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Verliezer

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Everything posted by Verliezer

  1. You still have 2 weeks to get your stuff back. The only thing you loose then is the tile claim itself. But who cares, you collect your stuff and claim the tile next to it.
  2. I was wondering if there is a kind off LUA emulator which can be used outside the game. I don't have always my game available and are not logged in at all places. I like to script a bit (learning ...) and it would be nice if I have more opportunities to learn and create DU Lua when I am behind my laptop.
  3. I am looking for a nice tutorial to learn about the use of the 'new' LUA rendering and how to use it. Did some searching but I found out that searching the forum is not one of my key talents
  4. Expanding the number of landing pads seems to be a temporary solution. The mess at market-6 is growing by the day. Would it be possible to change the way the landing pads are working? Can't you create landing pad as elements where you can add certain rules too? Valet parking! E.g. all dynamic constructs landing on a landing pad will be 'Parked' in a virtual (not real) underground parking. With that the Landing Pads are always empty. With the "fetch" command you can retrieve your vessel once you are done at the Market and want to leave. Additional opportunities when creating Landing Pad Elements: 1. You can set landing rules (RDMS) 2. You can make docking in a way how docking should have being implemented 3. Landing on a landing pad can only be done with landing gear (this actually gives a purpose to landing gear). 4. Additional Industry opportunities
  5. The 'solution' should not become too complex to implement. Many ideas sounds good but when you start thinking how to implement them it probably is way to disruptive and would take too much time and will not make the release because the game will be dead by that time. Solutions needs to be in-line with current gameplay and implementation. Things like the game-release, will solve the problem that's being caused be those many ALT's . A lot ALT's will getting inactive which will cause a new problem. Adding professions can be a feasible solution if not too complicated. So limit current talent trees (as-is today) based on your profession, is not that disruptive so will be most likely feasible within a single Q or so to implement. The game is becoming more and more polluted by inactive players, broken economy, the schematic failure (when selling prices dropped for a fraction of the price), inactive tiles with headquarters (coming action), stockpiles of ore, to large industries in single hand and when the game releases those thousand of ALT's (former beta-keys) which become inactive with all side effects to it. Adding all those things up then there is only one solution which we al realizes we can't avoid anymore ..... The Whipe :). We know it will come, the only question is how and when.
  6. It is not the matter of not willing to put effort into it ........ The case was as a solo miner .... how can you mine and defend yourself at the same time. Going underground on an Astroid leaves your vessel as a sitting duck. It would be nice that as a solo miner you could get somehow a personal radar or something like that that at least you have some time to get to your ship and fight. I think that would be a nice gameplay for all of us. Now it is so impossible to defend yourself that people will not mine (see above in this post) and because of that there will be nothing to fight with for aa PVP guy.
  7. If you are mining on the astroid you have no idea when somebody else 'joins' the astroid. You can't see your radar or whatever you need. Also most Astroid Mining vessels are not very big or wel defended.
  8. There is a kind off exploit that the PVP'ers use. They don't have to travel to the astroid, they are already there (with an ALT) with a pocket ship and a gun with ammo in their nano pack. So they log-in with their ALT and if you are there they deploy their pocket ship, put on the gun and load ammo. then PEW ..... you are gone. It's kinda lame that they can log out on or near an Astroid with a pocket ship and gun+ammo in their nano pack. A PVP organization with a few ALT cans easily cover all Astroids this way.
  9. After playing the game for more than a year I am more than convinced that the biggest flaw in the game is that people can do or become everything at the same time. This causes the economy never to balance out. It does not make sense that people who are the largest industry tycoons also mine their own ore. This way smaller setups or people who make money from ore, will never get their economy running. It will feel like a struggle forever. How to prevent that everybody can do everything? Just as in real life, limit what you can become. In other words, professions which limits the talents. If I choose to become an industry tycoon, I can only train talents related to my profession. The profitability should be related to the talents trained so that mining only will be profitable by having the right talents. People who become a miner, have mining talents to their availability. Etc, etc. This way it will never become profitable for industry tycoons to mine their own ore so it forces them to buy. When you think about this concept most likely more clever people then I can think of even more ways to split the talents and their professions. You should be able to switch profession, this however will reset your talent points and return the talent points (of course with a penalty extracted from them because you switched).
  10. Valid point, scanned tiles are invisible on a snowy planet
  11. Is it possible to create a space only ship and use maneuver engines to control the vessel (turn, etc). Or is it that adjustors are the only way to control the vessel?
  12. Assumption: All mining unit talents = lvl5; calibration = 100%; adjacency bonus = 60%; Question: Does the value of the tile's base-rate effects the production rate of a single miner (assuming the tile contains at least 100ltr/hr? E.g. a) Tile base rate = 130; what is the product rate of a single miner ? b) Tile base rate = 160; what is the product rate of a single miner ? My guess is that the production rate of a single miner is always the same when looking at the base value of the tile. This beacause all the talent perks apply on the miner unit production rate, is this correct? Woudl it be possible to give some calculation examples?
  13. What about the terraform Talent points? I research those only for mining purpose. Would be great if we get a reset on those as well!
  14. A small calculation ..... assumption, you can sell T1 Ore for 90 quanta or more per ltr ore. ** initial one-off investment to buy a mining unit and a territory unit is not in calculation! Upkeep cost of territory: 500.000 quanta's -> (500.000 / 90) / 7 (days) / 24 (hrs) = 33 ltr/hr A single territory (with no adjacent territories, nor talents) will be profitable from 34 ltr T1 ore ??? Based on this calculation I would say the upkeep costs are too low. Or did I miss something?
  15. It is even getting more worse. I encountered multiple transfer units in a running state but actual doing nothing. Checking a thousand transfer units and all industry after each patch will definitly make me stop playing until they fix this.
  16. Geee, what a discussion. Grace period of one year is ridiculous. 3 months max after last payment. If you have personal issue (like illness or whatever) and you would like to re-enter the game after a year (or 6 months, or ...) then there is the option to pay for a yearly subscription. Big advantage is that you can also queue all talents as well :). However, NQ could also take a more phased approach on this. I think everybody would be happy if your account and the Sanctuary tile will remain for a minimum of one year after last payed subscription period. Most annoying are the claimed tiles with good ore which aren't being used but only claimed by players that don't play anymore. So any tile of a inactive (non-paying) gamer and other than your sanctuary tile, should be removed from their account and be free for others (after 1 month). So if you have personal challenges which may take a while, you can safe keep your stuff on sanctuary and your account will be saved as well.
  17. You can use a detector unit right under your landingfield(s). They are in different sizes with different area covering.
  18. Sounds nice however scanning would be dead-easy and most likely the depletion of Ores will be speeded up and in no time there will be nothing left.
  19. Current "new" way of docking is not something I am very happy with. This could have being implemented different, better matching the intended game mechanics. Idea: Remove the ability to "dock" on voxels completly. Docking .... create Docking Landing Pads (Elements) in different sizes (XS, S, M size). Create rules, docking only possible with landing gear on a docking pad. Benefits: - NO abuse of voxel docking (or sticking) - Industry/Market boost for new elements (the docking pads) - Industry/Market boost for landing gear because there is now a real purpose for landing gear. - Easy DRM on elements. - Clear game mechanics
  20. nice idea Dunno if the 15mins is the best timing but I do like the idea of financial consequences when parking to long at the market.
  21. I was wondering how and when to use aileron vs Wings. But how to compare what do the stats need to interpreted? MaxPower MaxLift factor thetabeginmaxlift thetaendmaxlift Aileron M: 1.600.000 160 20 25 Wing M : 1.000.000 200 20 60 Which is better for what? How to use Power and LIft factor what does it say? E.g. are 2 wings 'better' then 1 aileron?
  22. To be honest ..... I had similar problem when extending my subscription last time. Support ticket did the trick for me, Novark response to tickets is in most cases good enough.
  23. Warp ending in pvp would be good idea but I should be possible to put warpbeacons in the safezone. This would give some extra need for warpbeacons ?
  24. Schematics are ok for higher tier kinda industry. For starting players it would be good if all tier 1 stuff can be created without schematics. overall I am happy with the game. It is not perfect but I like it. Mining is something I do to keep my industry running. In this way you don’t have to mine a lot. My focus is on industry and building nice things.
  25. 20 accounts .... 20 missions at the same time. Is possible ... however. Before complaining you should look at what it takes to ship 20 packages of very large content. Any worthwhile mission is in pvp zone and is very large. 20x a collateral you can loose transporting through pvp (20x 2mio collateral on average). 1.8kt and 400kl for a single very large package. Do the math, what kind of ship can transport 20 x 1.8 kt and 20x400kl (=41 L-containers)?
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