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RugesV

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Everything posted by RugesV

  1. Please enlighten me. Correct me if I am wrong here. This is the current Meta https://www.youtube.com/watch?v=1LlCtTSXTkA And when I say a gunners seat I am referring to a rack of weapons. Because its easier to say 14 gunners seats instead of 90 weapons. Because when you say you have a fleet of 90 weapons. you dont know if that fleet has 13 gunners or 90 gunners on one or 90 ships. If I say a fleet of 14 L core ships. you dont know if that refers to a fleet with 14 gunners, or a fleet of 90 gunners. However If I say a fleet with 14 gunner seats on 14 ships you know exactly what I am talking about. I am talking about 14 nano L cores. Well unless its like flag bearers of old. and people are showing up in unarmed ships. And when you look at these battles and these battles its where I pulled the 14 people on a side engaging. https://board.dualthegame.com/index.php?/topic/23470-its-a-trap-trap-aar-battle-report/ https://board.dualthegame.com/index.php?/topic/23525-aar-lodestar-assembles-the-battle-for-alioth’s-first-exotic/
  2. Ohh and another thing that would vastly help out PVP. Removing the single crew ship PVP. IE a remote control script running maneuvers while the single crew manages the guns. IE instead of 14 gunner seats on 14 ships. you would have 7 gunner seats on 7 ships, Or 13 gunner seats on 1 ship. Or any combination in between. which would remove the current nano meta.
  3. Personally I think there is an even easier solution. Lower the accuracy of large weapons on small cross sections.
  4. With your mining tool out press ctrl V to turn off interactive markers.
  5. This suggestion has nothing to do with trading, bartering, the economy. This is about creating a Quanta Texture and you can then build with.
  6. What decon is saying is. if you had such a self destruct mechanism. You would have people flying around to do exactly that. Even against other civ ships and against other PVP ships. You see a large enemy fleet. Just pop in and self destruct, take out an entire fleet. You take your cheap little cargo ship to an asteroid to mine it. Enemy shows up to stop you. you blow yours and thiers down. You see someone hualing some goods across the system. you pop in with a cheap ship and destroy both ships and there cargo. Basically any system that would destroy someone elses ship will be used to grief. I see what your intentions are, but it would just turn into a grief mechanic.
  7. Yea that could have been bad for NQ. I mean with AWS going offline. What if AWS never came back up. What if AWS went completely defunct. NQ could have been without servers for days.
  8. If you buy a ship you should inspect it. You should ask the seller if there is janko. Its no excuse to be oblivious because its a bought ship. And if you get your bought ship taken away in PVP because of janko. Talk to the ship seller. Personally i think they should have done what they said they where going to do months ago. Start exploding janko parts.
  9. I dont see many scenarios where an engine producer is going to say I am going to buy your screws instead of produce my own. Because in most scenarios they are going to tell a friend or an alt to produce those screws. There are no blocking skills in DU. IE in allot of games you need to train pre skills before you can train end skills. IE you need to train frigates before you train battleships, you need to train battleships before you train carriers, you need to train carriers before you train dreadnaughts....... While there is a limited aspect in this in DU. Because of the extreme 80/20 rule in DU, the prereqs can be completed in token amounts of time. Meaning a DU player can get into dreadnaughts in a fraction of the time that a player who specialized in frigates and battleships and carriers and then gets into dreadnaughts. Although the first one will have a token amount of skills in BS carriers and dreadnaughts. This is not a bad thing as it allows players to do what they want and actually allows diversity instead clones. The biggest disadvantage to this is you get situations where anyone can get into producing engines quickly although not as efficiently. IE player A gets to level 4 in all the skills needed to produce an engine, and player B gets to level 5 in all the skills needed to produce an engine. Meaning it cost player A 110 credits to produce an engine and it costs player B 100 credits to produce an engine. Even thow player B spent 4 times the amount of training time. Next up lets talk about diversity in the skill tree. First of all there is no real diversity in the skill tree. It looks more like a west virginians family tree. You have ore refining, Ingot smelting, and Intermediary parts productivity. Those are the only 3 classes of skills that effect manufacturing. (besides, fuel, ammo, honeycomb, Scrap). All other skills are time skills. This means a player can get to 100% in manufacturing in about 15,000,000 skill points for all T1 products. Or 90% in T1 manufacturing in 4,000,000 skill points. Beyond intermediary parts productivity (a 1 week train). there is no skills that will make you better at producing screws than someone who produces engines. Basically meaning if your max skill to make engines, you max skill to makes screws (well 1 weeks of training and you are, and your going to need that skill anyways for the other parts of the engine). Now you might say, but what about all the efficiency skills. Those are only time savers and have little bearing over the cost of production. Because you can always add a second machine if the first one is not producing fast enough. Granted this might change once power comes into play. However realistically I dont think power requirements is going to change this mentality that drastically. The only way they could do that is if power requirements where pretty steep. And if they make it to steep, it will result in the hate/exodus that the schematic patch brought us. They could introduce affinity skills. Something like every 50,000,000 skill points you earn you get an affinity to spend. Which would increase any skill you have to level 5 by 10%. IE say you took the affinity of iron ore refining. Normally you get a -15% (-15.92% because DUmath) to input material required for refining iron ore. Having an affinity in that skill would give you a -16.5 (-17.51% dumath) to input material required for refining iron ore. This would help diversity as a whole. but its not enough to result in an engine manufacture to buy screws instead of making them. This is because the screw maker is going to make screws at 95% cost of someone who is not specialised in screw making. But he is going to sell it at 120% what a non screw maker can produce it at. Resulting in the engine maker being able to produce the screws cheaper then he can buy them. And even if you added in some skill that made it that much cheaper to make screws. The engine manufacture is just going to have a buddy or an alt make those screws. If anything such specializations are going to limit small industrialist, since large industrialist are going to be able to pool together many players with many different specializations each step of the way.
  10. Allow Quanta to be a solid object ingame. Allow players to build with it. (maybe NQ has exchanges where you can trade quanta out of your account for solid quanta? Maybe even make it placable in a bin, so we can swim around in it?
  11. Who would play after a wipe? There is so much development left on this game. who's to say that in another years they dont wipe again? Your talk of a wipe does more harm to the game, then a few people having more inconsequential items then others.
  12. Point 1 contradict itself? Not enough people, People have to much stuff. If anything those people are actually helping new players. they are making ships, resources and equipment avail and much cheaper prices then a full on restart would result (They do a full on wipe and planetside mining is gone, no more super nodes, save auto mining). Not to mention you could buy and sell elements to AI shops. 2. Well they are adding it. And it does support it. "Size of planet"? huh, I mean to big to small? Could go either way but does not need to be wiped because its either way. "Resources"? Well asteroids spawn once a week now, and passive mining will take over active planetside mining. "Starting locations"? well no one knows if they have prime ground now or not. "Contested ground"? is your neighbor breathing your air? your wants for a wipe are miniscule compared to the harm it would do. And amount to little more then "They have more then me, Make them have less".
  13. Yea I am all for a T1, T2, T3, T4, T5 unit. With Basic, Uncommon, Advanced, Rare, Exotic. Meaning there are 25 variants of extractors. Obviously T1 basic should be nano craftable. Things we do know. Territories are going to have random yield rates. IE some territories are going to give more ore per cycle then others. (this will lead to some territories being more valuable then others and result in territory warfare when that comes out). Units are going to be stackable. What ever that means. Have heard talk about territories having a max output. But its unclear if that is max per territory, per construct, per miner, per player, per org..... Are player skills going to affect this? Is there going to be org skills that allow for org auto miners.... They have mistakenly given players access to territory ore values via scan results twice now. And the numbers on these have been low. IE 2-400l an hour. Granted they have also stated these numbers are not final. But it stands to reason that initial auto mining so going to have low yields. It will be much easier for them to increase the yields in the future then nerf the yields later. Another thing to consider. We are eventually going to have to pay for territories we control with monthly taxes. So another limiting factor is going to be how many tiles can you afford to pay for each month? (Although I suspect much like buying a tile, the first one is free). However I dont think we are going to see auto miners eliminating mining. When a player can go out and mine 3,000,000l in a day. Even at 400l an hour. that would take 300 days to get what a player can do. Or it would take 300 miners to do what a player can do in a day. and while I saw T1's and T2's. in the 1,000 scans I looked through, I only saw like 2 or 3 T3's and no T4's. So T3/4/5's are probably going to be stupid rare and mainly left to asteroid mining.
  14. The closest thing your going to see to a wipe is a terrain wipe. Think about it. NQ has been trying to reduce server costs with allot of the updates over the last year. And once we get automated mining there will be no reason to dig up vast sections of planets anymore. You get rid of all the tunnels that are on every planet. you get rid of all the ore nodes that are on every planet. and NQ is saving some serious data. Thats data they dont have to store, thats data they dont have to transmit. Which is a serious $$ savings to NQ. I would not be surprised if we are no longer allowed to dig on planets in the future. Or maybe you gota buy a shard off the NQ shop to terraform. Wiping assets/xp is pointless. All thats going to do is alienate those who do play the game/have played the game. The majority are not going to come back and do the grind again. A rollback to .23? Lulz. You think they are going to do that in any scenario? Because that would mean they would be wiping all the updates they have made in the last year. Its not like they can pick and choose what they want to keep and remove. It would be like throwing yellow balls into a yellow ball pen and then asking to take those specific ones out. The amount of effort it would take..... Might as well make a new ball pen. You can also look at the remove schematic threads where most people posting say no they are required now. Doomsayers going to Doomsay.
  15. @Context All depends on what type of race your doing. Yes I am aware of inline low cross xs setups that can do 10,000ms in atmo.
  16. And I amg guessing 10x the thrust too? So currently Basics are Xs 10,000n 36 l/h (277 n/l/h) S 60,000n 173 l/h (346 n/l/h) M 360,000n 829 l/h (434 n/l/h) L 2,160,000n 3981 l/h (542 n/l/h) Your proposing we get race varients xs 100,000 360 l/h (277 n/l/h) S 600,000n 1730 l/h (346 n/l/h) M 3,600,000n 8,290 l/h (434 n/l/h) (one thing to also consider, with these engines your only going to have about 15 minutes of fuel with comparable fuel tanks. IE an XS tank pluged into an XS engine.) Basically what your getting with the race version is a 10 step, where the normal version is a 6 step ( IE for the normal engines S is 6 times stronger then xs, M is 6 times stronger then S....) However with the race version you are getting a fuel penalty. basically meaning your better off using the next level standard version then you are the race version. IE instead of using the S Race engine, use the Standard M version. Or even better yet use the Rare Maneuver engine Or Rare military engine. 622, 080 2477 l/h (251 n/l/h) Medium Rare Military 600,000n 1730 l/h (346 n/l/h) Small Race 360,000n 425 l/h (847 n/l/h) Medium Rare Maneuver 360,000n 829 l/h (434 n/l/h) Medium Normal So I dont think creating a new class of engine is the solution to wanting that race loadout. You make them any more powerful and they then become the defacto engines and all the other ones no longer get used. Instead you should be asking for race cores. IE an XS core that has reduced ato drag and increased thrust boost as long as the mass of the ship does not exceed a certain amount. *edit Ohh and the above was assuming you had a ship with only one engine. Lets be real. your going to want a ship with more then 1 engine. Lets say 10 engines. And keep with the S size for the next examples. So 10 S race engines would provide: 6,000,000n 17,300 l/h (346 n/l/h) 45 tons (engines plus Tank and fuel for 30 minutes of flight) Or you could put 3 L Rare maneuvers 6,280,000 6,114 l/h (1,027 n/l/h) 65 tons (engines plus Tank and fuel for 30 minutes of flight)
  17. That only limits your playerbase. While FPS should never be required. It should also never be totally excluded. Do you think eve would have succeeded if it only had the carebear side of space? Or if it only had the PVP side of space. It takes both sides to make a game like eve. Just like it will take multiple sides to make a game like DU successful.
  18. Wait people are actually making and buying freight engines? I was joking with a friend the other day I doubt any of them have ever been made. They are pointless. They have the same thrust as non military. The same fuel consumption as non military. All other states are identical with the exception of slight variations in resistances. Except fright engines have 4x the warm up of the others (maneuvers are far superior in this department). Basically why would you ever use a freight engine instead of a maneuver engine. They even cost the same to produce each type. And sure lets go ahead and talk about the Uncommon/Advanced/Rare variants. I swear someone who does not play DU, or even play video games created these numbers. I mean how do you go for 64s warmup for uncommon, 128s warmup for advanced, 256s warmup for rare. I mean the only way this could have happened was someone just dumped numbers into it thinking bigger number is better without knowing what that number actually did. Granted rates do have a better fuel savings then rares. But the fuel savings does not warrant the warmup penalty when all the other stats are the exact same as a maneuver engine and they cost the same (Except resistances). Proposed first round balance changes: Safe and freight engine schematic cost should be halved. Safe engine parts requirements should be reduced by 25%. Freight engine parts requirements should be reduced by 50%. Freight engines thrust should be increased to to that of military variants (16% increase) Safe engines thrust should be increased 8%. Freight engines warmup time should be 128s for normal down to 64s for rare. This would leave military engines as king of thrust with a good warmup. just poor fuel consumption. And Maneuver engines with a standard thrust but superior warmup and good fuel economy. And this would give you 4 classes of engines. Freight Engines. Cheap, Strong thrust for those heavy loads, but slow to react. Safe Engines. Does nothing special, but does not do anything bad. Maneuver Engines. Reacts quickly, good on fuel, average thrust. Military Engines. Strong thrust, Good reaction, poor fuel.
  19. You know I was wondering what the term would be. And what other games might set a precedence for this. And what I decided is its, still a First Person Shooter. Because your still in first person and your shooting. I figured the better classification would be lock based FPS vs Twitch based FPS. And personally I would consider that less of a bastardization then how they call DU a MMORPG.
  20. A Twitch based FPS wont work. but a lock based FPS would. Much like the way Space combat currently works. IE you get in range of the target. and you lock them. When the hit chance gets to an acceptable level you fire. Possibly even only having it auto fire when the chance is above a certain percent.
  21. Warp drives should be the closest things to teleporting things across planets. you should never be able to fill your inventory and respawn with the stuff. you should never be able to surrogate to another place and fill your inventory and exit surrogate with that stuff. This takes the whole transport aspect out of the game. And it reduces PVP encounters. To which you might say, but I dont do transporting and I dont do PVP. I am just a trader/builder. To which I say, you dont have to transport and you dont have to PVP. You can stay in the safe zone, so you never PVP. you can setup contracts so others do the transporting for you. Because for everyone of you that says I dont want to PVP. There is a PVPer out there that says I dont want to trader/build. Which is a good thing. You want this in a MMO. Its basically creating classes, IE Builders, PVPers, Transporters, Miners, Traders. I always tell my friends, Eve would have never succeeded if it was a PVP only game. Nore would it have succeeded if it was a PVE only game. Heck, even in its current situation it requires players to be Industrialist, Miners and Traders.
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