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MercilessFisting

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Everything posted by MercilessFisting

  1. Uh, dude? are you ok? nobody owns anything. it's a video game. please leave the roleplay at the door. however strange I might find this idea, I will at least try and counterpoint it. When you say own, I can only guess that this means you are then improving the local economy, policing the area, providing support to new players that move there. This sort of thing. But I am going to hazard a guess I think is a lot closer to the truth, you're in a org that decided to setup shop there and you feel that entitles you to defacto "ownership" Oh god.. This such an EvE mentality I've just disgusted myself for engaging it. whatever, you win. you can have the whole game all to yourself. I need to go vomit.
  2. I see a lot complaining about the current state of affairs to PVP combat, and for the most part, this is all in a testing phase. I would expect it. But in a sense I do get it and understand it needs to change. That being said, I have an honest question here. Are you truly upset because it's difficult to get into dog fight style combat (I've seen the interface, it arguably doesn't exist yet, but I'm trying to polite) with other like minded players. Or is it that you're having trouble heading out and blowing up (for lack of a better term) carebear miners and industrialists. Heavy loaded and light on armament. No real risk of your own, but high reward. the very complaint I read constantly about the state of things. If the tidal surge here is focused on primarily this sort of gameplay, I'm sorry I don't support your movement. It takes long training times and massive investment to mine, move and build the things that we ultimately sell just to be executed with. on the other hand, I can take a fairly green character, buy a ship from the main shipyards and sit around waiting to blow miners up with .. zero skill, very low investment and lets face it almost no risk. If PVP people want the ability to get into areas where that's the goal, to shoot out in massive battles with other armed opponents, I'll gladly contribute my time in ship design to help with that end any day of the week. I've already got a few ideas rolling around for one, I just don't see a market for it yet so it's a low priority. That and figuring out if a few of the game mechanics would allow for it to function as intended would also need some play testing. As I'm asking for your opinion, I've given mine to be fair. Not looking for some flame war, just wondering if people can actually be honest. Personally, it just seems that people are only interested in easy kills.
  3. Just sort of mulling over the different honeycomb options and their different inequalities and usefulness. Ok, fine. Gold = PVP/Armor Plastic = pretty much anything else for cheap. A skill tree devoted to tweaking the different units in different ways. so for gold, something simple and small, yet still a major benefit like weight reduction per level. something in the 2% to 5% per level. For lower tiers, perhaps simple things like hp bonuses on setting. The higher level stuff something more along the lines of a broad resistance bonus or even a more specific yet very strong single resistance bonus. so perhaps armor layering has more of a payoff. Hell even setting up a few of the really high tier honeycombs with skill bonuses in mind that would be great with max skills and layers - the catch is the skill itself also gives a negative buff as well. Very high bonus to say hp and thermic, but also increases weight of a material that's already a bit heavy causing sluggishness in control, or forcing extra engines and fuel.. I think you get it. Then pair it with another that gets resistance and weight reduction but a hp decrease. so to 2 together might work very well as layered armor. Again.. I think you get it.
  4. Put into play a gas giant type planet. As well as add in ship based gas "mining" modules. the negatives, constantly corrosive gas surrounds the ship forcing the use of the repair module. The lower you go or depending on the area you go to, the damage will increase necessitating the use of more repair modules or preferably higher tier modules. Add in skills for all applicable areas. Would almost require the use of an AGG to maintain a proper height while on planet and mine. Ships that stay in too long get destroyed if abandoned or not repaired. The reward could be an entire new area of industry, or a way to easily mine straight to polymers, fuels, etc. Low visibility, high risk, high reward. could both help move the market and put a nifty new mechanic in the game that should in theory create a lot of player generated content. Cloud City anyone?
  5. I fully agree. But the times I've tried, it's less the bottom of the mined area that is a problem and more the minute voxels of soil material that get missed when digging out the tunnel. Causes many hours of searching for the tiny pixel that hanging up the mining cart. I've sort of given up on that track for that purpose.
  6. The logistics end of manufacturing is.. well... a work in progress to be sure. I was hoping maybe an alternate solution might be to allow transfer units to transfer multiple items via a filter option. Or perhaps a special intermediary container that would allow (for instance) massive unloading of ores into one container that could then split all the different types of ore into their designated homes. In general the 10 connection limit is highly frustrating when trying to setup a smooth running industry chain. Even with large amounts time spent on upkeep, I'm still spending way too much on moving links. It forces me to use a system that is far larger than it needs to be just so I can automate a small portion of what I do.
  7. I'll be honest, I hate the idea of reducing the link distance for mining purposes. At the current max range, it's finally smooth! But I get it, changes happen and maybe I can offer a thought to work both ways. #1: Nanopack tool to allow greater distance. #2: Second Skill Branch to allow for existing range to remain, but after a very long train. Obv. I'm not the biggest fan of shoving a ton more sp into long train abilities right now, but. I do understand balance is key. If I may just say, my reason behind wanting to keep the range is rather simple, on planets without large amounts of flat land to mine on. It becomes very difficult to traverse the land with a mining type ship to anchor a container on, let alone mine down to the different ores I've had it take 15 mins each direction to get down into a hole and back out to unload. It's a nightmare. I get that people working together is a goal, but I'll be honest, it's already hard enough to mine as it is. I'm known for being a rather high endurance miner, I can happily mine for hours and not realize it. That being said, even more increased difficulty in the logistics chain especially on this end would make the mining aspect of this game a nightmare of unplayability even to me. Hopefully that helps
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