1

(19 replies, posted in Feature discussion and requests)

Maybe instead of diminishing returns, tunings could come with a bonus and a penalty.

For example:
Bonus - Mining Amount Increase +10%
Penalty - Mining Module Acuumulator Usage +10%

I don't live on beta but I am absolutely astounded that you can't mine Titan there. That seems quite ridiculous to me.

As to epitron on Alpha that also seems a bit of a daft idea BUT...

... how about the occasional atrefact scan yieding some waypoint co-ordinates where a small amount of Epi can be found for (say) 24 hours. Rather like the artefact itself the deposit is only available to the one who found it. I'm not suggesting loads maybe just 4 medium yellows or one big yellow.

Searching for something sandboxy on mmorpg.com

Not that recently (about 7 months ago) but thats how I found perp.

Inspiration wrote:

I wonder if the idea has been understood.

I understood you alright. I was just suggesting something else on a similar topic rather than create another thread, as was Line. Great suggestion btw Line, that one really annoys me.

When dragging a stack to a cargohold and the whole stack doesn't fit:

Auto open the split stack window with the maximum number of items that will fit in said cargohold already entered.

6

(10 replies, posted in Feature discussion and requests)

0110011100001111001010001 wrote:

I'm sorry if I'm not explaining this correctly or not.  But yes I don't want "invisible" borders I want ALL the islands to be ONE large mass.  BUT they will have water in between that will act as a new catalyst to open up differnt types of game play.

I get you 011... and I think its a cracking idea to have one big planet to explore but the issue is how to implement that from a programming point of view without running into massive lag issues, completely re-programming much of the game engine or needing "invisible walls" (Second only in evil to MT/PTW in sandbox imo). I made a suggestion that I believe wouldn't run into these issues and could be implemented relatively quickly.

As you say though in the LONG term one big planet is the thing to aim for.

7

(10 replies, posted in Feature discussion and requests)

Transport boat bots (TBB) to circumvent the pinch points at teleports. I had this thought the other day in another thread but here it is again with details.

So as not upset the way islands are currently loaded into memory (got my programmers head on here as well as my gaming head) I see its easiest implementation as something like this:

TBBs would be loaded on one shore and landing point on another island chosen by typing co-ordinates from the map. New island would then load with your TBB at chosen point.

This opens the possiblity to suprise attack so some balancing required. Once the bots in cargo are disemarked they are 100% demobilised and can't use any modules for say 1 minute.

The TBB could have low armour and be slotless so its easy to destroy or perhaps just have a massive surface hit size so you can see it from miles away . If the TBB isn't destroyed then it can be used to get off an island too.

The light TBB could have capacity to transport say 12U (1 light bot), the heavy mech TBB could have a capacity of say 50U (5 lights or 2 mechs and a light).

I think this would open up the game in some really interesting ways.

8

(24 replies, posted in Feature discussion and requests)

Dare I suggest transport boat bots?

Load up the boat on one island, pick your landing spot on another island and have the new island initiate with you in a transport ship a short way off shore with ... thinking on my feet here ... about five minutes required to get to shore and unload during which you will pretty much be a sitting duck.

If the transport ship doesn't get destroyed whilst you're on the island then it can be used to get off too.

Would help with choke points and provide other interesting gameplay aspects too. Admittedly some aspects I almost certainly haven't considered that the more experienced Beta-ites might point out make it a daft idea but hey ... its just an idea smile

9

(3 replies, posted in Guides and Resources)

Been doing some exploring - there's a really nice variety of terrains out there beyond Attalica. Anyway thought I'd share the results of what I was looking for - facility levels.

Only did the alpha islands. I died quite quickly (twice) on the beta island I visited so that will have to wait until I'm a bit harder or if someone can provide the info I'll update this post. There is a pattern to facility levels for island with outposts and those without and one level 2 facility of each type on each island. I have listed all the level 2 facilities. Hope this is helpful.

Attalica (alpha)

  • Refining - Galoly Outpost

  • Reverse Engineering - Galoly Outpost

  • Factory - Berwalem Outpost

  • Prototype Facility - Berwalem Outpost

  • Repair Shop - Radholme Outpost

  • Recycling - Radholme Outpost

Daoden (alpha)

  • Refining - Hakkabor Outpost

  • Reverse Engineering - Hakkabor Outpost

  • Factory - Dari Outpost

  • Prototype Facility - Dari Outpost

  • Repair Shop - Matsu Outpost

  • Recycling - Matsu Outpost


Hershfield (alpha)

  • Refining - Hershfield Main Terminal

  • Reverse Engineering - Hershfield Main Terminal

  • Factory - Hershfield Main Terminal

  • Prototype Facility - Hershfield Main Terminal

  • Repair Shop - Hershfield Main Terminal

  • Recycling - Hershfield Main Terminal

New Virginia (alpha)

  • Refining - Bellicha Outpost

  • Reverse Engineering - Bellicha Outpost

  • Factory - Cadavria Outpost

  • Prototype Facility - Cadavria Outpost

  • Repair Shop - Lenworth Outpost

  • Recycling - Lenworth Outpost

Shinjalar (alpha)

  • Refining - Shinjalar Main Terminal

  • Reverse Engineering - Shinjalar Main Terminal

  • Factory - Shinjalar Main Terminal

  • Prototype Facility - Shinjalar Main Terminal

  • Repair Shop - Shinjalar Main Terminal

  • Recycling - Shinjalar Main Terminal


Tellesis (alpha)

  • Refining - Tellesis Main Terminal

  • Reverse Engineering - Tellesis Main Terminal

  • Factory - Tellesis Main Terminal

  • Prototype Facility - Tellesis Main Terminal

  • Repair Shop - Tellesis Main Terminal

  • Recycling - Tellesis Main Terminal

10

(12 replies, posted in General discussion)

Cheers for the tips - seems like I wasn't too far away from the right method.

Geoscanner accuracy is currently 62.5% (I'm in an Argano and get 25% bonus) - is that good enough?

The other extensions I can find for geo-scanner accuracy are:

Basic Geology: area scans +5% area covered per lvl
Advanced Geology: tile scans +5% area covered per lvl
Basic Geochemistry: Accuracy using charges (not universal) +4.5% per lvl

apart from bonuses from the bot are there any I've missed?

11

(12 replies, posted in General discussion)

Been playing for about 2 weeks now. Harvesting is easy, you can see where the good spots are but locating resources under the ground is more tricky.

So far I have been deploying in a fast bot with plenty of area based charges of various ores/liquids and systematically surveying large tracts of land. When I have found an area with a good percentage of ore/liquid I have noted what sort of characteristics the landscape has (slope, plants, buildings, proximity to water, terrain texture) and tried to work out whether these have any bearing on where I might find similar resources. I've surveyed only on alpha islands but have tried all over.

All to no avail. I'm finding it very hard to work out and resources almost impossible to find. Am I going about this the right way? Will persistence pay off?