Kalsius Dakalsai wrote:

My other gripe is still that it is too easy to get stuff, alpha hubs just aren't far enough away to make a difference. Can't find what you need? Simple, jump in appropriate bot with lwf and you are 10 mins away from main hubs. If we want beta islands to be the equivalent of midsec in stEVE then we need a ring of gamma islands with very little standing infrastructure and POS. That's when markets will really develop when its a 40-60 min round trip back to the hubs.

I see a problem with this one; you're taking only in count personal needs to move stuff. In eve there are jump freighters, titans making bridges for normal freighters, and carriers to make all the logistical work for a corp/alliance, even autopilot freighters at imperium. But we don't have all of these things. So a 40-60 min round trip with several lithuses, in a periodic basis, to make your corp transport stuff would be tricky at least.

Kristan Delorian wrote:

No reason to be excellent.

Enough said, nice life motto. Maybe is a common problem, imo, in most of the mmos; ppl only want/need moar/purpler pixels to be happy. Theme park mmos are really more suitable for these kind of prospects, but in a sandbox you do what you want, so if you don't have nothing to do, maybe is not a game's problem.

About landmasses, what about a big island, two or three times the actual ones, open only for a restricted time, with new resources/assignment available? Nice pve implementation and the pvp around the island would be great to get the shiny stuff.

Kristan Delorian wrote:

Still nothing to fight for.

Excellence, is this not enough? Just play to improve and fun.

And now we have more activity than pre-terra incognita two months, just after the first week of the expansion is undestandable a population descent; old players come to see the new features, some like them and others not.

Bigger landmass would be a great implementation for terraformable territory.

In a small fight you can track your combat log, but in when is intrusion time; good luck and have fun. Even if a graphical effect would be implemented, it would be really hard to track if you are ecming/suppressing several targets in a big engage.

With an landmark's icon on the target being suppressed/jammed I think would be enough.

6

(13 replies, posted in Feature discussion and requests)

That niche is already created, and easier is not always better; is just easier. The guy giving bonuses to the squad is not mandatory the guy commanding the squad, and doesn't have to. So specific bots would box very tightly their use, I think is better to have bots as a beginning poit, a frame, and through modules and extensions get more specialized used of those bots.

7

(13 replies, posted in Feature discussion and requests)

Devs talked about hybrid bots, and I'm really looking forward for more info about it; hybrid bots should be a huge tactical/fun implementation, and a nice way to get combat/logistics bots, but they would be related in any form to industrial bot extensions; all the bots/toons that we are actually using for rr/support roles are heavily industrial specced characters, and as a first stadium is working very well, don't create a new and different way to do it, just improve it.

Bigger bots are in the same logical line, than bigger numbers; the game doesn't need biggger bots (bigger blobs either) when a high percentage of the population is not pilotiong/able to pilot heavys already. Logistical bots with the ability to allow you refit/reammo in the field is a good idea anyways, but maybe a bit nightmarish to get real for the devs.

8

(13 replies, posted in Feature discussion and requests)

More bots is good, more choices. But I don't think specific bonuses for specific roles is the good way to go; giving a bot enough cpu, and maybe a accumulator bonus, is enough to make a good "commander" bot. Making versatile bonuses creates no "dead end" bots with multiple chances to fit and to play them.

9

(58 replies, posted in Balancing)

Yes, I forgot you can bring with in your bot your very own inflatable hill for every engagement. Not as fast as blue bots, and not so effective as green in range due LOS nightmares. Is a sad time for yellow fatties during big battles. Anyways is more a metagame problem than a design problem imo.

+1

11

(10 replies, posted in Q & A)

Only combat light bots are granted after tutorial ten assignments, you have to earn some nic to buy your first argano, or ask in your corp maybe you can borrow one.

My concern about the bot stacking issue, is about is not easy for small corps, new players, casual players to keep a huge and healthy hangar full of bots, one for each time. Anyways, your point makes a lot of sense, and I agree with the pvp quality related to your industrial capability. RCMs may really work as a far beyond the modules modular or hybrid design, and may give the players great niches for specialization.

I really like the prototyping idea, and would be a really nice way to introduce some new minerals or any kind of gathering stuff, maybe alloys made from old and new materials. And adding the new customizable cts in artifacts would make probing a lot of more interesting and profitable.

Smokeyii wrote:

And people without any morals aren't really the best to comment on other people who DO have morals.

Hypocritical level over 9000.

Making RCM permanent has a problem, imo, it would make the people to stock more bots as my "shield tanky tyrannos" is not as good as my "extreme sniper range tyrannos" for this intrusion. Tech three strategical cruisers in eve is the way; related to a extension, faction related, and not as cheap as normal modules, but not so expensive as a new boat.

I think we would need a new type of mechs, I dont think it would work for lesser bots, with no bonuses and a very plain set of statics, and then you complete the "picture" with the RCMs with removable modules as I suggest or Kalsius' fixed RCMs.

Only one thing about balance; in any modular game, where you design your fit/spec/decklist, there is always a few designs over the average, and a lot of subpar ideas around in the metagame, and this is really hard to work with for the game's designers.

Two turret slots not used in a tyrannos are not a waste as improve your speed if they are unfit, even for pvp you dont need gun extensions; drainers, neuts, remote sensor amplifiers are great if you want to use those two slots.

New players can always jump into pvp and make a nice tackling job, but if they want to jump into their first engage in a heavy mech, then there is the problem. A week killing drones? anyone should be able to kill npc light bots and assault bots t1 or t2 just finished the 10 tutorial first assignments  with the standar fit light bot.

Assaults are broken pvp wise not mechs, I agree, but they make nice farming bots. And talking about the extensions; a just created toon can pilot a mech, then you have to work in your supporting extensions, but is this no fast enought? Racial robotic control to 10 is the top, the high end, and you need it to pilot fatties mk2, imho the cost is really nice like it goes, and worths each ep.

Syndic wrote:
Malakian wrote:

Real life is for casual players.

I had the very same mindset when I was 13-14 and my mom was paying for my MMO's.

Last year?

Real life is for casual players.

"constructive"? talking about such high ethical values while playing a mmo, ffs, you are so deeply concerned about the behaviour of such a minority inside a small sandbox, or you want to look like a shiny paladin to yourself. Check the mirror image next time, you delusional moral leader of our so endangered community.

MoBIoS wrote:

Look at M2S, half of them have done a respec, to be able to use Kains, for their speed roamings (so they can run away faster, so it seems, when confronted with even numbers).

Wrong

21

(14 replies, posted in Feature discussion and requests)

Inda wrote:

If Karism allow, i write other idea because i think is good here.
It would be good to see, what module is on the robot, (i mean T1 or T4) in the equipmnent window when you are docked. Because you have many robots, and many fitted robots, and if you want find one is hard now.

Not all t4 gear? lol

= Observer stash III

Cache + nice bunch of t3 stuff + team effort to acomplish all

Alexadar wrote:

But i suppose magnedarts guys can use ERPs to charge up capacitor for armor repair.
I didnt test it yet, but im sure ERPs was implemented to compensate AOE damage for closerange guys.

ERPS in close combat kains? weight makes it so suboptimal. And Mongolia is right, ERP work good for sustained damage, but are pretty useless for spikes.

Tygewor wrote:

The play of strong corps is always going to dictate how their enemies approach the game. M2S,RG,62nd have strong players and good pvp'ers! They killed so many so often that alliances had to be made stronger to fight against them.. The fact that these alliances are now becoming stronger just means BRING MOAR PPL!

http://www.the-games-blog.com/wp-conten … re-Fry.jpg

Explosion damage has nerfed close dps kains, not in a huge way but magnerapedarting ppl is now a quite dangerous game, tbh. If developers want to keep explosions as an intended antiblobbery mechanic I agree one hundred percent with Alex, with a twist; interference affecting explosion radius, not the amount of damage.