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Everything posted by W1zard

  1. I think you don't see full pictures here. Mission runners who do mission with 50 alts don't pay for their alts with real money. They buy DACs from other players for quanta, increasing their overall alt army, and making even more quanta progressively. Everyone can do that with an investment for about 300 mil quanta. That's not a very large amount. And the amount of quanta you can generate that way if absolutely absurd, that's hunders of millions daily.
  2. Current mission system is pretty low profit for solo players for very long and boring afk gameplay, while it's a huge quanta generator for people with 50+ alts This is exactly what is happening right now with people running 50+ missions with alts. My idea is to make mission not dependent on alts at all, while making the system balanced for everyone.
  3. Make missions reward dynamic. E.g. lower the reward for specific mission for everyone, when someone delivered it, and make the reward grow slowly by time when no one does them. Also with this you can remove the hard cap of 1 package per account to make big hauls accessible by everyone. They will balance themselves out very quickly this way.
  4. Personally, I think even with current pools it's still to much t3-5 ore generated out of nowhere. The major problem, is that there is no TW on the planets yet, and ore pools are basically uncontested once claimed.
  5. actually it's more like one every 36th tile, because the surface is 2d
  6. Change my mind: Stasis effect should depend on yours ship mass, or the ratio between your ship mass and target mass, Not only on the target mass Currently the stasis weapons are basically useless, because their optimal range depends on target mass. It's useless against very light S-cores (current meta), because optimal range is only ~25km and it's basically impossible for heavier ship to maintain such close distance It's useless against a heavy ship, because it's max speed already very low, and you don't need stasis to catch it. So I can't find any real purpose for using stasis weapons with this mechanics. On the other hand, if stasis weapons worked based on your ship mass, that would allow for heavier ship to remove the ability of a smaller ship to run away. But as stasis weapons have zero effect on max angular speed, this would still allow for a smaller ship to orbit a big one and try outperform big ship's tracking and turning capabilities.
  7. It's still kinda screwed for high-tier ore. I don't think this can't be considered as a trade-off if you only have 1 hex of 1 l/h tier 5 ore. you would get only 24 liters per day in normal circumstances. But if you have 10 accounts, you can have around 70,000 liters per day considering harvesting talents from this single hex with a single mining unit. So you gain 3000 times more ore doing it this way instead of intended way
  8. Why do we we have so many time inconviniences in the game? 1) in-game time in UTC, but roid publish time in local timezone please, either do them in one timezone, or make publish time relative (ex. "1 day 12 hours ago" or something) 2) Yes, we can calculate that `24 - 10 = 14`, but seriusly, fo you think than `negative 10 UTC` is an ok time to display? Why not just show us 14:00 UTC?
  9. I'd add one thing that I miss a lot: multicrew gameplay For me it seems like it will be pretty easy to return the onboard mechanics in play, and also remove voxel-less meta: Add shield bleed, even if it's very small percentage, it will drastically change pvp gameplay.
  10. With linear honeycomb HP based on mass what's the reason to use lighter materials? They have same HP for mass added on ship, but adds much more cross-section, which results in less total ship's survivability. I think with hit-prob based on cross-section only viable option of voxels on ships with linear HP are heaviest possible materials with as much res as possible Haven't run any calculations yet, but it could be possible that Niobium (pure) is better than Mangalloy (product) just because of lower cross-section
  11. Will this gift be wiped on launch? Should I bother receiving it?
  12. W1zard

    RGB windows

    Colored glass voxels when? 😅
  13. Is it just me, or it seems like foilage being highlighted by some mystery?
  14. We need some kind of system to allow us to sell our scripts without actually exposing their source code to the buyer. I think this would encourage people to write more awesome scripts as they will be able to reliably earn quanta with it. Blueprint creation mechanic can be reused to create copies of a script. And we need an inventory-slot (possibly something like schematic bank in industry) to store and select scripts in control units. Or even simpler mechanics as one-time-use scripts that can be applied as custom autoconf on use on control unit. This requires almost no additional UI.
  15. It would be nice to have an Element Replace Tool which would allow us to replace elements with same elements different tier/modification. Some elements on ships are placed on wierd positions/angles or in very tight, precision spots, and it's very hard to replace them with higher tier analogs by removing and placing new one. This tool would allow very simple tier progression for ship, so you can upgrade it easily when have access to more powerfull elements.
  16. Actually now you mentioned it, you can turn it off in jetpack mode (not for the whole station, but for yourself). It seems like we just need some similar mechanic for ships
  17. I have a ship designed such a way, that it can take off from any planet and moon with some load. It's a combination of vertical boosters and hovers calculated specificly that way to optimize fuel usage and effectiveness. But this ship can't take off from a space station! 😟 Because space stations have 1g gravity, pulling ship as hard as Alioth, and much harder, than any of moons out there. I would suggest changing space station gravity for something like the max moon gravity, or even entirely disable it when you are trying to take off using vertical boosters.
  18. Now, that we have missions nerfed, they are not really adding any pvp gameplay to the game. (At least I don't see that it can) To intercept a mission hauler, you would need to camp for who know how many hours to gain that very little profit of few mission packs. I don't think anyone currently does that. Besides, now that missions are nerfer, and generated daily, you can just make them work as "daily quests". Just remove the warp restriction (and maybe lower rewards), and it will be a great way to earn some quanta each day, with something to do (actually fly and land, an active gameplay, not an 6-hour afk gameplay)
  19. One thing I would also love to see is something like: controlUnit.enableEngineTorque(taglist, state) as we now have engine.enableTorque(state) but this is not really useful due to links limitations.
  20. Other thing could be is reworking the repair unit. If repair unit was capable of repairing elements with scrap, not just replacing them, it would be much less tedious to repair all that decorative parts.
  21. Oh.. right... so 64 slots would be enough if there will be 10k+ active players at release? 😅
  22. For me it's sounds a bit strage how is the first words in this devblog is: In the devblog about NQ-driven solution. For me NQ-driven and player-driven is quite opposite terms, and I don't see how this concept supports it. Also 16 slots seems like way too little, do you think that at release, if there will be 10k+ active players 16 slots will be enough to promoting player-made content? How much of these exchanges will be needed at release to satisfy all the players who want promote something? Is this concept even scalable to reasonable amount? Why not just integrate a player-driven shop system for constructs BPs and scripts ingame, the one that would replicate DU-Creators, but actually inside the game, with the ability to purchase a BP from there directly? What if some players use this exchange for promoting their org, and there are much more orgs that would like to promote themselves, than just 16. Would that mean that these NQ-selected 16 orgs would be dominant in player-counts, because NQ desided so? How is that a player-driven?
  23. The only reason I paid for this game before release is talent points, as they were supposed to be persistent. As you guys a lot of times said, wipe would be very unlikely event, and only if something is really broken. There is nothing broken with talents. A lot of people payed real money only to continue training their talents. If you wipe it - it's just straight money scam.
  24. I feel like voxels is still useless. Venting any ships I fly while under attack is not possible at all Look at this ship for example. It was before Athena, but this design is still usable I believe for some cases (But for most of PvP I'll probably use lighter ships) This is an M core with an L shield, around 12g acceleration after Athena weight changes and 6 mounted M weapons (probably will switch to 4 rails + 2 stasis as we can link 4 rails to one seat now) This is a great example because it's fully (I mean literally, there is only small cockpit carved out for gunner seats) filled with tier 4 voxels (fluorine) (Thats something around 1600m3) Even though its tier 4 voxels, this have zero chance of venting or even surviving more than few hits after shield is down, so those voxels are much more cosmetics than actual armor. Adding more voxels will only make this ship weaker because it will increase cross section and lower the effectiveness of shield HP (which is still huge if you count in resistances, compared to voxels) And that's a ship with an L shield, a heavy one! This and anything smaller have zero benefits from voxels in actual pvp engagement. And I still don't see any reason to use big bulky slow ships that are much more expensive, than to use 10 small cheap M railgun fighters that I can lose every day and don't care about them.
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