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Azraeil

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  1. you know that not all rockets are on/off right, you do have liquid fuel rockets that actually have thrust control and even vectoring today
  2. That is a light M core, a to scale firefly that could take-off and land in 1g came in at 4.7Kt unloaded made of aluminium and silicone
  3. In my opinion to make the current rocket boosters cost appropriate they need to be supplying more thrust and using less fuel, a 100% increase in base thrust and 25% reduction in fuel consumption makes them 50% less efficient than a large advanced military atmospheric engine where the current values make a medium rocket engine more than 6000% less efficient while costing the same to produce(because of the rocket fuel tank costs). To put that in real terms the current boosters are literally balanced as the boosters used during the Apollo missions with the current basic atmospheric and space e
  4. My suggestion for schematics is to significantly reduce the cost by removing exponential and replacing it for linear scaling i.e t1 element schematic is 75k so use that as the base cost, t2 element is 75k *2 = 150k, t3 becomes 75k*3 = 225k etc so their is still investment and the item still exists for the lua management but the barrier to entry is reduced. For expanding the schematic mechanic I would consider a machine that you can put a schematic into and for a nominal quanta fee you can generate another schematic from it with rng improvements above the starting schematic based on the user
  5. On the subject of industry, I am a player who has invested very heavily in industry and as a solo player that has been a mammoth effort, if schematics were to be removed I would expect that the retail value of those schematics would be returned. In my opinion the schematics could stay as a consideration but the scaling formulae for the schematics costs should be heavily reduced, a linier rather than exponential increase for instance as a minimum. On the subject of a wipe, if one were deemed necessary for whatever reason, as a minimum, beta players should be maintaining their talent
  6. This is the game post I was hoping for in the beginning, the steps laid out sound fantastic and I am very excited to see some of the grind and monotony removed in favour of active and engaging gameplay. I am also very hopeful that the rocket engines will see a rebalance to make them more balanced for their cost as part of the element development since right now they are about 2% as efficient as stacking large atmo engines for the same power values.
  7. while I appreciate the need to reduce server running costs a major reason for the loss of subscriptions is the lack of content updates, and the uncertainty of the permanence of the game at this time. 0.23 was an update that tried to implement hard scaling to industry to slow down progression and try to force in game economics that the game simply does not have the features to support while 0.24 failed to bring anything to the game except some 4k dirt and a wallet system, and even that was bugged at launch while it was working fine on the PTS for whatever reason. Reducing running costs is on
  8. As far as DRM goes I think the addition of a cracking mechanic, take hardware with a scrip, put it into the cracking machine and it takes time to break the encryption and supplies the element back at the end with DRM removed. in that way you could also have a machine to encrypt the elements in the first place, everything comes with t1 crypto and you have to increase the encryption using the same machine, character skills can then be used to increase the tier of the encryption/decryption taking longer and decreasing the time to crack respectively. This generates a skill contest between the make
  9. Currently I could not build element cheaper than they were on the market because I don't have the crafting skills required, now I won't be able to build the things that are not on the market and won't be able to afford the parts that are on the market (warp engines just had a 400% increase in price from the announcement, I would see that doubling once the changes are actually implemented, and is is the same story even across essential elements(containers for example)). This will by intent centralise production exclusively to those who already have the money on hand to buy the requi
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