1

(24 replies, posted in Feature discussion and requests)

Merkle wrote:
ghostttr wrote:

I dont think there should be more bots for the sake of having more bots. But bots should be more differentiated, and some added where roles are missing.

*NPC ewar needs to be more along racial lines than current. Blue needs to ECM, green needs to neut, and red needs to sensor supress.

*We need a shuttlebot, something speedy to go from point a to b.

*The nexus bonus on the scarab is nice, maybe we can get similar bonuses for other races?


All fixed!  (its already like that, I know its a terrible thing and all.)

Nexus bot - Why not.

Shuttlebot - its called a light bot, we already have those wink


I seem to get all types of ewar from single faction bots. They all like to ecm, sensor suppress, and neut.:rolleyes:


Lights do have a combat role :gasp: Something fast with no fittings and little cargo, maybe even npc seeded on the market.

2

(41 replies, posted in Guides and Resources)

bigsteve wrote:

ill try to do the best i can

Ext Cycle time = (Base module cycle time)/(1+General Firing+Rapid Firing)/(1+Race Bot Bonus)

Then for each Tuning its:

Tuning1cycle = Ext Cycle time - (Ext Cycle time*Tuning Bonus)
Tuning2cycle = Tuning1cycle - (Tuning1cycle*Tuning Bonus)
etc
etc

There is a better way to add tunings

Tuning = Ext Cycle time*(1+(1-Tuning Bonus*Number of Tunings))

Sundial wrote:
Arga wrote:

What value would the sheild wall give though?

All you have to do is stand LOS, step out and shoot then step back, to acheive the exact same effect.

Now, if the sheild wall acted like a door too, so attackers had to break the sheild before they could come in, that would be usefull.

Yeah the image I had in my head was the defenders were free to move in and out but not the attackers.

Shield gate would have been a more appropriate name:D

Sundial wrote:
Arga wrote:

That's what we are talking about Kaz.

Putting in direct TP's between factional alpha I's would create a short cut between main terminals. While this would allow new players to Island hop, it would reduce the travel distances for trade.

In order to have viable trading, the distances need to be balanced between painful and inconvient.

T4 frames and no Nav skill means that new players, that are wanting to visit the other Alpha I Islands, can still do so occasionally without it being painful.

But with multiple hops it's still far enough away that beta players coming onto the Island will choose to purchase items at the local market for a premium, instead of taking the additional time to travel across 2 more islands.

Sorry we weren't clearer about tying the two together.

Agree here completely, linking 3 different types of islands together would hurt regional development of any other locations (especially with low population). People would simply live in that cluster and get everything themselves as they do now by hoping around these islands. I wan't this game to progress past the "single WoW auction house" style market on 1 island.

Having an inner alpha triangle also trivializes starting faction choice because they are all almost the same location.


Splitting up the markets would be good if they weren't so weak in the first place. Expecting 3 major trade hubs to come out of thin air is pushing it abit imo.

Just a few things I think would be cool in pbs.

Shield walls - Allows players to pass through, but cannot be shot through. Requires power.

Teleporter beacon - Allows incoming teleports from beacons. (maybe outgoing, but I think it would be OP)

Nexus Module Station - Fit it with a nexus module, or maybe build it with a nexus module as a requirement:D, and get the benefits. (My answer to highways in pbs).

6

(24 replies, posted in Feature discussion and requests)

I dont think there should be more bots for the sake of having more bots. But bots should be more differentiated, and some added where roles are missing.

*NPC ewar needs to be more along racial lines than current. Blue needs to sensor suppress, green needs to neut, and red needs to ecm.

*We need a shuttlebot, something speedy to go from point a to b.

*The nexus bonus on the scarab is nice, maybe we can get similar bonuses for other races?

Crepitus wrote:
Inda wrote:

As the title say, I would like to ask you guys, what do you think. I would like to see the + Alpha triangle teleport line just because of new players, to the opportunity quick check the 3 faction, because they need that, than choose their way.

As far as I can see that dont bring any trouble because this triangel just affect the Alpha 1 and Alpha 2 movement, but dont "shorted" the route everywhere.


What do you think?

+1, I don't know what the island layout is like because while I have the test client I haven't loaded it.  However anything at all that makes travel time longer for anyone, especially newbies, is a very bad idea made worse by hampering faction exploration choices.  I know I re-rolled from green to blue inside the first 2 weeks when I started.

I think that the triangle needs to stay, but not just for newbies.

The economy in the game is weak anyways, and removing the triangle will only it more difficult for trade to happen.

8

(82 replies, posted in Testing server)

Markings on the map (waypoints, tootips, beacons, etc) are impossible to see on high (white) terrain.

9

(11 replies, posted in Testing server)

any links for the .gbf file?:D