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CoyoteNZ

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Posts posted by CoyoteNZ

  1. On 1/16/2022 at 8:03 PM, Hermler said:

    I think instead of just static windows, the whole chat box should be detachable, with each window able to be dragged and positioned where the user would like.

    I run two monitors, would be nice to be able to drag off to the second

  2. Have a timer on players who initiate an attack before they can return to a safe zone. Currently there is no reason to set up a pirate base in PvP space and defend it. If there was, then that would be an interesting game loop. PvP orgs setting up stations in PvP areas and trying to defend them.

     

    Currently you can go to PvP space, kill, loot and then go back to your safe base in the safe zone.

     

    The outer planets are supposed to lose their safe zone protection one day. Maybe mark honeycomb, elements and container contents taken from a cored ship as stolen, and can only be traded on the outer planet markets. Also any ship carrying or made of these components can’t come into safe space, or if they can anybody can shoot them but they can’t shoot back lol.

     

    No problems with pirates living the pirate life, but they’re not, they’re coming home and living the safe life when not out pirating. Should need their own bases. 

  3. I also don’t like schematics. They were added for one reason, to put a money sink between players and their mega factories. I agree with needing some mechanic so everybody doesn’t have their own mega factory, but I don’t believe this is the right one.

     

    firstly, I don’t like the current talent system for industry. A player who plays every day in his factory for his three month sub has no advantage over the player who on day one made a three month que for his talents and never logged back on, that is just wrong.

     

    Based on above, I would prefer a usage based system.

     

    for example each item has a point value. Each unit of that item produced gives the user (or org) who created the item skill points to invest in industry. 

     

    I do t actually like the idea of a skill tree though, as it limits cooperation and trading. If every player who knows how to make a warp beacon for example has to know how to make every single item to make said warp beacon, then they aren’t going to buy or trade for parts, they will make them all. But if said player could learn warp beacon straight away, all of a sudden there would be a market for the parts required.

     

    As for actual talents; I think there should be a talent for every item that can be produced. I don’t think it should be limited to 5/5, but keep going with diminishing returns naturally. This way people can specialise as far as they chose, not just be 5/5 done and won.

     

    The only issue with my system is once somebody has learned a particular talent, how to slow them down from running a thousand machines producing that. Schematics currently slow that down. Maybe add a third talent on top of efficiency and productivity which allows quantity?

  4. No point encouraging large orgs, large cities and fleet battles until the systems can actually handle them.

     

    We can’t have huge busy cities, just look at all the issues with Alioth Market 6 for a lot of players.

     

    We can’t have fleet battles when people have resorted to single seated fighters as running multiple gunners on a ship was causing issues.

     

    let the rest of the system catch up first.

  5. Really it was just amazingly bad timing when you joined. You explored, you went out to Alioth, you set up some hex’s, but you don’t have a economic path right now.

     

    My suggestion would be to mark your three Alioth hexs as HQ, and then ignore them until you are ready to run them. Now retreat back to your hex (one each if two of you) on Sanctuary. Now you don’t have any tax bill coming in.

     

    Do some surface gathering and make some small mining units for your Sanctuary claim.

     

    Now you have a income of ore coming in. it is only T1,

    - you can now make a small T1 factory if factories are your areas of interest.

    - If space is where you want to go, you can mine with small mining units and a little surface gathering to get everything you need to make a beginners space craft and fuel.

    - if building structures is your area, there is a lot of honeycomb which can be made with T1 ore (which you now have a supply of)

     

    Now it is time to determine the (first) direction of play you want to go. If you are u sure then place some talent training into mining units so it will increase your income for when you do wish to branch out.

     

    This is how I see new players starting now, you just started a couple of weeks early with the previous new player system. 

     

    Oh and very important, training (online or off) is 90 points/minute if there is something in your que; but you only get 5 (or is it 6) talent points a minute if there isn’t something training... so always have stuff training!

  6. 1 hour ago, virtualburn said:

    A tax implies you are paying for services to a governing body, I guess the markets and services on the planets like shuttles etc... could be deemed as those services.  But what about planets such as Jago?  There's hardly anything there, certainly no lovely big market areas for you to wander round?  So why should I pay the same tax for tiles on a planet that is mostly water?
     

     

    Every planet has multiple markets. Every planet has a safe zone on it and around it. I suspect the tax are paying for that. Though when they remove the safe zones for outer planets for TW i suspect out tax won't go down though :(

  7. Often when either trying to move, or just brake down a construct you run into the problem where we can't easily find all the parts.

     

    Normally it is a few hidden voxels which are so small you can't see them, maybe they are under the ground.

     

    Often the only way to do it is to get a GM to assist.

     

    Other times you just want to move one of your buildings, so you take a blueprint and then have to take ages stopping every industry, removing their schematics and then removing the machines one by one.

     

    What would be nice would be either a tool, or a right click option on the core which when selected would take a blueprint of the construct, then completely deconstruct it and place all the elements, honeycomb, schematics, container contents etc into your linked container; or tell you it can't due to not enough size. 

     

    - If you don't have rights to take a blueprint it would warn you that there will not be a blue print to check if you wish to procees.

    - If you don't have the rights to deconstruct the construct normally, or any single part of the construct it would naturally not work and tell you of lack of permissions.

     

    This would be of great assistance to use players, and also reduce a common request which is placed on the GMs as shown in the attached image

     

    image.png.5e67ab8da085760b65546ff12f00ff92.png

  8. 4 hours ago, Novoca1ne said:

    As a relatively new player (4 weeks) I'm already finding it extremely difficult to make enough Quanta do do/buy anything. Adding an additional 1m to my outgoings every week for every tile I'd like to purchase/mine is ridiculous. This on top of an initial 500,000 per tile basically makes it impossible for me to get anywhere or do anything in the game. I don't want to play a game where all I do is missions and sell ore so I can pay taxes.

    BTW, if I don't have enough Quanta to buy/build mining units how will I ever get to a position where I can extract enough ore to pay my taxes? You need Quanta to buy/make units but need units to make Quanta.  And I guess there'll be another 30 or so Talents that take months to get just so I can use the mining units (or use them efficiently). Thinking it may be time to cancel my 12 month subscription.

    Hi Novoca1ne,

     

    A couple of things,

     

    - firstly you don't pay tax on your Sanctuary title. So instead of the regular get off of Sanctuary as fast as you can gameplay, now it is better to stay there for a while and use it as your initial industry base until there is a good reason to leave.

    - Secondly The first mining unit, the only small one, can be made in your nanopack with a little surface gathering to get the materials required. So you can quickly make a few of these and set them up on your free title to start bringing in T1 ore from Sanctuary to either sell or start making things with.

     

    I foresee new players will set up and stay on Sanctuary longer. When they go to the other planets it won't be to make huge bases, it will be to make mining outposts with mining units and refiners; dragging the material back personally, through orgs, or missions to either their base to use or to market to sell.

     

    It will only be the people who want big projects which will be going out and claiming hexs off world which won't be bringing in more income than they are costing.

     

      

  9. The entire solar system is being restored to its original condition with all holes filled.

     

    Could we please have a tool and RDMS option to do this on our titles in the future as well. Advantages,

    - if you make major modelling errors, or claim somebodies old title you can click a tool and it is back to original specs.

    - if somebody does this it will clear up database storage rather then them making even more voxel modifications (and database usage) trying to flatten etc their title to repair their mess up.

     

    win-win for player and NQ.

  10. People very early on in the game select an Sanctuary title, often as part of the tutorial. While this isn’t currently an issue, as most people try to get off Sanctuary as quick as possible with the new patch it will be an issue.

     

    I predict new players will set up their main base on Sanctuary, and most of their latter visits and titles on other planets will be mining stations.

     

    This results in them being stuck with an very early decision about hex choice when they were very new to the game. They are stuck with that for life.

     

    I propose allowing people to completely clear their hex of static constructs, and then reclaim there SCUmand move to a new title. As soon as they do this any holes etc they have made are reversed back to original to save database storage and so the next person who claims it has a fresh hex, not one with lots of holes as they were learning the game.

  11. Remember the update also includes a slider to limit the number of constructs rendered. This will make a huge difference for a lot of people by being able to slide it down a bit.

     

    For new players I see Sanctuary as being their long term main base, and not leaving Sanctuary but rather having hexs on other planets which are rather only mining units which they keep going via VR and only visit when it is ore collection time.

     

    The main issue with this is very early on in the game you chose your Sanctuary title as part of the game before you have done much, and you are stuck with it for life. I think they should allow you to pack up your Sanctuary Claim Unit and move it somewhere else, when this is done, the territory is reset back to default and now available for others. 

  12. I want a pet if I log in every day for a month!

     

    But on to the HQ hexs, I don’t think limiting them to one/planet is a good idea. A lot of people want to make big multi hex projects that they are going to put hundreds of hours into and don’t want to lose. These would be good for that.

     

    one problem I see though is people making a one month account, claiming five will never be removed hexs, and then never coming back. This causes two problems,

    1. We get the issue we already have on Alioth, hundreds of claimed hexs which will never be used again.

    2. People/orgs/whales getting hundreds of these, handing all the rights over to an org, and all of a sudden the org has hundreds of non losable hexs to use. Easiest fix for this is two things, a. Make RDMS rights shut down as well as industry when tax isn’t paid, b. Make it that only the player can pay the tax, not Ann org. So at lease if they do this they have to keep paying a sub.

  13. Agreed, the middle column should be deleted, as it just takes asteroids out of the hands of solo or small orgs. All they can do is go hunt the scraps in the already discovered ones rather than trying to discover a new one which shows it on the list, and then the people who scan the first four of the five locations are on top of you in no time. It means a lot of hunting then less than twenty minutes to gain from it. 

  14. But who wants to play a game when there is no return of your investment. If a new player can catch a player who has been playing for a year it is sad.

     

    Personally I think the limit ofm5 is the problem. Because of that long term players just get good at everything in their field, as once they have reached 5/5 they can’t get any better so start researching something else.

     

    Back in the days of JC and his videos he said maybe you want to be the best at making screws. The problem is you can’t. Once you have 5/5 in the few talents required to make screws, you can’t get any better st it. Your not the best as every other industrialist will probably be the same. If the 5/5 limit was removed, maybe you could be the best, you could keep training. Sure each advancement would be smaller and smaller, but it’s nolonger a get tom5/5 and move on. Then all of a sudden new players actually can be compatible by what they chose; and one can’t ever be the best ever at industry, as every part of it has no iron celling.

  15. Shooting target dummies is how you get better at weapons in real life.

     

    Repeated landing and taking off (often just touch and go, do a circuit and repeat) is how you get better at piloting. If somebody does that a lot in autopilot does it really matter, because it means that’s how they fly anyhow.

     

    For factories really I would prefer schematics somehow came into production of lower items rather than just being rich. 

  16. That just lets the hard core players with millions/billions develop even faster than the casual players. 

     

     Me personally I like systems where talents improve with usage, so the PvP guy gets better at weapons, the Pilot chick gets better at flying, and the crazy person who spends all session in his factory gets better st that.

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