51

(1,455 replies, posted in General discussion)

Posting in the only (real) active thread on these forums!

Nerf Spark Tps um... Merkle is a bad man who eats small children..... Zoom is a STC alt.


there we i think that will do for today's post

52

(1,455 replies, posted in General discussion)

Jita wrote:
Merkle wrote:

Insinuating I have ever advocated.

Classy as always.

I remember specifically you in a convo to me telling me that the character wasn't mine and I was in the wrong.

Pics or it didnt happen

53

(26 replies, posted in General discussion)

WARNING long *** post tongue

Burial wrote:

Not really a problem, but people can easily hold islands they don't really use. There is just a need to show up at SAPs.

P'much.

This is my latest thoughts on how intrusions could maybe work:

I think the best way to go would be remove saps as they work right now.

  • in order to trigger an intrusion you should have to shoot at the station & get its HP down to (insert number)

  • The owner of the station gets to specify an 8 hour time period when intrusions can take place.

  • Once the station hits the needed HP an intrusion event is issued 48-72 hours later.

On winning an intrusion the defender gets Sap loot Equal to about what you might get with 2-3 days worth of loot say.
No invulnerability tho to the defended station. any mechanic like that can be abused. if you cant defend your assets then you will lose them.

IF the attacker wins the Intrusion control of the station reverts to Neutral & docking is open to all sides.

16-24 hours later a new intrusion will automatically be generated by the station. And it will generate an Intrusion every day till some one takes ownership & will do so at a random time.

Saps in intrusion 3.0

Intrusion lats for 1 hour

Saps wouldn't appear on the terrain.

Intrusion Telleports would open around the island that would telleport any one to the active intrusion instance aka Intrusion arena.

In the Arena would be the Saps.
Saps would be persistent staying active in the Arena for the Duration of the intrusion.
To win the intrusion your corporation must have won the most Saps.

i made a post ages ago with some ideas for Saps feel free to skip its kinda long. but might give some people a few ideas smile ...

Passive Hacking.
This is very simple really, the corp that stands on in the area of this sap the most & has the most influence wins. But this could be boring lets be honest. So lets add a few twists to make things interesting.
1. to start influencing the sap you only have to get in range of the sap. lets not make this a very short range but put it at 500m. your corp only needs 1 member to start the timer more people will not give you more influence BUT PVP flags will not allow your mech to be counted as a corp representative. if your whole fleet is PVP flagged then you cant gain influence. So you need to have a few in the fleet (most likely the dude(s) with the biggest tank) to be the ones to give your corp influence.

This would endup being a kinda of defend the flag carrier situation in other games. each attacker / defending corp has to protect their "flag carriers" while at the same time trying to kill the opposing sides.

At the end of the hour the corp with the most influence wins this sap.

Active hacking
This Sap again has a larger area of effect 500m ish. You can hack while on the move BUT unlike the passive the more hackers you have the more influence you can gain. Those who are hacking have can also fire weapons & activate defenses like normal. the draw back is hacking mods cost alot of CPU & Grid. tho dont take up allot of accu.
This would encourage hacker from both sides to pvp while hacking. meaning theres less of a chance for a SNOOZE fest.

Destruction
This Sap for the most part would be the same. Its simple, the corp with the most damage at the end of the hour wins. HOWEVER you can repair the sap of damage done by the enemy (bring those RRs boys!) with out effecting the influence of your own corp.

----------------------------------------------------------------------------------------------------------------------------------

But this leads me to the next thing with saps. What about Ewar??
Ewar would have 2 choices. should i attack the enemy mechs or the sap?
See each sap would be susceptible to Ewar in different ways & with different consequences.  lets look again at how each sap would work when Ewar is thrown its way!

Passive Hacking.
Influence with out Ewar is simple 100 points every second. ECM & Suppression changes this
EMCing the passive hacking sap would cause the enemy influence to be worth less for each cycle. 1 EMC reduces this by 30% anymore would start to show diminishing returns after this. this could mean that every second the enemy is now only getting 70 points or less.
Suppression works by slowing down the cycles for the enemy corp. say 50% per mod with diminishing returns.
So with this example of 1 of each mod being used an enemy corp would now be getting 70 points every 1.5 secs.

The diminishing returns would be gradual with this so as to encourage more people to Ewar the sap.

What if your enemy has to many on 1 sap for you to find head on? send in some ewar to mess them up untill the main force can get there! smile

Active hacking
These saps react slightly different. Ewar used on this sap effects both defending & attacking corps.
Hacking mods have a stability factor. under normal (no Ewar) situation they work ever cycle @ their normal cycle strengths. BUT tongue
ECMing the Sap creates instability with ALL hacking mods making them more likely to "miss" a cycle. Instability starts at 0% but caps out at 90% at this rate 9 out of 10 cycles could miss the hack or be ineffectual. With diminishing returns so as to encourage more people to get in on the action
Suppression: as you might guess by now will slow down ALL the hacking mods cycle time. again with diminishing returns.

Again Ewar on a active hack would effect every one who is trying to hack the sap. ECM & suppression of the sap ONLY effects hacking mods on each player bot & not the whole mech.

this makes give Ewar pilots 2 options.

Destruction
now you might be saying at this point the enemy can already RR any damage the other side has done why would we need to add Ewar into this? AND my answer would be.. why not tongue
The destruction sap not only takes the damage you do to it but it also can be ECM'd, Suppressed & overloaded yarr

ECM: This sap holds a ECM "Hw3" buffer. if this is overloaded it sends out a EMP burst that knocks out ALL mechs within 800m ( so watch out this could hit your squad as well as the enemies. To over load this buffer you just need to ECM the sap. the buffer tho is VERY large 20,000  Mw3. how do you charge it? that depends on your ECM strength. a standard ECM (base value) is 30Hw3. so this would provide a 30Mw3 charge to the Sap buffer. Simple really.

Suppression: The Destruction Sap has interference values. But its base value is 0. A suppressor mod can be used to increase this smile the higher the interference value the greater the AOE & power similar to how mech interference works. the difference is say i fire off a cycle at it the effect of that 1 cycle will diminish slowly over the next 20 os so seconds. the more that interference is the longer this takes to "cool down" but saying that interference doesnt have a "buffer" if you want to produce more interference you need to have more suppression mods on the Sap & to max it out you would need ALOT! smile

Opps i forgot about overload \o/ fuuu

Overloading
This works much like ECM. The sap has an Accumulator buffer. cap transferring it to full will overload it causing it to blow up! Think plasma bomb mk2 smile with a larger AOE somthing that would make a mesmer pilot go OH s**t RUN! tongue
A simple idea but again 1 that might spice up a fight.

To do any like the above would be alot of work but TBH theres not point in doing a Sh*t job on this mechanic it deserves better than that.
IMO the above is truly a dynamic system in that you can attack a station any time you want BUT as a defender you get 2-3 days to prep for your defense.

Some people are going to say that this hurts new players & sap loot. Well new players shouldnt be trying to own Beta Outposts lol.

Give the loot drops for artifacting a boost to compensate since thats where new / solo players will get the most benefits.

Take Intrusion back the the grand old days of 2 sides actually maning up & meeting each other on the battle field

Outpost Auras & Docking Control should switch from being stability related to pure time based.

Edit: as a way to make it harder for 1 corp to own lots of Outposts what do yas think of this:
1 Outpost = 8 hour time frame for Intrusions to randomly occur in
2 Outposts = 4 hour time frame for Intrusions to randomly occur in
3+ Outposts = 1 or 2 hour time frame for Intrusions to randomly occur in
Ima bout to fall asleep but if you cant work out why i say this is a balancing factor against multiple outpost control ill tell you later smile <3 ZZZ time tongue

any way thats just some thoughts ive had about the intrusion system for the last year or so lol.

54

(3 replies, posted in Feature discussion and requests)

let us Suppress a Tp beacon to slow down the jump timer?

55

(293 replies, posted in News and information)

The move of Epi to Bates just seems like a knee jerk reaction. im cool with islands have some ore types that other islands dont have.

I would LOVE the devs to instead of just saying "Hey were moving XYZ to or form this island" to actually getting to the balancing of these island types on a grander scale not just in 1 area.

Back when Titan ore was removed from Beta (to alpha only) the begest hassle was transport between the island types. Now i know we have the scarab but its ability to haul the amount of materials needed for real mass manufacturing is  far cry from what is needed.
And a far cry from what Gamma corps & market traders will be needing to transport around.

DEVS Give us a real Freighter Mech:
make it slow make it only able to haul from station to station hell .. restrict it so it cant use mobile TPs but give it a cargo capacity of 1000s of m3.
That way changes like this make the job of transporting basic market goods around the game world better.

56

(26 replies, posted in General discussion)

tbh i think once the devs get the mechanics for instancing done they could do some really interesting things with it to make intrusions very fun & far better than what we have now.

57

(293 replies, posted in News and information)

Celebro wrote:

I just hope this decision is not final.

any bets on how long it will take them to change their minds again ? like .. titan ore ? tongue

58

(1,455 replies, posted in General discussion)

Tux wrote:
Tux wrote:

Plain & simple your gonna have to remove Spark Teleport completely for power projection to be affected ... cooldowns do nothing

Are the Devs willing to go that far ?

^

Yeah what that guy said

Self praise best praise ?

59

(7 replies, posted in Q & A)

SOOooooo its been nearly 2 months since the last devblog when do we get another one giving us the low down on whats coming out next ? smile

60

(293 replies, posted in News and information)

lol i think this thread could be classed as a threadnaught

i just got a sense of dejavu ... some thing about titan ore on alpha only ....

So Zoom when are we going to finally get a real freight bot in this game?
As a small aside ... make it so i cant loot out of field cans. station to station hauling only.

But no really this might bring back inpart the usefulness of beta, tho i think beta still needs more love.

Also remove Walls 2.0.


@ Tux you could use every COLOUR in the rainbow & it still wont make what your saying relevant smile

61

(95 replies, posted in General discussion)

Posters like the above make me wish this was SA .. so i could report & get you banned for 3 days for triple posting hmm

62

(14 replies, posted in General discussion)

Shadowmine wrote:

The more you guys sit counting the days, the longer it is gonna seem...

yep so go play other games that actually have active vibrant populations while you wait big_smile


I know i am tongue

63

(34 replies, posted in General discussion)

with 200 Noralgis plants your greatest threat will be from self harm.

64

(95 replies, posted in General discussion)

The old Ore system was unlimited BUT ore fields took many days to fill up again. The new ore system doesnt have this limiting factor so now ore really is unlimited.
I prefer the old system as that seems to have had better ballance.

65

(95 replies, posted in General discussion)

Line wrote:

With more ppl online, that will change.

Actually with more people on & about Gammas become even safer.

66

(95 replies, posted in General discussion)

after a year or more or playing with & testing Gamma since it came out on the test server i have to agree with Merkle.

Gamma to me just doesnt feel right / balanced / complete.

now i have to go wash my self roll

67

(95 replies, posted in General discussion)

Shadowmine wrote:

And curious what you can do with terraforming that needs to be nerfed?

I just think that Tfing being used to make "walls" around Gamma bases looks stupid & that wall actuall walls we currently have are to half arsed to actually be used as proper defenses in the creation of an actual base.

I like what can be created with TFing but i think we have to much freedom as players in changing whole islands like we can.

that would be one of my main reasons

68

(95 replies, posted in General discussion)

I think what your able to do with Tfing needs to be nerfed.

Re work Walls into proper Modular walls.
Make wall Tech part of MPC Research Tech.
Straight Walls sections, Wall section with: Access Ramps, Corner sections, Wall Sections with Turret Sockets Etc.
Gates... this could just be a "gate" with a shield effect that you can raise or lower with a pass code or something.

I agree that Reactors should require Fuel to function.
Turrets should require Ammo (tho i have seen a few good ideas on intruducing a new MPC building which acts like a ammo dump so you dont have to go around re arming EVERY turret).

Turrets should have a 3km limit to around a station But all other MPC buildings you should be able to build any where on the island.


I just think it would be cool if we had actual Siege Battles Where attackers have to brake down the walls to get into a base & start blowing *** up yarr

And for the Love of every thing good Give us player build Highway Buildings!!!

I do think having only 3 stations on a Gamma is a little low ... maybe some where in the range of 4-6

69

(12 replies, posted in General discussion)

Blue & yellow can cross train very easy i know it took around 2-3 months to do it for Obi & all the weapon support skills tanking ect.. transfer perfectly. But making the jump from Blue / Yellow to Green is much harder or visa Versa

Thats why i had 2 Combat Alts 1 was Yellow / Blue (combat, zenith / Vaga) & the other Green (combat & Ictus). Doing that Worked really well for me.

70

(249 replies, posted in Balancing)

i think it would be cool to see the system diversified

Whorum Post Alt wrote:
Cassius wrote:
Whorum Post Alt wrote:

So, let's say that a character that started, day 1, and has kept active has 2 million EP  (I don't know the total, so that's just an example number).  Any current or new account can buy EP in packages up to 1.5m after which no further EP can be applied and they'll have to progress based on time as normal.

The EP package would be exactly the same as it would cost for a 1, 6, or 12 month subscription, but all applied immediately.  No other benefits are given (thus standings and goods have to be worked for).  They would, of course, need to purchase subscriptions thereafter as normal (or not, if they go the free-to-play route).

So I pay twice for the same EP I already paid for?
No.

No, no. Not at all, no.
In the above example, let's say in it's duration Perp's peak EP is 2 million.  That's not gonna change, if you have that much EP you have that much... and you can't buy more.  But, on the same token, you wouldn't loose any EP or items because there would be no wipe.

But I have 1m, 100k, or none, and would like to invest some of my wallet to make myself somewhat competitive... so I can purchase blocks of EP up to 75% of the current cap - 1.5 million EP - and no more than that, per account.  All I get is EP, nothing else.  You already have the garage full of bots, tier 4, gamma, research that I will still have to work for.

So basically you want to brake one of the core principles of time based progression? um no. either keep the system as is or switch it to action based progression. Pay to win is a bad idea & this idea is along those lines.

72

(12 replies, posted in General discussion)

I have no regrets as to what i have trained... with my 3 alts i can use every thing in game cool

Merkle wrote:

You pick green...GREEN! 

Kain's are still king.  Green can go suck it.

The Kain is indeed king tho I did start enjoying the Arty (back in the day) I always waited to see what the enemy was bring for home defence & if it was kain heavy I'd get the arty out & go off for some fun smile

73

(34 replies, posted in General discussion)

OptiKhan wrote:

http://imgur.com/0qXk2cF

This is what farming Beta SAPs got me in 2 weeks...  PLUS I get PVP!!!

is that all ? i got 49 in 3 & a bit weeks smile

At what the above few people have said. The big brawling fights are always remembered but IMoO it was all Light Bot & assault fights we had back when the game first came out & at random times later one.. these were the fights I enjoyed & still remember to this day smile

The sad part is this game rewards going big & doing this makes it harder for a new player to be able to fully enjoy what the game offers.

74

(249 replies, posted in Balancing)

Merkle wrote:

At least we are having a dialog about this.

OH CRAP.. UM... STC SUCK .. MERKLE IS A BAD FC... YOUR TOUGHTS ARE NOT RELEVANT.

ok now i feel better big_smile

75

(249 replies, posted in Balancing)

Shadowmine wrote:

Short and long range ecm modules? Like D-mob... Interesting...

Hmm yeah that would actually work & be interesting smile

Also you could also diversify the types of ECM
.

Also as a Zenith driver. Suppression is perfectly balanced & shouldnt be touched! big_smile

Actually EVE's way of making you choose between lock time or locking range thru the use of scripts could be interesting to see in this game.

E: you could have suppression Ammo for you Modules tongue that effects its target in different ways (same for ECM).
You could also do the same kind of thing with the Ictus. why should you just be able to nuet or drain acc. why not have modules that effect cap recharge time? Perhaps that could be an AOE weapon?

Nerfing game mechanics some times is needed but a pure straight out nerf isnt always the best idea on its own. Im always for game balance thru diversifying content