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Holylifton

Alpha Tester
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Posts posted by Holylifton

  1. I'm not sure where the resistance to the idea is coming from. I can't think of an MMO where a brand spanking new player can go out and gather the highest tier mats on day one. There is always a grind. The difference with this game is the mats don't respawn. The absence of this type of restriction has depleted the availability of high tier ores because of the resons in my original post and we're only 6 months months after beta launch. What do you think things will look like in one/two/three years from now?

  2. A lot of bitching about orgs scanning moons and huge swaths of planets and then sending large groups of players out to gather all the T3/4/5 nodes. This is a serious problem. For example, I haven't found an Ilmenite node on Lacobus in over four months and I mine and scan A LOT. Here's a way to slow that down. Introduce a talent for mining different tiers of ores. With no talent points invested in the various tiers, you can't detect them with either the nano detector or the territory scanner. If you do happen to come across node of ore and you don't have the appropriate talent for that tier, you can't mine the node.


    With zero talents invested in this tree, you can only gather from the surface.
    With L1, you can scan/mine T1 ore.
    With L2, you can scan/mine T2 ore.
    With L3, you can scan/mine T3 ore.
    With L4, you can scan/mine T4 ore.
    With L5, you can scan/mine T5 ore.

    This method will make player decide how serious they are about mining and leave the high tier ores to the only the invested players.

  3. A lot of bitching about orgs scanning moons and huge swaths of planets and then sending large groups of players out to gather all the T3/4/5 nodes. This is a serious problem. I haven't found an Ilminite node on Lacobus in over four months and I mine and scan A LOT.
    Here's a way to slow that down. Introduce a talent for mining different tiers of ores. With no talent points invested in the various tiers, you can detect them with either the nano detector or the territory scanner. If you do happen to come across node of ore and you don't have the appropriate talent for that tier, you can't interact with the node.


    With zero talents, you can only gather from the surface
    With L1, you can scan/mine T1 ore.
    With L2, you can scan/mine T2 ore.
    With L3, you can scan/mine T3 ore.
    With L4, you can scan/mine T4 ore.
    With L5, you can scan/mine T5 ore.

    This method will make player decide how serious they are about mining and leave the high tier ores to the only the invested players.

  4. I ain't too proud to beg. Puuuuuuhleeeeeeeeeeeeeeeease don't change the the colour of the Feli black crater soil! The black crater soil on Feli  is now a flaccid gray on the PTS. I have been collecting the black soil and paving my territory and runways with it because it looks awesome compared to a sheet of voxels. I even imbedded Medium cores into my runway and laid down luminescent glass voxels for the runway paint and leveled the ground with the voxels near perfectly.

    I'm being totally selfish. Please don't change the color/texture if it isn't too late.

    ::pos{0,2,6.5905,78.4976,19.0512}
     

    Runway.jpg

  5. 6 hours ago, joaocordeiro said:

    In math there is no such thing  as "+ 5% ore extracted". Because in math 5%=5/100 = 0.05.

    So if we were to exacly put +5% ore extracted we would have 4000l + 0.05l bonus = 4000.05l

     

    In math you got PostSkillAmount=PreSkillAmmount * 1.05^LevelOfSkill

    4000 * 1.05^5 = 4000 * 1.276... = 5105.12625

     

    In general NQ applies +X skills and +Y% skills as:

    PostSkillAmount = [ PreSkillAmmount + ( XLevel * Xbonus )  ]  *    ( 1 +  YBonus/100  )  ^  YLevel

     

    You're doing the math backwards from how the Mining efficiency talent actually works. If scanner results show 4000l of ore, the only way you can get the full 4000L is if you have L5 in Mining Efficiency under Dredger. 
    So with no talent points you can get 4000 X 0.75 = 3000L
    With L1 you can get 4000 X 0.80 = 3200L
    With L2 you can get 4000 X 0.85 = 3400L
    With L3 you can get 4000 X 0.90 = 3600L
    With L4 you can get 4000 X 0.95 = 3800L
    With L5 you can get 4000 X 1.00 = 4000L

    Think about it. The scanner tells you how much ore is in the tile so it's impossible to get more than what the scanner is reporting. it's been like this since Alpha. I tested backwards and forwards at different levels in this skill. I was even able to predict how much oreI was ground to pull out of the ground based on scanner results and my level in Mining Efficiency. I also confirmed it again about a month ago. Now having said all this, I tested it today and there is something funky going on. My scanner result said there was 4608L of Limestone on a tile, I found one node and only got 4007L of Limestone. I scanned the tile again to make sure I didn't miss a little somewhere and the results show no Limestone on the tile.

     

    This is a bug, not by design.


    https://discord.com/channels/184691218184273920/748548528816521279/799891101317070850

  6. One crucial element people are forgetting is orgs and alliances. NQ has emphasised the notion that this game will be very difficult for someone to solo so most players will belong to and org and possibly an alliance of orgs. In that case, the guy mining will probably be mining for the benefit of his org/alliance who need resources to build ships, bases, gates, etc.

    So more often than not, when you attack a player, you will be attacking an org. That's where things get complicated. Are your orgs friendly in which case you broke a treaty and caused a headache for the leadership. If you're orgs aren't aligned one way or another or hostile to each other, you could trigger a war. Additionally, you could end up with a bounty on your head. Not a fun thing if the person paying for the bounty puts out multiple consecutive bounties. Trust me. You don't want 100s of players killing you over and over and over again.

  7. On 10/21/2017 at 8:17 PM, jasegler said:

    Dialing gates would be my preferred option.

     

    Restrictions:

     

    You must have permissions to use the source gate.

    You must have permissions to use the target gate.

    You must be in range for the source gate.

    You get a warning if the target gate doesn't have the range to reach back to the source gate.

     

    i.e. if you use a gate with a 1000 ly range to connect to a gate with a 100ly range then you could be stuck on the other side.

    You should at least be warned that this is the case.

     

    Permissions could be split into who has permissions to dial out/who has permissions to dial in.

    Again a warning should appear if the permissions are such that it would be a one way trip.

     

     

    There also has to be some way to tie permissions to a financial transaction. No idea how this would work.
    Pay per trip?
    Pay for multi trip packages?
    Weekly/Monthly all you can eat subscription?
    Variable cost based on ship size (i.e. $1M for an xs core, $10M for a small core, $100M for a medium core, $1B for a large core?) 
     

    There are orgs like Infinity Corp and Hyacinth Partners Ltd. who plan to offer transport services as a way to generate revenue. I don't think it's unreasonable to incur a stiff charge for interstellar travel. If the cost to travel is so low that any joe can travel, the business model breaks down.

  8. On 9/6/2017 at 3:42 PM, GunDeva said:

    Fixed gate-to-gate connection to me seems the best  because tactically its your best option from keeping enemies from instantly dropping a armada at the planet your organization is home based ! To get back the cost or resources your organization could make it free to members and charge a small fee for non-members !

     

    I will not be fighting I prefer the crafting career but I think people maybe forgetting there could be a large tactical aspect of the game for the organizations that will be fighting. 

     

    Star Gates : Will probable be expensive and take rare materials to make not to mention what's keeping enemies from destroying it if you don't maybe have a base there to protect it. Destroying a gate could be devastating, it may slow down or stop a organizations ability to trade , communicate , and travel to that solar system if they don't have a alternate path and if you destroy lets say a neutral owned stargate you could have just made a lot of enemies from the organizations that use that stargate. 

     

    There is still a lot to consider about stargates being used for tactics and commerce but it will probably be a big game changer for most not to mention reducing travel time!

    I think people will have to think very hard before destroying a stargate and nerfing the community's ability to travel. If you're just a small band of pirates, I suspect you'll suffer never ending deaths for pulling a stunt like that. HOWEVER, if a very large alliance (affiliated organizations) decides to cut off a competitor by destroying a stargate, that will make for some very interesting politics.

  9. 12 hours ago, Daphne Jones said:

    I'm thinking the limited CVC in A3 is going to be boring for the PVP crowd.

    Yup. Initial release and restricted PvP areas will not be great for the typical PVPer. PvPers interested in testing the mechanics and providing valuable feedback will love it. You know these players as the max/min players who spend most of their time on the pre-release servers in WoW and ESO, etc.

  10. So I voted for the ship based FTL drive but getting one of those and being able to use it should be extremely restrictive wrt to acquiring one and actually being able to use it. Cargo transport and busing could be very real business' in game but if every knoob had the ability to bounce from planet to planet in a palatable amount of time, it would hurt the economy.

  11. On 4/12/2018 at 12:55 PM, Stig92 said:

    The key to cities is having reason for people to gather in limited area. I think another major incentive for this would be security.

     

    The first post mentioned raiders, warmongers and grief players and if one area can offer protection against this. This depends on the territory mechanisms. We know there are territory units with some level of protection, but not invulnerable. Cities might be supported if there were much more powerful (still not 100% invulnerable) protections, that were also much more expensive so they would only be built in few places where many players would contribute, size and energy needs would also affect this. The protection could also consist of several elements like, TU, shield generator etc.

     

    I haven't played EVE, but I've heard it has citadels or something like that, which are shielded against attacks except for specific set times. Would some gameplay element like that work for cities?

     

    This way we could have relatively few places with higher security than what any individual player or small organization could get anywhere outside the safe zone around arkship and as such these areas would be attractive. 

     

    I also remember seeing a post on this forum suggesting some system where individual territory has some protection or status and if it is completely surrounded by claimed territory it can be elevated to different status or something like that. This would also be one way to increase the cost of the protection so number of these places would be low enough to gather enough players.

    Close. What will really drive the construction of a city is Organizations. Particularly the large ones with >50 players. The leader picks the planet/moon and lays down a territory unit and the rest of the members lay down territory units adjacent to other members and suddenly, you have a sprawling city of bases, meeting places, space ports and residences (people love their residences). This may also drive an architectural council that may intervene if your neighbor raises a massive penis right next to your life's work.

    Additionally, you could coordinate defenses across the whole organization as well. It all depends on what the PVP mechanisms look like.

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