Since we can equip bots which we didn't activate, I would like to see multiple equip windows, so I don't need to close and open equip window just to find my X module.
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Perpetuum Forums → Posts by Dan
Posts found: 76 to 99 of 99
76 2011-07-13 03:04:58
Topic: Multiple Equip windows (5 replies, posted in Feature discussion and requests)
77 2011-07-13 01:10:51
Re: Incursion Teleporter (35 replies, posted in Feature discussion and requests)
Dan wrote:I still dont like the idea. It, for sure, remove the risk of losing very expensive stuff because you dont need to do protected or ninja tranports.
You're going to use one of these to transport for 150mil? or potentially 300 mil if you're going both ways? Is that really worth it to save a little bit of time?
I can't imagine a corp that uses this sort of logistics staying cash positive for very long.
Thats the problem. I can. When they are going to introduce "gamma" islands they will eat a lot of NIC or other resources. Hauling alliance production, modules, minerals or any other stuff, i.e., bought from a global market (when you exchange NICs in amount of billions) will require extreme safety. So are you going choose between paying a decent price to safely move or make Call To Arms just to get it done?
I pick CTA, because it require move players involvement and another opportunity for epic PvP
78 2011-07-13 00:51:29
Re: Idea: Re-organize and re-categorize the robots (3 replies, posted in Feature discussion and requests)
Imo, I wouldn't try to reinvent a wheel. Only thing I would do is to switch a little (I think we are talking about markets tabs, don't we?):
Swap range with robot type, i.e.:
[-] Robots
[+] Standard service bots (I really know what it is, a race or a type?)
[-] Light bots
[-] Electronic Warfare
- Nuimqol
- Pelistal
- Thelodica
[+] Combat
- Industrial
Same goes for other types
It would help people compare various robots of same type (which I think more people do that than comparing bots of the same race) without scrolling through other types they don't want.
79 2011-07-13 00:31:43
Re: Equip window - accumulator recharge (7 replies, posted in Feature discussion and requests)
The equip window is for all types of bots, and that AP useage would be problematic to compute for combat type bots, so it's really a miner/harvester tool more then an informational display item.
We currently don't have any built-in tools to the client, but something like this would be nice, along with an EP type calculator.
Tools don't belong on the equip window, but +1 for putting it somewhere.
No, its not a problem. You just calculate AP usage of all modules for current fit and compare it with AP/s its not harder than effective hp calculation.
80 2011-07-12 23:06:03
Re: L-Demobs, Remote Sensor Amps, Zenith, and Asymmetric Warfare (45 replies, posted in Balancing)
Ldemobs are LOS affected on Dev server already, and unique modules.
As well there are plans for a Demob resist extension, 1% /lvl, reducing demob extension bonus from 3% to 2% and increasing S-demob base effect by 10%
Great to see some changes, but tbh bringing another must-train-lvl10 extension (and I doubt you'll set it to rank 7 heavy/r&d - if you would that would be epicly funny ) will give huge advantage to vets.
Also I would encourage you to make a post about all upcoming changes in your dev blog and/or create "future patch note" list so we could know what are you working on and so we could give you some theory crafting and give you possible feedback
81 2011-07-12 22:47:57
Re: Incursion Teleporter (35 replies, posted in Feature discussion and requests)
I still dont like the idea. It, for sure, remove the risk of losing very expensive stuff because you dont need to do protected or ninja tranports.
82 2011-07-12 20:09:21
Re: Incursion Teleporter (35 replies, posted in Feature discussion and requests)
Even with global message and this teleport will have "life timer" (or untill it'll be destroyed) informing you encourage people to blob up. Small stuff even with a scout will be owned by hot drops.
Also what do you call expensive 50, 100m per teleport? So bigger corporations/alliances will just use their scouts on each map or use small roaming gangs to bait someone and hotdrop when encounter bigger numbers.
If you played stEVE you've know that 0.0 Warfare is focused on speedy roaming gangs ang tank over gank with back up cyno.
Also you'll get "similar" portal, reed da newz - quote from our "psycic's" interview in France:
A new beacon of teleportation, which can jump to all portals within a certain radius, y-even those of the other islands. Approximately 7000m of reach.
83 2011-07-12 18:01:17
Re: Incursion Teleporter (35 replies, posted in Feature discussion and requests)
I dont like the idea. It can be easily exploited. Also it reminds me of a certain dev of a certain game (not PO) telling ppl on fanfest that titan shouldnt be expensive, and some of us know whats going on now.
84 2011-07-12 17:34:35
Re: Robopedia (5 replies, posted in Feature discussion and requests)
If you read the texts of T1 and T2-Robots, you will notice that they are identical.
But these texts could use some updates too, since several of them looking quite weak. I posted some suggestions for the german localization and noticed it while reading through all the robot-infos.
No quite true, because mk2s have this:
"Mk2 robots are in many ways superior to their regular counterparts, but the calibration templates can only be obtained via [[Help:Geoscanning|artifact scanning]], and they also require a special Niani component to be built.''
Also its not about desc too. Robots stats are outdated.
85 2011-07-11 09:17:02
Re: Drawing on the Radar (20 replies, posted in Feature discussion and requests)
I actually agree, this would be a nice feature.
But the one thing I didn't like in GW was the fact you couldn't identify who was drawing on the radar.
There was always some kid who thought *** were the last word in humour, and insisted on sharing this fact with the rest of the group. But you couldn't kick him if you didn't know who it was
Sounds like our great leader!
I don't like drawing but we could use "pinging" with desc. who pinged (like in WoT)
87 2011-07-11 04:39:33
Re: Trophy/Loss Detail (29 replies, posted in Feature discussion and requests)
I dont like the idea. Keep is simple, buuuuuut you could add EW to killmails and *maybe* last recorded (i.e. if an intact is using demob + suppressor last thing that started a cycle before targets death is recorded) weapon/EW used by each attacker
88 2011-07-11 04:22:23
Topic: Select all shortcut and other stuff (1 replies, posted in Feature discussion and requests)
Please add ctrl + a (select all) shortcut,
also please add "Invert selection" which you help deselecting some stuff out of the whole bunch.
Another thing with almost the same application would be selecting multiple things by holding L-click button (the same stuff you do to choose multiple icons on your desktop)
89 2011-07-11 03:44:04
Re: Seth / Mesmer to Gropho Inbalance ( WARNING, wall of text / math ) (139 replies, posted in Balancing)
Lemon wrote:Just because a bot doesn't perform as well as another on paper self fitting does not mean it is under powered. You need to take in to account how these bots perform with support.
Quote for great justice. The OP wasn't complaining about an actual problem, but he was looking at a fitting tool and said, "thats not right, clearly this is broken" when in fact he has no experimental proof to show if there is in fact an imbalance (whether or not there actually is one, the OP didn't state so).
Befor the devs implement some changes because some guy ran some numbers, lets ask ourselves: is this actually a problem or is it a problem only on paper?
About swaping falloff bonus to reduction of accu usage.
That bonus is interesting and can be used by magnetic guns and firearms, so why change it.
The problem is that magnetic weapons have *** falloff to begin with.
Devs when you add falloff bonus you suggest a new player that he/she should shoot in falloff range (its the same with shield absorption), but in the end you have, i.e., medium EM guns with 75m base falloff and 150 optimal. Extensions will not boost it that much.
With all lvl 10 it'll be 80% = 135m falloff
Increasing base falloff of magnetic guns would make that bonus usefull, it would also boost Magnedart slugs.
Take a good look into the magnetic guns parameters first than look at the robots bonuses.
90 2011-07-11 01:57:54
Topic: Equip window - accumulator recharge (7 replies, posted in Feature discussion and requests)
Would you be so kind and add timer/status bar for bots accumulator recharge, so we could know if stuff we are equiping on our bots will dry out our accu (and how fast) or we are going to be stable and be able to perma-run our modules (at how many % we will be stable).
91 2011-07-11 01:25:13
Topic: Protection timer (0 replies, posted in Balancing)
Today on a pvp roam we missed few kills because protection timer expired on exact same moment as instability. From what I know it shouldnt be synchronized like that >.<
92 2011-07-11 01:21:26
Topic: weapon jamming (8 replies, posted in Resolved bugs and features)
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 etc.
Also same effect happens when you try to shoot someone whos under syndicate protection (green stuff) on beta islands. Ofc you get PvP flag too...
93 2011-07-10 23:04:04
Topic: Robopedia (5 replies, posted in Feature discussion and requests)
Update it please! Add MK2 robots there etc.
94 2011-07-10 14:32:56
Re: Seth / Mesmer to Gropho Inbalance ( WARNING, wall of text / math ) (139 replies, posted in Balancing)
I see what are you doing here Annihilator gj in argueing for the sake of argue (you little troll ) when lupus is trying to convice you
anyway you need to watch out cause this disscusion is going backwards repeating same cons and pros.
For the sake of argue I am one of those who respec from seths to grophos and I must say that piloting seth was the worse this I could do. Its just lol when you cant deal much dmg because you dont have enought accu even with injectors. When now I can sit back and relax owning everything
About the falloff: unless you have huge amount of volley dmg you just dont count falloff into you range. Why? God damn I rly need to explain that too? Because you do almost no (lim dmg->0) dmg. 50% dps at 50% of your falloff as you may see here: http://www.perpetuum-online.com/Help:Combat_in_numbers. The "range bonus" you can get from falloff is about 1-2% because after that you get straight line (y = -x).
95 2011-07-07 13:57:15
Re: Multiple squad leaders (33 replies, posted in Feature discussion and requests)
+1
96 2011-07-07 13:36:13
Re: FOOM Scan1App - Artifact Scanning Tool (74 replies, posted in Guides and Resources)
can you make backround blue so islands look some natural?
97 2011-07-06 13:19:27
Re: Perp-Kill.net - Perpetuum Killboard (70 replies, posted in General discussion)
ranking? here you go
http://en.wikipedia.org/wiki/Elo_rating_system
98 2011-06-30 18:25:44
Re: Win a Mk2 heavy mech of your choice (386 replies, posted in News and information)
894
99 2011-05-31 23:42:35
Re: Perpetuum Planner (114 replies, posted in Guides and Resources)
I use my necromantic powers on this topic!
Be so kind and restart this project again, please.
Or tell community how we could help you.
Posts found: 76 to 99 of 99
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