Jump to content

TacticalDonut

Member
  • Posts

    10
  • Joined

  • Last visited

TacticalDonut's Achievements

  1. I don't know what shield bleed is, so i'd love to hear that explained. I think some degrading scale of voxel buffing shields would be pretty sick, so voxel becomes required to a certain extent. Either by flat HP or flat resistances, but having a max limit perhaps by shield size or core size or something of that nature.
  2. Weapon Changes Normalizing all weapons is a step in the completely wrong direction. We want variance in ship builds, not just weapon looks. We want them to perform different, be used in different manners. The pvp roundtable said everything was all shoved into one bucket. The changes made on the PTS shove it even more into one bucket, you can just change your weapons a little bit to have a different name. In order to properly add some spice to pvp, we need greater variation(in numbers but not choices), BUT range is not one of those factors. Range completely negates all other forms of variables (damage/aiming/etc) because if the opposition can't hit you, then you will eventually win. I think range needs to be normalized and everything else needs changing. Since weight is the overall factor of how ships perform, perhaps it needs to play in more for certain types. Between weapons, Ammo, Shields, there's too many seperated variables to balance, it needs to be simplified. Normalize all ranges PER weapon type. Remove multiple variables overlapping on weapons and ammo. Weapon variable = tracking, cone, or capacity cost. Ammo variable = reload or damage. Larger ships are currently not viable because of the miss chance on bigger weapons, because everything is based on weapon size vs cross section, there is no real point on going medium or large. The range difference just leads to the smaller ship catching up to the more weighted/slower ship and losing due to the drastic gap in hit chance. So a solution to this is to revisit hit chance for weapons scaling up to large. Shields - Currently they have a static amount per size. A huge change that may affect all of this, is giving shields bonuses based on the honeycomb. This could be straight HP or also resistances. I would think you would make a maximum based on core size, or have a degrading slope to the bonus per honeycomb. This will also alleviate all the ships with no honeycomb in pvp and could spur up some cool designs. I'd love feedback, or workshopping on any of these ideas, feel free to take them to any future roundtables. I would love to see a more open discussion, rather than just listening, because it doesn't really seem like you understood what was being said fully.
  3. You can warp to any planet. The only long flights are to alien cores or space construct you created. So there is no "need" for people that aren't pvping to really have warp beacons.
  4. I don't know if you've noticed NQ likes to make extreme choice...
  5. As a org of 4-6 people who own several flowers of t1 to t5 tiles, I hate the change and everything around it. Communication was bad. We worked hard to obtain our tiles and trained talents to be able to make full use of them, now they barely produce enough to keep the factory running. We have 5 or so characters with no where to dump our extra charges unless we wanna do it once every 24hours. In a game where travel can take hours, putting a 24 hour cooldown on stuff like this is just a big FU to everyone, honestly. Sure i can see how it was probably exploitable for people with multiple accounts, but that's not how EVERY other person plays. And those people can still spam missions for massive quanta. PVP still dominated by like what.. 3 or 4 major orgs? Gonna make plasma a gated resource as well. There's just so many other things that need fixing than worrying so much about the markets. One major fix that would level out a whole heck of a lot, is connecting the markets. To me, i'm finding it harder and harder to stay ingame, because i don't want to have to spend 6 hours to do ANYTHING. I'm likely cancelling my sub unless the 29th shows some good will towards players of all kinds.
  6. pvp and territory warfare are going to have a big update this year. So good luck catching up in the new few months then?
  7. There is an issue with rendering causing moving of your construct thus pausing your scan, So once you leave render, don't go back to it until it is finished (since it won't be tracking movement once it's done)
  8. This is by far the best suggestion i've seen. Also, it was posted on discord when it happened, which is always there. better than emails imo.
  9. Before 0.23 my factory run by 4 people interacted with ship builders, big org members, solo players, and the market. We traded in ore and quanta. We were a decent part of the community and we enjoyed running orders for people. We worked our butts off and were finally getting to the point where we were making enough money filling orders to buy our ore instead of mine it. Now my interactions have been boiled down to telling people, "nope", "we can't make that". Me and my org can no longer play the game the way we want to, and the only possible way to get back there is to put oursleves back in the ground ISOLATED from everyone. I can see the idea of what you envision, but the changes made have made the game even more one track. Its created more problems than fixed. Believe it or not, i think you've done a lot of opposite intentions. Diverse markets, interacting with the community, and any sort of fun gameplay have all been stripped from me and my friends. I saw you used a mathmatical problem to determine prices. We had a factory that could make nearly everything, now we can barely afford to have 1 machine running a t3 item. We've all quit until something changes with schematic pricing, or some way to actually play the game without mining, because there literally is not an option.
  10. I'm on board with everything, but the given examples of element destruction scare me without any details. Do elements lose a repair # even if they get hit again with low hp? Cuz any sustain fight with someone trying to repair is counter intuitive.... repairing during a fight is almost guaranteed to fully destroy your elements, instead of just cost a bit of scrap. Long sustain fights won't be worth it because there will be no spoils what-so-ever from the fight. Pirates will have to hope to god they kill the players fast enough and not hit the cargo too much, because we can't aim our weapons specifically at all. The examples given, feel either FAR too low, or they need to be given a condition. For instance repairs within # hours of each other only use up 1 restoration count. Don't get me wrong, this greatly increases industry, and i love that, but i dont' want pvp to become less relevant because of it.
×
×
  • Create New...