Earlier ppl were farming for kernels and selling them on Beta outposts for NPC orders. Devs removed NPC orders for kernels and implemented plasma instead, that's how it was.

It's not that you're recycling something and get 100% resources back, you know. There should be losses. Oh, and don't forget that more damaged item is, lesser resources it will give. So repairing items first could be an option.

153

(27 replies, posted in News and information)

Max (or min) hit size will be around 1.45. Med Gauss guns with top skills have something like 5 dispersion, which can be adjusted further with stabs. So it makes 29% hit chance for one single Gauss gun without stabs.  Oh yes and for that, Locust should have skills at max, Evasion module fitted, and under the Evasion Nexus effect. Without announced med weapons changes, that doesn't look good.

IMO, base value for Losuct could be reduced to 2.5m, Vektor - to 2.25m? that would make accordingly 15% and 10% hit chance without stabs. Which is good, isn't it?

Naismith wrote:

And it took you 5 years to comprehend what we've been saying all along when people like Jita cried for unlocked outposts or more outposts or whatever?

lol

Each time such a threads were raising, your side was protecting the current mechanics using the sentences like 'it gives a chance for smaller corps' or 'it's not our fault you aren't no-lifer', or 'get some friends', or whatever. Which one of that you think I've finally understood?

Ville wrote:

For those days you get a couple bad times, there is always a string of good ones.  It works itself out in the wash.

That would be nice and game if not on daily basis. Says, once per 2-3 days.

Point is, that once you capture an outpost, you're involved into continuous SAP defence, which leave you almost no time for everything else unless you're a no-lifer. As an adult man, you have to spend 8 hours for sleep, 8 hours for work, 2 hours for a ride from work to home and back (it's all average), which leaves you up to 5 play hours total. SAPs are occur every 8-16 hours, that means you have 0% chance to successfully defend next SAP, and roughly about 31% to defend a SAP after that in your primetime. That's kinda...low.

Ofc you can say that you as an attacker have exactly the same 0% and 31%, but hey. Difference is, that there can be only one owner but multiple attackers, which means that for successfull defence I have to form up alliances covering as much TZ as possible, while attackers can go solo. That sounds like an unfair advantage of attackers. and makes defending harder than attacking which is, combining with risks and rewards of owning an outpost, makes the outpost ownership close to meanless.

Ah yessss, and ofc current mechanics meants that with about 50% probability I will be busy defending my outpost at the primetime (forming up fleet, moving, defending, and all the stuff), which leaves me close to nothing free time of my primetime, making me unable to do whatever else it's need to be done to maintain my corporation.

Ville wrote:

The systems designed for the stations to be floating at 75% ~ 100%.  That's why lock outs occur at 50%.  What's one or two saps cost you?  Some efficiency on a facility or 1% on an aura?  Come on Line that's nothing and the developers gave you another option to avoid that.  Gamma.  So dry the tears and don't let Race Drones beat you down too much.

I would, but there is no Race Drones.

So current system requires me being online every 8-16 hours to get those lost percents back, and I can'r choose the time that suits me well. That means that all the ownership - it's hust a matter of who has no life but protect all the saps, or a matter of sap types being opened. Like, who is getting more of good saps and who is not. For that last case we could just drop the coin, you know.

Unskilled agent on the gamma facility will get higher efficiency % than fully skilled agent on Alpha 2 base (for example). But that doesn't mean that fully skilled agent will have waaaay higher efficiency on gamma.

Must be something about this:

efficiency = points/(points+100)*100, where points = factory points + extension points + reputation points

As you can see, after the certain level of total points it's change makes lesser and lesser influence on the total percentage.

Ville wrote:

Yes Line, people should quit their jobs and neglect their family to pvp in a video game....

and that's exactly the point of why the current intrusion system is wrong because the only thing it suits for - is your beloved sap onanism when you're taking the sap just to loose it 8-16 hours later because it's, you know... in the wrong TZ.

You can't "own" an island. The only thing you can own on Betas - is 2-3 stations and some space right around you that is within your optimal range. All that TZ bullshit - it's just an excuse to avoiding fights.

Currently we have about 3 ewar roles uncovered - demobs, nexuses, interference modulation. (or 4 if you're counting target painting but meh) and just one ewar bot coming with Sindybots (one per class where it present I mean). So here is an offer - how about you will make 3 of them visually distinct only in color and name? One per uncovered role (one by one or all at once). Visual redesign can be made later, let's play with those roles and their balance first.

Ville wrote:

You need to actively live on an island to own it.  Intrusion 2.0 does that.

Been there, doing that. Ended with all of you guys turn into ninja sappers when noone is on. Exactly that chance for a small corp, uhu.

So we had some nice big fights but applied some changes which made lots of people to leave - and that's all just to give small corps a chance? Good job then, currently all the corps are small and really have their chance.

Intrusion 2.0 was a mistake. We need to revisit it.

Recycling efficiency, along with other production jobs, is based not only the extensions, but also factory points and your relations toward factory owner (or reputation, in case of NPC factories). Alltogether, they give your total efficiency, but, after the certain level any changes will make lesser influence on total value so might be it's your case?

164

(18 replies, posted in Balancing)

Well, actually, Velo Nexus almost became "must have" so there is some point in his words. I mean, look - every single tackler has it - ok fine. Every hauler fits it - well, why, ok. Now there were combat mechs with it - but hey, wouldn't that be better to have a specialized bot for that? Maybe those brand new Ewar Sindybots - why don't you make them specialized in Nexuses? Like, extended range, reduced fitting requirements, less power consumption, or even reduce overall nexus efficiency while giving Ewar Sindybots some role bonus for them.

those assaults will take their niche. you will see.

Will there be something more that 900U? Or Sindybots would be worser in terms of capacity than Nian Indies?

167

(37 replies, posted in Open discussion)

WoW - US only? and what's the minimum level of lazynes is acceptable? big_smile

Obi Wan Kenobi wrote:

Make it so you have to harvest the broken parts from dead NPCs or other player wrecks smile  & combine a few minerals & maybe a syndicate shop item & BAM throw it in the oven!
big_smile

This. However, it's all should be late changes, otherwise we will see Sindy bos only after the movie.

169

(112 replies, posted in Balancing)

Lags are independant on whatever, they are just exist.

170

(112 replies, posted in Balancing)

Well, there could be a movie first, then robots. A good movie will attract lots of ppl.

Jita wrote:
Line wrote:

Once again: just forbid mining modules on hauler bots, that's it.

One syntec miner module on a riveler will still last all night

Syntec Arkhe-only, mechs/hmechs only med modules then?

Well, it's not like solve-them-all solution, but still something. At least, common liquid ores rices might grow-up a little

Once again: just forbid mining modules on hauler bots, that's it.

173

(112 replies, posted in Balancing)

I've rechecked it in all the possible ways - Zom knew what to do. It's really well-balanced and bugless, no matter how will you mine, amount of EP will be the same. Good job, mr. Zoom!

174

(1 replies, posted in Bugs)

One of mine was solved just few days ago so it works for sure.

175

(112 replies, posted in Balancing)

Well AFK alpha miners were here long before EP patch so... Mostly that's the reason all the liquid ores accessible on Aplhas are so cheap.