Sounds fun. I'm currently in Aeterna, mind if I come roaming with yall in my yagel some time or another?

102

(7 replies, posted in Feature discussion and requests)

Bots with a deploy feature. 2 examples:


Mobile Deployable Deep Core Strip Mining Platform

Destructive - Only usable on Beta islands. Could have a visual effect spread from it as it operates.
Piloted - Requires a very heavily skilled industrial agent to pilot it. I'm thinking Industrial Bot 10, and then a new Advanced Industrial skill that actually affects it (like basic robotics etc).
Extremely slow - I'm thinking 5 kph maximum
Deploys - Once you reach the place you want to mine, you deploy the platform and it becomes stationary.
Terrain issues - Should only be able to deploy on a spot that is within 10 degrees of perfectly flat. I'm thinking it has a base traverse angle that is slightly worse than a heavy mech.

When it deploys, either make it an accessible container, or have it deploy a permanent field container next to it. Anyone is capable of accessing this container, so it has to be guarded.

All of the harvested minerals get vented into the field container and can be picked up by those good old Sequers and Lithuses that the corp is bound to have.



Mobile Deployable Missile Battery

Slow - 10 kph maximum
Piloted - DPS determined by pilot's extensions
Deploys - stationary after it deploys. This should take quite a long time, perhaps as long as several minutes. Should take a relatively short time to undeploy, maybe 30 seconds or so.

Yeah, I let my imagination wander off topic. My bad. Actual permanent structure idea, stolen from Achron (and I suppose jump portals in EVE):

Slingshot
Short range teleporter
Deployed from the outpost by its controller
Can only target areas on the same island that are X meters away from the nearest static-teleporter.

Owner of the slingshot configures where it teleports to. Players interact with it and are immediately teleported to the target location. Does not requires a teleporter on the other end. Can be used by anyone.

104

(7 replies, posted in Events)

IMO instead of randomly picking a combatant, you should have ALL of the combatants randomly get fired upon by a missile barrage, or w/e.

105

(2 replies, posted in Feature discussion and requests)

Right now the weapons are cool in that their visual effects are pleasing to watch. For instance, missile launchers look like somebody firing missiles at people. Lasers look feasibly like an actual lethal laser might look, and EM guns make sense because a slug traveling at hypersonic speeds would actually catch on fire. Because of how difficult combat is in this game against groups of enemies I get seriously adrenaline rushes whenever I go into a fight, and the graphics just make it that much more awesome.

But it could be even better for the bigger weapons. Missile launchers currently only fire one missile each, on both small and medium launchers. Even if the overall damage output was just 1 entry, I think a missile barrage from each launcher would be absolutely terrifying to be on the business end of. Imagine a mech toting a pair of plasma cannons out of Warhammer 40k (space marines). Now imagine the ball of plasma is the size of a MECH. I suppose lasers could be mounted in arrays, they're cool but not really to my taste tongue


now to go digging for some of this concept art you speak of.

106

(2 replies, posted in Feature discussion and requests)

This is more of a discussion for the future when player owned structures are implemented.
I'm thinking tracked mechs carrying gargantuan missile batteries firing missile barrages composed of volkswagens, laser batteries the size of a lithus, and plasma cannons launching fireballs the size of a mech. Things that just scream "Epic".



Discuss.

Don't have reproduction steps, will try to find them tonight.

Basic summary:
I invited 2 members to my squad, and after they moved from the terminal out into the field next to me, their hp/accum status listed them as "too far away", despite being right next to me. I logged out and back in and their bars displayed, but did not update when we started fighting mechs.

108

(12 replies, posted in Q & A)

Yay for legitimate distractions! big_smile





So is artillery in-game and I'm just blind? Or is that on the Soon(tm) list?

109

(11 replies, posted in Q & A)

Refining is a wonderful example of this. Extension description says 3%, but increases the ME of the refinery by 10%.

110

(27 replies, posted in Q & A)

He was still out DPSing the lights and the 2 waspish we had there, but yeah I didn't really think about that. Guess he should have brought MGs tongue

111

(27 replies, posted in Q & A)

I gotta say, blues are definitely awesome. My corp was farming green mechs the other day, and we had about 6 - 8 combat peeps. One of them was in a yellow mech, the rest in an assortment of green and blue lights and assaults. I was out DPSing the mech (and for that matter, everyone else) in my blue arbalest using UDC rounds. I can't wait to see what a kain is capable of with gauss guns big_smile

112

(19 replies, posted in General discussion)

DEV Zoom wrote:
Guns nButter wrote:

Get Rock Paper Shotgun to write an article on the game if they haven't yet.

They have a few times already cool

Didn't realize I repeated myself on 2 different threads >.> Whoops.

Please remove

Please remove

Give assaults a bonus to hit dispersion, and (edit: optionally) increase hit dispersion on medium guns. Mechs will not be as huge of a 1-up against assaults, and assaults will be better against light bots (especially those pesky light ewars).

116

(58 replies, posted in Balancing)

Ooooh.... dispersion... didn't take that into account. I take it lasers have really low hit dispersion compared to, say, EM guns?

117

(8 replies, posted in General discussion)

Well. I just figured out what running transport missions with a sequer means in terms of cash flow. Just bought a kain and all the fittings for it in about 4 hours worth of transport missions. Freaking ludicrous.


On the other hand, I know a place where I can farm with said kain and make lots of money big_smile
I figure cap transfer and cargo storage will be a better use for the sequer than remote armor rep with the kain, amiright?

Arga wrote:

*snip*

But, you don't get any 'experience' running transports. If all you want is nic, you too can run transports, what you are getting for your combat time is learning how to use the terrain, counter EW, and fire effectively. There's more to the combat game then just pressing space bar.

Seeing as how I am indeed learning about terrain, EW, and juking running these combat missions...You have just summed up Perpetuum. Good game, sir.

119

(9 replies, posted in General discussion)

My alt is more focused on industry (56% Factory ME) but he stills makes a decent chunk of money mining just titan ore in his little argano big_smile

120

(77 replies, posted in Open discussion)

I've been in eve for a while... Started out in a little corp called NTZE. We were up in Vale of the Silent mostly. We joined HYDRA, stayed a while, then Majesta, Mostly Harmless... I fell off the radar for a while after that. Eventually joined back up with some friends, formed our own corp for about 6 months, then college started kicking everybody's butt so that stopped promptly. Then I joined SLBF, part of Vanguard at the time out in Syndicate. Short scuffle later and we landed up hiding amongst the Russians out in the drone regions. Still there today, farmin it up. Currently my eve accounts are unsubbed due to money issues (probably just for a few weeks). Got 2 PO accounts though. Loving it.




Anyone feel like buying an industrial/miner/salvager/golem alt in eve for 5 billion isk? Would let me resub my main for another year, lol.

121

(34 replies, posted in General discussion)

I have to admit, I am slowly losing the perspective that Perpetuum is eve on the ground. I just wish I could sell my damn eve accounts so I could pay for this big_smile

Heh. I remember darkfall. The chick who writes The Noob was in Mercs (as was I for a short time). Everyone went ballistic when that review came out.

Gotta say. I hope someone writes a fair review about Perpetuum. Maybe RPS will give it a go if they haven't yet?

123

(19 replies, posted in General discussion)

Get Rock Paper Shotgun to write an article on the game if they haven't yet.

124

(8 replies, posted in General discussion)

Current situation:
Right now my arbalest has 2 cap rechargers for fighting against greens, or I switch a recharger for a kinetic hardener to fight against blues (and I don't even touch yellows). Even with 5s on cap skills I have issues taking on blues due to either lack of cap or lack of tank, and my 60 seconds of downtime every minute or so or so are getting annoying.

note: Current fit: 2x t1 weapon stab, 5x t1 light EM gun, 1x t4 rep, 1x t1 hardener (or t1 recharger), 1x t1 recharger.

So I'm thinking of bringing my alt in a sequer for remote rep or cap transfer to boost my combat character in his arbalest. I have 2 options that I have thought of:
1) Arbalest fits dual rep and a rep tuning. Sequer brings a cap transfer.
2) Arbalest keeps the normal fit. Sequer brings a remote armor rep.

Any thoughts? Fits?

edit: The sequer will NOT be in combat. It will be behind the terrain to lower my downtime.

I can't help but notice that one of my corp mates made nearly 30 mil in 2 days running the level 1 transport loop in his sequer.
With an arbalest running level 2 combat assignments, I struggled to reach the 1 million mark in 2 weeks at about 4 - 6 hours a day. Eventually I got all of my fitting and cap skills to 5 so that it's not QUITE as bad now, but it is still a horribly slow way to make money. I even have my industrial alt mining and crafting ammo for me (factory ME 56%) and that only helps slightly.

Am I doing it wrong? Or are transport missions just that infinitely more profitable than combat missions?

edit: I have every single combat skill related to small magnetics at 5 except for improved falloff, for clarity.