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Warlander

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Everything posted by Warlander

  1. The thought of this actually sounds cool. Imagine some kind of sized element you could put in buildings or on ships where it basically allowed you to do a ship in the space and after the doors close it despawns the ship and puts your character outside of say an escape hatch or a launching bay where all you need to do to respawn the ship is use the element and it spawns the ship and opens the door after it is spawned and you just fly out again. There is no reason to not have this since you dont need all cores and ships active 100% of the time and if you can despawn/respawn the ship when you actually need it or have multiple Launch Bays or Esacape pods it adds a lot of value to the game that just fills an equivelents core space to launch from and could just create a golden blueprint linked to a container so it still calculates weight to the ship or by packing it away you still save 25% weight with the container put downs. Very interesting for ships, bases, or space stations if they had these types of elements in XS-L core sizes you could modularly use or strategically use to pack or unpack golden blueprints that you cant move from the container.
  2. It has reverse based PvP aspects as well if you time it right. I made a suggestion on this a while ago. If you fight a ship and you dont die in the initial attack you should be able to initiate a self destruct sequence so that if timed right it not only blows up all the elements on the ship to do more damage and repair costs but it should still be lootable but offer the ship being attacked one last chance to get their ship back if they lost in the first wave, completely blow up all their elements which would just destroy them unless they have 2/3 strikes and remove the elements permanantly via the destrictible elements system with PvP. But it also allows for the attacked ship to time it just right to possibly damage the attacking ship or to blow up the boarding party if they are on the ship when the self destruct sequence goes off. It has a bit of strategic elements to it since you still get to loot the ship unless the elements are destroyed with destructible elements which is already a thing but at the same time it should make you think twice about the ship having an active sequence ticking down. But also that when you claim the core you should have to find the self destruct sequence element to turn it off which creates another layer of complexity and traps or hiding the button to turn it off sicne it has to be seen to activate and found to disable the self destruct sequence so the ship suddenly does not explode an hour, day, or up to a week later with a silent alarm self destruct sequence and cause the PvP crew to have to sweep the ship in case the Element is on board.
  3. I posted this in the general forums but I think taxes need to be based on your total experience points as a handicap for taxing people by time in game since what you can do in game is based on total exp as the % handicap you should play as your skills increase. New players starting with 4 mil taxes would pay 4% taxes or 40k in taxes per tile they own. Per year you get about 50mil exp +/- getting just under 1mil exp per week or 1% tax increase per week 1mil-100 mil exp would be 1-100% payment of the 1 mil tax per tile. Once you go over 100mil exp you enter a new tax bracket of 2 mil per tax cycle per tile 100mil-200 mill exp is the 1-100% you will pay on the 2 mil tax rate per tile with just under 1% increase each week but paying the 1 mil tax rate for having at least 100k exp total. By doing so will free up taxes and also tax people who come back later or after the wipe if we keep our total exp pools to tax people by time played to give a handicap for new players. Login bonuses: Every day you log in you get +1,000h added permanantly to your daily log in quanta Every day you log in per week you get -1% and up to 7% off your weekly tax bill for playing the game Every day you log in you get +1 L/H across the board permanatly added to your tiles Every day you login you get a 6 hour +30 Exp per minuite buff that only gives a benefit if you are online and still ticks down even if you log out. Incentivizing playing the game rather than allowing people to get the exact same amount as active players should incentivize and reward people who actually play with both daily rewards but also permanant benefits for how much you play. -7% taxes is not much but its more money in your pocket at the end of the week. +30Exp per min has been needed for a long time. +1,000 Quanta is a drop in the bucket over time. And even if you log in 365 days straight an extra 365 liters per hour is not that game breaking considering static tile ore pools that never get better should add value over time and login rewards should reward activity through giving more ore to your tiles the more you play. Mining: Charges should just be made into a buff so that you can buff any element with a 25% bonus to mining units, industry units, ship parts, or whatever that makes them 25%better for 2 hours so that if you are grouping with other people you can buff a whole ship, whole industry, or whole mining opperation. Efficiency should be removed since industry does not have this system and the ore is already really low as is. Dynamic core based mining ships should be allowed so you can mine unclaimed tiles. Whatever the L/H rates are on a tile should give the first person to mine the tile 75% of the ore for being there first and all other ships would share the 25% of the L/H to prevent trolling or how adding mining units currently work without priority if someone puts down miners after you but can snake all the L/H out of the tile by putting MUs down. Daily logins would make it so that eventually players could add more MUs down when the ore increses. Static Core miners should have a prospecting talent branch added to gain 25% more ore from static based mining constructs that are on a tile with 5 talents that each improve the tier ores by 25%. I think that would take a lot of tedium out of mining in general if you could having dynamic core mining ships and just agumenting the system as it is a good base setup for the login bonuses to make it better over time as just a general passive income generation tool for having a mining opperation at your base if efficiency was not based on charges. To me the charges are doing the exact same thing as what a territory tile scanner does and having players able to place down a territory scanner or multiple territory scanners in a tile linked to 10 mining units each should be what is actually used to calibrate a tilei is the tile scan because you can actively run a tile scanner every 15 mins to calibrate a tile and get a mining unit running and you could use the territory scanners ships use and multi task generating scanning results as the charges themselves as the scanning results should know where the ore is and remove the results to calibrate the mining units. If a player does not own a tile scanner the charges could be used but if you have scanners on all tiles or your L/H increases you can drop a territory scanner on the tile and start it if you want. Dynamic Core Mining Ships & Scanners: Add a Mining Seat Element to the game like a pilot seat, gunner chair so that as long as you are in the seat you can mine. Scan Results = Calibration Charges. You can potentially mine 3 tiles at once as a more active static core mining experience that is like how you can scan 3 tiles at once with 1 ship. Using territory scanners to start mining units to where you can use multiple territory scanners on a ship to start multiple MUs at once since the MUs would use the scans as the calibration. Mining ships since they can mine multiple tiles would require extra engineering in order to mine different tier ores on different planets which would require 3x mining units in different sizes and tier versions to opperate at maximum efficiency depending if you land in a 500-800 L/H tile which is a gamble on how much you could make between 1500-2400 L/H actively mining over static core based mining opperations on any planet and not acnhored to any geograpic location as long as you can fly there and sit in the mining seat to actively mine even if you are just afk over night. If you dont need charges with scan results you should be able to use the calibration charges as a general buff that makes whatever element you use it on 25% better across the board for 2 hours wether its ship elements, mining units, industry units, weapons, etc.
  4. Fully Revised and simplified concept. Taxes: If the current tax price of 1 mil per tile is to stay the same as it is now then it needs to be changed to every 2 weeks or 1 time a month to match earth based solar cycle of a calander year in game so you have time to save up and progress but also to match the month sub model of you pay the month sub and Taxes for the month all in one shot as adding an expected speed of gameplay on a treadmill should be slowed down as to not flood the market with ore. NQ should also consider switching the Taxes to match a players Experience Pool as how much tax a player pays as a representation of how much talents and access a player has to doing things. If you start the game and have 4mil exp pool you pay 4% tax on 1 mil per tile. If you pay the game and have 100mil exp pool you pay 100% tax on 1 mil per tile If you have over 100mil exp you enter a new tax bracket of paying 2 mil per tile that relies on 100-200mil exp or paying at least 1 mil but adjsting the % per week organically by how much exp you have. Inactive players who Que full talent trees and are just as powerful as actual people who play the game are taxed appropriately whenever they come back to the game. Taxes are too steep too often and should be reduced by 50% if the 1 week cycle is to stay the same as it is now. Though I think the tax cycle should be changed to 2 weeks or just every month along with your sub so that it represents an in game calander year that matches the sub cycle as a solar calander year. I also think that what you actually pay in tax should be based on your current Experience Pool in terms of how many million exp you have is the % of the tax you should actually pay. And if you have over 100k exp you go to the next tax bracket of 2 mil per tile once a month which is much more reasonable if you pay a portion of the 2 mil brack until you actually hit 200mil exp as both a handicap and preventing players who just que up talents and come back once a year to add more to the que are taxed appropriately to how much experience they have when or if they return as you should not just be able to not play the game and still get all the benefits. Log In bonuses: 150K base and adds 1,000h every day to the login bonus. Gives 6 hour Exp buff of +30 exp per min that lasts 6 hours as long as you stay logged in. If you log out it goes back down to 90exp per minuite You get -1% less tax for every day you log into the game per week if the tax cycle remains the same to get -7% weekly taxes for playing the game or at the very least logging in 7 days a week. Every day you log in all the tiles you own get +1 L/H on all ores in all your tiles to help increase production by logging into the game and mining if the tile Ore Pools are to remain completely static. NQ should incentivize people to play the game and reward their loyalty with benefits and bonuses. Anyone who plays VS someone who dosent should not get the same experience. Logging into the game should give a 6 hour exp bonus of+30 exp for actually playing the game. Anyone who logs in and plays regularly should get +1,000 quanta per day every day they login added permanantly to their daily log in bonus. As well as incentivizing people to play for a week by lessening their taxes up to -7% for that week per tile. And also that every day you log in should add +1 L/H to all ore pools on all of your tiles to help those who play get more per day then those who dont play the game over time and giving 365 L/H across the board per year if you log in every day is a good thing. Mining: Dynamic Cores should be able to mine unclaimed tiles by putting mining units on the ship and as long as the mining unit lazer can touch the ground 50m below it should be able to mine tiles like static core based mining units. Dynamic core ships will need more mining units than static cores since there is no telling what ores you will find and what actual size mining units you will need and you could need ships capable of 500-1000L/H for all 5 tiers depending on where you mine or what you will mine making Dynamic Core Mining Unit based ships viable as a new source of content. Dynamic Core ships with scanners should be allowed to bypass the mini game if they link a scanner to the MUs and since you could only link 10 MUs to a scanner ships with 3 scanners should be able to link to enough MUs depending on tier rigs. Using a tile scanner is essentially the same thing as the calibration system since you know where the ore should be. Using Tile scanners on a Dynamic core to bypass the mini game to calibrate a tile every 15 mins if you wanted to should spawn 1kl of random rocks. If two ships are mining in an unclaimed tile the first ship should get 75% of the second ship would get 25% max L/H on the tile with another ship. Any additional ships that also want to mine divide the 25% between the number of ships. Static Core based Mining Unit Opperations should have a 25% bonus Talent for production added with a talent to gain 25% with 5 different talents for each tier of ore. If Dynamic based mining is added then Static mining should be allowed to gain a bonus to get more from mining on a tile with a TU vs Dynamic MU based ships that can mine anywhere in unclaimed tiles. Static cores should be allowed to add a tile scanner to the core with the Mining Units and using the tile scanner to bypass the mini game and the charge system since the tile scanner can link to 10 MUs and scanning a tile is the same as the mini game that takes 15 mins to recalibrate. Using a Tile scanner on a Static Construct to bypass the mini game charge system every 15 minuites should spawn 1kl rocks and also add the 25% Ore bonus from the talents for more ore on static core based mining opperations. Charges should just be made into a production buff that you can add to 10 mining units every 1.5 days or changed to get 12 charges per day and giving a 25% overall buff for 2 hours each that you can use on any Element to make it perform 25% across the board in speed, production, liter cap, efficiency, production bonuses, and lasting 2 hours. Potentially removing the efficiency drop since industry units do not have efficiency loss and the mining is just as much an industry as the actual industry in game. We get low ore as is and chaining people to a slave mining colony because of charges and efficicency is unnecessary. The daily login bonus if it added +1 L/H to the base of all your tiles granting more ore for continuing to prospect the land over time will be a much better system other than the same static ores with the same static amount in L/H forever. The amount you can get with Auto Miners is too low and restrictive. Adding Dynamic Core based Mining Ships opens the game up and if there are Talents added to make Static Core based Mining more lucrative but still allow freedom to mine where you want. Adding territory scanners as a bypass for the mini game as an option or using the Charges should just be an overall productivity buff rather than being an anchor to your homesead and being unable to really mine on multiple planets since its not possible with all the action based time units, low productivity per charge, and emptying the litter box on a time table you set up with containers attached to MUs across multiple tiles. Adding a login bonus to the base L/H also adds value for playing the game so you get more than someone who drops next to you or you have been there for years and getting the same L/H. Missions: Tie the mission system to how much tax is actually collected per tax cycle to fund NQ missions. Change Missions from just handing out free money to how many people you can pack onto a ship to actually requiring actual items in the game as what the mission requires as a delivery so that players can trade actual items to quanta that generates missions like player missions so that it actually takes things out of the game you produce for quanta to different locations in the game as a shopping list rather than endless free quanta to keep the economy going as both a resource/parts sink in exchange for the quanta and the first person who turns it in like a player based mission gets the quanta until a new random mission is generated. Add weekly missions that are larger shipping lists that dont require full turn ins so that any player can run or contrbute what they have until the order is complete. You dont need an Ore Market Manipulation system if you have the missions take ore/parts right out of the game but require a little effort to deliver the parts to a market or location as the missions themselves as a resource sync in exchange for quanta. The mission system itself is the biggest problem in the game since it does not have any sort of stop to quanta entering the game rather than being tied to a finite amount of cash that NQ has to pay for the missions, but also that the packages are unnecessary if the missions dont require anything coming out of the game in terms of people selling parts, ore, or whatever as what is actually in the packages that should be made more quest like in actually using industry or what is actually available in game to produce the parts the missions rely on to keep the market going relying on actual taxes collected to fund the missions and at the same time have a realistic amount of items NQ based missions can in turn take back out of the game. Mission Based Events: NQ creates a basic blueprint that just has how many parts they are looking for as a ship building event that players can pick up from a mission pick up location for a ship building event that is run weekly, twice a month, or once per month. Players can take the blueprint as it just has what parts the event will pay for with enough payout left over to add voxels. Players can make it as crazy as they want but the mission event only pays a set amount. Players drop off the ship to an event tile with the end point of the mission and when you collect the mission payout NQ buys the ship for the set amount. At the end of the event all ships are turned into golden blueprints that completed the event. Those ships can then be used for salvaging and seeded anywhere in the world as the means to actually make the salvaging system viable without counting on abandoned constructs alone or using the tax system to force people out of the game to make salvaging a viable system. NQ cant make a viable salvaging or PvE system if actual ships arent being built as the premise of an event to seed the world with actual ships as mission based events. To make it as easiest as possible there just needs to be a basic blueprint given in the mission that you can spawn if you have the parts or buy them if they are cheaper than producing them yourself and just arrangin the parts in the core however you want or adding voxels to make them look better to a point where the mission is still worth taking in the event. As well as making it as easy as possible to finish the event that NQ does not have to babysit if you simply have to fly the ship you built to a tile and the mission buys your ship right there. And made easier still on NQ to just turn every ship built into a golden BP at the end of the event. The only thing the event system needs to do is make sure the parts in the ship meet the required parts it asked for. Generic PvE: Event ships could be the driver for salvaging but also they could be spawned in deep space after being turned into golden blueprints and given auto combat scripts so that when spawned they can be salvaged or looted after being destroyed to add a little danger or given auto destruct sequences to blow up ships to create wrecks. NQ can also create random spawnable groups of ships in a single core that have more firepower than single ships that require multiple players to fight as a basic group PvE content. NQ can also give PvE ships the ability to lock on random players and head towards players to also enguage them in PvPvE type content. NQ can use XL cores and put lots of ships into it with a huge amount of firepower as an Armada to create raid content requiring 10/20/30+ players to assault NovaQuark fleets. NQ fleet ships could have better parts than top T5 parts that can be looted like a raid boss with exclusive parts or making it so that if you take out an Armada it is the only way to gain XL cores you can use or sell. Taking player built structures with golden blueprints of modular based space stations and just make random spacestations to fight in deepspace along with Armadas or NovaQuark fleet ships. Generating content as something to fight is really the missing half of the game. If we make the content with events a system that just spawns the golden blueprints makes that a possibility. PvP Cores: Dunamic PvP cores to allow players who want to fight to be able to fight anywhere in the game and open up Pvp from deep space to the atmosphere on any planet that has a protected bubble that does not affect players who just want to build or do not like PvP to simply opt out by not using PvP Dynamic cores. Static PvP cores so that you could create bunkers, hangars, and anti aircraft auto firing defenses against PvP Dynamic Cores within range of your tile that can be put on any planet even if there is a bubble to allow players who want to fight to be able to fight that does not affect anyone who does not want to opt into PvP. Opening up PvP in the game and allowing people to opt in freely to fight in the bubbles has been needed for a long time. PvP FFA everywhere type cores is the way to make PvP a bigger part of the game as well as adding PvP static instalations that is automated is another missing key feature of the game. Territory Wars are another add on from cores. Assault TUs: Assault TUs Should cost 100 million quanta that you can put on anyones tile that has a count down timer until your territory is at war with whoever drops the TU on one of your tiles. You have 24 hours per Assault TU you drop or time to stagger in which the Assault TU hacks the protections of the tile for 24 hours. You can only drop an assault TU on exterior outlying tiles so if someones tile is 4 rings into a tile cluster you can only attack the outside fringer of their base outside of PvP static cores on the tile to soften up their defenses. Once you destroy the owners TU within 24 hours you can then either claim the tile before the tile owner does or you can then attack inner tiles connected to where the open tile is connected to. So if you have a 7 tile cluster sieging an outside tile then allows you to attack their main central cluster to make things somewhat more strategic. Have other Assault TUs that cost a lot more for a bigger area of tiles you can assault. Add a 7 tile cluster area Assault TU that can wage war against 7 tiles at once for 1 billion quanta for 24 hours. You get more tiles at a time vs the 100mil version but since you can destroy more at once the target should be at least worth 1 billion to justify the war but meant more for Org vs Org warfare vs the 1 til ATU being more for player vs player warfare. I get that the game is basically a closed industry loop at this point and Taxes are there for those who dont want to PvP. But territory wars should cost a lot of money for limited time battles for a chance at a huge payoff that should cost 100mil to make the jackpot payoff worth doing.
  5. Honestly if NQ: Uncapped the 30kmph speed limit for missions since you are forced to slow boat would make them better overall not just for missions by cutting down travel time. Cut taxes in half per week or have taxes every 2-4 weeks on some kind of solar cycle as a standard alioth calander since we pay taxes once per year and not every month in RL so this system is quite jarring and disrupting to players. Added Destructive Elements back in. Added PvP cores to further allow PvP and also take more ore/parts out of the game with destructive elements and allowing PvP in atmo since you are flagging for PvP by using a PvP core that can be destroed inside the bubbles since you opt into PvP everywhere and PvP ends when your dynamic/static cores get blown up. But you opt into it and are willing to lose what is in the core. All of that would do more to cut down on travel time for a Quality of Life pass that has been needed for a while. But also cutting taxes by half to slow down the forced speed tredmill or need to flood the market by 50% but then allowing Destructive Elements inside the bubbles based on a players skill or random mishaps to take items out of the game. Or opening up PvP in atmo with an opt in PvP core system to allow people who want to fight anywhere in the game to fight other people in the bubbles and not just in space that is optional and you choose what you want to lose in a PvP dynamic/static core and once destroyed, claimed, or salvaged PvP is over until you want to do it again or can afford to participate again. Its time to simply and open up the game a bit. Something drastic needs to be done to turn this game around and those points will do more in the immediate future than anything else NQ can do to keep strangling people. On top of that NQ actually needs to use the taxes collected and put it into an account and use that with the market manipulation script as how much NQ can buy from the market per week or every 2-4 weeks if the tax cycle changes. NQ should also have events using taxes collected to spawn basic PvE content as well by buying ore/parts and using that to automatically fill a blueprint for various cores as fighter wings or armadas in general. NQ could easily put a bunch of ships in a core with more weapons than players can put on ships and make some kind of rudimentary content if they put down XS cores with 2-3 small fighters, S cores with 5 or more fighters, M cores with medium/heavy fighters or a giant fighter wing, M cores with heavy fighters or a big ship suppoerted by different small, med, heavy fighter support, L cores with battleships, fighters, or XL cores with Armadas of giant carriers, battleships, fighter groups, etc. They dont even need to move as much as have scripts to target and move the aim of the core at what they are aiming at if players fire on the fighters, battleships, carriers, or armadas. They have enough firepower to make you think twice but it creates the framework for group based or raid based content to happen. NQ at some point could have GMs/Devs take control of them and move them if they dont want to add some basic AI to respond to PvP, or to move around space via a waypoint system autopilot has already to respond to where cores are being destroyed. If the only way to get XL cores was by raiding NPC Armadas in basic PvE content in space it would make people have to fight them.
  6. Coming from the PvD thread or Player vs Developer dynamic thread. After NQ went from alpha to beta they stopped making content and pivoted to a Player VS Developer in which they gave us things and we broke them and it seems like they spend a lot of time trying to close all the things they dont like us doing and they inevitably give us more things to abuse with each patch. Its not a dynamic as much as it has become a cycle in which the devs are acting like GMs instead of Devs in their reaction patches. Its an interesting twist on a distopia genre to MMOs of building a civ before falling victims to the enevitable back slide of runing a game or virtual government in a game like most tyrants become and end up doing when they turn from content creators into digital warlords. Its either benevolence or wrath.
  7. Economics are what scale PvP is allowed to happen if the progression to be able to get enough ore to build a base, industry, mining opperation, with different ships build for asteroid mining, logistics, or mission running cost a month or 6 months worth of ingame waiting to even build let alone opperate in this new system with taxes. But it comes back to why are we paying taxes each week when it should be a yearly cycle. Whatever system of solar calander standard based on Alioths solar year on all planets/moons should be longer than a week and possible once per month on how NQ wants to measure an ingame year of gameplay. A week is like every season in a 4 season based year. Its like in RL where you pay taxes or register your vehicles and you pay them once per year not 52 times a year even if each week represented a year with the day night cycles being like a month in game or something its too much too fast and wipes people off the map too fast. PvP in this game along with building were supposed to work together to build military bases anywhere outside of sanctuary andhaving something to fight over with all this ore they let people mine. Since they didnt add PvP to control the amount of things people have in game they doubled down with bubbles.. By not coming out with PvP cores for dynamic or static constructs once you got the to point you should be fighting or that there shouldnt be as much massive industries as there currently are all over the game NQ should have made it so that if you want to craft top tier items which require PvP cores to protect that are open to attack at any time with auto defenses but active pilot mechanics since the AA side of things does not really need a person manning air defenses 24/7 in the future that just needs automated ground defenses that shoots at any PvP dynamic core that comes in range that allows you to PvP on any bubble planet you willingly opt into putting your mining opperations for top tier ores or factories on the line as the push to get people to fight but also have something to fall back on if it goes sideways and you have no pvp cores. Destrucible elements on L/XL parts worth millions to hundreds of millions per part or ship leaving the game does the same thing as taxing everyone 1mil per tile in the long run if better PvP were available along with crashes. Like in any game or PvP game it should be equipping yourself for combat and being prepared to lose whatever you are willing to lose as your own personal risk based decision and not NQ arbitrarily taking your ability to fight and lose items, quanta, or property at some point.
  8. The main problem I have with Taxes in general is it is too much to freequently. Tax cycles on earth are calculated by the solar rotation of a calander year. Sure you constantly pay retail tax but you have a year to save up for property tax or to pay registration on all your vehicles per year to drive. Its not like the government is asking me for proerty tax every week and then tearing down my house or taking my cars if I fail to pay. What is a solar year in DU by planet or moon closest to the sun vs father away? Why do tax cycles need to be a week vs per month as a solar tax cycle to save up, take quanta out of the system? Why was taxes the only sink on the table when you have built other systems like destructible elements, the market ore manipulation script, repairs not considered with a soft erosion per tax cycle to take an approach to take ore, parts, and quanta out of the system? Why dont you use PvP to do this as well since you have a PvP game and adding PvP dynamic or static cores to drive better gameplay rather than a slave mining colony approach with taxes?
  9. This is the road taxes take you down in games. Sales Tax Property Tax Parking meters Rent If NQ didnt allow people to haord as much or gain as much as they did sales tax would have been enough but since they dont want destructive elements being the sink to keep parts and ore moving we get Property Tax. So now you have to sell what other people dont need or taking mon more tiles to get more ore to make parts people dont need. Or now that you have to pay tax you need to cover it by charging rent or parking fees to the people selling in your digital bazaar. They could have given us player markets and give the hosting org a cut of it but instead we get property taxes which forces you to sell more of whatever you can. At the same time you have missions that just cut right to the point of bypassing property tax since you get more ore than you can mine with a mining operation and there is no selling mechanic to just get ore or parts out of the game flooded with hoarded parts and items. NQ wants to dole out punishment chains and loops with sinks its just finding the balance and adding the right ones to keep the game going smoothly. Right now you dont get enough ore like you used to with weekend asteroid runs and the only other options are to kick rocks, play a mini game which is the real money maker over a tile every 1.5 days, and selling things you mine, process, or craft. Its certainly much more complex with the Industry than it needs to be and not taking out enough elements in the game or constructs to make salvaging more of a thing rather than a donner party lord of the flies distopian civ situation. Combat is supposed to do that and if you shoot someone down and gravity throws the ship onto the surface of the planet like in WW2 dog fights then you better follow the ship and find the crash site. It shouldnt be able NQ economically sabotaging players every chance they get to make salvaging a thing if they have never done anything about the markets before wiping territories clean with tax defaults and foreclosure.
  10. NQ thinks they need quanta sinks for property. Im just throwing an alternate system out there to see what people are comfortable with. Lowering the tile cost of tax to 100k is a start towards a less stressful system. the 100-400/500k per core could be 25-100k its not like its in the game as much as the framework to getting base line numbers that get quanta out of the game and still allow players the ability to play the game without just playing to pay taxes or micromanage miners. The reason for the low L/H of most tiles is to get you to spread yourself thin chasing 12-19kl a day per tile needs to change along with the ore pool system to allow for the base rate to increase but also have enough randomness like the old system to get ahead without placing all your actual gains on mining opperations being the mini game to get 40-50kl bonuses when it should be based on the node and not the machine since industry does not require any of the same tedium to make more money and make more ore with talent bonuses in some cases. Demeter is a half step in the right direction its just some of the systems need changing and it would be fine. Why should new players be taxed like someone mining T5 on the distant planets if they only have a base and a small number of ships when players out there have hundreds of cores over multiple alts on the same tiles and the tax to someone with trillions tax does not effect at all vs a new player where 1 mil per tile is devastating out of sanctuary. It should be more about usage and actual property value. What numbers for core tax would you prefer with TUs being 100k/w?
  11. As I said it could be 10k 20k 25k 50k or 100k for an XS-L core. I just went off the tax system as a framwork and can be whatever number they want to charge people. TUs being lowered to 100k per tile is the jump point for taxing cores and whatever number that ends up being that is appropriate or distinguishing the tax rate of dynamic or static cores to cost less or more for static cores on tiles vs dynamic cores costing different prices is an option. Either way NQ needed to tax our overall scope in the game and it is not applied equally since ore and tiles are not created equal or the L/H numbers people can pull or How much property people actually own which is why they needed to tax TUs. The cores being taxed raises the value of the property bu how much development is on any of the TUs you own. Like I said it was just an initial framework and base numbers to work with to get a conversation going about it since those with the most should pay their fair share and if you have tons of territories or 1 territory with hundreds of cores on it that has and should add value onto the properties and should be taxed accordingly. NQ gave us core limits and there is nothing saying you should have that many cores out or that you need that many cores out. If you do then it adds property value and should count towards taxes.
  12. Sup taxmam! Taxes are to high and unequally applied to those who have the most or use the most Territory mining and taxing TUs as a money laundering mechanic to sell things to convert them to quanta and then pay taxes The mission system bypasses the Auto miners since you dont need tiles if you fly missions and avoid the whole Mining Unit Meta completely with no tax treadmills. Cores need to be taxed and not just TUs as the current tax system hurts new players the most The why the ores are with mining unit tiles pools of ore are intentionally low and inefficient to force tiles on you for 1/5-1/15th of what you were getting and with efficiency drops every 48 hours you get more like 1/15th-1/25th of the ore you got before. Without a proper resource sink it completely diminishes the minimal amount of ore you gain through charges to start the units, keep them running, and to make money in the market without destructible elements or the old script to straight up buy ore out of the market. It lacks freedom or the ability to explore or mine on other planets via mining ships if you are chained down your your mining colony and cant charge or do anything on other planets if you have a 48 hour leash driven by when you can spend all your charges playing a role in nailing people down to tiles or your efficiency drops off the table. We were supposed to build a civilization. Not erase it with taxes but build it up to only tear it down if war was happening. What changed? Wiping players out of the game with taxes when you get bored of the treadmill or how little you actually get from mining units or having little options but playing a mini game looking for a pixel to spawn rocks, mining ground rocks, or 12kl per day if that with efficiency loss, and not much else to do but missions that pay insanely better or asteroid mining once per week on fridays for 48 hour weekend content. It is a punishing boring static experience that never really gets better over time. VR being pretty much removed from the game does not help. There is not enough room for progression or expansion with how the mining and tax system is set up with loss and efficiency drops factored in. Taxes kill new player retention and flushes anyone waiting for a good update to come back if they have nothing to come back to. You could just have an option if you plan to leave to turn all your stuff into a golden blueprints like Landmark did rather than letting people inherit your work without firing a shot. This turns the game into a Digital money laundering IRS slave mining colony hoarding sim that should be wiping people through PvP but since you wont add PvP cores the to game so people can fight anywhere even in the bubbles without affecting other people who dont want to PvP to do their thing beyond deep space is part of the reason we have taxes since you didnt slow down or edit traditional mining to have people have so much cores, TUs, etc and spread out the abysmal ore pools in an attempt to flush quanta out of the system when there were other sinks you could have done to add health to the game and economy. 1 mil tax and chaining people to their slave mining colony like a charge based addition to micromanage 1 L container of ore a month is a bit much.
  13. Its just numbers NQ could make it like 25k for an XS core or 100k for an L core if they want but taxes need to include Cores as the TU geograpically does not matter where most of your wealth is if you have it in a tax haven HQ tile or its offshore with cores at a market it should be taxed and balanced with TUs to somekind of acceptable level. Taxing cores opens the door tomaking ships and ship based auto miners work since you are taxing the cores and it does not need to be nailed down to any particular tile with the core being on land you own or on another planet in an unclaimed tile nobody owns. the Tax is covered for both land and how much you actually use where taxes actually need to be directed rather than arbitrarily across the board at new players or people who are forced to own land to get ore vs the freedom to mine what you want. And if you are taxing cores then the ore should change to since you will need money and since the cores are taxed you could set up the ore to be more random and give more since you could likit mining units to 400 liters per minuite instead of an hour and actually having multiple cores dedicated to mining could now mine 800L per hour for the 100k XS core tax to cover the tax since you can mine more in the same tile and not needing more tiles then you actually need or cores you need or could be using. Even if you could mine 400kl and each core could mine 400 you could still use 10 cores in one tile to mine 4kl per hour rather than 12kl per day. Or if you have org mates and you get a randomly generated 12kl tile guildmates could help you with static cores or mining ships with auto miners and get 12kl per hour with 30 cores rather than 30 territories with 30 Cores to set up a mining opperation. In order to make that work so that you can actually make money you should be able to quick sell it to nq to decide if you want to play the market and make quanta or sell it to NQ and do the same thing as missions to inject endless free quanta since you can bypass the whole money laundering thing if you can also sell the ore directly or run missions if you just want quanta straight up to take both ore and quanta out of the game. The main thing is to get more than just enough ore to pay the taxes but also enough to build a base, have a fleet, and still have enough to save up for a rainy day, craft and sell things, and still have enough excess to want to throw away hundreds of millions potentially in ships in PvP that was supposed to be the source of fun in this game if you dont want to go the non Pvp building, mining, industry route to support friends or org mates to be able to PvP. Demeter does not allow that to happen. Its very restrictive and the lynch pin to what can be moved around in the system starts with oping up static cores and MUs from being stuck on a tile with a TU. The numbers are irrelevant as much as making people pay their fair share of tax by how much they have as well as how much ground the cover in TUs at a lower rate.
  14. It comes down to builders industrialists and miners to supply the pilots, PvPers, and factions are the way to go with this game to make PvP more than just open space FFA in a way that people can either support the factions through making factions ships as the gameplay loop of mine, process, craft, spawn ship, and fight with other people in a large army instead of single guilds or orgs like most other PvP games. Until that happens that all the missions or crafting and hoarding has a purpose in either planet vs planet or 2+ factions fighting over all the planets nobody will really get behind PvP if you cant fight in atmo or Fight against other Territories. PvP coes do that to add more PvP variety that works in both space and atmo and all that is left is TWs. Factions make it easier to build and source an army vs unorganized guilds or solo builders who want no part in PvP anyways. So sure you might not ever be able to PvP on scantuary as far as Territory Wars go but PvP cores make it so you can flag to fight other players or structures anywhere in the game like a priest of discord full pvp flag since nobody wants to PvP in open space if you can just warp out of it. But with a PvP core there is nowhere to hide you cant blow up things in static or dynamic cores and salvage the carcasses. Or se up air defenses that can also be blown up. I do think that top Tier items should be put in Pvp static cores to require defenses but just having sam site cores on the ground, in the atmo, or on space stations would do the trick without blowing up important structures so the builders dont quit and everyone wins. Its simple to do to create a faction and some PvP cores and if the anger boils over make it so TWs cost like 500mil to 1 billion to wage war against every territory someone owns if they need to be erased from the game so you better get a lot from what you plan to loot to make it worth it or hate someone enough to waste a billion on them. Why need taxes if you can take that much quanta out of the game?
  15. This game does need a wipe before launch with how different it is from the start of beta. But if for whatever reason NQ decides not to wipe then yeah people could come back either side of the coin flip Wipe/No Wipe. But let me ask you then if DU is already fairly unpopular and has bad player retention as is making it more unplayable with punishments and infinitely finite ore and whatever else NQ takes away next is going to make more players join or less? Without adding fun or PvP. If you alienate groups like casuals you get less PvPers if there are nobody to fight and you lose the hardcore players if there is nobody on top to fight, and it breaks down and more people leave. This game needs to get people into the game first before you pull the cart before the horse. Whatever DU is isnt fun for a lot of people and NQ needs to do something about that which does not end up with killing off more people from ever subbing to this game. Whatever that takes does not involve taking everything they own from them to never want to come back. Its not like coming back wont take you 10 times longer with the current system then when you started not including whatever NQ tries to punish people next.
  16. Yeah but what is the point of kicking people out of the game if NQ needs subs and this game has like 800 people +/- playing and we still barely even have proper PvP in deep space only so its not like its really even necessary to purge people who might sub later if the game goes live and NQ does not wipe is still a bad idea until there are tons of people playing this game to help NQ to afford to improve things or expand their team to make DU a reality.
  17. Its like the endless PvP threads that would pop up constantly asking for the devs essentially asking for your ship to be pretty much given to them with no work. You didnt earn what I gathered and you should not be entitled to it without fighting me and taking it via Territory War. You get Full FFA loot in deep space but not in atmo unless you fight me for what I have earned. Adding Player vs Economy and Player VS Taxes and a bloated ore market after letting people hoard since the startof beta with infinite ore coming in with minimal effort and time based actuaion unit efficiency checks is hardly a reason to entitle you from tax default or forclosure or an arbitrary month I took off or being out for a couple months from a surgery or whatever reason I decide not to play means you are entitled to steal everything I own. I guess it adds the ability to liquidated your assets and come back later or park it all at a market to stay tax free until Demeter blows over or something worse happens in the next update. And if you are actually going to stop playing the game its better to sell or just delete it all since you are coming back to nothing anyways so why let it fall into anyones hands? If you want to fight all NQ needs to do is add Pvp cores and let people fight in the atmo if they wish to destroy cores and salvage things. PvP is always the answer and the more places you can fight the more you get to loot until Territory Wars finally if ever drops. But it shouldnt prevent NQ of making at least PvP Dynamic Cores or PvP Static cores to shoot the cores from the sky or vice versa. That makes more sense then the IRS Forclosure gravay train for scavengers getting jackpot payouts without any combat is the wrong way to go.
  18. If you could pay in Quanta or Ore really what is the difference really? Both ore and quanta need to leave the market. Taking ore out of the market instead of just quanta as a money laundering mechanic to sell ore and parts with not much at all leaving the system. You have 10 cycles to repair it before you lose everything in that Core or tile it just shifts the tax to who needs to be taxed the most. Why do you need 100 cubicle stores if you arent making money to cover 100 XS cores worth of tax @100K each. With taxes it essentially creates a weekly or bimonthly payment cycle. It might cost you 10mil in taxes but you can and should charge rent to those selling in the cores or generate enough sales to cover 10mil in a week or two so even if you down own lots of TUs you still get taxed appropriately. The Demeter patch makes taking TUs the focus and TU takes only need to be 100k if you want to pack a single TU with 75 cores or however many people can jam into one unplayable area that needs to be taxed according to usage like electricity bills or any other mechanic like taxes. There really is no difference between having 100 Territories or 1 TU with 100 constructs and minimizing territory should still come with taxes forthosw who want to build more than they reliably need. But also that there were other options to making quanta like missions that just pump quanta in the game if NQ bought ore again or threw events where people could donate or sell ore directly to NQ if we wanted to do server research or that the taxes were used to pay for all the money going out so it didnt just saturate the market with ore if there was a direct option to instant sell ore directly to NQ with an event or ore manipulation system.
  19. This is a beta after all and even if you pay for a 6 month sub you should be able to front load 6 months or 1 year of tax and even if you dont pay the tax there is no reason to immediatly tear everything down and loot hard work or vast sums of money without ever firing a shot. in territory wars. Many people come back to check out the updates like every 6 months when the decent sized patches hit to test and see if its worth coming back to play DU. What is the point in coming back if everything is gone you worked for or some new feature gets added that makes DU fun to play again. How are we supposed to build a society if everything is erased and looted that fast. Even typical forecosures take a year to kick you out of your house if you can pay taxes. It should be the same here if we have to deal with this IRS sim.
  20. Yeah I think that players should only be able to build to like 200-1250m and creating a no fly zone between 1.2km-5km or whatever height space begins on a planet. Or if you build in the restricted area it has some kind of tax penalty or something to try and keep the skies clear or forcing orgs to get elevators that arent towers unless they want to build in restricted airspace. I think if another player crashed into your tower(s0 in restricted airspace and their ship blows up and kills the pilot it should act like an L size weapon and blow a hole in the side and damaging constructs or blowing a hole in voxels wether itis intentional or otherwise the scope would depend on the core size, weight, speed, etc or how much damage was done to the ship. to stop break boxing and having a collision system so that if you fly into the ground when you crash it puts a crater in the ground if it is a full wreck.
  21. I just think the you miss two payments and your out at the end of the month if things are going on in RL or you get busy is a bad model for new player and existing player retention if everything you built is swept away and gone with nothing to come back to. Tax rates are too steep as is only just to get rid of quanta and push people into owning territory they dont need so you can launcer money from ore into quanta to pay taxes and giving abysmal ore rates is the only reason we have taxes when Territory Wars was always the answe to wiping people or large properties off the map and not taxes. The satic nature of the ore system makes it so that it never changes and never gets better so if the ore market tanks below 20h a lot of people will end up not being able to pay for tiles. That is also no real reason to erase peoples hard work over either. And besides the taxes should be two weeks or at the very least having the machines timed with the tax cycle to last a week per charge is in order so you can actually get ore over the week and limited to being able to keep about 30 machines charged per week for a week for a cluster of tiles at the very least. There are a lot better sinks for quanta they could have done like constructs or if you miss taxes it does 10% damage to everything in the tile requiring repairs. Or if you miss 10 tax cycles then you could come back in 3.5 to 6 months later before your property is actually salvageable when the cores rust away doe to not paying, paying taxes, or at the very least fixing your place or allowing players to just take the damage hits to pay in scrap as a substitue to the tax system to take ore out of the game instead of flooding markets. This is not the right way to make salvaging a thing. They can just as easily spawn salvageable parts instead of ground rocks to find any element in the game if you are observant even if an XL space engine falling out of the sky spawning in the place of ground rocks and harvestable with a harvest too to pick it up would be a lot better than looting peoples tiles not playing for a month. They could just randomly spawn any ship BP in the game as a ground rock spawn and use a self destruct sequence if necessary as a script to blow up the ship once the blueprint is spawned on the ground. Long before people lose their entire work in this game the first thing that should be lootable or salvageable is the Markets vs Territories period. If anything should be liquidated it should be the cores at markets. And besides Cores in addition to TUs should all be taxed as it is how much you are able to bring into the game that also makes it unplayable and taxes are better directed as a quanta sink to those who actually have the most territory and cores being used in the game and is the way to make taxes do what they are intended to do.
  22. Its mostly just a compilation of suggestions I have made since I got here in how the game is currently and minimal things they could do and adapt like 90% to the areas to make the game more fun to play and add PvP in with just making PvP cores that adds some kind of value to the game vs what DU is currently.
  23. Demeter is ok but changes do need to be made to give more freedom of choice, options, variety, fun, and more in general from mining operations. Proposed Changes: Headquarter Tiles: There should be a corperate headquarter tile that is different from headquarters tiles as the actual main headquarters that has a 50% tax break for anything on the tile including taxed static cores for the tax break of having a solar system wide corperate headquarters. x4 additional headquarters tiles that come with a 25% tax break build in for taxed static cores. TU zoning taxes Industrial TU TU that is set aside for industry units and cannot place down military, mining, or commercial elements into the core Mining TU TU that allows for more miners but does not allow industry, military, or commercial elements in the tile since the resources are essentially the value of the tile and allowing more mining to be done on one tile with baked in efficiency buffs on a mining tile. Residential/builder TU Cheap tax rate but not being able to have an industry, mining, or military elements in the tile Military TU more tax but has access to military defenses Commercial TU could be based on retail tax or a low market type retail tax for P2P or vending transactions with or without a balanced tax rate or that part of the taxes collected in retail cover the tax rate automatically if you hit the tax. Tax Cycle: Change the Tax Cycle to every 2 weeks or once a month if you pay a sub. Change the efficiency drop timer start at a weeks worth of mining. Failing to pay taxes should not kick you out of the game if you default and instead do 10% damage to TUs/Constructs that fail to pay taxes so that if you dont have the quanta you can recover the repairs and pay taxes the next time or dodge taxes and pay with scrap. The Tax Cycle should be made so you get 1 weeks worth of efficiency before it starts to drop and take a second week to hit 0% efficiency. This give players a larger leash from having to micro manage mining units. Changing it to every 2 weeks lets you have time to breath and make money to cover the taxes every two weeks. The rust system should be an alternate to taxes with a resource sink to TUs and Cores you dont pay taxes on that causes 10% damage and efficiency to what is still running on the tile. Anyone should be able to leave the game and come back within 6 months if the cycle was made to be every 2 weeks. You could first have to pay back taxes if your account went dry and repair your buildings and fleet that was sitting in disrepair for the last 6 months. As soon as cores are destroyed by the rust system anyone should be able to salvage them but it still gives people a chance to come back and dig their way out if they want to play again. Taxes: Every Core should be taxed as added value to any TU is resides in as the game tracks the location of cores under a TU and both the TU and Cores add in taxing property by adding additions or owning vehicles. Change Tu Tax price to 100k instead of 1 mil per TU per tile. Wther you have 1 tile with 75 cores or 75 tiles with 1 core on each the tax rate is equally applied to the property value adjustment for building on the land by over all assets being calculated into the real property tax value. Each XS core you own should cost 25k in taxes per cycle 75 cores = 1.875mil in taxes Each S core you own should cost 50k in taxes per cycle 75 cores = 3.75mil in taxes Eachy M core you own should cost you 75k in taxes per cycle 75 cores = 5.625mil in taxes Each L core you own should cost you 100k in taxes per cycle 75 cores = 7.5 mil in taxes EAch XL core you own should cost you 125K in teaxes per cycle (when it comes out) NQ should then lower taxes further by how much 1-100% voxel complexity you have in each core so if you only have a complexity score of 25% you would only pay 25% tax on that tile in core tax. The maximum tax you would pay on cores is 7.5 mil and with TUs you just add on 100k per tiles and if you have 3/5/10+ tiles its still 1 mil per 10 tiles rather than 30 mil for 30 tiles and since it is based on how much you are using 30 L cores being taxed is still a lot cheaped than tile taxes we have now in the immediate future or to account for long term progression. Parking taxes/fines/Rent Parking a dynamic core within one of your static cores should lower taxes on a dynamic core's tax by 25% or by the size of the core adding 5% tax break.If it is being housed in a static core vs a mining ship in an unclaimed tile or parked at a market. All that matters is being parked when taxes hit in a core you own. Parking at another players core will raise your tax by 25% and give a portion of the increased taxes to the tile owner. Org mates and tile owners always have free parking on their tile(s) If you are given rights to park for free by the owner of the tile it should be an option Parking fees can also be imposed as an option to park for a set amount of time. Failing to pay parking tickets could restrict any permissions you have from the tile owner or different interactions with constructs or elements. Multiple cycles of not paying fines on a tile can lead to possible PvP flags between players and illegally parked constructs or also be salvaged. Parking at a market tile for a week should double your tax rate on dynamic cores parked at a market anywhere in the game. There should be a timer running like a parking meter that calculates how much tax to charge you and if you stay parked there the whole month you get charged 50 more on the tax rate of those cores. Not paying your market parking tickets will restrict a player or possibly their org until the fines are payed to the market the ships are at if that is multiple markets then you cant use them. Not paying taxes a second time will impound your ship that wont let you move or interact with the core until the parking tickets get paid. After impounding a vehicles the next tax cycle turns your ship salvageable. Login Bonus Tax Reduction: Every Day you login in you get -1% tax beak. If you log in each day in a week you get 7% tax beak Incentivize people to play and playing for 100 days straight should be -100% taxes. Beyond -100% taxes it should then on the 100th day start adding higher universal basic income per day or add 1-10k each day to make people who play more get better login rewards over time for loyalty to NQ and DU. Rust System: If you fail to pay taxes the Core Or TU should take 10% damage as a sort of erosion system to all Cores and TUs that fail to pay the tax. Eventually the core will take 100% damage and open up to salvaging if the player is not there for 6 months with a resource sink if you cant pay the quanta sink. It allows for players to take a break but they still have 6 months to play and then repair the building and ships for letting their opperation sit idle rusting away. It still allows the buildings to exist for a good amount of time that reflects the degradation in game with elements on fire after a certain point. There needs to be a better option of pay taxes or your out of the game permantly approach that gives players time to come back and pay back taxes and introduce a tax penalty and a resource sink that causes things to "rust" if you dont pay taxes and repair instead and either forgiving not paying taxes to trade repairs and then either paying Quanta or trading for using Scrap to repair elements rusting away. If the tax cycle was every 2 week you would have 10 tax cycles if your elements took 10% damage every cycle and rusted away after 10 cycles that would blow the cores and make it salvageable. Lots of things happen to not play for 6 months but at least the world would look more full until it was salvaged after 6 months and burning elements and rusted away ships should require salvagers to repair all parts if they want to salvage and this system slowly breaks everything in the core that you can just take possession of the core. But NQ should always give people a chance to come back since DU can be fun and eventually everyone checks out a patch like every 6 months for decent patch releases. Tile Ore Pools: Change the ores shown to a single node that has a finite amount of ore that is a virtual ore node that when you mine it out it randomly spawns a new ore node of random ores after the stack of ore in liters is depeleted. It should randomly generate nodes like the old system that had 4kl-1mil+kl in a single finite ore node to allow mining units limited by how many can go onto a core by size or tier. With MUs having 50-100l/h+ even if a 4kl node spawned you could smash it in an hour with 40 L miners by tier halfing the output but still allowing lower tier miners to attempt to check through 4kl even if it take 2/3/4 times longer and doubles the time miners take to mine in L/h With MUs a 1,000,000kl node would take 10,000 miners to crush in an hour and require many cores within 1 tile but aquisition would be much easier managing machines. Where your tile could be working on a node for weeks chewing through the node. Players could also mine multiple tiles to have access to more nodes randomly generated. Making it more about how fast your org can kill virtual nodes that make tiles less stagnant and random that constantly changes. After a node is depleted it takes an hour to find a new node. Make it so that you can group mine huge nodes if your tile gets a 1-10 million node wait another hour to find another node Scanner Changes: Static Core based mining should use a scanner instead of a charge. A calibration should take the tile scan results and burn them instead of the charge to discover new nodes Tile results should allow players to be able to choose what node to work on in the upcoming L/H tick so that you can work on a different ore. Scanning just consists of generating random node stack you could then choose to min in a tile that have a finite pool. Not owning a scanner would just result in a random node being discovered automatically without needing a scanner vs tile results that are up to date requiring a scanner for mining opperations to be on site. Dynamic Core based mining should also require scanning to calibrate mining units instead of a charge Scanners would still be required for mining ships to scan and find random nodes of ore that have finite Pools of ore. Players could use scanners on unclaimed tiles to identify and select the ore they want to mine on the tile in finite ore stacks. Not having a scanner would still allow players to land on the surface with a ship and just start mining if the randomly generated node was the option they have until it is depleted and a new virtual finite or node is generated in an hour. With potential nodes being 4kl-1mil like the old system you could choose or randomly stumle on mega nodes randomly generated for you. This would allow anyone to mine what is currently in the tile but still allow players to random roll various nodes per hour via a scanner or to go with what has already spawned the miners have identified being closest to your location unless you take and burn a tile scan result to recalibrate when needed to switch up what node you want to work on if you want different ore or the efficiency drops. Efficiency Changes: Efficiency in this new mining system would base efficiency of a node by how large the node actually is. So if you got a 4kl finite ore node stack you would lose efficiency faster the lower the Liters are in the % of the ore left so you can grab ore faster and as it depletes % wise you lose L/Min If you stumble on a 1mil+ finite meganode stack then you can maintain better L/Min rates for a longer period of time without needing to scan and change the node to get more efficiency by what is actually virtually in the tile or should be with a more realistic non voxel based Mining system that is more like the old system and streamlined. If moving back to a virtual version of the mining system adapted to RNG based nodes you discover and can choose to mine them or scan the tile to get better liters per tile to make the system slightly more active and centralized. It should take minimal effort but at the same time require monitoring at least every so often if only just to see how large the node it is working on is. Where the randomly generated size of a virtual node based % efficiency drop is a little more realistic and random instead of being stuck with a static ore pool that never has any variety. Mining Units: There should be a mining Unit for each core size XS-L and Tier of MU as well. Each MU would be able to mine its tier more efficiently. Or if you use it to mine something below it in Size or Tier you get better Rates. Each ship should be capable of carrying 1 MU of every Tier by the size of the core. XS T1-5 mining units can only have 1 MU of each tier on an XS Static or Dynamic core. S T1-5 mining units can put 2 MUs of every tier on an S Static or Dynamic core. M T-15 mining units can put 3 MUs of every tier on a M Static or Dynamic core L T1-5 mining units can put d MUs of every Tier on a M Static or Dynamic Core Mus would work half as fast in L/Min on the tier above it and double each Tier below it in L/H Efficiency by the % remaining in virtual ore based node stacks randomly generated or chosen through burning scanning results to calibrate a tile to a couple of choices if the L/M is dropping too much for your liking or not being able to scan and needing to finish the node. Or just random rolling one single node without a scanner. Static Core Based miners should have a 25% bonus to having an organized mining opperation with Roots put down and allowing multiple cores with more mining units to justify the taxes for cores in return. By moving taxes to TUs and Cores makes it so that the geographic location of limiting static cores to mining units alone does not matter if you have the ability to put down 40 miners and using T1 moners or T5 Miners on T1 ore at 500L/Min is not game breaking if you are taxing the cores as you could give more from miners and the finite pools of virtual node mining could vary drastically by the size of the nodes themselves as it gets harder and harder to get the little scraps it should naturally slow down that way. Limiting ships to 4-20 miners of all types makes it worth going to different planets to mine with the same freedom the old system had to allow for more exploration to make it worth it. Asteroid Mining: Mining Units if with this system can be adapted to a dynamic core they should also have some form of use in asteroid mining. MUs should act like a mining rool but allowing the pilot to mod their ship with auto miners that can mealt through the rock and dig holes to the ore if it can tartget the middle of the ore to get their faster. Its not necessary but it would be a cool way to aid mining. Add static mesh asteroids that you could also use the Auto Miners to harvest ground rocks that are potentially smaller to massive floating static meshes on an industrial level. Since they are static meshes they would be a lot easier to populated like ground rocks if you consider the gravity plane to be like the flat mesh rocks are already set up to spawn like if NQ just created a giant invisible flat mesh to spawn them on and have rifferent speeds and rotations to wherever they float to. If there was also a collision or bounce effects or that the flat plane would slowly pull the asteroids towards the gravity of the plane orships if you go above or below the plane. So there is still random asteroids that are less than the voxel versions to hunt all week long with the really good hauls on weekends. Asteroids should also have a use for AutoMiners if a baby miner can mealt dirt in asteroids with a 4x4 rock mealting laser or A T5 L miner can cut a hole the size of an upgraded mining tool. It gives your pilot something to do while miners mine unless the pilot decides to mine too. The small lazer could be used as a guid to take you to the center of the ore the miner picks up in the areas. So that when you dig you just need to follow the route the lazer burned through to and start mining while the timer ticks. Charge based buff system: Change Charges to a buff system so that it just gives you a buff for an hour that makes interacting with anything in the game 25% better for base stats. talents (minus putdowns or industry schematics). So no matter what you do in the next hour you get the most out of it. Changing the charges themselves to a buff system frees up mining with using scanners on both ships and static core structures that lets you scan with the tile scanner and then using the scan results to instantly calibrate it and switch the primary virtual node you want to work on that has randomly generated ores with a varying quantity of ore in each virtual node. Once you choose the node all miners will default to the node pretty much streamlining the need for charges. So instead of removing the charge system why not use it as a buff system to where whatever construct you want to buff it gets a 25% bonus for a set about of time so you could buff your ship for an hour, buff your industry in a core 25% in speed, productivity, buff your Mining Operations 25% for an hour. Allow people to stack charges if you plan to go for a 6 hour flight you can boost all stats on the ship 25% and stack 6 charges for the buff to last 6 hours for the full duration of the flight. Obviously you shouldnt get putdown buffs or schamatic type industry pushes in the buff but it could also be used to boost yourself and all available talents 25% for an hour as well for all the talents you have unlocked minus putdowns or schematic based talents. Then jumping in a ship could provide you or other people if oyu spend a charge to buff someone else or to as a Org stack buffs for however many hours you want with no limit. Or likewise take your org and go buff newbies and stack charges to help new players out who cant take advantage of talents they dont have by buffing someone else with your talent stats for a 1 hour buff per charge. Ore Market Manipulation Script Since Missions hand out free Quanta and Skip the line for paying Taxes it is only fair to bring back the ore maniulation script that has a set amount of ore NQ will buy per day that is a couple H or 1H cheaper than the lowest market price that wont let the market go below 20h on ore. This helps people who are mining if they want to just straight sell the ore and take ore right out of the system to get assured quanta to pay taxes if you are not trying to play the markets. If the market dips below 20 there is opportunity to buy that ore and make more profit selling to NQ who will pay 20 as a base minimum per day. It makes the ore worth more if there is less in circulations with Demeter having infinitely finite ore. This system is required to al least let people who want to sell at the cheapest price to instantly sell their ore if they need to cover taxes and give quanta to cover the taxes so that the ore will always be worth something and each day the price could change to a higher payout depending if the market moves up as the payout catches up day by day until the market stabilizes or dips in which case it always has the 20h or higher ore price by tier set to keep the market from collapsing. Also if there was an RNG based system to spawn virtual nodes with a quantity of liters for the node You could use the control of the amount of ore NQ will buy from you that is bought and if the market slows or speeds up the limit per day could be changed and also the game could use the ore leaving the game with the virtual nodes being generated to inject a stable amount of ore back into the game. Manipulation Economy script loop: All Taxes are actually used in the economy script to control the inflow, outflow of both ore and quanta Taxes collected by NovaQuark are put into a NovaQuark org bank account to pay for the ore, parts, etc they need to opperate. The ore manipulation script then purchases ore based on the tax pool in the bank account to turn around and keep the ore market stable with the influx coming in to cover taxes or to take that much ore out of the game to sell directly who always has the lowest prices in the market unless it dips below a certain pricepoint that NQ props the market up with if needed or adjusting the market each day slowly raising their price each day to catch up with the market. NQ also sells the ore they buy to take more quanta out of the game at the lowest price. NQ can control the amount of ore entering the game through randomly generating ore in finite virtual nodes with limited amounts of nodes while giving variety back to tiles Weekly Events: NQ should have an event each week with some kind of parts request with a list of all the various parts they need to build different projects. Players fill the bulk order so that NQ can make what they need for the project. The weekly even actually serves to add something to the game once the order is fulfilled if that takes two weeks whenever it is complete the next week will generate a new request. Contests for making a NovaQuark fleet of various ships by the contest and parts required to make it are in the buying orders for the coming contests to make NovaQuark buildings or ships. NQ actually spawns their projects somewhere in the solar system. If that is 4 L ships, 8 M ships, 12 S ships, and 24 XS fighters, a L core Spacestation, Parking pads, gun instalations, sensors, etc. And just spawns ships to protect some part of the solar system so if you fire on them the NQ ships fire back or automatically target threats as a rudimentary PvE people could assault as additioanl content. Having other weekly events that are research based experiments that require ore, parts, ect to affect progress of society by researching various parts and innate talents at random and actually making them slightly better over time if people are interested in the stat, part, or talent. Having GMs or Devs running events in game where one of the crew takes various ships and puts them into a formation in an XL core so it looks like there is a massive fleet and assault players witht an active event where a dev/gm could warp around looking like a huge armada and attacking players to stimulate PvP to beat the armada and either help or fight whoever fires on the Event Armada. Participating in events or completing events should give all those who participate or those who were top 3 should get 1 exp per min and 3-1 extra for playing top 3. Easy to make events that are just a parts list could be set up quickly since you know what it takes to build a ship you want made and using that as the checklist for submissions with a blueprint. Server changing research projects that just buy things also are pretty cool as events to get more passive stats and abilities for participating in the game. Or GMs/Devs who can atimulate battles spawn armadas, blockades, and any number of things and at the same time create combat salvage assault missions or PvE content based events and even active gm events. NQ does not always need to do this but easy to create or set up events could go along way in stimulating gameplay and thank the players for participating in the game at the same time. Monthly Events: There should be an event that runs each month as well that is like the weekly events but basically spawns a giant fleet somewhere with premium parts if you can siege and assault the NQ fleet but also added PvP elements of other PvP orgs. Monthly Events could also be researched based events where they are working on some kind of progress to civilization and require different ores or parts in their experiments. If the players fulfill the research request before the end of the month it should add base stats inherantly added to the players stats or the bonus to specific talents the research unlocks. Like more L/H on MUs, More lift for wings, more production for a specific industry units, ship parts, or weapons, efficiency, or whatever else we could research. Active events where 1 or more GMs/Devs jump on and take all their frustrations out on us by spawning multiple XL cores that are huge armadas and goes to warwith us in a deathmatch as a end of month game night and some random events 4 times a month they can participate in or create buy quests or whatever they want. Then taking a bunch os ships and making huge armadas within the XL core to then fight players in space or warp to players via a script to come fight them until a huge group of players comes to fight them. Whenever NQ gets bored or we win the event is over. At least once a month we should have a community game night event where the devs and players have a little fun and NQ gets to take out their frustrations on us with a really fun event where it does something cool for a change and the community and NQ can find some unity for a change. Contests: NQ should hold contests for random cool buildings or ships players can build that NQ can spawn later. NQ can have us create a style or class of ships like XS-L class ships, buildings, spacestations, weapons platforms, orbital sensors, satilites, or whatever would be cool in the game they cant get around to making but using us to create generic PvE based events to create things to salvage, make it seem like NQ is trying to police space with fleets of NQ ships you can siege and attack and salvage or events to where NQ has aquired ore and filling freighters with valueable cargo they are trying to protect but disabled and the fleet just needs to collectively turn and fire at people who fire on them and anyone within radar rage or by distace is automatically targeted and an aimbot or tab target lock to face the ships near them and fire directly at them. NQ could use the community a lot more than they do and let us make cool things like buildings and ships they want to see in the game. They dont need to do anything but let us vote and use the best of the top 5 they like and use some of the tax money collected to pay out quanta for winning contests so you can have us make content for NQ but also for us to slowly add some kind of PvE content even if it is fixed location spawns you can come across and fight and loot. Just make it as simple as possible of a process. Make wahtever ships and then just throw whatever you want into an NQ armada you can spawn as a static sort of PvP event or an active event with GMs or Devs. just add a menu item on the core menu for events and have a submit as blueprint for contest option in the menu then throw them into the giant XL dynamic or static core for modular space station contest NQ could throw into a core and put a market on the space station that player could control since it cant be destroyed but other players could fight over control of it and perhaps make taxes off running it. Conclusion: There is lots of potential with various tweaks. The game before 0.27 was free and promoted travel and exploration and allowed you to choose what you wanted to do. Demeter chains you to a slave mining colony and the system should change how ore is handed, shifing taxes to cores, and opening the game back up and at the very least adding some generic PvP armadas to fight and salvage amongst many other things this opens up while promoting people playing and giving them less tedium and more to do overall.
  24. There is a point to where adding a system to report constructs becomes a tedious unnecessary use of your support staff or dev staff to have to go and do all of this manually. These types of systems are often abused more then what they are intended to do. In a sense you could now report everything at the market and someone in your team has to go and check it out. It seems like a chore and a waste of time. There has always been a need for parking fees or fines and now you built a tax system. Apply that to all constructs at the market by tier. L cores are 1mil a piece, M cores 750k, S cores 500k, and XS cores 250k a day to park per week or half that per day. If you dont pay up by the end of the week your ship gets booted to where you cant move it or fly it without paying. If you dont pay by next week then your ship is salvageable. Or you could charge per day and charge based on a players total exp pool the construct is attached to. If for instance someone has 50mil exp they could afford the 500k per day parking fee. vs a new player with 4mil being charged a lot less. Something has to give this this Deckard as you guys dont need to be doing all this work and everyone needs cleared out markets you can use without all the lag, scripts, and insanity that is and has always been the markets. And on top of that NQ really needs to come up with a sepperate system for those who want to store items at the market with some kind of personal/org storage locker system so you dont need hundreds of containers clogging up the bottoms of markets. NQ also needs to add another ship dealership market at markets to where you can sell ships by turning them into a golden blueprint at the ship dealership market terminals that allows you to select a ship, see the stats, render the ship model like a modern car selling website to where you can rotate the 3D model to see what it looks like and zoom in and just buy a ship from the market and spawn the golden BP at the same market tile and fly it off the lot. There is no reason to let people sell ships at markets.
  25. I think that Dynamic mining costructs vs requiring static constructs should be viable. For the most part its less messy perm wise if someone claims the tile and the tile has structures on it vs a ship that could be moved from a newly claimed tile. It makes more sense to have a ship that could mine somewhat like the old system of being able to mine anywhere but at the same time fitting into the new mining system where different ores have different rates and you still need to start the machines with charges. SO allowing for mining ships with the mining units makes more sense and if you do it right you could used them like the scanners and mine 3 tiles at once with different units, tier ores, etc that require multiple mining units to be on board in case you come across higher tiers.
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