updated post to better reflect the topic.

As far as "Launch UAV" goes i think there`s a way to do it in a meaningfull way.

Personally i would like to have 2 different detection methods in the UAV.
1. Electronic that can be countered with masking skills and mods.
2. Visual detection - the user has to look through the UAV camera himself in order to
                              actually see what`s going on. That way detection relies on user focus
                              rather than an "I win" functionality.

ALSO..

Enhanced weather effects would also affect the effectiveness of and usability of the UAV.

Weather conditions
Light rain , Strong rain, Fog, no rain
Light Snow, thick snow, blizzard, no snow
Light winds, strong winds, hurricane

Atmospheric conditions
Moon vs no moon
Cloud cover vs no clouds (high clouds or low clouds)
Maybe EM storms or something

Atmospheric and weather conditions create various ground conditions that effect visibility, detection levels, mech Speed, locking ranges etc..

I think thermal vision, light enhancement and searchlights should be integrated rather than modular, but they should remain upgradeable.. wink

Guns nButter wrote:

I'm thinking something with a bonus to signal detectors would work out better in the long run...


Clearly there is a deliberation to be made in regards to the ambitious and the practical..

At this point in time, considering the limited content and gameplay mechanics, i believe Perpetuum to be best served by the ambitous..

In regards to the above, expanding on the possible gameplay mechanics inherent atmospheric and weather effects seems a natural road to take.

It would definately give PvP, in perpetuum, something no other MMOs (or multiplayer games i know of) have to offer. How to leverage all those gameplay possibilities though is the real question.

just updating the signal detector seems like a copout

I would much rather like to see teleporting somehow linked to masking level..


Higher masking results in less audio/visual effects when teleporting.

Covert ops mechs or super high masking allows for stealth teleporting without any audio/visual cues..

The masking/detection ratio, draw distance, LOS are all functions that combine to create an interesting depth to movement in this game. I my opinion this is the deepest and most interesting aspect of PvP this game has to offer and i would love to see reconaissance, related mechanics to the preperation for combat be improved upon.

More focus on terrain variations and obstacles, atmospheric conditions such as moon vs no moon and weather conditions such as rain or fog..

Enhanced weather effects would also affect the effectiveness of and usability of the UAV.

Weather conditions
Light rain , Strong rain, Fog, no rain
Light Snow, thick snow, blizzard, no snow
Light winds, strong winds, hurricane

Atmospheric conditions
Moon vs no moon
Cloud cover vs no clouds (high clouds or low clouds)
Maybe EM storms or something

Atmospheric and weather conditions create various ground conditions that effect visibility, detection levels, mech Speed, locking ranges etc..

I think thermal vision, light enhancement and searchlights should be integrated rather than modular, but they should remain upgradeable.. wink

THE FOLLOWING TEXT DRAWS ON CURRENT STRUCTURE BUT ELABORATES FOR THE PURPOSE OF FUTURE EXPANSION OF GAMEPLAY.


I`d like to see the robots split in the following categories:

1. Spiders
2. Mechs

Where:

1. Spiders are
   -All Terrain Vehicles (ATV) or can at least traverse far steeper slopes
   -Spiders a styled and purposed for guerilla tactics and warfare
   -Come in 3 classes:
            A) Recon Spider:
                Good masking + Target painting (works as demasking module, but creates a 
                target "tile" squad members can attack indirectly through artillery weapons
            B) Assault Spider:
                General combat platform
            C) Support Spider:
                 Bonus to neutralizing and demobilization

2. Mechs re
    -Bi-peds
    -Styled and purposed as general warfare platforms (invasion and occupation)
    -Come in 3 Classes:
              A) Scout Mech (Light Weapons as with all spiders)
                  Bonus to Jet Packs and Electronic Warfare
              B) Combat Mech (Medium Weapons)
                  Bonus to Tanking and Weapons
              C) Heavy Mechs (Large Weapons)
                   While Combat Mechs are the general purpose mechs the heavy mech is THE
                   anti-mech asset.

*Most robots would already fall into these categories. The idea is not to revolutionize, but to streamline and open for further natural expansion of robots.

Down the line when the mechanics and content are in place i would add a new class above mechs called DESTROYERS. Though i don`t see much point in discussing something like that now.

As stated in title i`d like a new button to allow me to wrap up any completed missions.

I`m doing upwards to 7 missions at a time and it`s annoying to click through them one at a time..

8

(29 replies, posted in Feature discussion and requests)

Neoxx wrote:

If you want their fit, use a chassis scanner.

chassis scanner is better used before a fight.

fitting details post kill is for killboard purposes.

fitting to chassis scanner in order to make killboard posts is just silly and counterproductive.

pvp is supposed to be imortant for this game so it should be a priority to provide greater details and increased functionality in regards to killboard posting.

9

(6 replies, posted in Feature discussion and requests)

i don't get the search button comment...

i think mechwarrior style jump jets would be a great step in a future expansion.

flying is way off.

jump jets for lights mechs are for terrain traversal and reconnaissance while "floating"

jump jets for assault mechs are for terrain traversal and "death from above" attacks

jump jets for heavy mechs are for crossing rivers or jumping from a ledge to land at the bottom of a revine etc..

10

(133 replies, posted in Open discussion)

2003 vet here- though not bitter..

i just love mechs and the thought of blowing stuff up with then..:)

also i remember mOo and beer and kebabs from the good old days.. seems alot of familiars have come here..:)

11

(6 replies, posted in Feature discussion and requests)

jump jets as seen in mech commander and mech warrior games.

for smaller mechs they allow "floating"

for larger mechs they allow crossing rivers, obstacles and "death from above" attacks..

this would be a nice additional module and mechanic.

and i'd be far less annoyed when inadvertantly running in to impassable terrain.

12

(5 replies, posted in General discussion)

neither of the major sites have reviewed the game.

if perpetuum is going to grow beyond disgruntled EVE players the devs and the current players need to get the word out there.

EUROGAMER
IGN
GAMESPOT

they all need to get out an article about the game.

This game reminds me a bit about eve in 2003. Unlike many others i'm not here because i have an issue with CCP. I'm not closing any accounts in EVE.

I'm here because i found perpetuum on the eve forums, because i've always loved MECHS and because i think this game has potential. However, the potential is worth naught unless the gaming sites make perpetuum kbown to potential customers not currently playing eve.

I can barely find any info on perpetuum and the major sites have no references. Anyone know why this is the case?