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fridaywitchx

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  1. Like
    fridaywitchx got a reaction from Warlander in Resource and Crafting Revamp   
    Resource Revamp
    Let’s give the resources stats. The same 4 type of stats for all the resources. You could grab a stack of resource and could "identify" them, and that would generate 4 random stats for resources. For example
     
    Heat Resistance: 894
    Cold Resistance: 390
    Strength: 434
    Decay Resistance : 900
    Why would this be good?
     
    1)      The stats of the resource would determine the end result of the crafting.
    2)      Trading with resources will be exciting. Humans like collecting stuff ? which will keep them in the game.
    Crafting Revamp
     
    The issue with how crafting is designed is that pretty much everyone creates the same thing. If 10 players decide to manufacture Space Engine XL-s, then what we will be seeing over time is that they will start undercutting each other prices to a point where someone will sell the item for a loss.
     
    The solution is that we need to introduce some variety.
     
    What I am proposing is to introduce real crafting. It would be an extra step between when you buy the schematic and when you would put that schematic into the factories.
     
    How would it work?
    Let’s roll the dice. Let’s use the dice come up with an element’s stat just like in the old days.
    You would have a crafting window where you could boost a specific stat on an element.
    There would be 2 stages during crafting.
     
    Build
     
    where you assemble the item for the first time, 
    You open the crafting window. You drag and drop the resources / sub-components you need for an item and you initiate crafting by hitting “Build”. This is the point where you would have a roll for the “Build”
     
    This could have 5 outcomes.
     
    Failure would look like this (see the below screenshot). You can only put two points on Thrust, 3 on hit points, etc) If you do a failure build, you cannot enhance the item by more than 30% (1 box / 10% ). Which basically means you only get 3 boxes.

    Good would mean you have 5 boxes (max 50%)
    Great would mean you have 8 boxes (max 80%)
    Amazing would mean you have 9 boxes (max 90%)
    Extraordinary would mean you have 10 boxes (max 100%)
     
    The number of available white (empty) boxes and the default blue boxes would be determined by the quality of the resources/subcomponents that you use
    Each item will have different resource requirement. For example what resource might be good for space engines may be bad for warp cells.
    For example for space engines.
    Thrust takes Heat Resistance 50%, Cold Resistance 25%, Decay Resistance 25%
    Hitpoints takes 50% strength, 50% heat resistance
    Warmup takes Heat Resistance 100%
     
     
    This picture below would be for an extraordinary build with good resources. If you use bad resources, there would be fewer blue boxes and more white.

    What are the blue boxes? The blue boxes represent how good/bad resources or subcomponents you used, then you will start placing your points from that point. In the above example Thrust starts from 40% so if you put one point, it may go up or down depending on the "enhance" roll (explained in the next paragraph)
     
     
    The next phase is the
    Enhancement phase.
     
    This when you actually start putting points on the stat you want.
    The process is simple. Depending on how many points you have, you start placing points. You can either do it point by point, or you can place all your points at once. Rolling the dice point after point could potentially give better endresults than using up all your points and roll the dice once. You can fill as many white boxes as you want, then you hit “Enhance” This would roll the dice once, and it would give you one of the following results
    Fail, Good, Great, Amazing, Extraordinary
     
    If you only put 1 point (fill only one white box), then this is how the bar would go up
    Fail = The bar would actually go down. You initially started from 40%, but since you failed you would go down to 30%, at the same time the number of white boxes on all stats would go down as well.
    Good = The bar would go up by an extra 10%
    Great = the bar would go up by an extra 20%
    Amazing = the bar would go up by an extra 25% points
    Extraordinary = the bar would go up by an extra 30%..which means 3 white boxes would be filled to blue even though you just selected white box.
     
    What determines how many points you could place of these white boxes?
    Talents: we would come up with a new talent tree where if you could acquire maximum 10 points
    Location: You could acquire +1 additional points depending which planet you are on. For example on Jago you could get 1-1 extra point on space engine assembly/enhancemenet.This would be good because crafters would actually need to fly to different planets to create schematics. This would boost the traffic and eventually would boost PvP
     
    What would drive the rolls?
    There are numerous ways you could do that. What I would do is the following
    Talents: we would come up with a new talent tree where if you could increase the chances for both assembly/enhancements. It can be the same talen tree as above, but I would come up with a new one.
    Location: You could get an additional chance on both depending on which planet you are on.
    I would also introduce consumables to increase the chance some extra percentage points. But let’s not go that deep down yet. once you have all the talents and if you are on the right planet you have the following chances
     
    5% fail rate
    95% good
    50% great,
    20% amazing
    5% extraordinary
     
     
    Once you placed all the points, you have three options
    ·         Cancel
    ·         Create the item
    ·         Create the Schematic
     
    Decorations and consumables could have a build/enhance on the quantity.
  2. Like
    fridaywitchx got a reaction from Hirnsausen in Map Tiles: Icon for "Scanned", Color for "Owned"   
    I have suggested this a long time ago
  3. Like
    fridaywitchx got a reaction from JohnnyTazer in rockets   
    it's too expensive to operate. When xeron was 20q / l, i lifted 25kts off alitoth...costed me 1200k fuel.
     
    obviously it's not worth to use for hauling. In PvP it's pointless either. So either tell us what's it supposed to be used for or on of the following
     
    cut the fuel consumption to its third. Perhaps change the talent. instead of 5/5/5/5/5 %, make it to 5/10/20/40/80 totaling from 25% to 155% change the indgreditents from T2 to T1 increase the thrust of rockets (with the same consumption) by at least 100%
  4. Like
    fridaywitchx reacted to Hirnsausen in Automated Mining   
    Please, NQ, when the Automated Mining comes (in a few days as promised in your official roadmap), then don't let this device be so expensive that only those who already have everything can afford it. Do a pricing and production costing that is possible for many.

    Please also do not forget to give us Transparent Glass Honeycombs.
  5. Like
    fridaywitchx reacted to Hirnsausen in Map Tiles: Icon for "Scanned", Color for "Owned"   
    When looking at the map, there need to be an icon on each tile that this particular palyer has scanned already, maybe a small blue vertical rectangle with a white "S" in it. This helpful feature would prevent scanning tiles multiple times unintentionally over time.

    Another useful feature would be, if tiles (territories) owned by that player and/or his org(s), would be marked with a green border or filling color.
  6. Like
    fridaywitchx reacted to Hirnsausen in Ladder   
    Please offer a ladder that can consist of elements one voxel high, so we can combine to the final height. Pieces like steps and pieces of the vertical poles. Combined they make the ladder.

    Ladders will allow us to go up or down without using much space as a stairs. And they are an alternative to the elevators, as well as they would add to the detail richness of a construct..
  7. Like
    fridaywitchx got a reaction from DrDerp in Resource and Crafting Revamp   
    Resource Revamp
    Let’s give the resources stats. The same 4 type of stats for all the resources. You could grab a stack of resource and could "identify" them, and that would generate 4 random stats for resources. For example
     
    Heat Resistance: 894
    Cold Resistance: 390
    Strength: 434
    Decay Resistance : 900
    Why would this be good?
     
    1)      The stats of the resource would determine the end result of the crafting.
    2)      Trading with resources will be exciting. Humans like collecting stuff ? which will keep them in the game.
    Crafting Revamp
     
    The issue with how crafting is designed is that pretty much everyone creates the same thing. If 10 players decide to manufacture Space Engine XL-s, then what we will be seeing over time is that they will start undercutting each other prices to a point where someone will sell the item for a loss.
     
    The solution is that we need to introduce some variety.
     
    What I am proposing is to introduce real crafting. It would be an extra step between when you buy the schematic and when you would put that schematic into the factories.
     
    How would it work?
    Let’s roll the dice. Let’s use the dice come up with an element’s stat just like in the old days.
    You would have a crafting window where you could boost a specific stat on an element.
    There would be 2 stages during crafting.
     
    Build
     
    where you assemble the item for the first time, 
    You open the crafting window. You drag and drop the resources / sub-components you need for an item and you initiate crafting by hitting “Build”. This is the point where you would have a roll for the “Build”
     
    This could have 5 outcomes.
     
    Failure would look like this (see the below screenshot). You can only put two points on Thrust, 3 on hit points, etc) If you do a failure build, you cannot enhance the item by more than 30% (1 box / 10% ). Which basically means you only get 3 boxes.

    Good would mean you have 5 boxes (max 50%)
    Great would mean you have 8 boxes (max 80%)
    Amazing would mean you have 9 boxes (max 90%)
    Extraordinary would mean you have 10 boxes (max 100%)
     
    The number of available white (empty) boxes and the default blue boxes would be determined by the quality of the resources/subcomponents that you use
    Each item will have different resource requirement. For example what resource might be good for space engines may be bad for warp cells.
    For example for space engines.
    Thrust takes Heat Resistance 50%, Cold Resistance 25%, Decay Resistance 25%
    Hitpoints takes 50% strength, 50% heat resistance
    Warmup takes Heat Resistance 100%
     
     
    This picture below would be for an extraordinary build with good resources. If you use bad resources, there would be fewer blue boxes and more white.

    What are the blue boxes? The blue boxes represent how good/bad resources or subcomponents you used, then you will start placing your points from that point. In the above example Thrust starts from 40% so if you put one point, it may go up or down depending on the "enhance" roll (explained in the next paragraph)
     
     
    The next phase is the
    Enhancement phase.
     
    This when you actually start putting points on the stat you want.
    The process is simple. Depending on how many points you have, you start placing points. You can either do it point by point, or you can place all your points at once. Rolling the dice point after point could potentially give better endresults than using up all your points and roll the dice once. You can fill as many white boxes as you want, then you hit “Enhance” This would roll the dice once, and it would give you one of the following results
    Fail, Good, Great, Amazing, Extraordinary
     
    If you only put 1 point (fill only one white box), then this is how the bar would go up
    Fail = The bar would actually go down. You initially started from 40%, but since you failed you would go down to 30%, at the same time the number of white boxes on all stats would go down as well.
    Good = The bar would go up by an extra 10%
    Great = the bar would go up by an extra 20%
    Amazing = the bar would go up by an extra 25% points
    Extraordinary = the bar would go up by an extra 30%..which means 3 white boxes would be filled to blue even though you just selected white box.
     
    What determines how many points you could place of these white boxes?
    Talents: we would come up with a new talent tree where if you could acquire maximum 10 points
    Location: You could acquire +1 additional points depending which planet you are on. For example on Jago you could get 1-1 extra point on space engine assembly/enhancemenet.This would be good because crafters would actually need to fly to different planets to create schematics. This would boost the traffic and eventually would boost PvP
     
    What would drive the rolls?
    There are numerous ways you could do that. What I would do is the following
    Talents: we would come up with a new talent tree where if you could increase the chances for both assembly/enhancements. It can be the same talen tree as above, but I would come up with a new one.
    Location: You could get an additional chance on both depending on which planet you are on.
    I would also introduce consumables to increase the chance some extra percentage points. But let’s not go that deep down yet. once you have all the talents and if you are on the right planet you have the following chances
     
    5% fail rate
    95% good
    50% great,
    20% amazing
    5% extraordinary
     
     
    Once you placed all the points, you have three options
    ·         Cancel
    ·         Create the item
    ·         Create the Schematic
     
    Decorations and consumables could have a build/enhance on the quantity.
  8. Like
    fridaywitchx got a reaction from Taelessael in ability to split items in the market container   
    It would be great to have this. I have 760k coal in my market container and I can't create a hauling job because it just ddoesn't fit into my parcel container.
  9. Like
    fridaywitchx got a reaction from Markones in Resource and Crafting Revamp   
    Resource Revamp
    Let’s give the resources stats. The same 4 type of stats for all the resources. You could grab a stack of resource and could "identify" them, and that would generate 4 random stats for resources. For example
     
    Heat Resistance: 894
    Cold Resistance: 390
    Strength: 434
    Decay Resistance : 900
    Why would this be good?
     
    1)      The stats of the resource would determine the end result of the crafting.
    2)      Trading with resources will be exciting. Humans like collecting stuff ? which will keep them in the game.
    Crafting Revamp
     
    The issue with how crafting is designed is that pretty much everyone creates the same thing. If 10 players decide to manufacture Space Engine XL-s, then what we will be seeing over time is that they will start undercutting each other prices to a point where someone will sell the item for a loss.
     
    The solution is that we need to introduce some variety.
     
    What I am proposing is to introduce real crafting. It would be an extra step between when you buy the schematic and when you would put that schematic into the factories.
     
    How would it work?
    Let’s roll the dice. Let’s use the dice come up with an element’s stat just like in the old days.
    You would have a crafting window where you could boost a specific stat on an element.
    There would be 2 stages during crafting.
     
    Build
     
    where you assemble the item for the first time, 
    You open the crafting window. You drag and drop the resources / sub-components you need for an item and you initiate crafting by hitting “Build”. This is the point where you would have a roll for the “Build”
     
    This could have 5 outcomes.
     
    Failure would look like this (see the below screenshot). You can only put two points on Thrust, 3 on hit points, etc) If you do a failure build, you cannot enhance the item by more than 30% (1 box / 10% ). Which basically means you only get 3 boxes.

    Good would mean you have 5 boxes (max 50%)
    Great would mean you have 8 boxes (max 80%)
    Amazing would mean you have 9 boxes (max 90%)
    Extraordinary would mean you have 10 boxes (max 100%)
     
    The number of available white (empty) boxes and the default blue boxes would be determined by the quality of the resources/subcomponents that you use
    Each item will have different resource requirement. For example what resource might be good for space engines may be bad for warp cells.
    For example for space engines.
    Thrust takes Heat Resistance 50%, Cold Resistance 25%, Decay Resistance 25%
    Hitpoints takes 50% strength, 50% heat resistance
    Warmup takes Heat Resistance 100%
     
     
    This picture below would be for an extraordinary build with good resources. If you use bad resources, there would be fewer blue boxes and more white.

    What are the blue boxes? The blue boxes represent how good/bad resources or subcomponents you used, then you will start placing your points from that point. In the above example Thrust starts from 40% so if you put one point, it may go up or down depending on the "enhance" roll (explained in the next paragraph)
     
     
    The next phase is the
    Enhancement phase.
     
    This when you actually start putting points on the stat you want.
    The process is simple. Depending on how many points you have, you start placing points. You can either do it point by point, or you can place all your points at once. Rolling the dice point after point could potentially give better endresults than using up all your points and roll the dice once. You can fill as many white boxes as you want, then you hit “Enhance” This would roll the dice once, and it would give you one of the following results
    Fail, Good, Great, Amazing, Extraordinary
     
    If you only put 1 point (fill only one white box), then this is how the bar would go up
    Fail = The bar would actually go down. You initially started from 40%, but since you failed you would go down to 30%, at the same time the number of white boxes on all stats would go down as well.
    Good = The bar would go up by an extra 10%
    Great = the bar would go up by an extra 20%
    Amazing = the bar would go up by an extra 25% points
    Extraordinary = the bar would go up by an extra 30%..which means 3 white boxes would be filled to blue even though you just selected white box.
     
    What determines how many points you could place of these white boxes?
    Talents: we would come up with a new talent tree where if you could acquire maximum 10 points
    Location: You could acquire +1 additional points depending which planet you are on. For example on Jago you could get 1-1 extra point on space engine assembly/enhancemenet.This would be good because crafters would actually need to fly to different planets to create schematics. This would boost the traffic and eventually would boost PvP
     
    What would drive the rolls?
    There are numerous ways you could do that. What I would do is the following
    Talents: we would come up with a new talent tree where if you could increase the chances for both assembly/enhancements. It can be the same talen tree as above, but I would come up with a new one.
    Location: You could get an additional chance on both depending on which planet you are on.
    I would also introduce consumables to increase the chance some extra percentage points. But let’s not go that deep down yet. once you have all the talents and if you are on the right planet you have the following chances
     
    5% fail rate
    95% good
    50% great,
    20% amazing
    5% extraordinary
     
     
    Once you placed all the points, you have three options
    ·         Cancel
    ·         Create the item
    ·         Create the Schematic
     
    Decorations and consumables could have a build/enhance on the quantity.
  10. Like
    fridaywitchx reacted to Hirnsausen in Ship Disassembling   
    If a player wantsto disassemble a ship completely, there should be a right-click option to recycle it. All honeycombs and all elements would be inside the (linked) inventory again. Some big ships take ages to be disassembled especially because the voxel selection tool (7) cannot capture much area.
     
    If that container is full, disasselbling stops. Then link to another container, and activate DISASSELBLE again. Repeat until everything is stored.
  11. Like
    fridaywitchx reacted to Hirnsausen in Luminescent Glass Voxel. Feature Request   
    Luminescent glass voxels are nice but need some spice:
    - tinting based on RGB values of all luminescent glass voxels that are inside a selected (marked) area, Tool 7 then right-click on any luminescent glass voxel to change all within selection area
  12. Like
    fridaywitchx got a reaction from Feriniya in changing voxels on a blueprint   
    when can we have that please? It's a very low effort feature
  13. Like
    fridaywitchx reacted to Haunty in change back warping break   
    I can kinda see how it would be a cheat way to brake by microwarping to a nearby body, but at the very least it should not put you on a collision course with the planet you're warping to.
  14. Like
    fridaywitchx got a reaction from Walter in Large cannon - new graphics issue   
    I am notr sure why we need this, but can we please remove this section? It doesn't fit where it used to.
     

  15. Like
    fridaywitchx got a reaction from sHuRuLuNi in Resource and Crafting Revamp   
    Resource Revamp
    Let’s give the resources stats. The same 4 type of stats for all the resources. You could grab a stack of resource and could "identify" them, and that would generate 4 random stats for resources. For example
     
    Heat Resistance: 894
    Cold Resistance: 390
    Strength: 434
    Decay Resistance : 900
    Why would this be good?
     
    1)      The stats of the resource would determine the end result of the crafting.
    2)      Trading with resources will be exciting. Humans like collecting stuff ? which will keep them in the game.
    Crafting Revamp
     
    The issue with how crafting is designed is that pretty much everyone creates the same thing. If 10 players decide to manufacture Space Engine XL-s, then what we will be seeing over time is that they will start undercutting each other prices to a point where someone will sell the item for a loss.
     
    The solution is that we need to introduce some variety.
     
    What I am proposing is to introduce real crafting. It would be an extra step between when you buy the schematic and when you would put that schematic into the factories.
     
    How would it work?
    Let’s roll the dice. Let’s use the dice come up with an element’s stat just like in the old days.
    You would have a crafting window where you could boost a specific stat on an element.
    There would be 2 stages during crafting.
     
    Build
     
    where you assemble the item for the first time, 
    You open the crafting window. You drag and drop the resources / sub-components you need for an item and you initiate crafting by hitting “Build”. This is the point where you would have a roll for the “Build”
     
    This could have 5 outcomes.
     
    Failure would look like this (see the below screenshot). You can only put two points on Thrust, 3 on hit points, etc) If you do a failure build, you cannot enhance the item by more than 30% (1 box / 10% ). Which basically means you only get 3 boxes.

    Good would mean you have 5 boxes (max 50%)
    Great would mean you have 8 boxes (max 80%)
    Amazing would mean you have 9 boxes (max 90%)
    Extraordinary would mean you have 10 boxes (max 100%)
     
    The number of available white (empty) boxes and the default blue boxes would be determined by the quality of the resources/subcomponents that you use
    Each item will have different resource requirement. For example what resource might be good for space engines may be bad for warp cells.
    For example for space engines.
    Thrust takes Heat Resistance 50%, Cold Resistance 25%, Decay Resistance 25%
    Hitpoints takes 50% strength, 50% heat resistance
    Warmup takes Heat Resistance 100%
     
     
    This picture below would be for an extraordinary build with good resources. If you use bad resources, there would be fewer blue boxes and more white.

    What are the blue boxes? The blue boxes represent how good/bad resources or subcomponents you used, then you will start placing your points from that point. In the above example Thrust starts from 40% so if you put one point, it may go up or down depending on the "enhance" roll (explained in the next paragraph)
     
     
    The next phase is the
    Enhancement phase.
     
    This when you actually start putting points on the stat you want.
    The process is simple. Depending on how many points you have, you start placing points. You can either do it point by point, or you can place all your points at once. Rolling the dice point after point could potentially give better endresults than using up all your points and roll the dice once. You can fill as many white boxes as you want, then you hit “Enhance” This would roll the dice once, and it would give you one of the following results
    Fail, Good, Great, Amazing, Extraordinary
     
    If you only put 1 point (fill only one white box), then this is how the bar would go up
    Fail = The bar would actually go down. You initially started from 40%, but since you failed you would go down to 30%, at the same time the number of white boxes on all stats would go down as well.
    Good = The bar would go up by an extra 10%
    Great = the bar would go up by an extra 20%
    Amazing = the bar would go up by an extra 25% points
    Extraordinary = the bar would go up by an extra 30%..which means 3 white boxes would be filled to blue even though you just selected white box.
     
    What determines how many points you could place of these white boxes?
    Talents: we would come up with a new talent tree where if you could acquire maximum 10 points
    Location: You could acquire +1 additional points depending which planet you are on. For example on Jago you could get 1-1 extra point on space engine assembly/enhancemenet.This would be good because crafters would actually need to fly to different planets to create schematics. This would boost the traffic and eventually would boost PvP
     
    What would drive the rolls?
    There are numerous ways you could do that. What I would do is the following
    Talents: we would come up with a new talent tree where if you could increase the chances for both assembly/enhancements. It can be the same talen tree as above, but I would come up with a new one.
    Location: You could get an additional chance on both depending on which planet you are on.
    I would also introduce consumables to increase the chance some extra percentage points. But let’s not go that deep down yet. once you have all the talents and if you are on the right planet you have the following chances
     
    5% fail rate
    95% good
    50% great,
    20% amazing
    5% extraordinary
     
     
    Once you placed all the points, you have three options
    ·         Cancel
    ·         Create the item
    ·         Create the Schematic
     
    Decorations and consumables could have a build/enhance on the quantity.
  16. Like
    fridaywitchx got a reaction from [BOO] Sylva in Adjusters eat FPS.   
    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)
  17. Like
    fridaywitchx reacted to Penwith in The near-term potentials with schematics.   
    As I continue to ponder and consider the long-term ramifications of the patch, and how it directly affects game play for beginning players (which I will state as lasting as long as a month, depending on the frequency and extent of their play sessions), it would likely be a very good idea to have a few different options for schematics, which would be in addition to the post-.23 mechanics.
     
    These, of course, would be limited to t1, maybe t2, but I think there's something to be said for making them available.
     
    1) Single-Use schematics. These would help new players, but also a little more established players who are still finding their feet in the game and who have not yet fully committed to a career as an industrialist. The schematics for these would cost about 10% of the cost for a full schematic, and not benefit from any of the industry/crafting talents the player might possess. With this, people would have an option do work with the industry side of things before making their long-term play-style decisions.
     
    2) Package deals. These should be limited to a one-time purchase only, but for each. I suggest 3 different themed packaged deals, centering around taking the starter speeder to a space-capable flyer, ground facility construction, and storage (S-sized containers). With these, beginning players would have the opportunity to "test the waters" on how industry works, beyond the very brief tutorials, and immediately improve their circumstances as a new player. More established players could use them, in the short-term, to ever so slightly buff their current production capabilities following the trauma of the patch's power-down switch.
     
    3) Game events that give all players the chance to discover a small cache of schematics or purchase rare schematics that are one-use. I can see a a lucky event participant coming across a rare t5 weapon schematic, trying to decide whether to sell it for an easy 200million or holding on to it for when creating a pvp purposed ship.
     
     
     
     
     
     
     
  18. Like
    fridaywitchx reacted to Olmeca_Gold in Ancient Relics: Low Development Cost Idea to Generate Exploration Play ASAP   
    Idea:

    Use a system similar to surface mining to create a class of respawning items (e.g. Ancient Relics) collectible with the gathering tool. Then add bot buy orders for these items.
     
    Why:
     
    DU has great potential for exploration gameplay. People should be motivated to move around. Planets, moons and other things in the system are already beautiful at this early state, waiting for players to roam around. But a balanced exploration gameplay should rely on sustainable rewards. The wrecks do not really cut it. They are exciting but really rare. It is not possible to motivate people for a reliable income if they took 1-2 hours of they time. And they will eventually be gone. Meanwhile, daily rewards are a bad way to keep seeding quanta into the economy. That money could be used elsewhere as rewards to motivate players do fun things. Thus we need Ancient Relics (or whatever NQ wants to call them).
     
    Feels to me that this type of play can be created at a significantly low development cost. It could start as simple, sparse, respawning nodes that can be sold to bots as described above. But it can also be built upon. NQ can eventually create variation between relics. Some more expensive, some cheaper. They can place them in space as well. Some actual reason to visit the rings of Thades. Some of these space relics could even take hours to extract, creating a PvP-conducive situation. Could even build a puzzle minigame around them. All that can take a lot of time. But it can begin with the simple, low cost version.
     
    How could they be balanced?:
     
    - They can be at the right window of rarity/value.
    - They can take time to extract.
    - They can respawn in a rate that guarantees X amount per planet/moon.
  19. Like
    fridaywitchx got a reaction from blazemonger in RESPEC button please   
    hi guys!
     
    can we get a button that resets and  refunds talents?
     
    1st free
    2nd 1mil quanta
    3rd 5mil
    4th 20mil
     
    placement bonuses would only stay of course if the person still has the skills. Upon giving up the skills it should generate a notification to the owners of the cores that their bonuses that they have paid for no longer apply
     
    etc
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