Golden One wrote:

Yea none of these features are crucial at all.

The price graph badly needs a fix, because it is near useless right now. Ideally, mousing over the line would show time and price and their respective axis. Barring that, and much simpler, another screen listing time, prices and volume would do the trick.

We already have limit orders, and they work fine, except there is no reason to make it more difficult to cancel them or change limit prices.

2

(14 replies, posted in Feature discussion and requests)

The issue with strategic mining, desert war-style,  is that there are lots of bottlenecks already on the map, so it would be fairly easy to interdict those.

Localization is not necessarily, just hit a random module based on its share of the total volume.  Damage is already there, so your module simply ceases working and the amount of damage determines the cost of repair at the station.

The tricky stuff would be if others module were depending on the damaged one (say a co-reactor stops working and then everything is in overload).

I understand that now CH are just a certain chance to deal more damage, which is not too interesting for me, mechanism-wise.  Combat in Perpetuum is not unlike WWI-era dreadnoughts: shoot your load at your optimal range of engagement, maintain that range and whittle away enemy armor.

What also happened at times, and is reflected in games on that period, is the lucky shot that disabled an engine, blew a turret and the like. In the game, that would mean critical hits having a small chance of directly damaging modules, bypassing armor, instead of a small chance of more attrition. This would make combat more chaotic, and the outcome a bit less automatic. Obviously, the chance would have to very small, a few %, to be determined by playtest.

Too radical?

5

(14 replies, posted in Feature discussion and requests)

Dedicated bots for laying/removing minefields, dumb mines triggered by a certain weight, programmable ones that identify friend or foe,  a minefield defined  as a random chance of suffering damage, that's the sort of things I would ideally have in mind, if the engine can support it.

6

(14 replies, posted in Feature discussion and requests)

Static defenses would need to be expensive, inconvenience allies in a way too,  or damage rather than kill, if play  balance is not to shift too much in favor of defense. Obviously "too much" is subjective.

7

(14 replies, posted in Feature discussion and requests)

Seems to me thematically relevant, opens new tactics (detection, removal), new techs. It might be a bit of a pain to track them dynamically for the game engine, and they might make defense too easy (just surround the teleport gate with them, that kind of cheesy tactics), but there might be ways to make them enjoyable. Or not. What do you think?

8

(17 replies, posted in Feature discussion and requests)

Being a liquidity provider in Perpetuum is actually profitable as of now. Put EPs in finance and place buy and sell limit orders. You have to manage your inventory manually, but it's not that time consuming if you place big enough orders to start with.

Adverse selection (or the winner's curse) that you describe is something you have to live with, there would be no fun otherwise, but there are few events that make the prices jump in Perpetuum's static world.

(just to clarify, some kind of automated trading is not a bad idea, but I'm pretty sure there are far more interesting things to spend development time on first)

PS: one development that is definitely needed is better graphs, with the ability of easily read historical prices!

Honestly, this is done in real markets and I can't think of any downside to it.