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W1zard

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Posts posted by W1zard

  1. 1 minute ago, TobiwanKenobi said:

    My pvp ship can stop in 0.7 SU when traveling at 44k if it does a flip-and-burn. Tactical map will be valuable to pvpers for sure.

    While I agree that we need a better UI, I don't think E:D radar ripoff will work for DU.

    let's try to get an answer for these questions:
    - Why E:D have this kind of radar?
    and
    - Would this work for DU?

    E:D is a an immersive First-Person view game. Again, First-Person.
    And this radar is your
    only way of knowing your surrounding.
    Also the combat in E:D is at much lower distances
    In DU you can just wiggle your mouse a bit and see what's going on.
    I think we actually need some fleet markers, and better UI for already existing system. Not a ripoff from other game with different mechanics...

  2. On 11/19/2022 at 5:11 PM, Taelessael said:

    if the whales are willing to blow that kind of cash on a game

    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.

  3. 8 hours ago, Taelessael said:

    I'm not sure if you think nobody is doing missions, or if you think too many people are doing missions

    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

     

    8 hours ago, Taelessael said:

    there's a "you can't run the same mission more than once at a time" cap because when they let people run the same mission several times simultaneously (even via alts or as an org), the result is mission-runners flooding the game with quanta and destroying the market by making things too expensive for everyone else

    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.

  4. 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.

  5. 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.

  6. It's still kinda screwed for high-tier ore.

    On 10/7/2022 at 12:25 AM, NQ-Nicodemus said:

    This is a trade-off for an immediate chunk of ore that costs players ore in the longer term

    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

  7. 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)
    image.png.687ce542e067203d7bff0b1b635be820.png

    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?
    image.thumb.png.3d2ebea80eae96bcdadf2b92164636ea.png

  8. 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

  9. 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.

  10. 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.

  11. 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.

  12. 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)

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