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Kelmoir

Alpha Tester
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  1. Like
    Kelmoir reacted to Hachiro in DEVBLOG: PANACEA LUA CHANGES - discussion thread   
    I really hope there will be a good solution for data export.
    Several projects in the community depend on that.
     
    We in our org built in months of work a whole own economy system.
    Members can store their ores in our ore deposit, they get "HC" (our own currency) in exchange, and can use these HC in the fully automated shopping center to buy nearly any item for a cheap and steady price (what is important especially for new players). Our players can transfer their HC to other members, or can use them to order something from our industry department (if its not in the shopping center, or a really large order). This system works well and is a great addition and an advanced community creation. (If you are interested, check this video: Hyperion Warehouse and HC-System it's German and not 100% up to date, but you can understand most of the content just with the visuals)
     
    And there are many more complex systems like this from other orgs and players, that rely on sync with external databases, because the DBs in the game are too small to handle this.
     
    All of these advanced scripted community creations would be lost if there is no proper and easy way to export the data anymore.
    If we are restricted to just the ingame DBs, this will kill massive creativity in scripting because of the limitations.

  2. Like
    Kelmoir got a reaction from Zarcata in From the latest patchnotes   
    This is to protect all the legacy constructs and tiles around the world.
    This is a one-time action.
    And this is honestly even one of my preferred solutions to the problem, of figuring out, how to a) clean up the landscape, and b) don't beat up old players, which might come back eventually.
  3. Like
    Kelmoir got a reaction from CptLoRes in The UI for the mining unit calibration   
    Well, Among other things, that I got my issues with, the UI is the outstanding thing.
    Why? Because it makes a difference, if you get a 95% calibration, or a 100% calibration, but the bar on the left won't show you. 

    From this you can't tell, what you will get. Plus, even if that bar would give you a precise number, it would be tedious to find the 100% spot (which was found, meaning I should be able to claim it easily).
     
    Thus, I suggest, that either the 'SET FINAL CALIBRATION POINT' (and the UI is even yelling at the player, allthough it is a button, after all) Will display you the best spot that you already discovered.
    Or it should use a small circle from which it picks the maximum.
  4. Like
    Kelmoir got a reaction from Anopheles in The UI for the mining unit calibration   
    Well, Among other things, that I got my issues with, the UI is the outstanding thing.
    Why? Because it makes a difference, if you get a 95% calibration, or a 100% calibration, but the bar on the left won't show you. 

    From this you can't tell, what you will get. Plus, even if that bar would give you a precise number, it would be tedious to find the 100% spot (which was found, meaning I should be able to claim it easily).
     
    Thus, I suggest, that either the 'SET FINAL CALIBRATION POINT' (and the UI is even yelling at the player, allthough it is a button, after all) Will display you the best spot that you already discovered.
    Or it should use a small circle from which it picks the maximum.
  5. Like
    Kelmoir got a reaction from Atmosph3rik in The UI for the mining unit calibration   
    Well, Among other things, that I got my issues with, the UI is the outstanding thing.
    Why? Because it makes a difference, if you get a 95% calibration, or a 100% calibration, but the bar on the left won't show you. 

    From this you can't tell, what you will get. Plus, even if that bar would give you a precise number, it would be tedious to find the 100% spot (which was found, meaning I should be able to claim it easily).
     
    Thus, I suggest, that either the 'SET FINAL CALIBRATION POINT' (and the UI is even yelling at the player, allthough it is a button, after all) Will display you the best spot that you already discovered.
    Or it should use a small circle from which it picks the maximum.
  6. Like
    Kelmoir got a reaction from Haunty in The UI for the mining unit calibration   
    Well, Among other things, that I got my issues with, the UI is the outstanding thing.
    Why? Because it makes a difference, if you get a 95% calibration, or a 100% calibration, but the bar on the left won't show you. 

    From this you can't tell, what you will get. Plus, even if that bar would give you a precise number, it would be tedious to find the 100% spot (which was found, meaning I should be able to claim it easily).
     
    Thus, I suggest, that either the 'SET FINAL CALIBRATION POINT' (and the UI is even yelling at the player, allthough it is a button, after all) Will display you the best spot that you already discovered.
    Or it should use a small circle from which it picks the maximum.
  7. Like
    Kelmoir got a reaction from SGCamera_Beta in My Idea on crafting...   
    So, this post is about the distinction between basis classes of crafting in games. Between having n Items, where each Item class is equal (i.e. an Engine 'squirrel' always being the same), or diversification through quality levels of sort (meaning the squirrel could be stronger or weaker, depending on quality levels).
     
    The first system would quickly boil down to just raw price of the Items. Nothing more. Live. i.e. EVE.
    It would make shipbuilding and selling very easy, as you can (with some experience) quickly figure out, how much stuff you need to accomplish the task for the ship.
    But trading would only diversify through price, and I don't quite see how that would invoke that Industrialist's nook, famous, for whatever. As talked about in the devblog. Unless an heavy localization on industry is enforced. I.e. 'pardus': Hauling did require so much action points there, that you would not travel far for supplies, unless absolutely necessary.
     
    Howether, by adding in Quality levels of Items, you split market competition between price and quality level, creating a far wider field of competition and diversity.
    It would add more challenge to shipbuilding, because the really good ones will know, when they i.e. need a squirrel less to make the ship do the job. And thus also kinda forces redesign of the ships. Because price matters there too.
    And at the end, that would totally enable that specialized industrialist people hear about, because he produces the best squirrels in the galaxy.
    Finally, because the careful specialization will likely yield more profit, it will require more people to really hit the limit, thus providing more player interactions. You want to be sure, that your premium parts still will be available tomorrow.
     
    But how to get those quality levels?
    I would suggest to essentially handle that with 3 categorys:
    - The materials used, higher quality in the components -- higher quality in the result. Or more expensive materials for the first things.
    - The level of technological finesse asserted in their production. I.e. smaller tolerances for a better result,....
    - The level of specialization of the factory. If the factory is custom made to create squirrels that it should do a better job than a general one, which in change can also create different engines. By unlocking more tech improvements for the specialized one.
     
    Of course, each crafter has to decide for himself, which road to pursue. Specialize on one single high end, high price Item, or just produce on demand in bulk and low quality what ever is at demand, go in mid spec and mid price by selecting a small group of Items,...
     
    Technological finesse and specialization. How?
    I do remember that the devs wanted to add actual research to the game. I would use that.
    Let's say, you can research engines. After some research you may gain the ability to research atmospheric engines further. And eventually, you might be able to research further into the 'squirrel'.
    Of course, the Research effort per level would grow exponentially but unlimited in level, and the more specialized ones would be more expensive in general. But if you specialize you will quickly be able to apply more levels of research to the engines you are building. If you use specialized factorys.
    The general engine one would only get the engine tech levels, that atmospheric one would get the engine + atmospheric engine levels, and the one for the squirrel would also get the ones for the squirrel itself.
     
    Additionally that also woks with the materials. Let's say we use the engine housing as an example.
    You can craft general purpose engine housings, specialized atmospheric engine housings, or an housing specifically tailored to the squirrel. And of course the research and production sec options should also apply there, too.
    Once again, the special suirrel housings would likely ending up to be the best you can get. But the crafter will literally have set all his bet's on that part. With the risk, and if no one wants squirrels any more, for whatever reason, those specialization might suddenly not worth anything any more.
     
    How the blueprints would be need to taught to deal with the chance of facing elements with different quality levels from the ones theroy were constructed with, is another point, but surely there could be a way as to how the builder can specify the valid quality range for each element, if necessary. Or provide some general defaults/settings. Building seems to take a lot of time, adding a few minutes to specify the valid quality ranges should not be too much of an issue.
  8. Like
    Kelmoir reacted to Astrophil in Cinderfall's Backstory   
    The Cinderfall Syndicate was once known as the Nexus Corporation, a well-connected paramilitary and research conglomerate at the forefront of experimental technology.
     
    Before we left our old homeworld Earth, the U.N. and various other governments around the world consumed resources, fought wars, and ravaged the land in an endless cycle of self-destruction until Earth had become a burnt cinder of its former glory. The Arkships were built as a scapegoat for these governments’ mistakes. They called the Arkship program “Project Rebirth”, advertised as salvation from the rapidly approaching HR 8210 IK Pegasi supernova’s child neutron star, but the star played no role in the U.N.’s program. Earth would have long been drained and depleted before then. Project Rebirth was a facade, a scandal to cheat the whole of humanity and cater to the elite.
     
    With the fate of Earth seemingly sealed despite its best efforts, Nexus embraced a final attempt to bring humanity aboard the Arkships: Project Cinderfall. The cybernetworking capabilities of Nexus were at that time second to none, acclaimed as the most advanced in the world, allowing Nexus to infiltrate the United Nations’ biased Arkship selection algorithm. What had once been designed to save only the corrupt elite now encompassed a diverse population across Earth.
     
    If the earth were the white hot flame of humanity, we are but cinders falling from our doomed homeland. Our new destiny: to rise again from the ashes, reborn as a Phoenix...
     
    Explore Cinderfall > here <
  9. Like
    Kelmoir got a reaction from Tnecniw in Terran Union [TU] (PvPvE, recruiting)   
    Well, this faction sounds very interesting.
     
    I would like to sign up, freelancer Engineer/R&D and whatever is fun/needed atm.
    RL Skills:
    - Programming C, C#, LUA,...
    - learning Mechanical engineering
    - will to design things for one specific need
     
    I have a few Ideas on what to tinker, already. But I am not sure how much time I can opt in on a regular base, thus freelancer.
    And also change of stuff to do at times. Just doing R&D would get boring.
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