Jump to content

Warlander

Member
  • Posts

    692
  • Joined

  • Last visited

Everything posted by Warlander

  1. This game is pretty niche and until there is some purpose to playing this game it would be dead on arrival pending any meaningful gameplay changes. And the changes they are proposing make this even more DOA so there is that. Until there is purpose and some form of a gameplay circuit added there is no point since anyone who actually wants to play is likely already playing it. Those who have tried it have already left leaving those of us who semi still enjoy the game are holding onto our fingernails already lol.
  2. Lol if they gave me real actual legit teleporters that go more than 50m at a time I wouldnt need to ranger gate everywhere. Or some kind of summoning system similar to beaming in star trek as well. Or if there werent such short container ranges especially if NQ would ever add in any kind of industrial mining equipment that could dig or had tank treds or something to bring ships reliably below the surface I wouldnt need to port back to the ship rather than mining hundreds of meters back up. Its stupid not to use the rez system as it is now. As the poster above said this is nothing new to gaming. NQ does not need to reinvent the wheel here or just keep punishing people for everything THEY make.
  3. I dont need an exact replica of reality to make sense. After all its supposed to be sci-fi in like the year 9000ish yet we are bickering over reality as we can comprehend in the year 2020. And still we have just the slighest of sci-fi elements we pretty much arent allowed to use like warp drives or light speed, or plasma, nuclear, fusion, anything lol. We have anti gravity yet we shouldnt be able to move a ship? Wtf is that lol. We have a tool but no mounted version that can do more? Wtf is up with that? We have flight scripts with anti grav lock and yet we punish everyone who isnt using it? Wtf is up with that too? I can keep going but you get the point. It does not need to be an exact replica simulation of the 20th century. We have futuristic weapons and yet we are flying around with fossil fuels yet trying to nerf the hell out of any of the sci-fi elements because someone might actually use them? Solid plan... Either we embrace the Sci-fi aspects of this game or it needs to all be nerfed across the board including Pvp. We supposedly can build arc ships and yet somehow we made it to another galaxy/solar system on just elbow grease, a bunch of fossil fuels, and more warp cells then an arc ship can hold? lol yeah right when you can barely get to other planets and back and still carry frieght?
  4. You might be a soda-masicist OP but im not... Ever fall into a hole or get kidnapped on someone else's ship? Ever get the bug that jams up your mining tool for no reason? Or any of the other bugs that trap you somewhere? There are probably more examples. This is a type of thing people would quit over. Dont know if you realize but in most games there is a thing called free will that you cannot impede other peoples gameplay and typically most games wont allow you to trap people against their will without some option of escape. If you want to remove this protection from people im cool with that too. Just better hope the devs give you what you ask for, just dont cry when you basically lose your character because you cant do anything. In fact I cant wait for this and I got about 50 ways right now I could make your wish a reality. Please NQ make this a thing.
  5. This game is pretty cool ill admit, but it isnt fit for general consumption. There is no real purpose in this game resembling anything other than legos and minecraft. What are we actually building anything for with all the limitations on everything in a sandbox game? What is the point of doing anything other than mining to mine so that you can mine some more to build a massive base or to go scrim pvp for no real purpose other then bragging right? Beyond that what is there really to this game? Its all subjective without purpose to make of it what you want it to be and nothing more to it really.
  6. Yeah I always land about 1-2km away and walk my ship into container range with the maneuver tool so I can sell things or I get 0fps and come out of it comepletely destroyed. I built my computer this feb and I dropped $2k on it and it still barely runs this game unless nobody is around. There have been times where I fly to the market and crash, repair, crash again, collect rocks since you cant mine within a 15km radious of the marker, repair, mid air collision, gather/repair, then run out of gas on the way back and crash 30+km from my base. The new markets dow help but it is only a matter of time before they get cluttered up with random shit and abandoned ships too and the process continues. But I fully agree that within your own territory and not just your cores should still allow for maneuver tool hover lock as it is now. Or everywhere but space.
  7. Honestly I really hope they put in a Trader Talent Tree at some point for those who want to play as traders to buy/sell and transport resources from the market to work into a talent tree which give better tax rates by planet or by item so you can actually make money in the market or market capacity for what you can list. When the Destructive Element system goes live it will be nice to make a buck for a while since items will certainly move. But as resources become more scarce it will take longer and longer to find the resources so the inflation will continue to rise vs the oversaturation we have no on the market. Orgs will need to keep their fleets maintained so a lot of those items which would have been added to the market will now be required to be stockpiled for losses incurred or lengthening time it takes to get the resources in the first place until you cant find them in any form of acceptable timeframes. Once that cycle starts or PvPers can really cause a lot of damage that will compound the issue. The district markets will stay relatively the same where you are essentially undercutting yourself to make marginal gains or holding out in case there are influxes in people buying but the costs of gaining the mats, producing the items, and selling the items will hit hyper inflation at some point. SO it all depends of NQ has scripts for both shorting the market or for strangling the market when the inflation hits. If the system itself if buying items and taking them out of the game on both end but taking them out of the system it will further cause more inflation if those items are just taken out of the game. Especially if you wait out the inflation and drop a ton of items into the market and it sees you as trying to short it. If your aim is to make money in the market just sit tight for the Destructive Element System. It wont be worth making anything or gathering the resources unless you are market scripting the desperate people who will be undercutting themselves for survival just to keep making items. Youll make a killing as a middle man, just be patient. Hoard everything you can now it will be worth a lot more then it is currently in the future.
  8. Agree 100% I think it would be ok if there was a Talent in the Industry Talent Tree somewhere that at T5 would add 5 material types that could be transfered would would out pretty well along with another Talent in the Industry Talent Tree which also added additional container links to a hub as well. Cureently we are now starting to prep for extra warehouse space for when the Destructive Elements system comes in and currently have a system set up for 10 containers linked for each individual resource type per tier but due to limitations we have to manually transfer from our warehouse hub to our intake hub that is linked to the transfer unit(s) that will eventurally pull into the machine. You can do a lot with the industry but it really needs to be uncapped through talents. Likewise it would be nice if Containers allowed for enough talent upgrades for volume to essentially turn whatever size container into the next step up like XS into an S on putdown or being able to bake in the same stats of the putdown into the item itself in addition to the putdowns since classes (Pilot/Inventory) should be in the crafting side rather then the other trees. Perhaps this is what the new higher tier machines will do but still its not the industry that should be getting those skills but crafters where the industry should be about efficiency while running the machines or production. Along with some kind of Engineer type Talent Tree to add in more links on putdown in general or link cores.
  9. So if 128m is the base do you have any preliminary figures on what talents for the maneuver tool will add onto the max distance? With current Talent numbers would equal out to 192m with the base which seems both odd but also that it really does not add much if anything to the max. Is there going to be a rework to the talent or is the 64m added through the 50% increase by T5 maneuver tool talent going to remain the same. Is it also possible to get those talent points back as a refund since it is now really a broken tool? Had I known this was coming I wouldnt have put points into it.
  10. Honestly I dont know why NQ just doesnt make the maneuver tool based on weight rather then neutering it into oblivion. If you could still move ships as they are now but make it weight based it would still be useable but you would have to baby it with larger cores to move it at the same distance we have now. Like if you are trying to move a ship that is fully loaded with ore it should act much differently then an empty ship and also different from a small ship vs L core ships. There are a myriad of uses for this tool and all of them are completely necessary I dont know how many times we parked our ship on a flat surface with all landing gear planted flat and for whatever reason the ship tries to fall off the ledge and we had to catch it with the maneuver tool. If I could only move a M/L core 50m this would become impossible to both catch a ship and to put it back onto the surface plane. The one time we didnt catch it the whole thing blew up even falling a small distance. I dont want to be punished for that when it should not happen yet it happens semi frequently. The other aspect of this is that now if you go anywhere off world 75% of the surface of most planets are either extremely hilly or mountainous if they arent swiss cheesed out from mining. With this system you could only land in pure flat valleys and no longer land on 75-80% of surfaces. If youi cant lock your ship into an artifical hover it tends to slide. And if it slides long enough or bumps into something as its momentum goes you will take damage or worse potentially have items destroyed for no reason on top of the loss of the maneuver tool. And if you cant get within the max of like 2km of 75% of the surfaces with mines going down 500+m on top of that how are we supposed to mine everything if your ship is sliding or you have to spend a rediculous amount of time teraforming everything just so you can mine there. It just seems like a huge time sink for no reason. Or if we are doomed to suffer the stupid 50m bs we should be able to walk while using the tool and maneuver it in the 50m limit I would be ok with that.
  11. I would like to see a bookmark nested folder system added to the game rather than the single mass list we currently have. It would be nice to have all PoI's in a folder, or set a folder for each planet, a folder for whatever really, we just need the ability to sepperate bookmarks.
  12. 8: Renewable resources bc who wants to go to desolate strip mined out wastelands 6 months from now to spend a month to get what should take a few days to a week to get normally...
  13. Space Pirates could work if they could perma flag their account to allow them to pvp on any other planet but alioth that allowed them to pvp, loot, or destroy others property in exchange for not being able to put down territories in Alioth so that they would then have the same things done to them in return. Anyone could PvP them or go to their bases and destroy them and loot whatever they have as there would be no property rights at all for them. SO if they want to go against everyone else in the game but they are essentially permanantly PvP flagged and cannot trade on Alioth either. I also think that Organizations should be able to declare war on each other with some kind of high price data cube (100-500mil+?) where orgs could flag all territories, ships, etc to flag for pvp or looting between those orgs or their allies if their allies want to help they would have to buy the war data cube. Everyone else would be unpvpable in safe zone areas but still expensive enough that large orgs couldnt just pvp every org in the game. I dont see much point in pvp in this game beyond the funzies of going aha got you trying to go to another planet while you brake for the griefing aspects. I think there should also be mass public Orgs for police or military that when anyone is pvp'd it pings a protectorate force to that area to keep order that is above organizations to restore order to a planetary system or solar system. I cant see us as a civilization jumping on the arc ships without some kind of form of a government, police force, or military capabilities without having a vested interest in keeping order once they got there. All our taxes we pay in the market need to go somewhere right? You would think that the arc ship government would have dynamic frigates, corvette, and capital ship capabilities to do this too that you cant build or is way far beyond what we would have.
  14. Yeah I liked Space Engineers while I played it. The medieval one was interesting but not as good as the space version. Fun while it lasted though. I think if they would allow for core links to either customize your ship shapes in lines or any other shape you could chain on could work for section breaks if the core links were severed or the voxels as well acting like structure failure could work well. Not sure if it would ever make it in the game but it would be nice. Regardless I think they need to approach this from a different direction altogether. Where as there should be some way to actually customize all the parts and items through alloys, different mats making up the item (think carbon fiber vs aluminum vs steel vs titanium for instance or even the bamboo composit materials that are harder than steel), mod-able parts in general (high performance, think of what you can do with say a stock mustang), hardness values, the HP tree, and allow us to customize our ship to what we thing we need. But instead up punishing people from the bottom up it needs to be from the top down. Such as T1 crafted parts or items should have 25 crashes base before you add Talents or mods. The newbies still need a chance to learn to fly. Where as if you are using T5 parts you should know what you are doing where as 3-5 crashes base before mods or talents should be much higher stakes for stronger items or higher performance parts really matter in flight, frieght, transport, or battle truely matter. Most large org could swing that where as if you are just some solo random guy you dont need a car with 500 horse power you just need a car that will get you from point a to b reliably that does not require as much maintenence as a F1 race car does and will last you 10-20+ plus if you take care of it or baby it. Edit: Been kicking the idea around in my head all day and if I were to make a constructive suggestion on how to make a fair top down approach to Destructive Elements that fair to both vets and newbies it would be this: Scrap could use an additional Talent Tree branch called Equipment Manager Technician / Mechanic which allows for more repairs to to extend the life cycle of crashes for both putdowns & better functionality of the Repair tool. Repair Tool Efficiency for additional hp per second when repairing Repair Tool Optimization for additional rate at which you can heal Durability Optimization for extending the amount of crashes any part can have on put down Auto Repair Tool Optimization for how fast your auto repair device can heal via scrap / parts to bring an item from destroyed to damaged In addition to this I propose for the amount of crashes that are base before any talents are added to be: XS items: 50 base crashes before being completely destroyed for stock items S Items: 40 base crashes before being completely destroyed for stock items M Items: 30 base crashes before being completely destroyed for stock items L items: 20 base crashes before being completely destroyed for stock items XL items: 10 base crashes before being completely destroyed for stock items XXL items: 5 base crashes before being completely destroyed for stock items (future additions for frigate/corvette/ cap ships) Or alternatively you could give a buffer for crashes to newbies measured in total exp accumulation by the million to give some kind of grace period of still allowing newbies to learn to fly before it eases in. You could assume that by 10mil exp they would lose that buffer as the 10mil could equal 100% grace perhaps. You cant just throw them to the wolves and expect someone just starting the game to be able to constantly replace their ship after 3-5 crashes. I think by the time I both learned how to fly and also how to balance a ship in terms of progression of each of the core sizes and balancing and adding parts to make it actually flyable 50 base crashes for an XS is not out of the question or 30 crashes for an M is not that much out of the real of a learning/testing/optimization cycle. Beyond the base crash buffer I would like to see a new Talent Tree added called Engineer in which adds additional destructions for all the element types to add durability to them on putdown or additional efficiency to repair each type of element or optimization. It is still independent of the effects in the piloting tree as well as the HP Tree. You could sepperate the two branches for Space Engineering and Ground Enginering which should be able to cover all the parts for ships and industry. I would also like to see another branch for Static Core Engineering and Dynamic Engineering which should add more links to both types of cores along with additional crashes or destructions to both cores. Beyond that I would like to see grades added to different items: Stock: Balanced for speed, durability, weight, and hardness) Performance: Optimized for speed over all other aspects Armored: Optimized for hardness and protection over all other aspects Composit: Optimized for specific functions or using sliders to some how choose what you exactly want High performance: Extreme power at a cost Beyond grades I would like to see all materials have additional traits added beyond just weight for: Heat: Atmo Burn to allow people to travel faster in/out of the atmosphere with ores like silver, gold, copper, etc with each having a range of heat dissapation Hardness: How much damage absobsion a material has in terms of like titanium vs steel or bronze. Conductivity: Where specific weapons work differently vs different metals After that I would like to see another Talent Tree called Scientist in which you can alter the properties of metals / voxels or in a sense re-engineer the molecular properties of each of the ores. I think the Scientist could also have its own kind of industry in which you can mash different types of metals together to make alloys or composit materials which are completely custom or that can be used after that in industry crafting to make the Grades or Custom after market parts. Or alternatively allow players to simply choose what kind of materials they want to add bsed on the values listed above which could make them completely different then they are now and help crafters to make various options for protection, speed, weight, durability, etc listed above into any item and where as the stock recipe would be balanced you could make the same item uniuqe which could break much faster or last a whole lot longer at the cost of something else. A modular system would be a whole lot better then just pre-baked Tier versions of industrial machines which should focus more on the properties or mods you already get into the tree like byproducts, stats, bonus parts, numbers of mats, etc. I also think that there should be wear and tear based on how long you fly or that other planets might be highly acidic and wear down your ship if you are on the surface. Industrial crafting should also have wear and tear associated with running the machines and require maintenence to keep them going too or even if you dont get PvP'd flying you will still incur damage over a long time requiring scrap repair. This should not be quick without allowing some kind of talent or using the material properties listed above. The last thing I want to add would be to add random defects while producing items which could generate less crashes or durability, etc every so often. The main thing here is to allow for stock items, grades, custom parts, after market parts and items that suit people for what they want to do. If you want the best of the best then it is highly desireable and gets destroyed faster making more money for those items along with grades. That way if you want to go cheap but last longer you can. If you want to risk more for more rewards or power you can at the cost of the life span of that item. If they add the Talent Trees mentioned above you could extend that lifespan a little more. Or customize any part to fit your style, color, etc. You want to punish people from the top down who want to risk more not the bottom up people trying to claw their way up. People need time to learn the basics of how it works with some margin for error for each of the cores since you add over time for what you need before you test it or find out in that action that it aint going to work. Lots of test pilots have died doing experimental things. It takes a lot of trial and error in this game to get any ship off the ground as you go, but also that its the same story for each core progression as you see what you can actually handle. Its not our fault its just the nature of the beast until you finally fill it all out or you can get to the point a ship is fully optimized which again is a time based thing as you gain talents for putdown and other factors. You should not be punished for that. The people who need to be punished the most is the Large orgs who are nabbing everything under the sun and set up to pvp. You need to give them more risk for more power within the confines of the system as it is now. Not the newbies or the smaller Orgs as they need to be allowed to grow in this system too as you can afford higher performance items or armor. It makes it more of a gap between the haves and have nots but it also comes with more risk, wear and tear, and other factors. This way you get a lot more mileage out of your ship while still removing items from the game. Some people are way better then others at active flying if you arent using a flight script. The stock flight controls are not the best and honestly whoever re-wrote the whole flight system, NQ should buy it from them and add it to the game or hold public competitions for solo or group scripters to improve the game for custom exotic parts / recipies that use alien mats, or something. And just say hey we want to see what you can come up with for X and add the best ones in as stock standard scripts you can run since not everyone is good at coding. Its the same thing with art based assets or skins as people could make them for NQ through community events and add the best ones in. They should also consider adding a marketplace outside the game where people can sell them for cash and NQ takes their cut doing none of the work for stuff a fraction of the public would normally like or want since colors and skins are highly subjective anyways and you can do pretty much the same thing already with screens. Win/win. I think this sums up everything this Destructive System needs to make it viable and semi realistic and less punishing for this trying to climb up the ladder while still giving leeway and options for those who want to push the limits and properly punishing those people while still taking items out of the game at an acceptable rate which wont cause everyone to kill the market because they are hoarding items in case their whole fleet breaks at once unexpectedly or that because you can blow up containers will cause scarcity along with mass inflation in the proposed system which will pretty much kill off any newbies joining with such stringent limitations. .02
  15. Well there is the tutorial and the academy for additional training. So in a sense there is already an extended tutorial. NQ could also just drop any now player into a random tile on Alioth with everything they need placed down for them. TU, a fully furnished XS core house, an optimized XS ship, Basic Industry, some basic supplies / rations, and still run the tutorial right there in their base. It changes nothing but gives them a functional example of how it all works they can build on. If they dont like the spot they can pack up at some point and move rather than leaving them sitting at the District Pad going so what now. Something will have to give for new players when the Destructive Elements System goes in anyhow as new players will likely blow up multiple ships in the process before they know what is going on and some serious quality of life improvements will need to be added to account for that. It is a rough start after all. As far as Organizations go or a guide based program Organizations need some kind of population cap increased by Talents. If there were such a system with pop caps this would help to keep those larger Orgs stocked with actives until they fill up to allow smaller orgs to also take priority in a round robin system. Also if Orgs had designations for what they do most (PVP, Industry, Mining, or Freight/Piloting) you could choose what sort of playstyle you wanted to join. Either way player retention and quality of life starting out as it isnt working already before more punishing systems come into the game. Something has to give.
  16. lol this tutorial bs needs to go. Its too complex when you first join and waaaaaay too long when people just want to get into the game and mine/fly/build/craft. If anything it needs to be given into the hands of the players to help show newbies the ropes. Make some kind of guide program for people who can be trusted with the responsibility to help new players. Then give us a dispenser element to shit out all the parts at once or some rations, and let us handle the rest. The tutorial was stupid and forced and beyond the cores, blueprint, and parts its stupid and pointless with the like 100 steps it takes just to get out of the damn thing. I skipped most of it. Just give the player a flight ready ship. Done, off you go.
  17. What a joke this nerf really is... We are supposed to be in like year 9000 or something and yet we are still flying around with fossil fuels / rocket fuel and no actual scifi tech or at the very least nuclear powered ships, fusion reactors, solar power, plasma, or anything cool lol. Hell we dont event have a proper hover jet / helicopter rotots? and yet with anti grav you cant even sustain it now? Or even move a ship more than 50m? I could see if NQ was like hey we are taking away the max from the personal maneuver tool but we are going to add some kind of mounted machine on static/dynamic cores. Or that if you are in your own territory you can move it more or outside your territories you cant move it as much. Its like really?
  18. Well since each size of core allows/allowed you to move a core further even with an M class Dynamic core 4-5 pushes was like 1km. I dont know about anyone else here but with the insanely low distance on container range and strip mined resrources on various moons/planets I was not about to constantly waste gas bounding around from tile to tile or hopping regions just to find ore. I just walked the ship from tile to tile. And mining even with a small crew of 4 was basically impossible on any sustained scale since you basically are forced to park between 2-3 tiles and have each person take a tile since for whatever reason people next to each other lags the hell out of this game for each of us. So dropping exp into the talent used to be worth it but if this change goes in it is no longer even necessary to even have the talent. It aint my fault most moons/plaents I go to are swiss cheese strip mined out wastelands, I just roll with NQ punching me in the face constantly with bad game design.
  19. Honestly I just want all my talent points back as this tool is totally flipping useless now.
  20. Personally I hated the tutorial from start to finish with the like 100 steps it took to finally get to play the game. I would have much rather had a choice to just join up right away with a trusted org/faction through some kind of player based CM/Guide program and give those orgs some kind of element to start players in their base along with a dispenser that just gives all the parts at once to make a ship and perhaps some kind of vocal explanation when you pull out the parts to make it the first time and be on my merryt way. Its overly complicated then it needs to be.
  21. This change along with the destructive elements. Just another nail in the coffin for me. If NQ just spent a fraction of the time making this game actually fun rather thant destroying the fun it would be a good game. I dont know if you have noticed NQ but everything in this game is a work around to whatever you create because its limited, short sighted, and stringent. Its becoming more and more of an unpaid job rather than a game at this point and if it keeps up im gone. The maneuver tool is one of those things that is completely necessary for daily gameplay in its current state. There are so many bugs, lag, graphic lag, and a whole host of issues that require the current state of the tool. Are people exploiting it? Don't know if you have noticed NQ but everyone is exploiting everything especially with LUA scripts and you are totally cool with that... Make the game fun. Make the game actually playable first without adding grief loops and get the hell out the way.
  22. Lol im not against it I have played dozens of games similar to this outside the voxel aspects that carebears dont like these types of systems and once they start bailing in droves (and they were already before this) that its a downward spiral. I dont know how many games I have whitnessed that this has happened in just pointing it out. I think they should take it further to have planets that just cause constant hp loss or that just flying or running your industry should slowly destroy your items over time through wear and tear. There is no reason miners or pvp people should have all the fun. Why let the crafters hide in a hole completely protected without security or defensive weapons? Take their PvP protection away too. That will really stimulate the market!
  23. Our crew's hauler can currently safely haul 12.5kt. We are testing the limits with each road trip we take.
  24. Realistically there are a number of things that have to happen if this system were to come in to DU. For this Example ill use an L Stabilizer as an example. It has roughly 60k base hp. What I would like to see is a current HP pool, but also a max durability pool that is at base 10x larger than than the base pool. So technically you could heal it 10 times base before it is actually destroyed. Each time you heal it up would then reduce the total hp pool until it actually breaks and needs to be replacement. OR every time you do heal it should reduce the HP pool to reflect the damage where it keeps breaking faster and faster until it is unreliable as well as the performance trails off until you need to replace it since you would start at 100% efficiency plus whatever mods are put down. Right now the Talent Tree for HP is pretty much useless unless you are pvp since for no real reason you are healing the item with boosted hp and if you arent PVPing then you are essentially wasting tons of scrap to fix it each time. I think that if there were talents for base/total hp added to the tree it could possibly work. But then we come to the finite resource pool which will then require tons more of that pool to be constantly used with no seemingly renewable source and over time scarcity combined with increased requirements of repair along with a new loss of full containers or freight haulers being completely destroyed will deplete the system even faster compounding the issue, not to mention that hyper inflation as the resources are used up and the eventual loss of the 100k daily allowance are sure to put many crews or smaller organizations in game ending situations. The main thing they need to do right now is to make a sifting machine either ship mounted at a lower capacity and also an industrial variant that takes raw materials like sand, dirt, snow, tundra, etc and allow players to sift the strata and allow players to gain trace amounts of ore from it based on where it comes from in terms of the actual planet or moon in the tags and then allow the players to gain rng based materials to be sifted from the soils. Mind you the ratio could be like 10 containers of soil base to 1 container output of ore. As it stands those resources are selcom ever collected unless you are doing a teraforming project. Otherwise you just dont collect them or you just throw it away since there is no real need for it. But still with perma tunnels destroying the landscape all those raw resources are just being discarded and wasted when it could be a realistic avenue to making this destroyable element system work. Besides sifting, we really need a recycling system so that when parts are completely broken and need to be replaced you can take the item to some kind of industry recycling system that mealts down the item back into a fraction of the origional materials used. This would drastically extend the life of DU with finite resources are in play. Or that when things are damage the hp lost partially or completely should fall off the ship in the form of shards, chunks, and sheets so that when the ship or structure takes damage you can potentially find those pieces and when you use the ground based collection tool to collect those parts that fall off the ship you can regain some of it back in the form of actual scrap. Depending on the size of the pieces you collect should be like stacks of 50/100/250. Not to mention if that is the way to go NQ really needs to add in various ways to regenerate those soils once all the actual nodes are long gone at some point. I think as far as the existing nodes that are available a talent or two should be added to condense and create more ore per node. So if you have just a 4k small node the talent would then turn it into the next size up potentially at Tier 5 and generate like 8kl of ore. Or in the same vein (pun intended) there should be a line of talents which then also turn nodes into higher processed versions so that if you had a node of Iron mining it would then turn that ore into pure iron. Or just a talent that gives like 5-25% chance to get pure ore per grab would work too. An extremely slow landscape heal in unoccupied tiles which should take 1-3 RL months to heal back to pristine would show erosion and yet would likely not take as much resources VS the system EQN Landmark had in which all environmental damage would heal in 30mins. It was. This would help to account for a lot of the damage being done for sifting but also create a renewable resource system that basically comprises 99% of the game surfaces. And if that is not fast enough NQ can use the perception of an earthquake in unoccupied tiles with just a loud sound heard in tiles nearby and a screen shake if you are close enough. It could be done during patch time potentially or the system could just randomly select a single tile or small line of tiles like a fault line and just instantly reset the whole tile back to pristine condition. Most if not all of these things are necessary for the longevity of this game if it is to last the next 10 years potentially.
  25. A surrigate should be able to do anything you can. There is no need for surrigate talents if its just you teleporting wherever. You just need to be able to do what your character can normally do until you get back in your body. Done. No extra anything needed. Unless you have turrets you dont need additional gunners. And if we have surrigates then why cant you just scroll your mouse to different turrets at that point as some kind of view swap? If you can multitask/multibox in other games it should be possible. Industry on ships would be nice i wont lie. Then again I would have no need for an actual static base at that point so I get it. Though it would be nice to have a mothership. Personally I would rather have more links than industry on ship or hybrid cores that are like a 2-3x1x1 line type multi core with more links.
×
×
  • Create New...