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Saburoto

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  1. Like
    Saburoto got a reaction from GraXXoR in Why should i play this game?   
    This game is About Imagination and Vision. For me the road map Looks very promising and the Basic game mechanics like mining, ship design and Physics are very nice implemented and works. In the future with all new Upgrades there will be more possibilities to realize your visions and there is nearly no Limit to live your Imaginations. Thats for me the Definition of gaming!
  2. Like
    Saburoto got a reaction from Moosegun in Why should i play this game?   
    This game is About Imagination and Vision. For me the road map Looks very promising and the Basic game mechanics like mining, ship design and Physics are very nice implemented and works. In the future with all new Upgrades there will be more possibilities to realize your visions and there is nearly no Limit to live your Imaginations. Thats for me the Definition of gaming!
  3. Like
    Saburoto reacted to Maxnano in Industry changes which may possibly come (and TW as well)   
    The Biggest Issue is that NQ dont seem to have any serious planning / modeling / metrics on key points of information.

    Avg and Max income per player on 0 skills and full skills
    Cost of building / buying a warp capable ship.
    Time investment target to build / buy warp capable ship.
    Time to mine out 1m units of T1 ore skilled and unskilled.
    Income per hour, skilled and unskilled.

    These are just some examples of stuff i think is probably important to know. Once you know what your targeting for you can compare with actual server data. assuming that you are collecting such info.
    Then you can use it to identify where the problems are specifically.

    I suspect a big part of the problem is skills. If you want people to specialize more you need to give bigger incentive. maybe even consider making some skills mutually exclusive. As it is now, Anyone can and often do, do everything. PVP, Mine, Explore and Scan, Haul, Refine, Craft.  i do like being able to do everything, as its suits my play style. but it doesnt encourage a community market, cooperation, grouping up etc.  

    One big mistake is having all T1 ores in every Hex.  At best is should be 10k distance to travel to find all 4.   and For T2 ores, it should be Contential.

    Lastly, dont look at what the large corps are doing. that isnt typical player behaviour and its almost impossible to ballance a game around that. organisation and division of labour will always win. without imposing artifical limits on territory and resources you cant limit them.

    Back in the 50's 60's when the USA was developing the Blackbird, It wanted to make the Aircraft out of Titanium. this was bleeding edge stuff , so much so, that only the USSR actually had access to it. They were forced to trade, via third parties to buy Titanium.  

    No one country has everything. 

    There is a quick Fix to this, but you and the player base wont like it. 

    if your in an Org, only the Org can place TCU's   The First one that goes down becomes the capital and every other TCU must be placed ajacent. and you get a contigious nation state.  add to this the local and contential varience of resources you might get a solution. 
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