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HamyMac

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Everything posted by HamyMac

  1. Is-one going to say well done NQ, or is everyone just going to complain? Well done NQ. Very best of luck with going live. I'm looking forward to the new adventure.
  2. RElying on org-mates to make copies sounds a bit iffy... it just means a lot of players will be adding alt accounts to get reliable sources for schemaic copies.
  3. So all the scraps are in their tiers, but within the tiers each scrap repairs the same amount of a chosen element. The difference between the scraps within a tier is only that of mass... yet the price of each varies wildly. Would it be a good idea to add another quality to the mix to help to define a scrap's value by it's usefulness, rather than just how much of it you can haul off Alioth. Could scraps be additionally separately classifeid as more effeicient for Engine elelements, Aerofoil elelments, Braking elelments and perhaps additionally for Adjustors to create four preferntial uses that would be truthfully represented in the market price. I could still be possible to repair an Engine with Aerofoil scrap, but it should perhaps use much more of the consumable to do so.. Does this sound like a daft idea, or would it work and also rationalize the market pricing? Currently on Alioth Rare Scrap prices are these: Cobalt - 347.97 Fluorine - 179.00 Gold - 209.95 Scandium - 487.00 There is no reason for the vast price difference except that of availability. Adding one other specialization factor to scraps within the tier might get some sense into the prices.
  4. That sounds alright, but do we have to dismantle all excess Org owned constructs? Or is there another way.. If so, how?
  5. I think I'd agree.. I tried two asteroids and lost two ships... second partly due to lag. The fact that once engaged you're in a fist fight with no opportunity to warp is a killer... it would be better to have the ability to warp away from a fight if you have too. Asteroids are basically solo ventures, but anyone scouting for pvp targets will be doing that in pairs or gangs and in L core ships... So the advantage is never going to be with the miner in an M Core hoping to pick up a few rares. If 'might is right' rules the game then were just going to end up wih a blob fest where single players never succeed. There needs to be some form of escape beyond just engine power without making it unfair on the hunters. If alien cores work like the asteroid system then it'll be more of the same.
  6. I didn't know that... alternatively, could they not just make the cores all one size and flexible in area and height... so you place a core and choose the perameters, set volumes but different dimensions, so you could build a tower from one core or a massive landing pad a few metres in height?
  7. Yes, but you don't have to place them, or stack them... you would just build off the ground and up as high as you wanted, so no need for a hundred cores to build your towers.
  8. Ahhh... makes sense. But if you divided each territory into a dozen build zones, each with an integrated server-side virtual core, that could work, no? ie: create an internal hex to the territory hex, about half the size and divide the whole thing into 12 segments, each highlighted on hitting the B key so you could see the build area available for that segment.
  9. To be honest, it looks more like pollution than mist...
  10. I'm not trying to be weird or anything, but, are things starting to get bogged down in 'limitation'? First, it's Territories, now it's Cores. Just spitballing, but... How hard would it be to remove static cores altogether and handle the Territory Unit itself as the Core for all static constructions on it? 'Tagging' honeycomb as generically 'static' (honeycomb that is not attached to a Dynamic or a Space core) would remove the issue of having to add cores to expand a base on a Territory and release the 'player tension' related to core limitations. If the actual limitation on constructions is really how much honeycomb you can stack on top of itself to make buildings, then you can remove the core limitations for ground constructs. For Mining Units and other (possible future) deployables, you could have a Deployable Core that can be placed as a temporary structure on Terrirtories a player wants use but not build a base on. A Deployable Core would preclude any further building on that Territory. On claiming a Territory, player could have to declare the nature of the claim by identifying it as an HQ Territory (of the 5 permitted) of which the equivalent of an L Core area must be built on in order to substantiate the claim or as an Outpost Territory at a lower rate of rental on which only a Deployablle Core (smaller than an L Core) can be placed and no unattached honeycomb building can be constructed on that Terrritory. This way, you can build anywhere across your own HQ territories regardless, but if you wish to mine or place a temporary pvp outpost you can only have that single Deployable Core on that Territory. Thus the nature of the Territory defines what you can buld on it. Additional Territories could be claimed as Subsidiary Territory in the name of the player or Org. Sub-Plot: If planet based pvp ever comes into play, then the Territory Unit itself could be the 'Capture the Flag' objective, rather than repetitive core destruction (as in space combat) and a Land Grab objective could be determined by the aggressive deconstruction with weapons of any constructs on the Territory or by taking possession of them with an area-defined, time-limited Battle Unit that asserts conquest from the aggressor that must then be neutralized by the defender or must time-out in order for the defender to repossess their property... perhaps it should take the placing of ten Battle Units to control a whole Territory so an aggressor has to decide on the amount of firepower to bring to the battle and whether they want to posess or demolish the Territory and its assets and a defender has to decide which assets require the most protection. Dev Blog Constructs
  11. Could we please, in some future patch, have a shopping basket.... and a 'buy all' button? ....And a 'This Market Only' option on the market dialogue... And... Can we have a message board for VR visits, so we can leave a compliment and thank you at the VR places we like. (And if you haven't visited Dolphin Cove yet, do it )
  12. That's all great. If you don't choose to generate rocks below the MUs, could we plase have a waypoint system that allows for setting half a dozen waypoints so we don't have to return to base for each new rock deposit. Actually, a waypoint system would be bloody brilliant anyway.. I find I am always opening and closing the map... the ability to choose and set a small route across half a dozen markets, MUs or player bases would be a real benefit. Oh... and please, please, please could we have a small green dot on the minimap that permanently locates the direction of your active ship when you're away from it?
  13. ... could we have a little less mist over Teoma please. there isn't a day without it and worse than that, things keep appearing in my flight past with less than five seconds to change courrse,,, Perhaps three or four sunny days a week... or just a little more general visibility would be nice... it is bginning to seem like the planet of eternal darkness... or England!
  14. It would also be nice if the windws for the market, crafting etc were scalable and movable and you could have more than one open at a time.
  15. Well, yes, I made antoher thread about a way of making it better for players still in game to profit from abandoned tiles.
  16. Hi Hirnsausen, Sorry, I had completely missed this reply. I see something at the markets, but I haven't used the new node yet... I have made another suggestion regarding abandoned and obsolete territories... it is somewhat complicated, but I think posibbly a solution to a) revenue streams ingame and b) player activity that would 'tidy up' the abandoned tiles at a small profit. Anyway, please let me know what I can do. I'm a very clumsy player (!) but I love this game and would be glad to help in any way I can. Best, H
  17. Oh... and can we for god's sake please have S,M and L Elevators?!
  18. That really is the actual point... it is a game where you can link seventeen different systems via a lua and have to manually change and calibrate MUs.
  19. I really resent paying ingame cash for something that is a game essential and for which I already pay real cash on a monthy basis. You can't play without a territory and you can't succeed with only one). (This is a long one because I think there is a whole other way of doing this without the need for 'causeless' territory fees. If the objective of the fee was to clear out casual players and make those abandoned tiles available again, then just saying you lose everything if you don't pay is getting a little 'real world' in what is obviously a fantasy game that most people play to 'avoid' the real world for a while. The territory system per se is fine, but it seems mainly for zoning mining rights and I think territories should be free (and mining units recalibrating once a week would be often enough, but I digress!). If you are a real miner, then you will want a dozen or ten teritories and micromanaging a fee structure, even with monthly renewal or 13 week top-up is going to be a hole chunk of game time just adding funds to a territory account... and that's no more fun that calibrating thirty mining rigs a day... You can spend too much time in micromanaging game devices that don't progress your gameplay... and there is already way, way enough micro detail in building ships, organizing production lines and trades and generally getting into space to blow stuff up, never mind the intricacies of actually doing that successfully! The game is very slanted towards builders and producers, but there are those players who just want to buy ships, fly to space and pew-pew to their hearts content. These people wont be interested in personally owning whole chunks of real estate, but neither will they all (as the player base grows) want to be tied to an org. They will want a small hangar area to store ships, and a storage space to keep refits and honeycomb for repairs. So... why not set aside a number of tiles, say twenty-fifty hexes, scattered a hundred or more kilometers apart across the planets and away from the markets, with each hex divided into six rentable 'parking lots' at 250kh/week, where people who just want to 'buy and fly' can base their ships without claiming oversized territories and abandoning them. If they leave the game, their lot becomes vacant and their ship can reappear on open ground nearby when they rejoin, their container can be reclaimable (with all their stuff) when they have hires another parking lot and hit the Deploy Element to place them. . The parking lots would be just that, a place to park two or three ships, perhaps with up to a max four XL containers (deployable without the need for a core). Each lot would be unique to that player who is paying the rent. The parking lots become vacant if the rent isn't paid. That leaves builders and industry guys to claim and expand their territories for a one off fee as normal, but also delivers an income stream into the game. That way industry can thrive on territories and casual/pvpers can have a base in the game that suits and does not exceed their needs. This would then encourage makers and builders to set up a small community of markets near the parking lots, where a similar arrangement of a limited number of hexes, divided into three could be used as store fronts for fuel and scrap makers to service the needs of the parking lot, which would also allow some of the de-cluttered marketplace store fronts to re-open around the planet... complete with all the weird advertising that inevitable appears, but with none of the chaoss it created at the markets. As for abandoning territories How about this: after three weeks of neglect (the average holiday duration, plus one week) buildings and elements begin to visibly deteriorate, but can be repaired (a timer can be shown on the main map at that time to indicate when a tile can be salvaged.. see below). Over a further six weeks (9 weeks in total) buildings and elements become unrepairable and after ten weeks the buildings and elements (now basically collapsed into rubble/or shaded out with a grey overlay) can be salvaged at 30% of the original construction materials by making a 'Salvage Claim' on the Territory Unit, hitting the build button and collecting everything into a dedicated 'Recycling Container'. The Salvage Claim would be unique to the player who makes the claim. Just to add a little spice, if a Salvage Claim has only a two hour duration and costs a million quanta, then no one player could salvage a whole territory in one go and may not return for twelve or twenty four hours. As soon as the claim runs out after two hours, any other player can step in with a new claim (alts of course would aid the greedy, but it would potentially offer competition). I would suggest that the Recycling Container actually does the recycling and would need fuel and must be deployed from and gathered up to a ship. The Salvage Container would have a work cycle that is independent from the Salvage timer.. so a player salvaging a territory may have to wait another half hour while the recycler reproccessses the contents. The Salvager cycle converts ALL the materials salvaged to Ores or Pures, so no-one goes off with a free factory or a complete building#s worth of honeycomb... this would keep element production unhindered by loads of second hand elements flooding the market. I'm sure this isn't infallible, but you then have revenue streams from more casual players paying rents and from salvagers paying salvage fees without hitting the producers with a ground rent for the 'inactivity' of owning a territory. Additionally you end up with a cleaned up planet and a whole new way to play the game. (Edit: btw, props to NQ for the Panacea note about attending to the player base's opinions. Appreciated.)
  20. I really resent paying ingame cash for something that is a game essential and for which I already pay real cash on a monthy basis. You can't play without a territory and you can't succeed with only one). (This is a long one because I think there is a whole other way of doing this without the need for 'causeless' territory fees. If the objective of the fee was to clear out casual players and make those abandoned tiles available again, then just saying you lose everything if you don't pay is getting a little 'real world' in what is obviously a fantasy game that most people play to 'avoid' the real world for a while. The territory system per se is fine, but it seems mainly for zoning mining rights and I think territories should be free (and mining units recalibrating once a week would be often enough, but I digress!). If you are a real miner, then you will want a dozen or ten teritories and micromanaging a fee structure, even with monthly renewal or 13 week top-up is going to be a hole chunk of game time just adding funds to a territory account... and that's no more fun that calibrating thirty mining rigs a day... You can spend too much time in micromanaging game devices that don't progress your gameplay... and there is already way, way enough micro detail in building ships, organizing production lines and trades and generally getting into space to blow stuff up, never mind the intricacies of actually doing that successfully! The game is very slanted towards builders and producers, but there are those players who just want to buy ships, fly to space and pew-pew to their hearts content. These people wont be interested in personally owning whole chunks of real estate, but neither will they all (as the player base grows) want to be tied to an org. They will want a small hangar area to store ships, and a storage space to keep refits and honeycomb for repairs. So... why not set aside a number of tiles, say twenty-fifty hexes, scattered a hundred or more kilometers apart across the planets and away from the markets, with each hex divided into six rentable 'parking lots' at 250kh/week, where people who just want to 'buy and fly' can base their ships without claiming oversized territories and abandoning them. If they leave the game, their lot becomes vacant and their ship can reappear on open ground nearby when they rejoin, their container can be reclaimable (with all their stuff) when they have hires another parking lot and hit the Deploy Element to place them. . The parking lots would be just that, a place to park two or three ships, perhaps with up to a max four XL containers (deployable without the need for a core). Each lot would be unique to that player who is paying the rent. The parking lots become vacant if the rent isn't paid. That leaves builders and industry guys to claim and expand their territories for a one off fee as normal, but also delivers an income stream into the game. That way industry can thrive on territories and casual/pvpers can have a base in the game that suits and does not exceed their needs. This would then encourage makers and builders to set up a small community of markets near the parking lots, where a similar arrangement of a limited number of hexes, divided into three could be used as store fronts for fuel and scrap makers to service the needs of the parking lot, which would also allow some of the de-cluttered marketplace store fronts to re-open around the planet... complete with all the weird advertising that inevitable appears, but with none of the chaoss it created at the markets. As for abandoning territories How about this: after three weeks of neglect (the average holiday duration, plus one week) buildings and elements begin to visibly deteriorate, but can be repaired (a timer can be shown on the main map at that time to indicate when a tile can be salvaged.. see below). Over a further six weeks (9 weeks in total) buildings and elements become unrepairable and after ten weeks the buildings and elements (now basically collapsed into rubble/or shaded out with a grey overlay) can be salvaged at 30% of the original construction materials by making a 'Salvage Claim' on the Territory Unit, hitting the build button and collecting everything into a dedicated 'Recycling Container'. The Salvage Claim would be unique to the player who makes the claim. Just to add a little spice, if a Salvage Claim has only a two hour duration and costs a million quanta, then no one player could salvage a whole territory in one go and may not return for twelve or twenty four hours. As soon as the claim runs out after two hours, any other player can step in with a new claim (alts of course would aid the greedy, but it would potentially offer competition). I would suggest that the Recycling Container actually does the recycling and would need fuel and must be deployed from and gathered up to a ship. The Salvage Container would have a work cycle that is independent from the Salvage timer.. so a player salvaging a territory may have to wait another half hour while the recycler reproccessses the contents. The Salvager cycle converts ALL the materials salvaged to Ores or Pures, so no-one goes off with a free factory or a complete building#s worth of honeycomb... this would keep element production unhindered by loads of second hand elements flooding the market. I'm sure this isn't infallible, but you then have revenue streams from more casual players paying rents and from salvagers paying salvage fees without hitting the producers with a ground rent for the 'inactivity' of owning a territory. Additionally you end up with a cleaned up planet and a whole new way to play the game.
  21. I'd suggest several new features to reduce the number of repetitive tasks: 1) on the map; an option to 'Mark Tile as Scanned' so you can see at a glance by colour on the map the tiles you have results for. .. better, colour coded for each tier or ores found there. So, pale yellow for T1 to dark yellow for T5s. 2) scanning: create a talent to reduce scannning times, or apply the old scnning skills to territory scanners to the same end. 3) on the market; a 'This Market Only' and a 'This Planet Only' option, so you aren't scrolling through dozens of useless market search results. 4) on the inventory info: display the current market value of the selected item or the drop-down option to 'Open Market Listing for this Item' Thassallthanx
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