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Aiwhisper

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  1. Like
    Aiwhisper got a reaction from mtggeek in Limited mobile industry elements   
    Instead of something complicated like this why not just limit it to the large dynamic core? That way only the largest of ships could provide industrial options and once power is implemented it would be limited further by moving since your engines and such would need that power as well, also more risk since your ship and all that industrial equipment could get blown up.  
  2. Like
    Aiwhisper reacted to nachocuban in Wheels and Rails   
    A wheeled/tracked vehicle could be optimal in confined spaces like a mine, if you don't have to worry about crashing into the roof and causing damage to your hovercraft.
  3. Like
    Aiwhisper reacted to CoyoteNZ in Linking Containers to machines. Ship to Base   
    Being able to have a bunch of transfer units linked to my ship for when it was not moving and was in range. I run a shop and being able to automate the stocking a little would be a great boon. 
  4. Like
    Aiwhisper reacted to AttacKat in Cash Shop Idea, other than Skins. (On a Pay-to-Play basis)   
    All for it. 
     
    As long as an item has nothing to do with improving in-game item stats or time-based stat boosters or any sort of crafting/upgrade material, I am open to any "audio/visual" improvement items. IMHO any stat "boosters" should be only crafted or looted via in game mechanics, and not obtainable via the cash shop. The recently release Blade and Soul NA/EU has became a "P2W" and didn't kept its F2P scheme since the NCS encourages players to spend tons of cash for in-game crafting/upgrade material, leaving all the F2P player eating dust in term of game loot.
     
    Visual items alone leaves open tons of possibilities such as tile/color patterns, outfit pieces, just to name a few.
     
    As for the P2P players, the devs can just give us the option to pick which item from the cash shop list on a monthly basis.
  5. Like
    Aiwhisper reacted to nietoperek in Cash Shop Idea, other than Skins. (On a Pay-to-Play basis)   
    ...buy seriously, I love all sorts of pure cosmetic customization items - hats, ship/gear skins, clothes, dyes, fancy shaped decorative items (and maybe voices for you guiding AI too) and so on. So long such items do not give any mechanical advantages, I am perfectly ok with cash shop and even can buy sometime something for myself. 
  6. Like
    Aiwhisper reacted to NukNuk in Boost your XP in a tavern / Entertainment   
    great idea! this indeed adds a whole new natural layer and incentive to make social hotspots.
    players and pub owners could in turn then pay a fee for visiting/running a pub (in exchange for the XP+). it would also naturally take out some money out of the economy.
    the bonus should be marginal like 1%-5% tho and maybe time limited per day but its a great idea to add to the social aspect of the game
  7. Like
    Aiwhisper got a reaction from ristlin in Comets: Dangerous, and Deadly   
    +1 very interesting way to have raw ore spawn. 
     
    Adding on to the ice idea above maybe give players a way to even trigger the event themselves. such as find a massive asteroid with ice thats to thick to mine through, then they have to strap engines onto it and push it toward the sun to start the process.
  8. Like
    Aiwhisper reacted to ristlin in Comets: Dangerous, and Deadly   
    I love this comet idea and would like to suggest the following:
     
    Ensure most comets appear outside of the safe zone to serve as PVP focal points. The layers of ice becomes soft enough to mine after certain periods of time, making the comet an event that can last for as long as necessary to allow for different players to participate in the event.
  9. Like
    Aiwhisper reacted to Hirnsausen in CORE SWAPS   
    Please make it possible that smaller cores can be swapped with larger cores.  This should apply for ships, bases, and stations in space. Help us to avoid having to destroy a construct just for using a larger core. Thanks.

    It could be done by clicking Tool 5 ("Place Construct") when aiming with the new core to an existing core that is smaller - in this case, it swaps, and the older smaller core is inside the inventory. Many players complain that they have to destroy their ships but don't have enough space inside their inventory to hold all the honeycomb material they have used.
  10. Like
    Aiwhisper got a reaction from Bacabab_ in Keep BluePrint after VR   
    +1 this would make going to the player built library a Dream since then you could take blueprints with you from VR instead of having to fly to the library.
  11. Like
    Aiwhisper reacted to CoyoteNZ in Org player time usage   
    Choosing the right org can make a big difference to your playing experience.
     
    There needs to be a couple more tools to assist with this.
     
    1. Usage breakdown. A graph showing how many players from the org are on at various times of the day would assist so you can see if your timezone or play time overlaps well with a potential Org. I’m from New Zealand so I’m completely of kilter with the US players play time.
     
    2. Member turnover. A monthly report of number of new members and the number of members who left an org. An org with a high level of people leaving it every month may be an indication of bad or toxic management, while a org who has not many new members may indicate stable or no longer actively expanding
     
    3. Number of members active vs non active each month. Member numbers doesn’t matter if most of the members joined on day one of beta and quit on day two to never come back. A break down of the percentage of idle vs active members over the last month would help.
  12. Like
    Aiwhisper reacted to Noonie in Do we really need 100's of honeycombs?   
    Do we really need to have all the different honeycombs, divided by different textures?  Having to keep so many different kinds of honeycombs on hand in order to give our creations different colors & textures is kind of a PITA.
    I DO enjoy the varied statistics of the different honeycomb materials. (pure & products)  Would it not be easier on both the players and the servers if we limited the honeycomb down to one block based on it's material, and offer the players a "paint & texture tool" instead?
     
    Thank you
  13. Like
    Aiwhisper reacted to Orth_Tanic in Factory Monitor [Lua]   
    creditcoin I am using Medium screen and it does display on and off correctly sometimes. Check out the screen shot to see what I mean

  14. Like
    Aiwhisper reacted to Emptiness in Drone Surface-Mining System   
    I might see it as a possibility if it required Advanced Mining 5 (~2 weeks of training) and some other skills that would make it a month-long or even two month skill investment.
     
    Like Exhumers in Eve online, versus a basic mining ship.
  15. Like
    Aiwhisper got a reaction from Emptiness in Drone Surface-Mining System   
    I could see a drone working but you would have to build it and unlock it with skills that you could only get after the lvl 5 mining skills, which would take weeks to learn.
     
    It would only do surface harvesting, so it would be a passive way to collect t1,2 ores only. And if you have to manually re fuel it that means you couldn’t go to far from it for to long and still use it.
  16. Like
    Aiwhisper reacted to Hirnsausen in New Craftable Item: Micro Forcefield   
    No, I want that my passengers can look out during flight.  A forcefield would allow that.
  17. Like
    Aiwhisper reacted to CoyoteNZ in Ability to transfer stock between cores (virtual core)   
    Our orgs city has been stuck for over a week as somebody has their core in the city with the RDMS wrong, the master core has no way of working out which core or any way of changing or getting rid of it unless the they find the user. Cores also need to be set so the first core in an area is the master and any sub cores can be controlled by it. May post that as a seperate suggestion latter..
  18. Like
    Aiwhisper got a reaction from Hirnsausen in Drone Surface-Mining System   
    I could see a drone working but you would have to build it and unlock it with skills that you could only get after the lvl 5 mining skills, which would take weeks to learn.
     
    It would only do surface harvesting, so it would be a passive way to collect t1,2 ores only. And if you have to manually re fuel it that means you couldn’t go to far from it for to long and still use it.
  19. Like
    Aiwhisper got a reaction from Hirnsausen in Drone Surface-Mining System   
    Honestly I don’t think this would kill mining as the deposits are finite and only sanctuary(new player hex) will have fresh / easy deposits in the future. So new players will still be able to sell in the starting safe zone just fine while the Oder players can use their drones in new areas to help augment their t1,2 industry since they will probably be mining for the higher lvl ore. Also once pvp gets going ore will become more in demand as things get blown up.
  20. Like
    Aiwhisper got a reaction from OBoneKaNoB in Hub chaining   
    Currently the input/ output for all containers of every type is 10. This can be very limiting for larger builds. So my idea is not to change these limits but instead use hubs as a means of adding more links. 
     
    as of now the current setup lets you like 10 containers to a hub and the hub provides the 10in/out like a normal container.
     
    my idea would change it so that you could you 1 in And out to link to another hub leaving you with 9 in/out on each hub. This would have the benefit of giving your container systems more in/out ports as well as provide cargo access points, as a small screen, around your ship/station. This would have an unlimited amount of in/out And storage though as you could just link more and more hubs and containers.
     
    This could also be limited by making a new “master hub” item which could act as a hub for hubs And not use the normal links and be limited to 10 hubs just like how hubs are limited to 10 containers. An item like this would mean you could link 100 containers and have 100 in/out ports  Max on one system.
  21. Like
    Aiwhisper got a reaction from Emptiness in Honeycomp - Mirror-Reflective   
    Love the idea however they would need to fix lighting in the game first to be more realistic.
  22. Like
    Aiwhisper got a reaction from Hirnsausen in Honeycomp - Mirror-Reflective   
    Love the idea however they would need to fix lighting in the game first to be more realistic.
  23. Like
    Aiwhisper reacted to Elrood in Transfer units - higher rarity more item types it move.   
    basic transfer unit - move 1 type of item. 
    Uncommon transfer unit - move 2 types of item. 
    And so on. 

    Recipes would need proper adjustments, new UI would be need. Everything else about them stay the same.
  24. Like
    Aiwhisper got a reaction from Elrood in Hub chaining   
    Currently the input/ output for all containers of every type is 10. This can be very limiting for larger builds. So my idea is not to change these limits but instead use hubs as a means of adding more links. 
     
    as of now the current setup lets you like 10 containers to a hub and the hub provides the 10in/out like a normal container.
     
    my idea would change it so that you could you 1 in And out to link to another hub leaving you with 9 in/out on each hub. This would have the benefit of giving your container systems more in/out ports as well as provide cargo access points, as a small screen, around your ship/station. This would have an unlimited amount of in/out And storage though as you could just link more and more hubs and containers.
     
    This could also be limited by making a new “master hub” item which could act as a hub for hubs And not use the normal links and be limited to 10 hubs just like how hubs are limited to 10 containers. An item like this would mean you could link 100 containers and have 100 in/out ports  Max on one system.
  25. Like
    Aiwhisper reacted to Balmung in Idea "Voxel Vertices Mover" Build Tool   
    This extra Tool would give us the possibility to move the 8 vertices of a Voxel directly.
     
    - you can select 1 or with Strg multiple vertices.
    - you can move selected vertices with Cursor and PgUp/PgDn keys in the 3D space of the Voxel space in smallest possible steps.
    - you can move it faster (10 steps) while holding Shift key
    - you can "resize" selected vertices (moved closer or more far away from the Voxel space center) with Strg + Mouse Wheel
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