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Found 3 results

  1. Ore Currently Dual Universe has far to much ore. You can look at many reasons to as why this is the case such as lower population, large amount of alts, picking up and placing auto miners to obtain high tier ore to mine (nq really?). My thoughts are it's a combination of a few problems. Population, active vs passive game play & solo/safety vs team work. Currently auto miners allow a single player to obtain far more resources then any average player would use, even if said player used all the ore which is simply unlikely the ore ends up in products which floods the market. Auto miners are further abused by alts which will exist as long as there is profit. The end result is either the profit is so low no one uses alts = Fail (due to tax) or Its so valuable people abuse alts and get an unfair advantage that cannot be taken away from them (lets be real, atmo pvp isn't coming any time soon) = also a fail. My suggestion is to dice game play up unto tiers and giving different types of game play to obtain ore to encourage active game, team play and trading. Auto miners I would suggest that all t4/t5 is removed from auto miners all together, having unlimited safe access to the highest tier ore in the game makes no sense to begin with. Every tile should offer a healthy amount of each t1 ore. Doing so allows new players to arrive on any planet and allow them to get t1 voxels, dabble in factory and play the casual play style solo style many people want to enjoy without being shafted by things happening in the universe. I believe t2 should be in healthy amounts mostly for space fuel with t3 having a lesser amount for warp cells but not an unlimited overflow as we're having right now (if every person warps every ship for any reason there's a problem) Once a player has auto miners placed, they've dabbled in building, mined some safe zone asteroids (active game play!!!), factory, bought a warp drive and experienced most aspects of the game they have a decision to make. Join an org or stay solo. If a player decides they want to remain solo they can create/barter for any luxury items they want and continue to play without changes to dual universe stopping their game play. Lets move onto the section that every solo player aspiring to be the richest person in the universe is going to HATE. T4/T5 & Asteroids. t1/t2 should be everywhere in bigger nodes/less popcorn nodes across all asteroids both in the safe zone and the PVP zone. This will allow new players to aim for the stars and use active game play to obtain resources faster then someone would passively (as it should be??). It's very important that players not only have an active aspect to mining but it must be extremely fast compared to auto miners to devalue alts and to encourage game play/getting people into space. With the nerf to t3 from auto miners the t3 should be more easily obtainable from t2+ asteroids. While I do believe there should be some in the safe zone asteroids it should never come to the point in which people warp everything every time for obvious reasons. Warp cells should not be rare but nor should they be everywhere. With t4/t5 being removed from auto miners the amount of t4/t5 asteroids needs to be increased as well as more ore being in each asteroids via more nodes and larger nodes. My logic If t4 is easily obtained people simply say rare elements are good enough and have no desire to obtain exotic items completely devaluing the hardest tier of ore to obtain as well as plasma which will effectively kill alien cores just as auto miners has done to asteroids. The assumption that the population will be larger post launch so the ore per person playing is lower is a valid argument but the argument that the difference between t4/t5 is so small there's no point to attacking alien cores must be considered. The cost % and power % increase between rares to exotics makes no sense, 1000% increase for a 10% increase at best? If you used the guns in pve for an unlimited amount of time making them extremely valuable I can see this work but in dual universe in which you are constantly risking elements to extremely unpredictable battles makes it far to costly. One could make the argument and say exotics should only be slightly better and more available, those people making this argument only care about getting cheap powerful elements and do not care about the org/alliance aspect of alien cores. A person may also make the argument that legion controls all the cores but this argument also falls flat on its face looking ahead to launch. If a single alliance controls every pvp point in the game that's a failure on nqs balancing side and has nothing to do with some elements being slightly better. End point. I believe auto miners should provide ample t1 and supplement t2/t3 instead supply all the ore in the game you need removing active game play. As with any other game the highest tiers of elements in the game (t4/t5) should require engagement in the community or have successful people trade for it. Edit : High tier asteroids must not spawn near the safe zone boarder!
  2. I’m basing this idea on the speculation that mining rates are reduced. Add a new consumable item, Mining Cartridge, that can be used with a mining unit to pull up lump sum of ore. The cartridge will be T1-T5 depending on ore targeted. When a cartridge is used, it’ll ramp up ore collection for X amount of time for a large quantity of ore. After time has completed the mining unit will go into cooldown where it won’t pull anymore passive ore. You can run another cartridge on a cooldown unit for a reduced efficiency. Use the current mini game for calibration for the cartridge activation, giving a bonus or deficit to quantity pulled. Make mining calibration a one time action on startup. Mining cartridges are obtainable by running missions, higher risk mission high tier cartridge, in both a minimum quantity with a chance for higher quantity by random number generator. T2 and above can be crafted from lower tier cartridges, for example T2=25*T1, T3=100*T2. Primary source should be missions, not crafting. The territory will have a cap on how many cartridges can be used in a given time period. Ore will still be dependent on what the tile has as well as how large the lump quantity will be.
  3. Many players have a dozen or more cores deployed just to operate mining units. This is because they have the skills to support a large number of MU, but can't effectively use more than a few of them on any single tile because the tile does not have sufficient ore available, and because a single core can't be placed at a tile-edge and used to operate mining units on multiple tiles. As such, in order to reduce the number of cores individual players use I propose that the both the ore available on all hexes and the taxes on those hexes be doubled, as this would allow players to concentrate their mining units on to a smaller number of cores, reducing the number of hexes and cores they'd need while still maintaining the current balance of taxes to ore.
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