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laicheeeee

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  1. Removal of the "voxel replace tool" => replacement by the "voxel paint tool" YES PLS!
  2. there you go! It might be a bit difficult to read
  3. Resource Revamp Let’s give the resources stats. The same 4 type of stats for all the resources. Where you go look for a node (small or large), doesn’t matter, the resource will have 4 randomly generated stats each with a value ranging from 1-1000 For example Heat Resistance: 894 Cold Resistance: 390 Strength: 434 Decay Resistance : 900 Why would this be good? 1) Small nodes become useful as players may find better stats on resources on small nodes. 2) The stats of the resource would determine the end result of the crafting. 3) Trading with
  4. Resource Revamp Let’s give the resources stats. The same 4 type of stats for all the resources. Where you go look for a node (small or large), doesn’t matter, the resource will have 4 randomly generated stats each with a value ranging from 1-1000 For example Heat Resistance: 894 Cold Resistance: 390 Strength: 434 Decay Resistance : 900 Why would this be good? 1) Small nodes become useful as players may find better stats on resources on small nodes. 2) The stats of the resource would determine the end result of the crafting. 3) Trading with
  5. You guys need to introduce higer tier adjusters, also increase the outputs off the current ones as well at least by 50%, perhaps introduce XL adjusters It's ridiculous that I have to put 200 adjusters on a larger ship (7kts dry) and not being able to use it due to the low fps (I have an i7, 2080ti, 32gb mem)
  6. hi ppl The problem is still the same. Active orgs can still produce everything they need despite the high schematic price. Over time it's going to be worse. It's not going to be good for the economy. The only way around this to limit this by time. I suggest to add an extra complexity to the formula by adding extra talent lines into the Industry tree. It would basically boost the endproduct. for example Space Engine Thrust Efficiency - 1%,2%,4%,8%,16% Space Engine Warmup Time - 1sec,-2sec, -4sec, -8 sec for this above, NQ would ne
  7. 30 minutes should be free, then it starts deducting quanta from your account. I am tired of this mess and all the ads
  8. I actually like this new patch, but they should have somehow wiped all the products sitting in containers and on the market terminals. I understand that eventually T1 stuff will become obsolete and won't have too much significance, there are so many general items that don't have a higher tier version in game such as Dynamic Cores. I kno ppl who manufactured hundreds of these, and I wouldn't be suprised if a big org would have 2000 L static cor sitting in its vault. Rockets are the same as well. I manufactured tons of it. There is no way anyone could compete with me while the schematic cost of
  9. You haven't read the proposal properly. The dude said obvoisuly the prices would need to be carefully thought through, calibrated, and monitored. for me this means that the examples I lined up there are just ballpark figures. although moving 50ts on a 900k profit to JAgo doesn't sound that bad imho. All I can say is dont get lost in the details
  10. with this patch, it would be a must! especially for dynamic cores. You could pay like 1mil to insure an item if it's destroyed, you can claim it back somewhere else.
  11. If they don't come up with other options to make money, I am gone. I won't be mining 4hours a day for sure. 4hours a week is more than enough for me but that won't get me anywhere in today's dual universe
  12. mate, you are talking about a different aspect of the game. If you want to sell player crafted stuff to bots, that's another idea topic and has nothing to do with what I am proposing here.
  13. Can we have a functionality so org members can disclose their specializations (talents/schematics) on the org members section? Fully integreated would be great, but a manual dropdown would be enough as well for now. With this patch, we need this badly!
  14. "Thus, the reward method is much too high in your calculation." My figures are just examples. Of course it needs to be calibrated. In my opinion the reward should be equal to if you spent the same time mining and slighly exponentially more if you haul higher tier stuff. "Someone delivering 10,000l of Item X will stand to make more profit than someone delivering 1,000L, the more efficient the ship, the more % in profit, but the absolute numbers will, of course, fall on the side of the one delivering more at once." Yes, if someone can lift off 25kts from Aliot
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