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Warlander's Achievements

  1. It might survive a hit depending on what element or part you put talents into. The HP Talent tree is pretty much an overbloated outdated tree in the sense that for myself I would rather reduce HP rather than increase it to cut down on repair time/costs since PvP is not an every day thing requiring every ship I make to have more HP for no real reason or that instead of more HP I would rather prefer damage reduction/absorbsion instead of HP in general so its worth picking up to lessen damage taken rather than permanantly increasing repair bills and wasting more time than its worth. Or offer Resistances like heat resistance, PvP weapon resistances independently, and offer a more robust reason to actually invest talent points into so that with heat resistance for every type of ship based element you could cut down atmo burn on ship parts across the board and go faster in general with a higher heat threshold or for PvPers being able to add more weapon resists to each type of ship element from containers to engines, to the weapons themselves so that the damage absorbsion and weapon resists actually matter as PDs and are just as robust as the industry tree. I would also like to see a mechanic tree that takes all the PDs from piloting but also has ship based parts that also provide more customization such as additional lift, thrust, aerodynamics, gover height, etc along with more indepth repairing so that fixing things goes faster even with top tier scrap or being able to do more with lower tier scaps.
  2. My whole thing about this update is piling on more and more ore production with nothing to do with it or any real means to take it out of the game in any meaningful or impactful way without just layering on more and more sinks or punishments since NQ does not know what to do to make any of this work properly. MU's were a chore/job as is and yet instead of removing the chrages they through "Quality of Life Improvements" want to turn MUs into 1/3 more of a chore/job since you can further expand your mining opperation since you can opperate more MUs, and on top of it via harvesting you will get more ore per calibration, ground rock harvesting, and it will destroy the economy just that much more faster than its plummiting now. Since ore does not matter, parts dont matter, and we keep churning otu more and more junk than anyone really needs, wants, or does not already spec mass produce via industry already it really is kind of pointless if they dont really take anything out of the game. I often call mining in this game the root of all evils as it first held the game back with the finite ore pool race to stripmine the game before the geometry reset, and now we have traded onworld mining for filling the landscape with the same amount of voxels, elements, etc since we have infinite ore nobody wants or needs and nothing better to do than fill up as many cores with junk nobody will visit since there is no real purpose to building things other than industry or mass buying tiles for mining opperations for no real reason when it all could have been done in a minimal amount of tiles or MUs that actually mined decent amounts which again turns into sky mining and filling space with more junk. Proper sinks further turn the game into a chore but I really think that Charges need to go as the efficiency limiter and be replaced by fuel consumption for all forms of mining so it costs something to get something moreso than taxes. Mining tools should cost Nitron to harvest onworld and Kergon should be used for asteroid mining. I also think that players should really need to use oxigen in space or underwater to also further slow down people or make use of the thousands or hundreds of thousands of KL of oxigen people have no other use for. But also that they should really bring back Destructive Elements that is either 1 death or the first death is free kind of approach which should include cores since the first time cores skyrocketed in price. That was a good way to take a lot of elements out of circulation and it kept the market pretty healthy. Really there is no real risk in this game or environmental factors involved that add any element of danger. Rotating asteroids, wind, hostile environments, etc that slows down how much we can gain or that how much is leaving the game. It does not need to be made into a survival game as much as it is sort of needed as a solar system should be a brutal punishing and unforgiving place in general and not a complete goldylocks zone of total enhabitable exoplanets. But also that PvP in of itself is completely optional or avoidable and by large has no point when ships cost too much to just throw away with PvP being put solely on the backs of players and orgs. PvP beyond the sparce blockade has no real bearing or impact on the game beyond the random small scale combat or predatory gank here and there. If NQ wants to make it a think they are actually going to have to develop that part of the game to do so and to give meaning to the economy to take elements out of the game rather than just making sinks and punishments. They really need to decelop some kind of planetary residency system as all ores are barely stategic if you can live or set up a base on every planet, mine all ores with your org, and stockpile or mass prodece, sell items with no end game goal in mind for getting rid of them. On top of taxation without representation or real purpose to taxes being levied other than griefing new players or small orgs it needs a lot of work to turn into into a full fledged pipline feature of the game. Such as creating planetary residency system or group of planets that are part of alliances of planet faction like orgs that allow players or orgs to be bound to a specific set of planets that is completely optional. Joining a planetary alliance should make all players unable to PvP alliance members but offers orgs within the alliance for miners, industrialists, logistics, and police/military sub alliance orgs to bind themselves to if they dont want to opperate independantly. To which all taxes collected serve a purpose in funding missions for the different sub alliance orgs that players can join all 4 if they want in their chosen alliance to pay for ore shipments, turning the ore into products, moving it to ship dry docks that act like industry to build fleet ships, and then the PvP orgs take those ships and fight other planetary alliances to ease the burden of PvPing from players and orgs to using the actual taxes collected to use the actual economy and talents of roles players already like doing and completing the gameplay loop so that throwing away dozens or multiple dozens of ships per night is a fun experience rather than potentially game ending if you lose a hauler worth multiple hundreds of millions on top of the hundreds of millions of cargo vs mass quantities of ore/elements already bought and paid for by the alliance and protected by the alliances as it is in everyone's interest to do so as a primary feature of transporting, escorting, or getting revenge or assaulting other alliance transports. Until that happens layering on more and more ore production with no end goal makes this game more and more pointless other than just filling the world up with stuff until you hoard as much as you can with nothing to use it on, nobody to really fight, and a graveyard of bored players who have passed on to better games this game origionally wanted to mimic.
  3. Its good to see these changes and have been talking about this for a while since it pretty much has always been needed to slow down the old mining system but its better late than never. 1: Remove and yet keep that calibration system so that players can locate pockets of ore and collect them as many times as they like. Even if you can manage to play the mini game, spawn the ore, run/fly to it, harvest it, and run/fly back to it 4kl of ore every 5-15 mins really is not that game breaking. With the new talents you could likely drop that down to 2.5k max and that would still be appropriate imo. 2: Instead of efficiency drops make the MUs use nitron and use 10 L/H of nitron per tier so that it has some kind of sink and does not slow down or require constant recalibrations to free up gameplay as long as the MU is connected to the container or however many fuel tanks you want to attach to the MU. 3: Bring back the Territory Tile Ore pool quantities for rocks in various sizes found in the MU rock spawns. This gives players an idea of how much ore is on the tile if you use a Territory scanner that should read the rocks so that the territory scanner just does not have just what ore and rate of MUs but rocks as well. 4: add a free full tile repop of ore to the tax system so that you get a reset each week and if there is a finite ore pool of rocks attached to the tile then you can keep control of the respawn amounts. 5: Call the new mining units Ore Generators that generate ore in L/H of the OG to generate the selected ore type to the surface up to the ore tile finite amount. 6: Change MUs so that if the player does not care about collecting the ore the MUs should just take the ore the MU would generate in rocks as additional L/H if they dont like collecting the ore manually. 7: OGs/MUs should also have the option to use Nitron/Kergon/Rocket fuel as a way to speed up their mining opperation with a speed selecter that comes with a degree of cost to mine liters per hour, liters per 45 mins, or liters per 30 mins depending on fuel used. 8: Update the MU/OG hud so that it has a slot for mining bits that act as a mining L/H buff that allows players to upgrade their L/H so that if you use a T5 mining bit on a T1 ore node you get more benefit than using a T5 mining bit on a T5 node it would wear out faster just like a T1 mining bit on a T1 ore node. 9: Since it looks like charges are here to stay and efficiency is now going to be 48 hours there really should be an efficiency stat to MUs/OGs added to the HP pool talent tree that the efficiency is calculated from that is both in the HP tree for individual players for PDs but also for Industrialists to bake more efficiency into the machines. 2 days is still too much and with more talents you should be able to get like 3 days with the MU PDS, 4 with industry talents, 5 days with HP PDs, 6 days with the Cal talents, and 7 with Unique versions of all MUs since you should be able to have Rare XS Military/Freight, Maneuvering MUs or whatever tag designation of producable MU/OG units like Boring (+L/H), Industrial (-time), or Durable (efficiency). Solutions to Rock Harvesting: 1: Ship Mining via either being able to mine like the old system in which you could have 3 scanners but instead allowing players to mine 3 tiles at once actively with some kind of mining seat that does not require calibrations but instead collects ore directly off the tile. 2: Some kind of ship based mining unit that just group collects rocks off the ground in an industrial scale of like 10 rocks in a 20-30M range like the full teraforming alents or max mining tools had via some kind of area tractor beam. That way you could active use hover engines and run a rock scraping element to just mass harvest specific tiers of ore. Ship mining/digging has always been missing from this game and it also burns fuel and is active and would outproduce MUs. 3: NQ should sell a rock mining pet that assists in mining surface ore as you run around that both helps harvest rocks but also comes with a slight talent buff when ti is active at the price of natron like a wheelchair, dog pet, etc. 3: Sifting which just needs a cloned mining tool that does not dig as much as produce sediment, stata, or rock and then the tool acts like a nano crafter to process the sediment or whatever you want to call it that just generates random trace ore. Since the sifter does not actually dig as much as generate resources in which to sift so that we dont havepe people digging holes to get dirt you could have both a feature like the scanning tool in which you can hit tab and click on something and either have the tool generate ore, collect and sift at a lower speed, or just sift already gathered resources at a faster rate. By sifting the sediment or whatever they want to call it it should generate small amounts of ore each sift and generate ore and dirt if the player wishes to keep the dirt in their inventory. 4: Simulated Mining by having a mining shaft element that once inside the elevator spawns a mining instance so that it has the old system of mining via voxels in an instance that is the size of a tile but only has a limited amount of time you can stay there like an hour or or however long. It should also have an integrity component that makes mining more unstable and if there is a collapse you either lose everything for being greedy or your mining just ends, the instance closes, and no actual damage is done to the landscape. 5: Giant rocks that are much bigger than the 500L in which there is a 1kl rock that is between the big rocks and the MU rocks, different boulders that are 2kl-5kl, other giant rocks that rande between 5-10kl, and perhaps larger so that the ship based mining elements are meant for tracking those types of rocks faster than players to where a 10kl rock could take 1 min for example or larger rocks taking longer unless you have the ship based mining equipement that depending on size harvests much much faster similar to ground mining tied to the tax cycle or random spawns across planets. 6: Making the ship based mining an asteroid mining system. So you could come across the non voxel rocks in space that are the same size of the boulders on planets to the size of a L-XL core that take time to mine, that you can use a tractor beam to stop them from spinning, and use the ship mining equipment to mine them solo or in groups. They could break down the rocks and spawn others if your equipment is too small into smaller rocks until you can harvest them. Or reversely you can have these rocks rotate around in an actual asteroid belt and have it in a way that the planets they are around pull some of them slowly into their gravity and seed them on planets, hit ships or stations, and create another avenue for mining. 7: Instead of rocks spawning there should be some kind of rare chance that instead of a rock you can run around and find random elements or ships as well depending on the RNG spawn bases with a planetary spawn pool of items that could potentially spawn.
  4. NQ did not understand dynamic world generation, solar systems, dynamic resource generation, planet cores/makeup, or what players can and will do if you give them the opportunity to do so at every turn when you create generic systems for off loopholes, exploits, and no thought to the systems they built as much as just trying to float content out there since they were behind the 8 ball constantly due to time constraints and limited budget and a half functional game when it was created. NQ never did their homework about shallow horizontal progression games work or the pitfalls of voxel based games in general on how to take out as many voxels/elements coming into the game as need to go out of the game or to properly sink things to maintain what is in game as DU would have been better off being a survival space PvP game than a pure builder with optional PvP in it. They wanted a single shard and dedicared the full game to a solar system rather than a universe since the single shard they built and lack of checks and balances or systems to slow down people with the most simplest of mechanics led to them being unable to do more than a solar system. With escalating costs, dwindling player base paying subs that wasnt playing for free, and JC running the game into the ground leading to cost cutting measures and removal of content rather than doing what needed to be done which was sinks, destructive elements, wear and tear, mining costing nitron, world healing, environmental considtions, or needing tobreathe air under water and only available on certain planets they can only remove content at this point and are forced to dedicate a good portion of their budget to cutting costs at this point rather than tempting players to fight each other to remove it or taking a break it you bought it approach to take elements out of the game. Punishing players and imposing limits since they did not set a standard or expectations other than spoon feeding their backers with systems like territory scanning with no limit on ships leading to people scanning 27 tiles at once (max range) and then strip mining mega nodes and juice tiles around the clock, building giant industries, and compounding the prolem and economic problems in a finite resource pool at the time without imposing limits or sinking the systems properly. And most of all the lack of understanding of PvP which is the anser to all the problems and since they dont understand the concept of civilizations, laws, industry loops, economies, and the psycology of gamers as much as pulling in landmark refugees and catering to non PvP players constantly without offering a PvP and PvE servers with different rulesets people dont like PvP, can avoid it like the plague, and will not participate large scale due tot he nature of the game taking days to weeks or a month to produce the parts, build a ship, and throw it away since the total cost is always on the backs of the playerbase rather than on a collective faction or the mission system in general that should be building faction fleet ships you can throw away hundreds of millions or billions a night and not think twice about since the faction takes the losses not the players. There are many other problems but those are the biggest of them that has made DU this bad and needing to downsize their budget and as a result their playerbase.
  5. Q: Why does NQ always want to hand all your hard work over to other people? NQ calls people's builds and hard work trash which is kinda insulting on its face but like anything else why do they not simply just turn it into a golden blueprint that can only be placed on their territory so players do not just respawn it back onto the pad or treat the pads like a dockable construct in which once the construct has been turned into a golden blueprint cannot land on the market pad it was compacted from? Or just compact it into a golden blueprint and impound the construct via a script that does this automatically with a repo vendor or screen near the market keosks that charges rent via number of days? NQ has done quite a lot of damage to the game and some people might be playing other games since they could be waiting for progress and why does NQ not have a system to notify people when patches like demeter or panacea drop where you are potentially going to lose your base or constructs via en email or text? Kinda bogus if you ask me? Q: Why does NQ always go with the free candy approach to salvaging? If NQ spent as much time with systems like salvaging as they do routinely trying to cut people's airbrakes, obstruct them, or nerf PvP into oblivion it might be a decent system, but as it stands it seems like they are just handing out jackpots of ore, elements, or bidding wars for ships which again compounds the problems of wrecking the economy even faster by doing so. Nq again just seems to want to hand out free lunch as a bait and switch to just bait people into PvP and why make them wrecks instead of making players fight somekind of rudimentary PvP script that will fire on players that come to check it out and force the player to risk something to get the rewards and reward based on how much danger since NQ can break their own rules and create a wall of railguns with a huge jackpot of ore if they wanted or make armadas you have to actually "wreck" to loot them. Its kinda dumb that NQ does everything they can to not introduce NPCs or rudimentary NPC scripts for PvP, Travel, etc to make this work and there are so many scripts they could use that requires nothing more than making the actors or flags to make their scripts persistant vs 1km and have ships, weapons platforms, space stations, ship fleets you have to fight in order to just cash in your jackpot lotto ticket rather than just handing over "Free Loot" because it sounds cool and NQ thinks we need free candy or a cookie. If NQ put as much thought into things like this as they do for cutting peoples airbrakes every chance they get, Obstructing people forno reason, or nerfing PvP this might actually be a fun game.
  6. I would rather have: Element Scaling Tool Element Selection tool to select groups and copy paste Teravoxel add/delete tool Voxel to Element Creator Voxel to Element Blueprint Creator Conversely Element to Voxel Creator Voxel Parts Creaor that has presets tomake wings, hovers, engines, etc within set shape dimensions. Teraforming tools like chisel 1z1=5x5 square tool. Teraforming Squart voxel Replacement tool Teravoxel to voxel replacement tool for things like roads, bridges, runways, etc that should not need cores within your territory
  7. Without any kind of law system, faction system, NPCs, or a space map and elements that allow players to broadcast they are under attack to their fellow org members or the GP there is a myriad of other issues plauging DU that are far beyond the playerbse's control to make a mission system or the game at large less boring to add any kind of meaning to the game let alone a mission system that makes any kind of sense that does not simply hand out free quanta for shuffling around fake generated parts. Without a law system to where those who attack people endlessly or a way for orgs to wage war on each other instead of just going outside a planets protective zone to blockade players is the first root of why this game is so boring. If you attack people you should be a criminal and since there is no org based factions, planetary or regional factions, or factions in general it makes it pretty pointless for territory wars if taxes are doing it already without firing shots and bouncing players out of the game even before things like territory wars, org wars, or planetary wars come into play if doing negative actions have no legal system for killing and looting players or selling or using their cargo or parts has no impact on being able to buy or sell or opening them up to PvP and still being protected by bubbles at the end of the day. Or that there is the missing half of the game to make things more interesting which is NPCs, or space stations half way between planets or any kind of police/military forces that give meaning to protecting others if everyone is inherantly your enemy with no negative pentalties to need/want to work with others on a planet for mutual sel defense since everyone is protected. Npcs are what normally would mix things up and give people a bunch of different paths they could choose to play to help, stay out of their affairs, or attack for quanta, parts, ore, and or helping the NPCs build structures in a building game like bases, spaceports, space stations, orbital/ground defenses, etc for other players to attack since it does not matter if an NPC faction gets destroyed since they could just pump out more missions to build more and pay players to help them or to attack opposing NPC factions via police or military missions. But also that the fake parts and the generic mission/quest system does not use any form of actual real existing ships, unbuilt ships, parts, components, metal scrap, refined ore, or raw ore to take those things out of the game or to use those as the reason missions exist to create meaning to it since you could transfer those things from markets to markets on a planet that have an excess of those items or to transfer those things to other planets to balance the influx of those items to restock markets, or to fulfill crafting work orders to make the items for missions, transfer them to dry docks that make ships like industry rather than just spontaniously spawning things into existance, or to make a reason for escorts, intercepts, police patrols, scanning other ships, assaulting other ships, stations, structures, and or defending them. Currently there are nothing but systems to prevent all that from happening as there is no reason to throw away millions to hundreds of millions for no real reason since you can pretty much live in the bubbles and build and never really need to interact with anyone since people are so spread out and there is no reason for 9 hospitable planets when most solar systems only have a handful of habitable planets before gas giants or exoplanets too close to the sun other than NQ needing them all to drop all the ore on. But most of all NQ's idea that players would build the game and make our own content was always a bad idea since players make terrible devs or content creators and without it being standard features in the game, submitted to know what is in game or that it does not make secret societies or that any player in the game can purchase the scripts in game via a script market to help balance the guarded scripts and things for advantages really does not make for good gameplay and relies on there being enough coders or people capable of making scripts to exist in game. NQ should be doing more to make the game then they do and the simple things they do like MUs are not fun and they dont take the best scripts and make them standard or make use of them like the autopilot scripts that npcs would/could use to make the game more interesting thatn MU mining, Asteroid Mining, Giant Industry, Build ships/buildings and sell as the meta for the game with no other purpose and making everything as tedious and limited and unfun as possible. Untilany or all those things change this is a dead univ- I mean solar system.
  8. here in general is just a good spot as any unless you want to post it in the lost forgotten realm of the idea box. For the most part NQ has their road map set in stone and are hell bent on doing pointless things so adding features to that list might be a challenge. Now if your feature removes content from the game like they seem to want to do naturally im sure they might be all ears.
  9. DU is a fad based game. They wanted EvE but they ended up with Space Landmark and it fails at both aspects since anything we build beyond industry has no purpose with resource generators and bad PvP. Lol the worst thing that can happen is they actually could make a game more than 1000 people play if they actually developed something.
  10. MUs introducing efficiency drops via time and running constantly either needs to be applied to everything in which you need to pick what you want to calibrate with every element in the game to keep it running or it needs to be adapted to some other meta since HP is efficiency with 1-100% HP doing the same thing. If there are unused elements that is a good thing as there should be no reason to run hundreds of thousands if not 1 million industry units all the time that never require upkeep, efficiency drops, or fuel to run them constantly churning out parts or elements without some form of sink. Its the same with ships that never get destroed via skill or warpong to avoid PvP taking any resources or parts out of the game to keep the health of the market stable between knee jeck system NQ adds before they vave into removing them. Its like owning a car that you need to keep the gas tank full and that parts break down over time, some parts like tires need replaced x amount of miles, oil changed x amount of miles, and that over time parts wear out and need to be replaced. There is also a big difference between a Honda Civic vs a formula 1 race car in how quickly parts wear out or fail and how fast you need to swap out the tires in the case of size XS-L as well as rarity of basic-unique and also if it has tags of being military, freight, or maneuvering. In terms of ships or airplanes they require constant maintenence wether its a cesna, a beoing 747, or an F-22 with those pushing the most speed power etc being damaged more quickly. But also that all ships or industry/MU elements should never always be running at 100% but that wether it is running 24/7 or if you are flying to the market with temorary use should cause damage to elements in use so that it not only takes more resources out of the system but the efficiency drop on the elements should create an element of danger in which creates considtions that are constantly changing stats on parts as you go.
  11. Mix & Match or take your pick. 1: Instanced based mining via MUs Honestly they could have a version of onworld mining that uses instances like the mining tutorials for mining. Honestly they could create a tile size instance that is 1km deep that is like traditional mining that relies on the calibration scans for where ore is located and allow players at the end of the calibration an option or chance to actively mine what shows up in the scan. This could be achieved by introducing also some kind of element that is like a mine shaft elevator that acts like the entrance to the instance that eats or uses a tile scan result or after the calibration results linked to a mine shaft elevator element to generate an underground instance in which loads as you go down and when the ore has all been mined you go back to the elevator and it takes you back to the real world so that it has all the elements of controlled mining as well as how much ore is generated to have voxel based mining onworld since it was removed for asteroids to create a more active version of mining that closes after you jump back onto the elevator. 2: Retrofitting the old mining system to MUs without voxel based ore. NQ should really consider retro fitting the old system of voxel based mining (minus the voxels) to match more with how MUs work now and have finite ore pools that are in line with random tiles you would find before demeter and tier the respawn of tiles to the weekly tax cycle. Where if you look at MUs as they are now where there are ore types to choose from instead of the L/H limit they have a pool of ore in line with pristine tiles you would find pre-demeter with scan results from territory scanners. To where each tax cycle it generates a new pool of ore you can mine as fast or slow as you want with how many calibrations you and your org have at your disposal to make best use of what ore is on the tile that changes each week and you have a week to clean out the pool with as much or little amount of miners as you need to do so. 3: Generating L/H from MUs directly onto the surface on top of the production into containers First I want to say that all the ground rocks already have a generation script every 24 hours and in its current state is useless to have billions of rocks spawning that bogs down performance that nobody will ever realistically mine that needs to be rendered and loaded in multiple territories around you wherever you go even if you pay attention to them or not. They have never really been needed or wanted or made use of since they are all 20h ea. With that said I think that all those rocks should be removed from the game to streamline performance and instead of the rocks the calibration charges spawn the L/H output of MUs should spawn those rocks onto the ground instead so that you can gain ore from what the MUs generate already as well as the calibration charge spawns, but also that the MUs on all your territories should automatically spawn the equivelent of the L/H additionally onto the surface so that there is somewhat of an onworld mining component in place that you can collect at your leisure that is actually worthwhile to do rather than rocks that do nothing. 4: Sifting as a feature Since you dont want to create an incentive to basically turn sifting into voxel mining 2.0 sifting should not actually dig into the ground as much as clone the mining tool that can be used in owned or un-owned tiles that generates some alternate resource like sediment, strata, clay, stone, etc that distinguishes tera voxels vs a different resource that can be generated without digging as a sifting tool instead of a mining tool. SO basically you could walk around running the sifter to collect different sediments and as an alt function of the sifting tool actually sift it so that it creates a more active mining system that is more user friendly than collecting rocks on the ground but also at the same time sift sediment to produce ore, gems, or different things as well as the potential for industry sifting units that have better gains. 5: Prospecting to upgrade tiles via prospecting Taxe as a quanta sink do not target those NQ sought to drain quanta from and instead targeted New Players, casuals, builders, and crashed the economy since it created a treadmiill of needing to make as many millions as you and your org have tiles for abysmal ore gains unless you find a legit workable tile and unless you do you are stuck with barely sustainable tiles. 500k per week is much more doable in taxes. NQ should have a quanta version of the talent system baked into each TU where players can spend millions willingly that is not a stick as much as a carrot that player choose to spend their quanta to upgrade the ore L/H @ +1mil per ore tier for +10 L/H per hour of that ore or being able to discover another tier ore that wasnt origionally found there for +10 mil h per tier to open up +10 L/H of that ore. This would do many things like instead of needing 30 tiles you could upgrade 1 tile to support all your miners or making more use of existing tiles that players can invest in their territories that also bakes those stats into the tiles themselves making them worth more by creating a sort of real estate market as well. 6: Changing MUs in general Calibrations need to either be applied to all elements or be removed. No other talent tree has this much tedium and people would rage quit if you had to constantly calibrate ships for 3 days/300 SU of use or industry units every 3 days. Even though I think that there should be some kind of system to slow down how much can be produced via industry I think NQ has set expectations and the industry should remain as is. The other side of MUs is it does not seem to be for miners as much as the quickest talent progression to allow industrialists to mine without mining as much as remove voxel mining from the game since you only need to grab rocks when calibrating and it really does not have any real form of active mining component similar to asteroid mining or mining in general. I think that if you are only wanting to afk mine the calibration system should be changed to just constanntly run off nitron, kergon, or rocket fuel for whatever miner to opperate the miners and rocket fuel as a sort of nitrus boost type fuel if you choose to use it. And linking fuel tanks in whatever size you think you need directly to miners and just letting them run for those who want to just afk mine and collect ore in the output containers instead of the efficiency drops it at least would use something tangible to keep miners constantly running at full efficiency with a resource sink rather than a time sink if taxes aremeant to take quanta out of the system fuel consumption does essentially the same thing since it take mats out of the game to keep the ore being sold worth more and gives those who just want to afk collect ore the ability to do so without having to collect the rocks from calibrations. AND since if you are just running the MU on fuel it is pretty much in use. BUT if you have MUs in your territories that are not actively producing ore then you should be allowed to do active mining in which you can keep playing the mini game to spawn ore to actively mine with a 15 min cooldown like territory scanners. If not doing the same thing if you link 1 territory scanner to 1 MU that spawns the ore so that it has an investment and time cost to spawning ore and an active mining component. 3-5kl every 15 min and then having to run and find it is still less than the old voxel mining system since you could get easily a container or two of ore per day it should be similar for MUs as asteroids are a weekend thing only unless you like wasting time chasing down mined out asteroids. 7: Mining Talents should also apply to ground rocks and calibration rocks Its baffling that for whatever reason NQ does not consider mining ground rocks to be mining since you are "harvesting" ore and those with actual mining talents should get more ore since they have the talents for it as well as reduced time amounts since that is also part of the mining tree. The mining tree in general is mostly filled with non mining talents as is and is the least developed tree in the game vs piloting, weapons, ammo, or industry and again it feels like MUs are more for industrialists rather than miners who get no additional benefits even if they have specced into mining or dredging talent tree branches or that everyone and anyone can take a month or two for the MUs and pretty much compete with asteroid miners at the cost of quanta. Asteroid Solutions 1: Changing the Nature of Asteroids in general The makeup of asteroids seems counter productive to the actual makeup of asteroids in which they are not made mostly of dirt, snow, or sand and should be made almost exclusively ore only as there is no real reason whatsoever to have dirt persisting in space for a week at a time that is the reson voxel mining was removed in the first place even though asteroids were dropped before the demeter update. Asteroids should be more like a jaw breaker in the sense that the makeup of the asteroids of basic, ucommon, etc should have the outside layer being whatever the lowest tier ore is with inner layers being higher tiers if there are any. Personally I dont think that the DSAT system should even give a distinction of rarity in ore tiers should be distinguished as much as there is an asteroid there and you find out what is there when you get there so people dont just run to the better asteroids and it creates a bit more randomness to what you can find once you use the ore scanning tool. 2: Core Based Asteroids If asteroids are just ore and are a version of teravoxels like dirt asteroids could and should be core based in the sense that the system can spawn asteroids via an unlimted golden blueprint script where it spawns an asteroid the size of various cores from XS-L or XL when those cores become available and since you cannot pick up a core until all that is contained inthe core is removed NQ can make a script for asteroids that checks every so often like 1 hour, 2 hours, 6 hours, etc so that if there is nothing left on the asteroid it will count as being despawned and added back into the que to be spawned again. The cores can be invisible or collectible if NQ wants to reward players for mining out the full asteroid for a prize at the bottom of the box as it were. But it also allows for the asteroids to be both static and dynamic so that you can add some kind of element of danger if you come across dynamic core based asteroids if they have a rotation added or if they get caught in a planets gravity or are give some kind of speed component and or also a waypoint system toa ctually create a moving rotating asteroid belt as well as static asteroids. Making higher tier ores more dangerous to collect if they are either moving or rotating and you have to land on them. NQ could also use this system for meteors, and asteroid impacts if they spawn dynamic core based asteroids they could litterally send them anywhere they want with a auto pilot script to bombard planets and if the core is given a PvP weapon based script to punch a hole in the ground like a giant teraforming tool or to burn up in the atmosphere depending on the speed or angle they come down on a planet would be an interesting option to seed voxel ore on planets even if it does no actual damage even though it would be interesting if it actually damaged elements or destroyed voxels. 3: Adding "harvestable" versions of asteroids or asteroid fragments NQ should consider making asteroids like the ground rocks just massively larger in the sense that they should add in ship based elements for either both space or onworld that lock onto these asteroid type harvestable asteroids like PvP but instead of blowing it up it just has a harvest tool like wuality that if you are in range points a giant lazer at the asteroids to either break it down into smaller chunks until they hit the size of your ships mining equipment to harvest and you just collect giant chunks of ore without needing to spawn voxel asteroids to do the same thing or on top of voxel based asteroids.
  12. Yeah I get it. It will take elements and a waypoint system at the very least to standardize racing. The PvP aspect within tiles is also a needed function for scrims or to add another needed layer to racing. To me it should all be self contained within the rest of the mentioned things to streamline the whole process and aid with quing up that is a needed function for other aspect of the game for mining or PvP with whoever is active combined with the auto healing features which have been needed for some time to break up the tedium or return to home functions as well. Most of that stuff already exists in scripts people have made and taking those and adding it to elements into the game is really the missing half of the game.
  13. A G Force system could easily simulate stress based on what sort of stress elements are put under for sure but it really only works in atmo. Personally I am more in facor of a wear and tear based system that is based on SU traveled vs G Force systems as it does small amounts of damage to all elements being used in atmo, in space, as well as in static cores in general. For damage done it just needs to be based on the size, grade, rarity, and tags so that: XS Ship Elements take 1hp per SU in atmo or space S Ship Elements take 2hp per SU in atmo or space M Ship Elements take 3hp per SU in atmo or space L Ship Elements take 4hp per SU in atmo or space XL Ship Elements take 5hp per SU in atmo or space Basic Ship Elements take 1hp per SU on top of the size HP damage in atmo or space Advanced Ship Elements take 2hp per SU on top of the size HP damage in atmo or space Uncommon Ship Elements take 3hp per SU on top of the size HP damage in atmo or space Rare Ship Elements take 4hp per SU on top of the size HP damage in atmo or space Unique Ship Elements take 5hp per SU on top of the size HP damage in atmo or spac Maneuvering Ship Elements take 1hp per SU on top of size/grade HP damage in atmo or space Freight Ship Elements take 2hp per SU on top of size/grade HP damage in atmo or space Military Ship Elements take 3hp per SU on top of size/grade HP damage in atmo or space I think all other static core based elements should also follow those guide lines along with different elements like doors, switches, MUs, and Industry Units every time ore is produced per hour, parts produced, or every time you go through a door that should reduce hp and also increase production time, lower efficiency, and take longer for doors to open and close based on 1-100% efficiency. This type of system focuses on those who use things more ofent, fly more often, produce more, or mine more as the MU efficiency should rely more on the HP health of the element as the actual efficiency as it is essentially the same thing and does the same thing as the OPs proposed system only really effects atmo based elements as 0G vaccume of space is a limited approach to a system that should degrade with use based on size, grade, and tags of all elements not just atmo parts.
  14. Personally I dislike how the asteroids have been handled in general as now that mining has been removed, MUs added, and the focus and sole means of actually getting decent amounts of ore is only reserved for the weekends and since NQ goes home for the weekend any issues such as not respawning proper amounts or issues. Personally I think that not really being able to mine on planets other than Calibrations is a huge issue since there is no other way to really actively mine ore other than asteroids unless you mine rocks. Just having one spawn per week is a terrible idea imo even if they want it to be a draw for DU should have been daily or perpetual or with RNG based spawns so they arent wiped out in a day or two and you could mine as much as you wanted as constant content. Really they should have has asteroids aver being discovered and being broadcast with their locations start a countdown timer in which would automatically remove dead asteroids and then que the number of dead asteroids to the spawn and ore generation script to automatically repop asteroids perpetually with a random number range of asteroid spawns each 24 hour period. But beyond that there really needs to be some kind of active on world mining system that is actually worthwhile between weekends since MUs should have a Calibration type instant spawn but also it should also randomly spawn those rocks tied to what the MUs are producing to make active ground mining for the other 5 days of the week when asteroids aare mined out so that if there are issues like minimal asteroids being spawned there is still other options of actually gaining ore even if you cant dig into the ground.
  15. Warfare is an important key feature that NQ uses to lure people into the game and has never sold this as a racing game and while I am sure that there could be some kind of draw to racing or space racing as a genre I think doing so could be done to an extent. NQ would need to: Making a proper waypoint system that allows for multiple waypoints as a list and an element that players can interact with that with a yes/no checkbox to download the coordinate list. Another element that has a que list of players interested in racing as well as a number of participants for each race. Some kind of security system that you can have public ships for racing that if they try to leave the territory it will automatically enguage an autopilot to take it back to a preset location for that ship. Some kind of auto repair system so that while in that territory the ship can be linked to a container within the teritory that will automatically repair damage so that ships are good to go with minimal or no effort. A auto placement system for qued players to where it gives them temporary access to racing ships and removes access once a race has been completed and will automatically take all ships back to the starting race positions for the next race. Some kind of perms to flag PvP within specific tiles as part of a racing system for races that lasts until a race is complete and tied to the racing Que Element in which a tile owner can have PvP flagged, set up teams or independent teamless options as well as the allowed weapon types or sizes as well as what can share perms in terms of what can be damaged in the case of interactive portions of races like triggers for collapsing parts of tracks, obstructions like voxel walls, etc as you could also allow the spectators to man turrerts orsomething. Many of those things have many uses beyond just racing as NQ should never shift their focus to any one thing in DU with so many things missing or being needed in game beyond racing.
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