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AnubisInvictus

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  1. Engines already have the option for you to see them when you hover over their name in the build helper. Ores have a green highlight around them. Why not add that as a feature to the build helper for honeycomb. Allow players to select honeycomb to make finding that lone honeycomb easier, and the ability to see it through elements and other honeycomb helps as well (toggleable option maybe?). We can currently see honeycomb in build helper's construct information, but we can only hover over it, which does nothing.
  2. If we're talking p2w, I would talk about the game rewarding people for having money to buy and maintain alt accounts. They get their talent earning speed multiplied while not playing the game, and people who don't do the same are at a disadvantage. Put personal skills on main, put on deploy and factory talents on alts. At least this idea puts everyone on more even ground and rewards people for playing, while also giving people the chance to catch up to people who, in the future, will be years ahead of them in talents. Even now any new player who happens upon the game and might be interested, could be turned off from the game if they have no way to ever reach the level of older players. Keep the current talent queuing, but also have a quanta-to-boost option.
  3. That would be a massive rework that would probably have tree exclusive points instead of the current system, but it still allows old players that invested into something a long time ago to be ahead depending on balance. Catching up in one niche is possible after a very very long time of constant grinding, but then that's more boring grind that NQ has been trying to remove like when we look at mining. Something like mining with the units will become so hard to catch up on too it'd basically be the current system but for just the units.
  4. Exponential curve is an option to counter that by making it so much more expensive at some point it becomes unrealistic and a bad idea to do so. Also, hardcore players can already make alt accounts to multiply their talents gain speed and spread the load. But how would you fairly quantify that? Someone PvPing could shoot at a target dummy ship to get damage up or shoot weapons wastefully. Piloting, just set an autopilot on a high efficiency ship and fly around. Factories? I can't think of anything. These could be abused much easier than a quanta to talent system imo.
  5. As the title suggests, the idea is giving us the option to convert any spare quanta we have to talent points. This helps new players catch up with old ones, and adds a new way to earn talent points that isn't waiting or earning insignificant points from achievements. Also encourages more logins and playtime to earn quanta for talents so players could then reinvest those talents into making more quanta. It could be either a static conversion cost or an exponential curve: Static would have the up and downside of old players easily getting points from their wealth of quanta compared to newer ones, however that's already solved with talents increasing 5 times in cost with each tier, and new players can always resort to waiting for a short while, earn some quanta and easily reinvest in things they need at low tiers. Exponential curve is so that it becomes more expensive the more points a player already has. Like it could start at 10 quanta = 1 talent point up to 1 million talent points, then 100:1 at 10 million, 1000:1 at 100 million, etc. However people with alt accounts might benefit from trading quanta across accounts to easily level talents but it helps and favors new players more than static. Of course numbers can be changed and balanced, but they should be set high at the start and later decrease as needed so no full talent wipe is needed in the future. Even if they're always set high, its great to have options.
  6. With the vertex precision tool coming soon, I hope there could also be a tool that uses it to make unique shapes, be it the voxel tool or an entirely new one. For example: if I want to make a pyramid (with square not rhombus base from corner triangles) or a trapezoid, or a hollow version of existing shapes to save on honeycomb, or generally any of the unique voxels you can make with the vertex precision tools. Instead of making it a multi-step process of voxelmancy, I could edit the vertices of a single voxel to my desired shape, and then scale up or down to whatever size I need it to be. It could use two voxels (like corner triangles and cones) or even more, allowing for more complex shapes in a single click. These new custom shapes could be stored or saved in some way so the process of vertex editing doesn't get repeated all over again, maybe even allow them to be shared between players in some way.
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