Jump to content

Dunhkan

Member
  • Posts

    3
  • Joined

  • Last visited

Reputation Activity

  1. Like
    Dunhkan reacted to sHuRuLuNi in NQ can you provide background for the brake changes?   
    Ditch Atmo brakes. Make an AGG Brake Generator. Then set it so that you can use a max of 1 per XS Core, 4 for S Core, 8 for M Core and 16 for L Core.
    This way, you cannot keep slapping more and more Brake Generators for heavier ships. There is a limit, so for the L-Core ships you can have a max of 16 Brake Generators which you also don't have to stick on the outside, but anywhere inside (since they work as an AGG, so they create a "brake bubble" around the ship).
    So, if 1 Brake Generator generates say 10MN, then 16 of them, which is a max you can have on an L Core, will generate a max of 160MN - and that's it - this way you cannot keep making the ship heavier and heavier because at one point it will simply not be able to brake in the atmosphere. 
    The same goes for Engines, Wings, Ailerons, etc - get rid of the 19th Century technology - and use some Electromagnetic Engines or the like which make it possible (like the AGG) for the ship to float and fly based on the power of the ELMAG Engines. The same here with the limitation per Core.
    So, again, you cannot just keep slapping engine walls to the ship - but you have a max of ELMAG Engines you can have on a particular core size - and that's it.

    As I pointed out in several posts already - this would make it possible to build actual, era-appropriate, beautiful sci-fi ships with real sci-fi looks and not have to plaster them with engines, wings and brakes.
  2. Like
    Dunhkan reacted to Hagbard in Call for Demeter-related questions   
    i just opened another thread just before this Q/A was created...
    Ok, usually i am not negative but the balance of Demeter on the PTS server has some severe problems.
     
    1. Territory costs of 1m per week:
    this will lead to almost nobody claiming any tiles any more outside of the sanc moon unless the territory can produce some serious income. so all "player made content" will disappear after some time
     
    2. Scanning results do not get deleted and show l/h for mining units
    this will lead to ALL really valuable tiles being claimed within the first 24h after demeter goes live, as it is really easy to identify  the most powerful tiles for mining units if you have containers full with scanner results.
    so after day 1, the fun is over and the "mega tiles" will be claimed by those players/orgs that have all the existing scans.
     
    NQ, as demeter is balanced on the PTS, it would kill the game if it goes to the live server
     
    - New players some days later would not have a chance to find income opportunities despite missions.
    - earning quanta will be a lot harder, so people would stop spending.. this would kill industrialists workflow.
    - the imbalance between experienced players/orgs and new players would get worse and even more players would demand a wipe or simply not enjoy the game

    please reconsider your decisions.
     
  3. Like
    Dunhkan reacted to RugesV in Demeter will probably Kill the game if it goes to live servers..   
    I also dont like the max 3 months pre fund limit. 
    I think you are on the right track here.  Different costs for different activities.  I think a checkbox that you select. For instance, Mineral rights that you check if you want to mine. Industrial rights if you want to do industry, storage rights if you want to use containers. market rights if you want to place dispensers. Build rights if you want to place static constructs.  With a fee that you can opt in or out of for each and basic tax for owning the property. 
     
    So 100K a week for claiming the tile as a mandatory fee. 
    50k to build
    150k to storage
    200k to sell
    250k for industry
    250k for mining
     
    So you could have your territory for as little as 100k.   If you just want to build on the territory it would cost you 150k a week.  If you just wanted to mine on a territory you would need to build, storage and mining. it would cost you 600k per week (initial, build, storage mining).  Same for industry. 600k.  Or if you wanted to do everything it would be 1,000,000 a week. 
     
    However there should be a tax. Because the real reason behind the tax system is to get rid of abandoned territories. (although sanctuary is always free for you forever. 
     
  4. Like
    Dunhkan reacted to Hagbard in Demeter will probably Kill the game if it goes to live servers..   
    maybe we could have a new Mining Territory Unit.. if you use that, you will be able to use mining units and the high tax is due for that tile.
    but if you use a standard TCU, it will remove all ore pool values from the tile permanently ( or for e.g. 3 months) but it will only cost a one time fee similar to as it is today,

    this would allow content creators to get tiles for their projects and only if you ever plan to mine on a territory you would use the other new MTCU. with the fine adjusted taxes / placment charges this would stop people from massivley claiming minable tiles and still allow creative gameplay
     
  5. Like
    Dunhkan reacted to NQ-Naunet in [Discuss] We've Heard You!   
    Let's have it, DU! Let's talk about NQ's 0.23 learnings.
     
     
×
×
  • Create New...