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fiddlybits

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Everything posted by fiddlybits

  1. Proving you can be trusted is challenging in games like this, but can be very valuable for business opportunities.
  2. This is an interesting idea for earning money. Similar to professional board members in corporations. Build a set of skills and connections in game that orgs would find valuable and get paid to just be a Legate for the org.
  3. I haven't tried, but you should be able to do this with LUA. The engines thrust level and on/off status can be controlled through scripts.
  4. This is something I hope will be covered in an AMA or at least previewed in the planned public test server. The current minable resources aren't really worth fighting over. Most ores are readily available and the tiles that have mega-nodes or high value ore can be mined out fast enough to greatly reduce their value before another group takes over. I've heard that tiles may be tied to power generation some how, is that the planned resource that will encourage territory warfare?
  5. I haven't trained all the skills yet, so I don't know the exact number. There are three skills to increase the number of org cores though. The first gives 5 additional cores per level (so 25 total). The other two each say +100% per level.
  6. I hadn't heard of Shadow before, but am interested. Does it work well for DU? Would you recommend it?
  7. Thanks for getting the library back up and running. It's a fantastic resource.
  8. There are no harvesters right now. All mining is done by hand. You can link to a container that will let you carry more ore on a single mining trip.
  9. Right now all mining is done on land using a handheld tool on your player character. Asteroid mining and automated mining have been mentioned as possible future updates, but they don't exist yet. There is a territory scanner that you can add to ships that will identify the nearby ores available to mine by hand. That is the only ship component we have that is related to mining right now.
  10. Thank you for the voxel planners. They are a great resource.
  11. The comments on the above post may be confusing. The original post was vague about using multiple accounts and NQ updated the post to clarify that it is authorized.
  12. This post from NQ says that playing with multiple accounts is authorized:
  13. I like the idea of programmable robots. Have you looked into using transfer units to move goods between containers? They may help you keep things sorted until something more automated comes along.
  14. The lack of communication on which talents don't work is the most dissappointing thing to me. It's a beta, there will be bugs. Not having a post detailing which talents are broken right now or at least having a running list in the patch notes just shows a disregard for players' time.
  15. I think the screws/engines/element industry specialization you're focusing on is also the trees. The game has specialization based on player added value through organizations, building designs and ships. We need more of the game world to reward diversity and asymmetry in these designs, but this specialization was happening before 0.23. In a player driven world where we build the end products, why is it so important to limit the production of generic commodities? Instead of expanding the game to harness what the players were building, 0.23 slowed everyone down to focus on mechanics where the items produced are all the same.
  16. This is a really good point. Several planned features that have been mentioned involve more overhead and cost to what we're doing now (energy management, the quality of tiles in territory warfare). I think it will be important in future releases to provide a better balance of new content to enjoy vs. additional overhead and limitations on current functionality.
  17. One thing that I noticed since 0.23 is a psychological change to how I view parts of the game. I started a few weeks before the patch, I did not lose a large factory or a big investment. What I lost was an aspect of the game that provided motivation for the other areas of game play. As a new player, designing a factory and building elements for my own ships was fun and provided a challenge. I wanted to mine and discover ores on other planets because it let me build something new. The accessible industry provided motivation to explore and play the game. After the schematic changes it turned mining into a wage labor proposition. I was just raising quanta to buy stuff. It reminds me of a job where your working on an exciting project you're invested in compared to a job your working at just for a paycheck. I'm still enjoying the other aspects of the game, but I have a far greater sense of having to spend some of my time "going to work."
  18. I would avoid a wipe for now for the simple reason that the use of a wipe should be saved until after the upcoming PVP focused changes. Balancing PVP with the wealth/asset disparities we have may be very difficult and a wipe would be more useful then than it is now. Currently a wipe would set everyone back, but there's not much value in being 'ahead' with the current limited game play options.
  19. I think there should be tiered travel options in between slow boating and the current warp cells which provide a cost vs. safety trade off. The current warp cells are not that expensive and offer perfect safety while the only other alternative requires several hours and is more dangerous. How about tiers for fast travel that allow players to reach planets more quickly at a lower cost, but provide a greater amount of risk? The perfect safety option would still exist, but be more of a luxury item. This would provide lower cost travel options for players, encourage more PVP and provide more game play trade-offs in how you choose to travel depending on your cargo. An implementation idea for this would be different types of warp cells (basic, advanced, rare, etc) that have an accuracy component for how closely they can get you to your target destination.
  20. These skills are under Mining and Inventory -> Organization Construct Management .
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