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Sethroth

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  1. Like
    Sethroth reacted to NQ-Deckard in Static Construct Altitude Limit   
    Hello Noveans,

    It has recently come to our attention that a number of static constructs have been deployed at an altitude above what we previously had defined as the vertical limit of around 1000m.  At this time we are unsure why this limit is not being applied as intended, and we are currently investigating this issue in order to resolve this.

    As we are revisiting this limit while it is not currently functioning, we will be exploring our options to implement a more adjustable approach in order to have different limits for different planets. If successful we will also eventually be including this value at a later date in the shipped atlas.lua file, allowing Lua control units to also read this value for each planet and use it to fly above static constructs.

    Why are you stifling my dream of building a tower that connects a moon to a planet!?
    We also want to be clear about the reason for this limit, it is not here to stifle your dreams of building large towers and structures made of multiple static constructs. It is here, so we can ensure a reasonably safe boundary layer for atmospheric flight by all our players without the concern of encountering a random building in your flightpath while flying at high speeds. Chances are, the build limits will likely be slightly more accommodating than the previous system and allow for slightly more building height in the end, this however remains to be seen.

    So what about the existing constructs that are not adhering to this restriction?
    Well, as we are unsure why this build limit suddenly deactivated and we are refining it anyway. We will allow these constructs to remain for two weeks beyond the implementation of the new height restriction system. Two weeks after the new restrictions are in place, we will begin removing  or moving any static constructs beyond the defined altitude limit of each planet to ensure they are not inside the boundary layer. Keep an eye on the upcoming change logs for a list of the altitudes for each planet.

    I hope this clears up any and all confusion on the topic, and thank you all for reading.
    - NQ-Deckard
  2. Like
    Sethroth reacted to Greenfox in [Idea] Chempacks, Stimulants and all kind of Boosters   
    Hello there,
     
    after talking this trough with someone we came to the conclusion that in a game with an RPG lock and fire PvP alot of things could be enhanced by "potion/drugs".
     
    The basic idea would be to enable players to craft a multitude of drugs, like chempacks/ stimulants or healing meds.
    One could implement a estensive crafting sheme for them too.
     
    If a Adrelanine Pack needs:
    -Water
    -Carbon
    -Energy
    -Some plant/herbs or adrelanine boosting chems from a chemical fabricator
     
    One could craft in some other ressources to change it's properties.
    Makeing an Berseker Adrelanine Potion, which gives a faster firerate but lessens accuarcy.
    Makeing an Focus Adrelanine Potion, which slows down firerate and increases accuracy.
    Etc.
     
    So with a small selection of these.
    We could costumize our character momentarily. Noteing that after their effective time is used up, an negative buff should be applied.
     
    What types of items would we need:
    - Stimpacks = Faster Movement / Better Accuracy, extrem slow debuff afterwards
    - Strength Boosts = More damage in melee, less accuracy.
    - Med Packs = Healing overtime, afterwards a slow negative heal debuff which cost 50% of the healed HP
    - Adrelanine Packs = Basic one gives better accuracy and will drop in accuracy afterwards
    - Pain Blockers = Reduction of possible knockbacks or "dizzy" animation locks fro things like stun weapons. Increases received damage.
     
    And whatever we can think of needed as basic version :3.
    Probably we should have a drug for each stat that we will have ingame, even mining speed or mining damage. This would ultimately be a kind of moneysink for larger corps/ orgs that do PvP.
    As they will want to customize their stats to a certain degree in battle, a demand for these would make a steady flow of resources to crafters and from them too the battlefields.
     
    Balanceing this might be a bit hard, so i would suggest that for every active drug effect. There's a chance that one will "breakdown" on a time counter.
    If you have 1 drug active, an random roll for each 10 second of 1% chance.
    If you have 5 drugs active, an random roll for each 10 seonds of 50% chance.
     
    When in a "breakdown" state, the postive effects will vanish and the negative effects will go into effect for double the normal duration.
    So pumping yourself full of drugs will be a last man standing type of scenario for the user. Not a "lets buff ourselfs and pwn some poor miners!".
     
     
    Ideas and critics are welcome.
     
     
  3. Like
    Sethroth reacted to Anonymous in [Idea] Chempacks, Stimulants and all kind of Boosters   
    This ^^^^
     
    Also, if this ends up a thing in DU, come see me. First taste is free. ? I'll have what ails ya.
  4. Like
    Sethroth reacted to Greenfox in [Idea] Chempacks, Stimulants and all kind of Boosters   
    ;3 I see an apsiring drug lord.
     
    But i hope this really gets some limelight. Potion type drugs are a stable for rpgs, but often ignored as valid means to enhance ones chracter and more delegate to being ... an way for lonewolfs to not need buffers/healers.
     
    Done right, this could be really fun and interesting.
  5. Like
    Sethroth reacted to Lethys in [Idea] Chempacks, Stimulants and all kind of Boosters   
    Old idea already
    Or a bit more recently
     
     
    And as I said there and 2years ago: drugs, yes pls
  6. Like
    Sethroth reacted to Lethys in [Idea] Chempacks, Stimulants and all kind of Boosters   
    It's only about the idea itself, the exact mechanics are always very similar. Get a bonus there, get a side effect here, add difficulty for more/potent drugs, vary by rng, use skills and modules to craft them,....
    As long as NQ hears it, it's fine for me
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