Hmm.  I'll take a look at it. hmm

Bump!

Thanks guys for the hard work! smile

Annihilator wrote:

hmm, i tried to install it - the setup startet but it has installed the "perp fitting tool" instead

I think there is an issue with Perp Fitting Tool's installer which causes it to be the executed installer if anything else is in the same directory.  Try saving the Scan1App installer to a different location and running it from there.  That solved the problem on my end.

FOOM is still looking for self-motivated, critial thinking, and team oriented PVPers and Industrialists.  We put fun first.  Please visit DPS Recruit or talk to one of our Officers.

About

This is a tool put together to help in the artifact site scanning process.  Granted, the game does allow you to be fairly effective at scanning.  However, this tool will increase your speed and effectiveness.  It will visually display the potential location of sites on the map of the island you are on and calculate a potential location given enough scanning.

Engr [FOOM] and Gut Punch [FOOM] put together a tool to dramatically speed up the acquisition of the sites. The initial idea was Gut Punch's and Alatari [FOOM].  Alatari solved the problem mathematically.  Gut solved the problem with a visual interface.  Engr took over the design process and put the two together. Alatari provided backgrounds for islands and scanning error data which allowed several of the critial calculations about scan error to be incorporated into the program.

This tool is designed and intended for public consumption to help the people of Nia have an enjoyable game.  It will not be an opened source tool unless Engr decides to give up his hard work.  The app has no implied warranties or guarantees.

If you have questions or comments please visit the FOOM public channel, DPS Recruit in game, and ask for an officer or one of the creators of the application.

Download

The download comes from Engr's site.  Important: Download and extract the program into an empty folder for instillation.  People have reported issues with the installer grabbing other setup executable files when they launch the installer.  It appears to be an issue with WinZip self extractor using the same temp folder for multiple setup files.  I could invest more money in a better installer/updater but the workaround is to simply extract to an empty folder.

MD5 and SHA-1 for the current versions are always on the site.  Verify them if you have questions!

Once you get the program, the auto updater will keep you up to date when a new version is released.

Click here to get the tool. 

Instillation

The program is a .Net Framework application. It has a full installer and when I release new updates the installer will remove the older version and replace it. If you don't have the .Net 4.0 Framework, a link to Microsoft Updates will appear to grab it. Just follow the installer wizard to complete the instillation. You should get a desktop icon once you are done.

There is also an auto update feature which appears when a new version is released. Feel free to utilize that as well. 

Walkthrough

There is a basic walkthrough of the tool on the Scan1App website.  A basic knowledge of the Artifact Scanning system in game is not a prerequisite but it would help.

32

(18 replies, posted in Balancing)

Hunter wrote:

To me assault robots aren't important. I (as well as many) was tired of frequent changes of global balance.

Thats nice but the player base need to be a bit more than CHAOS.  For that matter, the player base needs a bunch of new members.  These new members aren't going to hop right into Mechs.  Assaults need to be viable on some level.  TBH, assaults now are not hard to counter unless you hang onto FOTM fits.

33

(33 replies, posted in General discussion)

Nicely put Grim.

34

(111 replies, posted in Q & A)

Balfizar wrote:
Line wrote:

This topic can help a little if implemented correctly, leaving assaults stealthed and not making them too op

Dude assualts arent OP play the game more one mech can easily counter a group of them. just cuz groups of assualts are used to hit solo mechs and unprotected miners doesnt mean there OP! is it the fault of 3-5 assualts if your dumb enough to solo mine or solo npc or even run around in your seq transporting epi with no escort? I think not! so stop calling assualts OP no matter what bot your in its all about ur # vs what ur attacking + ur ewar support and the use of terrain.

This.

35

(1 replies, posted in Selling Items)

WTS New CT:

Gargoyle Mk2 CT 50/50.

PST in game or leave me a message.

36

(111 replies, posted in Q & A)

Red Bishop wrote:

That's my point, Line: Assaults shouldn't be the bots we use for finding enemy troops undetected (a task they are king at atm). A well balanced squad should have at least a tackler, a detector, some attackers and maybe a "medic". Right now we have the assault doing all the first three perfectly. Something wrong with that.

I hear a lot of people asking for diversity and I applaud to that. Devs should just keep in mind that diversity should NOT be in the same robot.

From that stems a lot of the current problems we have with overall balancing: More specialized bots call for rarer materials or more difficult means of production, allowing for a nice opportunity to  magnify the gap that should exist between alpha and beta living.

It also allows for specialized roles like the ewar pilot for example. Those specialized "classes" force the general population to form more diverse groups by making them include the specialist if they want to accrue their efficiency as a roaming pack or any other task force.

Isn't the point of a sandbox game to not have to play a game within defined paradigms?  If it is worth while, it will happen.  If it isn't worthwhile, then people will trying something else.  Forcing people in a sandbox game is hypocritical.

FOOM is still looking for self-motivated, critial thinking, and team oriented PVPers and Industrialists to come take advantage of our beta island.  Please visit DPS Recruit or talk to one of our Officers.

Thats some expensive pixel destruction.  Nice work.

Not to seem ungrateful here but the US players at work will have to wait before they can get back to the game.  I'd be suprised if their is anything in quantity left after the Euros have had 6+ hours to look for it.  sad

40

(1 replies, posted in Selling Items)

I've got a little collection of CTs that I want to unload.

Zenith Mk2 CT 50/50 - 25M NIC start
Termis Mk2 CT 50/50
Mesmer Mk2 CT 25/25

Feel free to post here or contact me in game.

IMHO, Alliance systems are unnecessary.  The current standings system works just fine.  Please focus on building corp management tools to track production at the corporate level and setup a contracts system.  In addition, please focus more on retention of new players.  This game needs new blood to stay around instead of just checking it out and going away.

As Trayk said, we've secured an island and new enjoying the benefits and learning experiences that come with it.

Good stuff guys.  Thanks!

+1

And the flipside of this request would be squad leaders being able to publish a link into corp or channel chat, with varrying restrictions on who can utilize it (ie: Corp, +5, +10, All, or some combination of the others).  Should an allowed member click on the link, they could get the prompt to join the squad.

To the top!

ER PPCs anyone?  Oh wait, lets not bring the mechwarrior lawyers down on us. tongue

Wow.  The DB must be getting turned into swiss cheese.

TeamBETAalpha wrote:
Gut Punch wrote:
Annihilator wrote:

thats actually a good post: there must be something, that a small group can get, to have a big enough advantage to survive against an already established opponent. While at the same time, this advantage must not be granted to said overwhelming faction that already has other advantages.

more or less a "handicap" system which is logical, not artifical, and hopefully not exploitable by splitting up in sub-groups.

Stuff like:

  • Increasing the difference between light bots, assaults, and mechs so that smaller bots actually have a place in PvP.  It shouldn't be a guarenteed kill if you are bigger.  More speed, smaller hit size, etc.

  • This game needs a "escape" mechanism.  EVE had the Warp To/Warp Scrambler feature(s) which allowed for people to disengage from a fight.  This does put the burden on the attacker to be quick but allows for the person being chased to screw up.

  • Reducing travel time between point A and B.  Highways are nice.  But they don't do the trick because they are fixed travel routes.  There are plenty of reasons not to use the beaten path.

  • Anything related to reducing/increasing visbility cost too much in the way of fitting and accumulator to be effective on anything smaller than a mech.

These would be mechanics changes in the game.  Other things related to money making and structures in the betas are topics to be covered as well.

the light bots are fine, in large numbers they can do damage, light ew can make a huge difference with alot of things, maybe not so much intrusions but be surprised what they can do in small gangs. They already fast enough the size is fine, without good precision most cant hit light to save their lives.

Again this is not eve online, there should not be warp out tactics. Thats one reason I like this game cause ocne your in the *** you either day or run. Its battlefield war, not space war, you can say omg Im outnumbered im gonna magically use my super hero powers and warp away.....stop quoting eve, this game does not need to turn more into eve.

Travel times are fine, its not like it takes a long time to get to point a and b, perhaps for those doing pve i can be a pain but its no different than any other game, quest so go here and come back. Travel times are fine, Im fine with taking 1 hour-2 hours the most to roam every island with a frame on a mech...that is not exactly a long time to travel lol.

Agree on last post, the modules should be light/assualt friendly when it comes to reactor, cpu cost etc.

The lack of an escape mechanism is the impetus for why everyone pushes towards the heaviest mech and stays there.  Take away the EVE references and talk about the possibility of disengagement and what it takes to make sure that doesn't happen.  The tactics change dramatically when you force people to guarentee the kill by either closing to the target, decreasing your side, or slowing down instead of just kite around at 500m with the biggest guns.  Call it a smoke screen, radar scrambing, jump jets, whatever.  Something else needs to occur to make the kill happen other than I have the biggest mech with the longest reach weapons that will still hit small HP targets.

Annihilator wrote:
Gut Punch wrote:

You older players are unintentionally missing the point...

We don't need end-game massive money sinks for 50+ member corps.  We need to encourage small 1-5 man groups to move out to beta.  If the current trial and/or new members wanted to join a large corporation and move to the betas, they would have done so already.  We need to provide a conduit for small groups of buddies to be effective - not just targets - in the betas.  If the betas look good to people trying out the game, then they will stay.  NPCs and POSes aside, there needs to be massive mechanics changes to increase the retention rate for new players.

thats actually a good post: there must be something, that a small group can get, to have a big enough advantage to survive against an already established opponent. While at the same time, this advantage must not be granted to said overwhelming faction that already has other advantages.

more or less a "handicap" system which is logical, not artifical, and hopefully not exploitable by splitting up in sub-groups.

Stuff like:

  • Increasing the difference between light bots, assaults, and mechs so that smaller bots actually have a place in PvP.  It shouldn't be a guarenteed kill if you are bigger.  More speed, smaller hit size, etc.

  • This game needs a "escape" mechanism.  EVE had the Warp To/Warp Scrambler feature(s) which allowed for people to disengage from a fight.  This does put the burden on the attacker to be quick but allows for the person being chased to screw up.

  • Reducing travel time between point A and B.  Highways are nice.  But they don't do the trick because they are fixed travel routes.  There are plenty of reasons not to use the beaten path.

  • Anything related to reducing/increasing visbility cost too much in the way of fitting and accumulator to be effective on anything smaller than a mech.

These would be mechanics changes in the game.  Other things related to money making and structures in the betas are topics to be covered as well.

/popcorn