem. Half the people are howling how shitty this patch is and how hard building is/will be and how its now gatekept behind cartel org paywalls and elements explode if you so much as look at them and pvp has more in common with an overflowing sewage plant you live downhill from then a game mechanic and wahh wahh wahh. Yes i know there are problems and i even agree there are problems and that .23 should have been AFTER we had more content but jesus guys. So NQ proposes a way to build craft or buildings to help ease the hours and hours of mining slogs, dead industry, and more mining slogs just to get anywhere so you can go buy a ship thats used to go mine more and that is for sure going to explode because server bugs so you will be foreced to mine even more to replace it. So the reaction is of course you all start howling that "this will kill the game because now no one will design INSIDE the game". Meanwhile according to half the damn posts lately everyone has already left and/or is leaving already. There is afaik no actual game loop content in the pipeline for the next couple patches. One of the few chunks of content we had got nutered necause only 10% were supposed to use it, and now the one we all "LOVE" the most is our only real cash generator in game, a gameplay loop i might add everyone has been howling about running out and leaving every planet as swiss cheese in weeks and which JC thinks is too easy and thus is going to make harder and therefore "even more fun". People are upset creative mode could kill pvp... what pvp? most of us are sitting on a safe zone planet forever because there is exactly ZERO REASON to go risk our ships in pvp againt meta borg cubes. Even after the patch warp cells are getting produced again because frankly no one has the TIME to fly 16 hours between planets for the most part and huge crewed ships with people taking turns to fly it simply arent realistic save for a handful of mega orgs and those are our only 2 options for travel. Do the equivlent of a workshift stareing at a screen or warp. Sadly there is NO third option. To me is this creative mode a bandage? Sure but its also one of the few ways i see short to mid term for anyone to really do anything solo. It also gives people something to do but go mine more while building the occasional pad or XS ship until they are burned out unless they are in a decent sized org. It allows people to play at least the design portion of the game without the entire player base leaving before they can shoehorn more content into the game that is not more and worse mining. Hell its even a great tool for ship builders as we can now test out new designs and materials in said designs that were hard/imposible to get before and may inspire some to actully go earn the mateirals to build those pretty ships. Its not the change we all would like or we actully need. But it is also not the game killing change people are acting like it will be.
  6. Hay if its efficent and it works what is the problem? we still use tech from as much as a thousand years ago even today because its efficent, cheap reliable and very hard to improve upon aside from better materials. Pullys, rope, batteries, fuel guages, steam turbines, dynamo solid state power storage, wheels, pots and pans, bowls, nails, wire, knives and many others. Some things just work and are efficent. You can improve them with better and cheaper materials but the actual tech is very unchanged.
  7. Fair enough resources are a thing and are limited. To many miners pulling out 10s of k of ore per shot would do nasty things to the server. Makes sense. So a better idea is why not combine the harvester with a weapon and put specialized nodes on astroids and even rarely deep on planets? (think either mining shaft or having to dig out a cavern to set up a drilling platform) To elaborate you could have the mining laser produce "compressed raw ingots" in the same fashion that the harvester tool gets 20 ore regardless of rock. Save instead of rocks you get the ingots. Raw ingots could and should give many times the amount of processed <insert material here> as normal ore. But tie the feature to a mining laser seat and node detector. Node detector finds nodes, laser locks on and you are forced to hold still until its done like a scanner. 15-20 mins later you have 250 raw ingots which when processed in a compressed ore factory translate to for the sake of this discussion 250k ore. Have ore amount extracted be tied to both laser and processing skills, tier, and laser size. And set laser power draw to be the equivlent of 2 actual weapons of the same size. Perhaps allow the lasers to do damage at knife fighting ranges (10-25% the range of an equivlent military laser but either higher damage if using ammo or free if lower damage) This would be a good thing for miners and pvpers. It gives incentive to us miners to want to risk the pvp zone without leaving us ENTIRELY defenseless. And it also encourages us to either hire guards or bring along org members/friends to guard our ship or risk a pirate attack we likely cant win. Meanwhile it also gives pirates a reason to exist while giving them tempting targets with at least SOME aspect of danger and risk. Addionally it gives competeing orgs reasons to face off over particularly good astroids. Though to avoid 600 pirates camping the one mineing node rock you should put in several dozen per planet spread well outside radar range of each other and have the nodes respawn randomly. Or if posible have the astroids spawn/despawn in a given area too wide to scan all of easily. Say a 100 SU area per zone so miners have at least some chance to collect ore without escort. For both cases the number and type of ore should be random. You may get iron or you may get titanium. you may get 1 node or 20 per roid. Win Win Win all around. Pirates have a reason to attack freighters, freighters have a reason to risk pvp and you suddenly have a reason to fight each other over resources and it has a minimal impact on the server.
  8. Actully they do. You said it takes too much time. Time for who exactly? a generational ship by its very nature acknowledges that the great great great whatever kids get there. cryo eleminates ageimg from the colonists. frozen embyros and artifical wombs build a civilization from scratch. digitization = immortal and thus do solve the problem insofar as who would do ot. If the colonists get there ALIVE or at least are able to establish a colony then the time is not a problem. Hell even trade would be posible with cycler castles amd given enough advancment. Velocity is actully quite cheap to gain if done FROM space i.e built and launched in space and over long distances. Something with nuke and/or fusion plants and a stockpile of materials could easily make the trip using vasimr engines for example. Lastly on FTL and effort. i already added the qualifier "if it can be done" i.e its not something we can predict. For effort its not as hard as YOU seem to think. As i said with todays tech if we were backed to a wall we COULD build a generational ship that could make the trip. Or if we find any of the other aformentioned techs it becomes even easier. Moreso if we move out into space as our limiting factor for effort right now is cost to orbit. Remove that as a major factor beyond getting the first few thousand up to orbit and lots of doors open. Afterall its far easier to STAY in space then to GET to space and established there. Once the first ore extraction, fuel refineing, materials and oxygen factorys open up staying in space long term becomes pretty easy provideimg we can overcome the gravity problem via say spin stations.
  9. Depends on how its done. Cryo/stasis would make a lot of interstellar travel very viable. FTL if it can be done would open it up. Generational ships are perfectly viable if we can overcome the needing gravity thing. If we find ways to digitize i.e ghost in the machine its viable. Human printing or frozen genetic material to be fed into artifical wombs is posible as well. Its not as huge a feat as you seem to think. Granted some ways are harder then others for example if we can upload humans to computers we can send a small craft out easily with even modern tech and nasas budget. Meanwhile a generational colony ship would be far far harder but is also doable even with todays tech. its just so expensive and intensive it would take an extinction level event for it to happen.
  10. Only 2 real problems i see short term are some low end fixes i.e XS-S engines and parts craftable without schems as well as some "general purpose" parts like screws being unlocked so noobs can build a basic flitter. And for a general talent reset. Those would take a lot of the sting out of this patch until we get more content.
  11. Ok you obviously have ZERO idea what you are talking about here or have never done our "lulz free money bois!!" mining. That or your a damn troll. First have you ever tried to mine without ANY skills? It blows undead whale after 50 bean chili and left to rot on a beach in florida sans a wipe ass. Its hediously slow without skills. Second without the container link skill you cant even REACH most nodes and need to run back up to link to unload over and over and over 3 to 4k at a gods damn time. Without any skills it can can take LITERALLY hours to fill even ONE container. Next you know how much a scanner costs? before the patch around 2-4 million per plus a core for each set. Ontop of that you needed to have a ship that could fit them. 9 scanners takes up around 15% of a +50% 10 container stack. And not only do you need this ship you need to pay fuel, scrap, warp cells or literal HOURS of flight time PER LOAD as well as risking loseing it during slowboats. A single trip off planet can cost as much as 20 million to and from with warpcells even WITH an AGG or as much as 16 hours if you slowboat. A good miner transport ship costs also costs around 60-120 million often even more. Even as a fully decked out miner/dredger with a meganode it can take 6 to 12 hours to fill my monster ontop of THAT. WITHOUT skills it can take litteral DAYS to do so. And this is entirely disregarding the time to scan, "oh durr you r have alts" is not a valid complaint either. A lot of us dont have multiple PCs or PCs that can handle multiple instances of DU at the same time. This means even using the core drop trick it can take a long ass time where i cant do ANYTHING else to find nodes. Sure some have mining alts but they are the exception NOT the majority. Same as you factory guys will have many alts so you can run tons of industry skills at once. Hell i play on a damn laptop out of a truck. It would literally explode if i tried to multibox. Addtionally the skills to make mining BAREABLE took me over a month and nearly two to get my dredger unlocked as well as my terriforming skills. I then had to go through and unlock most of my piloting skills so my ship doesnt eat me out of house and home in fuel costs even WITH an AGG which is about as reliable as the word of your average politician and ends up breaking stuff on my ship on a fairly regular basis. Ontop of needing over a month to get the skills up so i didnt need an even BIGGER hauler. Lastly our nerfs were announced. and we just got a bunch this patch same as you. Our ships now wear out, element destruction is a thing now. Fuel+cells are now a fortune to buy or build up to. Our ships are going to slowly accumulate damage due to glitches, hard landings, stuff loading in late, lag and a million other things meaning we need to replace parts. This is not even counting that AGGs are getting nerfbatted by power. We are losing our container link range and they are planning to put your precious ore out in the pirate infested zone on astroids in the next patch or two. Meaning we are likely going to lose MANY of our now hediously expensive ships fully and all at once. and guess what i am ALSO a single boxer using no exploits and i STILL do fine upto and including designing my own 100 mil quanta ship. To me it sounds like your just trying to stir the pot.
  12. I wonder how many "trash" scans now suddenly have mega nodes on them that werent apparent before due to the bug?
  13. A lot of people here are confuseing the terms pirate, militant and griefer. Pirates typically irl did not go around sinking every vessel they came across or slaughtering the crews of ships they took. All that does is ensure the crews will fight to the bitter end. In most cases if a pirate flew the jolly rodger and the cargo ship surrendered there would be a minimum of destruction and often none at all. Granted there were times where the red flag was flown but in every case the crew KNEW they would be killed and would do everything in their power to fight back upto and including burning/sinking their own ships. Or the pirates would only raise the red flag after the merchant resisted. This is because your typical pirate knew if they let the crews and ships go but took the cargo they could rob that ship again later many times over and they were more likely to get the cargo without loss of life. Hell even the crews and ship owners typically didnt mind as much, sure they may lose pay and money. But they and their ship was around to try again later. And in many cases even if you lost 2 cargos out of 3 the 3rd would bring enough profit to cover the 2 lost ships depending on the cargo of course. Militants go about this diffrently. in most cases in modern times a crew will scuttle a ship rather then allow it to be captured and studied by the enemy or both sides want to destroy the other ship entirely to deprive the other side of a resource and cost them more to replace it. Then you have griefers who could care less if the game is killed off. They simply want to kill hurt and destroy everything around them. Blow up a guild hall that took months to build? thats halarious to them. Destroy ships and take them and the cargo? also halarious and fun. Destroy landscapeing and put up walls of ugly ass dirt and floating griefer cubes or warp nets to blow up warping ships? all is fun and fair. You can tell this sort because they are the ones who get angry that your "casual care bears" have found a way to fight back or who get angry at anything PvE or that doesnt force pvp at every turn. I.E scuttleing the ship and destroying the cargo when you decide to force us into a corner with no options or wanting safe zones restricted to a single tile and 4k above the surface at MOST and preferably no safe zones at all. Honestly i think destroying cargo and parts is perfectly fine. You want my cargo or my ship? then you either give me a good reason to hand it over that wont cost me everything. Or kill me fast enough i cant sabatoge my own ship to ruin YOUR fun which is halarious to me. Sucks when the shoe is on the other foot dont it?
  14. To be fair towards JC mining in and of itself IS stupidly easy. Find node, dig to node, click for however long, rinse and repeat. What the problem is, is not that it is EASY but that it is tedious and boring as all hell and that there are limited other things to do. And this patch will likely have a negitive impact on those even without major changes to mining to start with. PvP is borked and now ammo will be T3+ and likey cost millions meaning only orgs will have access to them intially and we all know it will be unlikely MOST regular peasants will get to participate beyond mining the resources for the "main teams". Industry will be kneecapped so you have nothing else to do as managing one or two lines is not hard or time consumeing and only mega industrialists like alieoth market 17 guy will have large lines at first. Ship parts are at least for the first while going to EXPLODE in price as everyone scrambles to get factorys produceing making produceing even small ships iffy unless you can spend 9-12 hours a day mining or have an entire org backing your projects (which 99% of us wont) so ship building is out and its likely ships beyond XS and S will be unobtanium for many and nearly imposible to maintain unless prices come down which is not assured, How many times have you seen a handful of players setting the price as high as they can in other mmos?. Hell even fuel will likely cost a fortune now as most fuel requires T2+ materials in large amounts. This combined with the pvp changes is likely going to kill pvp for a while beyond those who could afford it to begin with. Building buildings will be avalible but same as ship parts it sounds most decoritive elements will explode in price and at least for this patch individual honeycomb to make nice interiors will skyrocket in price or be unobtanium for individuals or small groups meaning building will be limited at best. Travel is likely going to die beyond org mining trips or for the rich. I cant see a warp cell line being less then 75 to 100 million which is going to EXPLODE the price of cells at least at first and its unlikely they will come down for a while. And MOST of us only get 1-2 hours a day to play at best. So interplanitary travel is going to be out for the most part, unless again your in an org that can take shifts to slowboat or your willing to risk your ship being idle in the pvp zone. While i try to give NQ the benefit of the doubt and try to be optimistic in general...a lot of these changes are going to kill off small groups and individuals and even large orgs are going to suffer huge attrition rates for a long while after this patch at BEST. Afterall if stuff like ships and ammo are moronicly expensive then only your inner circles in most orgs are likely going to get to pilot ships and only your best builders are going to get resources to build. Everyone else will likely be mining serfs. If you add mining nerfs without a full support system to make money ontop of that.....well i cant see things going well for the game long term and it worries me.
  15. You could "recess" the core a bit then design in some "hooks" in the inner hull. Though afaik you basicly just want to avoid needing the manuver tool on composite ships.
  16. A more fun way to fix this and punish the behaviour is add a "shock cone" to the front of warping ships. Anything for say 150M around the exit point gets either shoved out of the way or better still blown to bits. Not as practical as other solutions but meh. if we are discussing pie in the sky then why not go for broke. In all seriousness though ive been seeing more and more "warp webs". Hell i exited from a moon to moon jump on a weird vector and STILL slammed face first into a platform that broke half the elements on the front of my ship. Its getting to be a problem.
  17. A problem for builders in the game as it stands currently is the lack of viable ways to generate lift and how inconsistant they are. For example many smaller lift surfaces having better weight-lift-cost ratios over single larger elements. Or there being no large wings/ailerons. With this being the case you are either required to stack wings, engines or both and in many cases using smaller lift elements is far more efficent then larger ones leading to some odd design quirks that can be painful to design around. This limits heavily ways to make nice looking heavy cargo ships by forcing you to design around this limitation or to "brute force" the issue with more engines and/or stacks of wings. Additionally it encourages AGG useage as a primary means of lift, an element we know is getting nerfed soon tm. Are there plans in place such as you adding more ways of generateing large amounts of lift i.e sci-fi repulsors, larger wings, additonal lift surfaces, Voxel lift elements ect. Barring that perhaps looking at changing current element values. Or perhaps even incentiviseing non AGG elements with for example fuel tanks in wings as is done irl? Or even wing/engine combos.
  18. My guess is it will auto apply at the end of your sub. At least thats what i would hope. Though its posible that if you resub for 3 months you will get 4 instead....which would blow but eh.
  19. The whole noobs dieing thing is both a ligit issue and easily solveable. Just give newbs say a half dozen tokens that are BoP and repair element life to full. Just make them non tradeable, non craftable and restricted to the same conditions as compacting and boom. Noobs crashing problem solved and most people wont care if noobs get a life restore token only useful for scooters as noob ships are cheap as dirt.
  20. im entirely neutral on this issue. On the one hand people make out like ore is vanishing and is played out. Its not actully....Not even a little bit. And a lot of people crying about it running out are either those who resent the ones who figured out the honeycomb trick when ore was 11Q a liter. Or the ones who see ore prices going up due to mega nodes getting rare. Even with alieoth mega nodes running out i can go to many other planets and even moons and pull up mega nodes easily evem today. And even with the cost of warp cells make an easy 10-30 million in profit per 10 crates full. More if i abuse the alt-F4 bug or just drop a 20 crate brick full of ore from orbit with a surrogate along for the ride. Then go and repair it enough to get my ore out. Low cost, no risk ore transport with a chance to bounce a 20KT brick off someones XS ship at mach 3 for the lulz. I however NEVER see other players out mining other planets. Even on alieoth there are tons of unclaimed prestine tiles. Hell i just claimed over 30 today that were never touched. Other planets its even more common as it seems everyone wants to stay on the safe zone planets. Sandard node sizes of T1 are still abundant. Everywhere, they just take longer to dig up. For example on my new island i have over 60 million T1 ore. With my dredger and terraforming skills i can easily pull that up over a week or two solo. Less with help which is enough to keep my own projects in ore for months or to make over 2 billion quanta. T2 and T3 ore are getting more scarce but even they are still easy to find in bulk. T4 and 5 are getting rare though and need a boost i admit that. But they also arent in high demand or sellable to bots. In addition to all this we are also getting autominers, astroids and a few other goodies very soon according to interviews i.e before christmas most likely which should take the strain off. Lastly we have no real ways to bring in more quanta to the economy. This is the big one as without npc trade/quests/events there is a finite amount of quanta to be used with several very huge sinks. For example claiming 30 tiles today even using multiple orgs was over 100 million and will need to be converted over to fully owned by me for almost 2 billion as i get the money to do so. On the other hand i also acknowledge if they let this go for months or even the whole year.....Then ore is going to get very very scarce and stuff like engines and even fuel is going to be so expensive that no one does anything. But again that is at least 5 or 6 months out.
  21. Good start but the big one to me is total destruction of elements. While i agree we need an actual resource sink in the game i dont think the elements should be deleted. I think they should instead either give scrap parts that can be recycled for a percentage of the raw resources say 50% with talents or that they should be used to craft refurbished engines that have a RANDOM negitive over a new version. I.E less lifes requireing more repairs, higher fuel consumption ect. This will put say cheap T 0.75 engines on the market for those wanting to save a buck. But also give a reason for there to be scrappers and used parts markets opening up more game choices. Additionally i would like to see replacment parts kits that allow you to add onto element life Maybe you get 3 lives normally and can boost or restore it 3 times after that with the parts kits while having talents boosting that more. It can still be a heavy resource sink, maybe more then even just replaceing the engines. Imo it opens up another market and people who properly maintain their ships should be rewarded over those who dont.
  22. So i dont normally try to write stuff like this as it can be....controversial at best and im sure at least one person will point out something i overlooked in their useage. However i really dont see much talking about rockets in general, and i would like to at least open the discussion. More to the point how bad in general rockets are. I will post a <TLDR> at the bottom for those who dont want to slog through my wall-o-text. Now dont misunderstand me. Rockets can be and are useful in many cases. However these cases are virtually all situational and limited and would have been better served in other ways. The main problems with them are that they are underpowered, overpriced and far too inefficient for what they offer. Now before i go on i want to preface this by saying i only have experince with L rockets and will thus be talking with them as my primary example for the sake of clarity. First and formost lets discuss the fact i call them overpriced. What i mean by this is they are entirely invalidated by other elements such as AGGs and the fact you can just add more wings and engines to get a better effect. For example a L rocket will give about as much thrust as a single XL space engine and will do so for all of 15 seconds while using a very expensive fuel that uses TWO T2 materials from diffrent planets and requireing many times the amount of other engine options. I.E 12k for L space tanks or 24k for L atmo tanks vs 50k for L rocket tanks This means you will easily burn several million worth of materials for about 15 seconds of thrust. Meanwhile that XL space engine will run off of a tank of space fuel for as much as an hour, more if you use a more efficent engine and/or have skills. Now i know you cant normally compare XL and L parts. However i use the XL engine to compare to a L rocket for a reason. Namely the material and time costs to build both are pretty compareable. Even if you consider boosting out of the atmosphere with rockets instead of atmo engines. This doesnt matter when a few extra wings and an engine or two will get a very similar effect to a single L rocket and for far cheaper and for a far longer time. Next is the fact rockets are for their cost to run highly underpowered. As i said before they directly compare to an XL engine in terms of resources and this even carries across to atmos and wings to a lesser extent (not individually but collectivly to be clear) Combined with the expensive fuel and the fact AGGs are a thing....rockets are very bad at what they do. Even on small light constructs they at best can kick your direction over a bit at lower speeds and are only good for a few small bursts at best. Even in pvp while they can give you an edge to either close with or outrun an enemy. In most cases it wont make a huge diffrence in the end as ships can simply warp away or if they are at max speed avoid most raiders to begin with. And if your so heavy you need multiple rockets to push, in most cases more engines would serve you better. This is because no matter how you slice it, more engines will give you a similar level of power for less cost. About the only place rockets truely shine in this equation is that there is zero warmup for this power boost and their weight-thrust ratios. Though even that is mitigated by T2 engines and skills to a large degree. Lastly is the inefficiency comment. Yes i know, rockets by their very nature are never going to be efficent. However when you get seconds of thrust from a rocket and that thrust is at best only a tiny bit better then a normal engine that can run for hours and ruinously expensive ontop of that....well it all adds up to a very grim picture for rockets in general. For sure they do have their place in the game but in most cases that place is directly outshined by much better alternitives save in a few nich cases. This has lead to rockets being fairly uncommon and likely to get even rarer as people learn they can get better results for less effort and cost elsewhere. Even with the upcoming AGG and element nerfs i cant see rockets being any better with the state they currently are in. <TLDR> Rockets are ruinously expensive, have too little thrust for that cost, and not enough burn time for the stupidly high amount of fuel they use. This makes them an inferior choice to just adding more/bigger normal engines and wings or even an AGG. Now to fix this one of three things or some combination thereof needs to happen. Option 1: Thrust needs to be boosted by a huge amount. Having rockets feel like ROCKETS and having massive boosts of power for short bursts would go a long way towards fixing them. Option 2: Much longer burn times. Having a rocket able to burn for minutes at a time instead of seconds would help offset the frankly insane fuel cost to thrust ratio and make rockets more usable. Option 3: Make fuel much cheaper. There are many ways to do this but making the fuel about on par with nitron or perhaps even cheaper to produce would make rockets viable as is. If the fuel is affordable then you can either add more rockets or burn them more often which makes them an attractive useable option. As i said any one or combination of the above will help make them vastly more viable and useable. As they are now i would say they need a LOT of help. But im also sure i overlooked something and now look the fool, so feel free to correct me before you point then laugh. Or to add to the discussion if you happen to agree.
  23. Lot of places we used to deliver went out of business by not being allowed to be open for so long. Which makes total sense seeing as crushing rock in large assigned equipment where most people arent within 200 feet of each other at any point save loading where one guy is in a dumptruck and one in a front loader is SUCH a high risk enviroment.....So we ended up losing around 60% of the places to deliver to that fun.....and demand for a lot of the other products we deal with went through the floor and also drove rates into the gutter as well. Even the demamd for metals is down. And for bulk delivery with me working on percentage...that drove my pay to 40% of what it was. I can still pay my bills and eat but rip plans for a house and land any time soon. Also any chance to rebuild my savings if required to use em.
  24. I cant speak for others but looking at your system i can see your main bottleneck is the FX series CPU. FX series CPUs even the best among them were....and are just bad. So if you have a budget of around $500 id focus on that before anything else. Also as most AM3+ sockets save a few oddball rare ones were ddr3 you will need to upgrade ram in conjuntion with the chip. As such i would grab an AMD 3k+ series chip or if you can find one cheaper an intel 8k+ series chip, though be aware that even if you get an intel chip for cheap there is NO upgrade path later. Then id grab at least 16 gigs of DDR4 2666 ram as this game is a ram hog. After a CPU/mobo upgrade i would then get an SSD to run this game as their fairly cheap now and a pretty large boost in performance across the board. Also while the 970 is aged it is still pretty close to entry level modern chips and is workable if you can deal with meh graphics for now. Though you may be able to pick up a used 1070 or RX590 or even a 1660TI for pretty cheap which will be a good deal better. But yea imo CPU>Ram>SSD>GPU is the upgrade path id recomend to give you the largest gains in performance. If graphics are important just swap the SSD and GPU in that order tree.
  25. The type where teleporters require a pair of pads to operate and where anything but a perfect link ends up with the poor schelp splattered all over a wall or the teleporter to explode....warhammer 40k comes to mind here. Hell even in star trek a non perfect lock ended up with people going splatter. As for mining we know autominers and even hand tools are coming eventually. Right now we just have the core systems in place. Plus mining is really not that hard. Just boring.
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