+1
Dan, change font colour pls... my eyes itching
No! Using my necromantic powers! Raise!
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Perpetuum Forums → Posts by Dan
+1
Dan, change font colour pls... my eyes itching
No! Using my necromantic powers! Raise!
using my awesome necromantic powers! Raise!
http://imageshack.us/photo/my-images/845/foom.png/
Thats how overlay is working on my laptop
Could you add some kind of labels for scan input? Also please add multiple distance entrys (with multiple labels) so we dont need to type same coordinates all the time for several sites which are in range.
Also display for specific bots doesnt work correctly
Why the client uses 850MB RAM? Its almost like PO client
If anyone can consistently reproduce this, I'm all ears, cause I can't
just set up mining sequer for few hours and you should see that
same bug appears on launchers too
DaOpa couldnt you speed it up like 4-5 times?
Sounds legit! +1
No, we want contracts. "I want X number of Y item, and upon completion you will get Z NIC."
Its good if you want to work with a particular corp and aren't in that corp to see internal orders. It could also include transport orders.
+OVER 9000
More like:"You've stuck here for another 30 sec"
I would like to suggest adding a timer instead of a pop-up window (or we could keep both).
Now you need to click deploy to check when you can deploy. Timer would help a little if you want to deploy faster. Srsly, this window is annoying like hell!
Dude its not SG online... Here we have robots which are teleporting or something like that. Ofc there can be some sort of point of no return (i.e. while teleporting you passed the preparation phase and you started the teleporting process), when you cant cancel your deployment.
+1
Could you add cancel button, so we could stop deploying from outposts/terminals?
Also make the targeting computer sortable by distance please.
This idea showed up in another thread. I'm making new one for it, because it's so cool and kinky!
someone did "+1" for this in that other thread
Nice graph thankyou!
Still seems like an error in the mathematics somewhere. Why do long range demobs have a steeper negative gradient than short range demobs from a percentage based increase, when they start with a smaller flat amount? Why is the curve even more shallow? Old and eyes failing, but it looks to me that long range demob would slow for more than a short range demob given high (impossibly high) values of demobilization. That makes no sense.
It's PR Graph. It shouldn't make it sense it must looks cool.
And don't forget about Ictus
But, but Ictuses are showing on the killmails!
P(r)oof:
http://perp-kill.net/?m=view&id=1350
Whats your problem? ;]
but seriously I hope dev will sort it quick
I would like to request removing "show info" (i) button from robots icons in targeting computer. I don't know if its only me, but when I switch targets I often (too often) click that button by mistake.
Why do we need that shortcut since we can click it in Landmark Information
We may assume its founded for display only, since you have i.e. robot speed (displayed in equip window) 76,53 kph but it shows you only 76 while deployed.
I tend to think mechanics like these would dumb down gameplay. Skillful timing is a very important strategic factor.
Ok, I get that, but could you at least remove PvP flag since you even didn't shoot/fire a missile at someone under syndicate protection?
Arga is right though - what would you do when this would get "fixed"? Hammer space to oblivion until it works?
That or you could add weapons "stand by" mode which would activate selected modules when target will be locked.
I don't like it. Why do you need such information? It's useless, regions would make more sense
When I try to move stuff (for example ammo) from one bots cargo to another I get "access denied" msg, but it works perfectly fine when I do it through private storage (cargo 1 -> private storage -> cargo 2).
Please don't tell me it's working as intended because it only annoys ppl
Dan wrote:When you are in the middle of locking someone/thing and you fire your weapon/miner etc. your module jams (starts the cycle but doesnt fire/use ammo). Its a waste of time if someone hits space bar to fast
There's a window of opportunity that is created by having a slightly faster lock time then the ECM cycle time, which allows you to get 1 volley off in many cases before losing lock.
Not a bug, the 'waste of time' is there so you have to time your alpha strike and not automattically fire when you lock.
That sounds like justification of broken game mechanic
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