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Alpha

Found 10 results

  1. Because the person who created the "Talent Point Booster" graphic either failed statistics or aced marketing (or both), some people are confused as to what the graphic actually means. At best guess it means that: 1 month of 2x talent point gain; 3 months of 1.5x gain; 2 months of 1.25 gain. Now, why might people be confused at coming to this conclusion? Well ... The x-axis on the graphic is extremely unhelpful/misleading/plain-wrong. November means "start of November" (or just before start of November); February means "start of February" (or just before start of february). However, March either means "end of March" or "a few days before the end of March" (to give exactly 6 months). One means start, the other means end. No wonder you're confused. The only reason we're able to figure the above out is a) because we were told elsewhere (not in the graphic!) that this is a 6 month event. This is not useful! (Yes, we can also look at the relative width of the bars as an extra hint, but see the below point ...) The y-axis is on a completely made up scale. It's not linear. Zero is not at the x-axis. So the height of the "2x" bar is not 1/3 more than the "1.5x" bar, and is certainly not 3/5 more than the "1.25x" bar. This is just plain misleading (i.e. marketing) to make the "2x" bar look much bigger than it actually is. [Edit] Finally, in terms of accessibility, colour-blind people will only see one bar colour here. This public service announcement brought to you by the Crusade Against Marketing Crap.
  2. Well, two things I'd like to talk about here, but it's all related to honeycomb refining. Basically, seems like the Honeycomb Efficiency talents are either broken or don't have correct descriptions. This is what honeycomb refining looks like if you don't have any talents put on, you put in 1800L of material and get 180m³ of honeycomb, every 3 minutes: Now, if you get the "Honeycomb Efficiency" talent, which says "-10% crafting time for XXXXXX Honeycomb Schematics", the batch size is increased, but the time is not changed - at level 3 I've got 2500L to 250m³, still 3 minutes: And this is what the talent description says: To make things worse, this talent is required at level 4 to be able to learn both honeycomb refining and productivity skills. For those who actively work producing honeycomb isn't too big of a deal, but I produce mostly to myself and barely used 180m³, can't even tell how I will use 250m³ or more. Please fix this. As a second note, would be nice if we could run fractional batches of certain stuff such as honeycomb. Like, if I could run just half or a quarter of it would be so much better, specially because there's stuff I simply won't need that much of (such as material used for small details, etc). Thanks!
  3. I appreciate the addition of HQ tiles to the game to give a player some room to breath but the current implementation seems somewhat arbitrary. I propose that each player gets one free tile as their HQ and to have more HQ tiles this would need to be done via an organization. It is thematically and functionally odd for an individual to have up to 5 HQ tiles while an organization has non. I would think HQ tile max limits would be tied to a set of talents in the Organization Management category. A player can only ever have one HQ tile (maybe per planet but that may be a bit much) but an Org starts with one HQ tile and can train talents allowing them to get somewhere between 3-10 tiles maximum much like the Core Max Limit talents currently in the game. Again, this makes more sense for lore/thematic and balance reasons. As it is currently, a single player with many alts can land-grab large swaths of land with zero upkeep. Once the "infinite" organization creation loophole is closed having this ability relegated to organizations only will help mitigate massive landgrabs by small numbers of solo players (with alts). This also has implications for Organization Alliances when territory warfare comes into the game. I would love to hear your thoughts, ideas and feedback. Thanks!
  4. Player jetpacks vs. hover vessels The sense of scale in this game has always been weird to me. When I started out back before having any talents, the world felt very big, and very mysterious. In this, a sense of immersion was there, not knowing what was over the hill in front of me, while also taking a long time to get there. This, of course, is no longer there in much manner. Currently, the idea of a hover vessel is entirely overshadowed by a player's two feet (and a jetpack sprint), for literally any purpose other than short-distance lugging of some resources early game. Especially with a maxed out jetpack-sprint talent, you move at 81km/h, which is literally faster than a hovercraft that's trying to stay safe. Additionally, players can jump extremely high with the use of a jetpack, with an oversimplified "refresh" method. Side note, but a better method is how Empyrion Galactic Survival does jetpacks. Google it Due to these very simple, but highly underbalanced features, the sense of scale, immersion, and a need for hovercrafts is broken (as mentioned before). Therefore, buildings and ships feel much smaller, planets feel much smaller, to the point where even a kilometer feels much smaller (a KM in the real world takes a while, even in a car!). To fix this issue, of player movement being comparable to a hover craft, I suggest 2 major changes. First, remove the double tap sprint* (in this, of course reimburse the players that have it upgraded). It's quite confusing to have 2 different sprints, and on top, one that is objectively better than the other for literally all purposes but immersion. Removing this alone makes need for a ship of some form a lot more valuable (including slowing progression in a sense). My second suggestion regarding player jetpacks is to simply make the jetpacks very similar to Empyrion. *Double tap sprint would just enable the normal sprint instead. Mobility Part 2: Electric Boogaloo Let's talk engineering and aerodynamics! The second part of this post I wanted to direct attention to the engineering side of the game. There's 2 major problems within the game's progression and ship construction, of which stem from 1 major issue: calculations for proper center of lift, lift itself, are not very advanced. The first of the two reasons for needing this is that hovercrafts, the most simple form of ship design, as well as normal omni-directional thrust space ships are almost extinct, due to literally being able to slap some wings on them and call it good. While of course the major downsides of a change such as this would be scrapping a lot of designs that rely on wings to function, I see a lot more major upsides for at least me personally (and I'm sure others will agree with me). First, ships that want to use aerodynamics (and wings) will have to prioritize proper shape, to optimize the amount of lift (and where the lift is located), will need to go through more rigorous engineering, and give more meaning to each ship crafted. Due to this, planes will be a specific market, of which space ships (without wings), and hover crafts will once again have a purpose due to being more simple to engineer. Additionally, anti-gravity will be even more valuable to larger vessels, due to air-space maneuvers being much more difficult, and requiring more skilled piloting to do normally. Continuing on, a better marketing image for the game, as well as an interest from the space ship engineering side of the community, would most likely arise from this. Due to the changes in how well crafted ships have to be, each ship will have a higher chance of looking more believable, and help with both marketing of the game (in luring people interested in aerospace engineering), and of course immersion. Lastly, major changes to ship progression within the game. This is because it would make each ship's thought toward the engineering side more pronounced, will make the progress slower, and for a lot of people more interesting and fun. Making your first proper plane will be an accomplishment, and if done right very rewarding (achievement tree for this stuff maybe?). On a side note, similar problems that this change would highlight would be the flight model, which doesn't work very well for omni-directional thrusters, due to not having automatic dampening against gravity (see most other space piloting games, one of the best examples would be the flight model of Elite Dangerous for this matter imo). What I would like to see specifically change to how wings and aerodynamics works is very similar to how Kerbal Space Program (and actual aero physics work). Firstly, surface area for not only drag purposes, but also rotational purposes would be appreciated. The way this would work, is that you have pre-baked model wings to work with (of which are literally just props), but additionally have "ailerons", or a more simple name "control surfaces", of which are controlled using yaw/pitch/roll depending on how they are set, and help control your vessel. While of course on their own, these mechanics don't really make sense in the current model, as aerodynamics don't exist (past drag), adding proper use for the cross sections of ships, as well as the aforementioned player-built wings, and pre-baked control surfaces, of which depending on how they are animated (extended, retracted, inverted extended) will apply to the cross section differently, would have 1 major effect. Due to the sudden change in the "air current" on one side compared to the other in terms of center of mass, and the surfaces seen (such as a control surface extended), would rotate the craft accordingly. Going "too fast", and turning suddenly would create a sudden increase in lots of drag, of which of course would in turn rotate the ship, as well as not only (potentially) damage elements (due to drag and high G forces), but also decelerate the ship, causing it to fall, and also cause the player to lose control of the vessel, if they are not skilled enough. High stakes KSP, OUCH! The final change that this would make is changes to air brakes, to become directional. First, I must preface this as "only if omni-directional thrust flight model is fixed". If it is not, this feature will make the game too difficult to actually brake properly not in a plane. Since by themselves, air brakes only increase the amount of surface area of the plane, proper placement would be necessary to make them functional. The proper mechanic here would be more that they extend and retract, and the drag mechanic does the rest. Of course, their "goodness" is still given in a different quantity (surface area when extended) as a stat. When piloting a plane, a player will have to use a combination of both braking properly to not decelerate too much to drop out of the sky, while also using drag of the wings to "skip in the air" (pull up, dive, repeat), to both glide with efficiency, as well as land. Good piloting will of course be required with this feature. Did I mention that already? The final change I'd make is indirect with the topic of aerodynamics, but more simply to do with space brakes. Since air brakes require more knowledge to use, a similar amount of thought should be put forward to make space brakes omni-directional, and apply thrust only where they are facing, of course the angled ones would also provide braking force to those directions as well. Conclusion While of course this post is 2 pronged, the first being the player jetpacks, the second being construct engineering, I felt that the topics combined in a way that they merited being in the same post. I hope that you enjoyed reading the post, as much as you hopefully want these feature changes in the game.
  5. With the recent news that the org changes have been delayed/are being discussed here are a few suggestions I have about what can be done. Parent Org- Leave these as the massive organization that encompasses all things. Add "Companies"- These would be organizations that do not have the ability to claim land tiles, but can still hold constructs. Meaning they can be assigned a construct token by an organization that owns a tile in order to set up their business. This would encompass "Ship Showrooms" for ship builders to tokenize many ships for sale. Also would encompass things like Mercanary Companies, Casino's, etc... Add "Org specializations" via an Organization Talent System. This would allow players to work together to complete Organization objectives and receive perks as an org. Some examples would be as follows; Mining Experts- Orgs receive a decreased time on refining ore on cores that belong to the org. (instead of 3 minutes it could be 2mins 30 seconds) Manufacturing Experts- Orgs receive a decreased time producing elements Ship Designers- Orgs receive a 5% weight reduction on ship elements other than containers. Transportation Specialists- Org receives a 5% reduction of fuel costs within atmosphere. Explorers- Org receives a 5% bonus to thrust elements while in space. (this allows them to exceed the 30k km by 5%) Mercenary Squad- Org receives a bonus 2% hp and 2% damage output while piloting ships. These are just some examples, but could be broken down into even more bonuses. Make these bonuses require certain "criteria" to obtain by these orgs. This will provide gameplay loops within orgs as they strive to acquire boosts that benefit the whole org. Some Company bonuses (due to not claiming land) criteria might be as follows; Mining Experts- Org must mine 10m ore in total to acquire 1 talent point. Org must mine 20m ore in total to acquire the next tier of talents. Etc... Manufacturing Experts- Orgs must produce at least 20 different schematics with maintain levels of 100 and reach this amount in linked containers. Ship Designers- Org must crash at least 20 different cores to acquire the 1st talent point. Transportation Specialists- Org must complete at least 50 player creates hauling missions. Explorers- Org must discover at least 5 asteroids before anyone else. (in the new system) Mercenary Squad- Org must have killed at least 50 players or destroyed 50 cores to acquire the 1st talent point. However people feel about the above talents is not relevant, its simply ideas to spark the thought of "goals within organizations". These could be further broken between "organizations" and "companies" for example; Parliament of Alioth(x planet)- Organization. Must have at least 10 claims on Alioth(x planet) in order to get a talent that reduces the claim cost of future tiles by 5%. Standing Army- Organization. Must have at least 10 separate constructs with guns linked to gunner seats and containers. Talent could include 5% reduction in power cost for static construct defenses. This list could go on, feel free to add more suggestions. Ultimately the reason for the post is to bring up the idea of different types of orgs and companies, companies can be within an org or independently run on an org's tiles. (or in space on cores that don't require claims) and to provide bonuses to players looking for a specific gameplay type to get perks for working together to achieve goals. Each of these bonuses could include multiple "achievements" for the org to acquire to receive various levels of bonuses. Also this will help to bring different orgs and companies together to help each other. Why mine yourself when you can hire a mining org to refine ore to sell you. Why haul it when the transportation can do it cheaper. This would also allow new gameplay loops to be engaged with that allows player run content to shine further. Just some thoughts.
  6. I tried searching for this topic and didn't find anything but I have been thinking of this for awhile now. When I first started playing, community was everything. Helped me advance faster and helped me get started in the aspects of the game i was interested in. After playing for a few months I found the game a bit too easy and i can now do most things by myself and not need an org at all if i wanted to play by myself. The org no longer really benefits my game play other than to provide a community to talk to, which is great on its own and I would never leave it. I have been thinking about how the org game play in this game is missing something to make it really worth while to play with an org. So I had thought about Org talents. As an individual, I can train up talents to produce fuel at high efficiency after just a few weeks of playing and some mining talents to help me collect my own resources. Schematics are cheap enough and machines are not bad either to buy from players / markets. To produces a few 100k fuel a day does not take much time at all to train talents for. This is just one example of how easy it is to start producing on your own for better profits. What if organizations can extend the talents for players by offering a talent training system that essentially brings you from a level 5 max for a talent to level 10. These talents from the org should be very long to train so that one org cannot specialize in all branches so make them a too powerful of an org. Over time this will happen though as over years of playing every org will likely be good at everything talent wise. A player who is super legate of multiple orgs can only train one org talent tree at a time to keep from one player having may sub orgs to train at once to keep from a single player being too powerful as well. I think that this could add a great benefit to the game and for organizations.
  7. some help NQ to develop a better way for the game to be player driven game play, so here it is. add a industry unit that does research of schematics, it does not require any resources only time like the talent tree. this idea will allow players to sell schematics and the market will flow between players rather than getting suck into NQ wallet which doesnt get used, because the ore is only getting used to sell to the bots you have and not for building anything by players which is destroying the game. it was a great idea at the time but now you are still losing players every day. back to the research unit, place the schematic for the unit itself on the market so people can buy and build it, allow the unit to see all the schematics available so players can choose to use the schematics or sell them to other players, that way the in game money circulates. allow players to have multiple of these so they can research different things they want to build or sell. obviously have different time scales for each schematic that it can make. Finally the last point and most important point is this allows for NQ to add new items to the game without having to put the new item on all planets and markets for a price, you just add it to the units list of schematics and the players will start researching it.
  8. We know that the Mining Efficiency +5% ore extracted talent isn't working properly. Other threads have reported this, and NQ have said via twitter that they changed the talent. However they didn't say what they changed the talent to, even after persistent asking. Could it be +1% or +0.5% per talent level? It still says +5% in game, which is quite unfair to players who choose to train this, and who are unaware that it doesn't work. In another thread in these forums, there were many wild ideas about what the talent did. So after rolling my eyes at this, @Billy_Boolaand I decided to do the obvious: Scan a hex and record the ore value. Call this S (in kilo-litres). Mine a known amount of ore. Call this m. Re-scan the hex and see how much ore remains. Call this s. Repeat until bored. The data we recorded is here: https://docs.google.com/spreadsheets/d/1kIquhrbSAllViRFlCqtxtfS0SJCq76FWpgiyt1u6jr8/edit#gid=0 Yes we got bored fairly quickly. (Mining boring?!) The talent as written says that (S-s)(1+xT) = m where T is the talent level (0-5), and x is the (for the purposes of this experiment) unknown +x% level of ore added per talent level. 0.01=1%. If the above is correct then we can estimate x via: x=(m/(S-s)-1)/T for any talent level >0. The data in the above spreadsheet does this for n=30 datapoints. The results are: Sample mean = -0.0011 (4 d.p.) Sample standard deviation = 0.0060 95% confidence interval for the true value of x = (-0.0033, 0.0012) Conclusion: The Mining Efficiency talent most likely adds ZERO ore per talent level. Notes: There is some noise (rounding) in the data as scans report ore in KL to 2 d.p. and only more when the ore amount is low. I'm too lazy to attempt to account for this. We have no idea if the territory scan amount accurately represents the amount in the hex I didn't attempt to see if there were any variations via planet, ore tier, player(!) or a different +x% amount per tier level.
  9. When I create basic components in a electronics industry, I see it is set to create 10 per run, then it resets to 14 per run when I hit start. A friend of mine see the number start at 20, then reset to 28. Nether of us know which talent or set of talents give him the big advantage. Can someone clue us in?
  10. I have an idea. How about industries, containers and cores getting upgrade/overclock slots. //Introduction It could be handled in such a way that there is a button to the left of the X that takes you to the upgrade window. There you can put in your upgrades, but here's the thing, you can only put in one untalented upgrade, and if you put in talent points you can have up to 6 slots. (All numbers are exambles) //Upgrades Industries For the industry upgrades, I have considered: Overclocker Upgrade (makes the industry 5-10% faster); Input/Output Upgrade (you get an additional input or output (output is evenly distributed)); Parallel Upgrade (all same industries do what the industry does with the upgrade) //Upgrades Cores For the Cores have thought about it: Size Upgrade: (the build area will be 1%-2% or more); Fuel efficiency upgrade (only in dynmaic cores) like the Talent but as Upgrade); Thrust Overdrive (allows you to get more out of your engines (higher fuel consumption) (only dyncor)); Speed Upgrade (you can move faster in the area of the Core); Engine Warm up accelerator (shorter Warm up time(only dyncor)); Better Breaks (Breaks are more effective (only dyncor)); Larger Atmosphere (atmospheric engines can operate 100m (or more) above the atmosphere(only dyncore)); Durability Upgrade (everything has 2% more durability) //Upgrades Containers I have thought about the containers:Link Upgrade (you have more links to distribute); Mass Upgrade (things weight less (like the talent)); Space Upgrade (the container has more space (like the talent)); Large Rang (you have a larger link range); Overlapping Sender/Receiver Upgrade (container can send things into a container on another core in the area); Item Warp Upgrade Transmitter/Receiver (you can connect a container to another container from anywhere and send items (warp cells must be in the container (maybe pop a slot)); Quantum Entangled Upgrade (connect 2 or more containers sharing the same inventory from anywhere (maybe add black matter to the game (1 black matter per hour)) //How to craft Those were the ideas, but how do you make an upgrade? I have thought about the following: There are 5 levels of upgrades (like in the game already), the upgrades are made in the Assembly Line (Tier 1 in XS and 5 in XL, and the Quantum Entangled in only as tier 5 eg). One upgrade requires 125 Electronics, 250 Components, 500L Alloy, 400L "Heavy Metals" (the Category). Tier 1 should need about 2 hours and Tier 5 2 days. I also can imagine that to put a higher Upgrade in sth you need to have a Talent. //Balancing I know this is not balanced and it should be mainly about the idea that everyone can keep up without a lot of play time, even without a lot of talent or for smaller quality of live improvements like the item warp upgrade and faster industries. If you have balancing proposals then just bring them here //Who is this aimed at? However, the upgrades should not be easy to get in the beginning, it should be for big productions or for newcomers, who should join their friends but didn't get anything to craft because their friends "save 5L". // I hope you like my idea and that we can discuss it well in the comments.
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