Knight-Sevy
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Knight-Sevy got a reaction from ch3w8a in Will You Stay After The Wipe?
Yes I will be there
The dozen active players in our organization will also be there.
Even a few additional reinforcements that we hadn't seen for months showed the desire to play.
We will be around the planets tracking NQ wreck hunter smugglers.
We will be on the pipes waiting for the heights of reckless missions.
We will be on the asteroids to harvest the precious T4 ores needed for our PvP fleet.
We will be present on the battles of the core aliens to have our name on them.
Get ready.
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Knight-Sevy got a reaction from Shevnas in C'est long ... post Mercury et joie ou pas des schematics :p
Je suis "créateur" alors je fait toujours des vaisseaux.
Déjà pris une bonne pause de 4 mois car rien à faire sur le jeu (pas de PvP fast food pour choper schématic et ressources, pas de guerre territoire, pas possible d'utiliser des vaisseaux avec du design/voxel en PvP..)
J'ai repris y a 1 mois pour faire du voxel, jai 2 projets à terminer puis je repartirai en pause en attendant que l'on ai du contenu sur le jeu.
(par contenu = des choses à faire sur le jeu avec nos vaisseaux).
Sinon la maj de l'industrie est bien venu ça permet de faire sans réel effort et investissement tout ses items rare & co.
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Knight-Sevy got a reaction from marxman-1 in A letter to the devs...
I can argue without getting too wet that our organization, which has about ten active members + the 20 other players who have played with us in the past, still want the vision of the initial game to be realized.
And we are all more or less aware of the sacrifices necessary for this last, end of planetary mining, industrial nerve, limitation of core units... All this is positive for us if it allows us to carry out the vision.
Here is a non-exhaustive list of the vision of the game that we support :
"At the same time, we want rare resources to be hard to secure, exploring the unknown to be challenging, and territory control to be central for Alliances and Empires."
" The ship’s autonomous AI will constantly monitor every action performed in its action radius and neutralize any attempt of aggression or unauthorized destruction. Beyond that zone, it’s PvP free-for-all. You only go there if you’re well prepared. "
" But it will be in principle possible to settle a new safe zone anywhere on any planet (except in another safe zone), if enough players are willing to contribute to its building and maintenance. "
" In Dual Universe, creating a market will require nothing more than setting up a Market Unit, a particular Element that you can craft and install in any construct of yours. The Market Unit requires an energy supply and a container to store the traded goods "
" - let the players set their markets anywhere they want, making the geopolitical/strategic aspect of this a core element of the emergent gameplay "
"One important thing to understand is that Resurrection Nodes (or RN) are expensive. Very. Whether you buy it or you collect the materials to craft it, this will be a considerable investment. "
" A Resurrection Node is a power hungry machine "
"You need to power it and make sure it is fully charged, and the time it takes for a full charge will depend on the type of power source you can afford to use. This can range from a few minutes to a few days."
" In any case, one thing is sure: the resurrection nodes are going to be a central element of gameplay and emergent strategies/counter-strategies between opposing factions "
" Duties are things like: a price to pay per month, per day or per use to be able to use the tag, a price to acquire it, a certain location that you must be in to be able to use it, etc "
" Another important aspect is the notion of warranties: when I give a tag to someone, I can also take it back at any time. I may agree to provide a warranty attached to this tag, which says that the removal will be done after a 24h or 48h notice, or that I agree to pay a certain amount when I remove the tag, as a compensation. "
" The last notion I want to talk about is the notion of ?power delegation?. "
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Knight-Sevy got a reaction from ch3w8a in PLANNED HONEYCOMB CHANGES - Discussion thread
It only remains to remove the cross section system which destroys the game.
Put back the lock distances of the biggest ships on the small ships.
And you will save PvP.
Well done NQ this kind of change on voxels is going in the right direction.
With this 3 modifier We will finally have ships with elegant designs, the big ships will have to have smaller weapons to hit the XS and the S rather than stupidly shoot them down with their L weapon or be escorted by XS / S ships which will fight against vessels of equivalent size.
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Knight-Sevy reacted to NQ-Nyota in PLANNED HONEYCOMB CHANGES
Hello, Noveans,
This is NQ-Entropy here to talk about our upcoming honeycomb HP and mass rebalance.
We know that our current system doesn’t serve the game well and we want to improve it. We are changing the way that honeycomb masses work, specifically, we are detaching them from their base material mass and unifying honeycomb masses into categories. We will also change how honeycomb HP is calculated and rebalance resistances across the board.
We also want to invite your thoughts on the proposed changes. The honeycomb mass and hp system impacts almost every area of Dual Universe, from shipbuilding to piloting and PvP. There’ll be an image at the end outlining the details of our proposed changes and a feedback thread where we want to hear your thoughts.
Now, let’s dive into the details.
SEPARATING HONEYCOMB MASS FROM ITS BASE MATERIAL
In the past, our baseline for the weight of our honeycomb materials was directly based on their base pure and product materials. While a calculation was made to transform it into “honeycomb mass”, it was a straight transformation.
For example: currently, the unit mass for a liter of Pure aluminum is 2.7kg, making its honeycomb mass 27kg for 1m3 (1000L). If a material weighs 2.2kg, its honeycomb mass would be 22kg/1m3.
This will no longer be the case, and we will take some liberties when transforming pure and product materials into honeycomb. This will allow us a wider range of weights, with a better distribution of weights at all tiers.
While we are taking precautions, this will have an effect on existing constructs. There are certain materials that will relatively drastically change in weight, and that could have an effect on existing constructs. We are actively trying to match the new and old masses as closely as possible, but there will be some outliers. It's worth noting that some materials will also benefit from weight reductions.
UNIFYING HONEYCOMB MASSES
To summarize, each pure honeycomb tier can access four mass classes: very light, light, heavy, and very heavy. Each existing pure material will take one of these 4 mass slots per tier.
Each product honeycomb will have 2 weight classes: light and heavy, with the addition of a special very light honeycomb at tier 1 for plastic. Similarly, each existing product honeycomb will take a light or heavy slot per tier.
Finally, we will have building materials such as Concrete, Brick, Wood, Carbon-Fiber, Marble, and Luminescent. These will have exceptionally light weights and are designed to be used explicitly for building with minimal mass.
Currently, our proposed values go as low as 2-3kg/m3 for the lightest building honeycomb and up to 100kg/m3 for Very Heavy Pures, which are now the heaviest honeycomb in the game.
HEALTHPOINT CALCULATIONS
Pre-combat core stress and pre-Shields, we had linear honeycomb HP based on mass. At that time, the meta was huge blocks of indestructible gold capable of absorbing massive amounts of punishment. This was possible in high part due to our poor initial voxel balancing, which specifically made gold a significant outlier. In an effort to curb that strategy, we made a number of changes to voxel health, firstly drastically reducing honeycomb HP and eventually introducing CCS. By the time that was done, Shields had taken over, and voxels were sparsely used on PvP constructs. Additionally, we now also have to consider the new speed limitations in the mass vs HP choice when it comes to honeycomb.
Now, with unified masses that we can better control and with CCS to control the extreme upper end, we are bringing back linear calculation of honeycomb HP based on mass. Simply put, a multiplier is applied to the voxel mass, which defines the HP of that material.
This will allow players to select light and heavy materials without feeling like there is a bad tradeoff in regards to their mass and their HP.
Currently, the mass to HP multiplier is set to 45. For the aforementioned very heavy materials of 100kg/L, that will give you 4500 raw HP.
REBALANCING RESISTANCE
We are not fundamentally changing how resistances work but are adjusting their values across the board. Resistances are generally increasing to provide better absorption and superior effective HP compared to previous iterations.
Resistances will still go up on a tier-by-tier basis, with building materials having the lowest resistances, then pures, and finally, high-tier products, which will have the best resistances.
We paid attention to two numbers in particular: Effective Healthpoints and Effective Healthpoints per unit of mass.
First, we wanted effective health points to make sense. We wanted honeycomb bulkheads to be capable of absorbing real firepower, and we wanted honeycomb to be good enough to protect elements inside a construct. While the final values and balancing may not be perfect, this is currently something that is starting to work. We’ve run tests with honeycomb bulkheads about a meter thick, roughly representing the armor on a medium-sized ship, and it was more than capable of absorbing multiple hits from max talented L weapons and protecting the elements we had placed behind them. Only after a good amount of shots did holes appear and elements behind start being vulnerable.
We ran multiple tests and generally found that they aligned with our expectations. Lower EHP materials were relevant vs xs and s weaponry but rapidly fell to larger weapons, medium EHP honeycomb was relevant versus medium-sized weapons, while high EHP honeycomb was capable of taking hits from large weapons.
Secondly, we wanted an EHP/mass curve that made sense as you progress up the material tiers. As of right now, going up a tier of a pure or a product guarantees a superior EHP/mass ratio with high-tier products having the best ratio on offer. This should ensure that going up a tier and upgrading your construct to a superior material is never a bad choice.
Finally, a small note on Core Combat Stress. It is currently unchanged as the tests we made noted the new honeycomb values lined up well with the old CCS settings. In view of that it is also a case of not wanting to change too many parameters at once so that in case of further iterations, it is easier to identify issues for tweaking.
FEEDBACK
It’s important to us that we get this rebalance right. Honeycomb’s role in PvP has impacted players significantly from the beta’s start. These changes will also impact many other areas of gameplay such as shipbuilding by altering honeycomb mass. Before implementing these changes, we want to invite your thoughts, especially on the numbers. If you have opinions on how we’re rebalancing honeycomb, please share them with us in this forum thread.
Here is the full breakdown of the proposed changes:
We look forward to hearing from you, Noveans.
Until next time, thank you for your attention.
- NQ Entropy
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Knight-Sevy reacted to NQ-Nyota in The Alioth Exchange Grand Opening Wrap Up!
Greetings Noveans!
First, just a heartfelt thank you to everyone who attended the Alioth Exchange Grand Opening. It was a pleasure to be your hostess and to be able to meet so many of you in-game, as well as to celebrate the opening of The Exchange with so many of you!
Message from the Keeper of The Exchange:
"I want to let everyone know how much their involvement is appreciated. The community taking part made the Exchange Opening celebration such a fun time for everyone, it is something I will count as a personal highlight. I hope it will be the first of many great times we will all have together!" - NQ-Nicodemus
We're happy to announce that the winner of the free month of game play is @KestrelPC! Congratulations! We will be contacting you soon!
For those of you who were able to join "Grand Tour" of The Exchange with me and many others, you may remember the photo opportunity with Deckard! Well, we hope that you like the images we have put together in the posts below and may they get framed or used as your background on your PCs.
Thanks again everyone and until next time!
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Knight-Sevy got a reaction from Quaideluz in NEW SCHEMATICS - Discussion Thread
On the contrary, small groups will now be able to do everything without having to spend millions of quanta in initial investment.
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Knight-Sevy reacted to NQ-Nyota in Ask Aphelia Episode #11 - Discussion Thread
Here is the discussion thread about Ask Aphelia Episode #11.
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Knight-Sevy got a reaction from Kanamechan in NEW SCHEMATICS - Discussion Thread
On the contrary, small groups will now be able to do everything without having to spend millions of quanta in initial investment.
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Knight-Sevy got a reaction from Kanamechan in NEW SCHEMATICS - Discussion Thread
NQ just had better judgment than you and a better idea.
Instead of limiting the number of factories per player. We limit the number of crafts.
What does this change compared to your wobbly system?
It is that a player can sell to another his manufacturing rights.
It's still much more "smooth" than hard limitations of the number of factories.
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Knight-Sevy reacted to CptLoRes in SHEDDING LIGHT ON A NOVAQUARK INTERNAL DISCUSSION - discussion thread
That argument goes both ways. I could just as well argue that it is pathetic (your words) that some players are demanding that veterans should lose all their effort, just so that (edit) new players get to feel special for a short while after release.
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Knight-Sevy got a reaction from Koffye in NEW SCHEMATICS - Discussion Thread
Hello here is my personal feedback on the industry changes (and a retrospective of the evolution of the changes).
- Who I am ?
I've been playing since the Alpha phases. I have always played in a group of 10 to 20 active members.
My history with the industry on Dual Universe:
Alpha location:
Alone and with time constraints of access to the game I had been able to build a good number of machines (it was perhaps already too much at that time). We have gone from a very limited nanocraft production capacity to an unlimited production capacity and in very large quantities. At the time we were not aware of the problems that this would cause later.
Beginning of Beta phases:
I managed micro factories on distant planets at the beginning, I mainly left the hand to another player to build the mega factory without schematics of our organization.
With hindsight, it was a huge waste of time and resources because the whole thing was far from optimized, but it worked and that was the main thing.
With thousands of machines for a group as small as ours (20 active players), we began to understand that this was going to lead to problems down the road.
I also took care of setting up specific lines to supply equipment to players who weren't in the industry.
Added schematics 0.23:
This addition was a great thing for our group of players. I personally redid our new and second totally automated industry with the drawings we are committed to producing very quickly up to item T4.
Merger and move:
After the massive player departure, we merged with another group of players.
I handed over to another player who built our new industry on our new base.
One-time purchase schematics don't limit us, the factory has grown and grown and grown until it caught up to the one we had before 0.23.
We were fewer in number and had a bigger factory (and growing steadily). There too we could see that this was going irremediably to problems.
Update of this week:
Our small group of players welcomed the change with relief. We know that for the sustainability of the game it was no longer possible to continue as before.
However, some balancing may be necessary:
- Overall high tier items may be too easy to access. But I don't think increasing the price in quanta or locking them behind talent points is a good idea. Perhaps it will be necessary to play more on the difficulties in obtaining supplies of T3/T4/T5?
- With the decrease in the price of blueprints, industry factories are really too cheap.
The advanced and the rare cost almost nothing to produce.
- Some things seem strange regarding the number of schematics needed to start a production when you have talents that reduce crafting times.
- Items seem out of box:
Why does the Expanded basic container XL schema cost as much as the basic container XL?
The light scheme does not seem too expensive given the usefulness of the object?
- Items of smaller sizes seem harmed compared to the largest. The price of the schematic quickly reaches half the craft price for certain items from XS to M, while it is only a few % of the L version.
Also I don't think it's a good thing to increase/decrease the price of the schematics. But maybe think about implementing a system of cost / energy capacity to avoid that the best alternative is always the biggest item.
- The progression curve is totally suppressed. It's very easy to get access to everything now, we expect the big dreagnought L in PvP in less than a month.
It is more than urgent to implement PvP balancing before the wipe and the release.
- You have to do a few things for the plasmas, it's not normal for an XS weapon to cost as much as an L weapon in quantity...
=> Overall, the objectives seem to have been achieved, the big solo industrialists will no longer be able to kill the game on their own. And players will be able to very (too?) easily produce everything from Tier 1 to Tier 5. This puts an end to the whole gaming experience post 0.23.
But beware, we are going to have a release as fast as during the Beta launch. If you think you can save time on development to make new additions, you will have very little time.
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Knight-Sevy got a reaction from Messaline in NEW SCHEMATICS - Discussion Thread
Hello here is my personal feedback on the industry changes (and a retrospective of the evolution of the changes).
- Who I am ?
I've been playing since the Alpha phases. I have always played in a group of 10 to 20 active members.
My history with the industry on Dual Universe:
Alpha location:
Alone and with time constraints of access to the game I had been able to build a good number of machines (it was perhaps already too much at that time). We have gone from a very limited nanocraft production capacity to an unlimited production capacity and in very large quantities. At the time we were not aware of the problems that this would cause later.
Beginning of Beta phases:
I managed micro factories on distant planets at the beginning, I mainly left the hand to another player to build the mega factory without schematics of our organization.
With hindsight, it was a huge waste of time and resources because the whole thing was far from optimized, but it worked and that was the main thing.
With thousands of machines for a group as small as ours (20 active players), we began to understand that this was going to lead to problems down the road.
I also took care of setting up specific lines to supply equipment to players who weren't in the industry.
Added schematics 0.23:
This addition was a great thing for our group of players. I personally redid our new and second totally automated industry with the drawings we are committed to producing very quickly up to item T4.
Merger and move:
After the massive player departure, we merged with another group of players.
I handed over to another player who built our new industry on our new base.
One-time purchase schematics don't limit us, the factory has grown and grown and grown until it caught up to the one we had before 0.23.
We were fewer in number and had a bigger factory (and growing steadily). There too we could see that this was going irremediably to problems.
Update of this week:
Our small group of players welcomed the change with relief. We know that for the sustainability of the game it was no longer possible to continue as before.
However, some balancing may be necessary:
- Overall high tier items may be too easy to access. But I don't think increasing the price in quanta or locking them behind talent points is a good idea. Perhaps it will be necessary to play more on the difficulties in obtaining supplies of T3/T4/T5?
- With the decrease in the price of blueprints, industry factories are really too cheap.
The advanced and the rare cost almost nothing to produce.
- Some things seem strange regarding the number of schematics needed to start a production when you have talents that reduce crafting times.
- Items seem out of box:
Why does the Expanded basic container XL schema cost as much as the basic container XL?
The light scheme does not seem too expensive given the usefulness of the object?
- Items of smaller sizes seem harmed compared to the largest. The price of the schematic quickly reaches half the craft price for certain items from XS to M, while it is only a few % of the L version.
Also I don't think it's a good thing to increase/decrease the price of the schematics. But maybe think about implementing a system of cost / energy capacity to avoid that the best alternative is always the biggest item.
- The progression curve is totally suppressed. It's very easy to get access to everything now, we expect the big dreagnought L in PvP in less than a month.
It is more than urgent to implement PvP balancing before the wipe and the release.
- You have to do a few things for the plasmas, it's not normal for an XS weapon to cost as much as an L weapon in quantity...
=> Overall, the objectives seem to have been achieved, the big solo industrialists will no longer be able to kill the game on their own. And players will be able to very (too?) easily produce everything from Tier 1 to Tier 5. This puts an end to the whole gaming experience post 0.23.
But beware, we are going to have a release as fast as during the Beta launch. If you think you can save time on development to make new additions, you will have very little time.
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Knight-Sevy got a reaction from CousinSal in How to shoot yourself in the foot?
And yet 2 or 3 hunters in our organization must have killed a hundred mission transport ships.
(proof SNS JUNKYARD)
But the game does not boil down to an interaction between a pirate and his victim.
The objective is nevertheless much broader at the community level.
When the influential organizations can take complete possession of a planet (as the game has promised since the kickstarter phases) then we will be in another level of play.
Carriers who complain about pirates will become on the wrong side of the law and will be treated like smugglers
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Knight-Sevy got a reaction from InvestorStallone in How to shoot yourself in the foot?
Most of the upper third schemes are dramatically lower in price and are much more affordable.
Warp cells are a bit of a unique case on the new system. This is, in my opinion, a single point of detail.
I have several remarks on the subject of warp cells :
- Firstly: we can do without it. It is only a convenience of time to "save time". Time is money, you have to pay the price.
- Second: the most abundant source of quanta in DU will be the mission system which already does not allow warping with packages
- Third: warp cells have an impact on PvP, if they are too accessible then entire fleets can warp all the time in all directions. This makes actions impossible for groups of modest size because they will have to manage even if they are at the other end of the system of many ships.
- Fourth: Currently all the planets are in safe zone, being able to warp ore without taking any risk and being totally safe from start to finish is counterproductive for the game. You can always do it, but you will have to ask yourself the question if it is really profitable to teleport your ore
- Fifth: The game will evolve in the future, electronic warfare (certainly anti-warp or interuption of warp), the planets of the outer edges which will pass completely PvP. Possible reduction of distances between planets.
Maybe it's a good game to start now to adapt its gameplay to future game conditions before getting into too many bad habits that could lead to delicate situations.
In summary :
Take a step back and look at the different options available to you (as well as the new opportunities offered by the new schematic system) and I'm sure you'll end up finding your account.
Maybe the price should be reduced a little bit, it is possible to discuss it.
And it's true that I too would have liked to know what NQ is planning with regard to warps, if they want it to be less frequent, less used in PvP or in freight transport?
It will always be interesting to have the vision of the studio.
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Knight-Sevy reacted to Vargen in NEW SCHEMATICS - Discussion Thread
I would like to be able to configurate the industry units even without any schematics available in the schematic bank. Of course the machine should not start to produce anything but be jammed because of missing schematics. So my org mates can come later and fill up the machine with the necessary schematics and then the machine will start produce as I configured it and with my talents.
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Knight-Sevy got a reaction from InvestorStallone in NEW SCHEMATICS - Discussion Thread
NQ just had better judgment than you and a better idea.
Instead of limiting the number of factories per player. We limit the number of crafts.
What does this change compared to your wobbly system?
It is that a player can sell to another his manufacturing rights.
It's still much more "smooth" than hard limitations of the number of factories.
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Knight-Sevy got a reaction from InvestorStallone in NEW SCHEMATICS - Discussion Thread
On the contrary, small groups will now be able to do everything without having to spend millions of quanta in initial investment.
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Knight-Sevy reacted to TobiwanKenobi in PvP mechanic idea: How to give L-cores more potential. (Shield stability)
@NQ-Entropy
L-cores are weak in the current pvp meta. I have an idea about how to make them more powerful(but not too powerful) while also adding some neat complexity to ship design in DU, and without taking away from the viability of S and M cores.
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PROBLEMS:
1. Right now, having a light ship is valuable in pvp. Being light not only gives you good accel, it gives you a higher max speed. Having high accel and max speed allows you to withdraw and vent, run away, catch slower targets, dictate battlefield positioning, or just travel faster. L-cores are naturally much heavier, so they suffer here.
2. Being small is also important. Having smaller cross section means less enemy hit chance, which makes you harder to kill. Tiny S-cores with a M-shield can tank just as well or better than big L-shield armored L-cores. So again L-cores are penalized for having naturally larger cross section.
_____________________________________________________________
SOLUTION:
My idea is that NQ add a new mechanic that rewards having higher mass and cross section: Shield stability.
Shield stability: Higher construct mass and volume would make your shield tougher - a separate damage modifier that reduces incoming damage like resistances do.
_____________________________________________________________
RULES:
The mass and volume bonuses would be on separate curves, then added into one shield stability value, listed as a base value of 100% - a damage reduction multiplier of 1. High shield stability values might be 150% - a damage reduction multiplier of 0.666(33.33% damage reduction, which gives an effective hp bonus of +50%). Both curves would never allow shield stability to get anywhere near 200% (damage reduction multiplier of 0.5) so that a smaller shield could never achieve the same effective hp as a shield of one size larger. The mass and volume bonuses would be small at the low end of the curve. The mass and volume curves would have diminishing returns at the high end so that players can't just scale their shield stability to infinity. The floor of the mass bonus curve would start at the standard mass of a L-shield(125t). The floor of the volume bonus curve would start at the volume of a L-shield(646m³). The bonus scale would be the same for all shield sizes. L shields on heavy/voluminous ships would get good value, but standard-sized S and XS ships would get little to no value from this system, since they would have to achieve extreme masses (in the multi-kiloton range) and volumes to achieve high shield stability values. Shield stability would be calculated dynamically, so it would decrease throughout a fight as fuel is burned, ammo is used, and especially as voxel is destroyed. _____________________________________________________________
EXAMPLE VALUES: (obviously NQ would have to decide the proper curves and bonuses)
A ship with 5,000t mass and 3000m² x 500m² x 1500m² cross section values (a very big boi) gets a shield stability value of 147% - a shield damage reduction multiplier of 0.68. With this shield stability value, a Rare Active Shield Generator L now gets an effective hp increase from 10,000,000 to 14,700,000. So it has significantly stronger shields along with a large amount of CCS from voxel. It's now a tough nut to crack for S ships, but likely very slow and easier to hit for L and M guns.
EXAMPLE GRAPH:
_____________________________________________________________
NOTES:
This mechanic would add more choice and variety to pvp ship design. It would allow builders to make more stylized designs that normally would be too voluminous. L-cores would be good at killing other L-cores since their guns would actually do better dps to large targets than smaller guns would. They would target each other in fleet fights. The shield stability mechanic would also make haulers naturally tougher to kill, giving them a better chance to fend off pirates and survive. This would also indirectly add value to voxel, as the mass of additional voxel would simultaneously increase effective shield hp. Heavy voxels especially might become more attractive.
CONCLUSION:
This shield stability mechanic isn't meant to make L-cores into invincible dreadnaughts, but to give them a solid bonus to survivability in the same way that small ships get bonuses - just reversed. My hope is that it would add potential to L-core multi-crew capital ships in stationary fleet fights. These tough, heavy, expensive ships would still be a liability in cost to build and operate, as they should be, but if properly supported and utilized they could measure up to the current light/fast S-core and M-core meta.
I've tried to think through many scenarios with this mechanic to try to find problems, but I'm only one brain. Does anyone see any issues?
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Knight-Sevy got a reaction from Hester in NEW SCHEMATICS - Discussion Thread
NQ just had better judgment than you and a better idea.
Instead of limiting the number of factories per player. We limit the number of crafts.
What does this change compared to your wobbly system?
It is that a player can sell to another his manufacturing rights.
It's still much more "smooth" than hard limitations of the number of factories.
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Knight-Sevy got a reaction from Hester in NEW SCHEMATICS - Discussion Thread
On the contrary, small groups will now be able to do everything without having to spend millions of quanta in initial investment.
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Knight-Sevy got a reaction from Distinct Mint in NEW SCHEMATICS - Discussion Thread
NQ just had better judgment than you and a better idea.
Instead of limiting the number of factories per player. We limit the number of crafts.
What does this change compared to your wobbly system?
It is that a player can sell to another his manufacturing rights.
It's still much more "smooth" than hard limitations of the number of factories.
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Knight-Sevy reacted to Palis Airuta in NEW SCHEMATICS - Discussion Thread
I think the above comment from Deckard was in the context of "we have dates we have to hit" in the Q&A on schematics they sated "there is not enough time" for PTS. These are just facts and I am presuming they have chosen the most expedient option based on time. They know more that we do what is possible with the time and resources available. We are not qualified to comment on that, we simply do not know.
Now we can go on and on about what NQ should have done but that is not helpful at this stage. They spent a lot of dev time trying to make holes in the ground work, apparently we like holes in the ground, apparently that does not work. Lets move on.
What can we do?
We can try to influence NQ to get as many QoL improvements in before release.
We need more slots (not more alts)
We need T1 product without schematics
We need ...
These are small dials that NQ can do easily.
Lets focus on that
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Knight-Sevy got a reaction from ADCOne in Market bug? Not enough items - when trying to add a sell order for over 1000 items.
I imagine that the fix will be in the update that will arrive this week or the one after.
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Knight-Sevy reacted to Gillimus in Sell orders
• Fixed the inability to create sell orders with quantities above 1000 units.
Thank you.