551

(8 replies, posted in Feature discussion and requests)

Line wrote:

Was already posted but still +1

I thought it probably had been but I couldn't find the topic to necro it.

[EDIT] Found it now from way back in June 2011: Same request [/EDIT]

552

(8 replies, posted in Feature discussion and requests)

Can we please have an overlay on CT icons which shows material effiecincy and the ability to sort by efficiency. Renaming every CT something like "92-92: Light EM-gun" and sorting by name works ok but its a pain.

553

(116 replies, posted in News and information)

I also think that the curve is too shallow at the high end but the point I was making was two-fold. Firstly more reward for gamma to balance the high risk and secondly a way to maintain the significance of extensions.

If a facilty and CT make up 4/5 of the points or more in a production process then the three weeks worth of EP one has sunk into Advanced Mass Production extension would probably have been better spent elsewhere.

By applying a multiplier to extensions at gamma facilities the extensions become more relevant again. By making it possible to reach 1500 points with maxed out facility, CT and extensions (with multiplier) you reach the 105% or better that you mention.

No matter what shape the curve is, and at what level of points 105% or better is achieved, if you don't find a way to maintain the balance then extensions become devalued.

554

(116 replies, posted in News and information)

So what of rewards. So far we have some good suggestions including Wild Noralgis from Line (here) although I think it should be quite a rare plant - nothing like the forests of Helio and Triand you find on alpha/beta.

We also have good ideas for NPC farming buffs.

A further reward to throw into the mix would be a very large increase in facility points but not by just increasing the points on the facility. To use factory as an example, currently on alpha 250-300 points is not difficult to achieve - a module/bot can be produced for between 112-114% of base materials.

On gamma a factory facility should be able to push 1500 points at the top end whilst maintaining the balance between the significance of extensions, the CT and the facility. This would mean a module/bot could be produced for about 103-104% of base materials.

To avoid diminishing the value of the extensions players have sunk their EP into, all tech levels of facility have a base of 400 points upgradeable to 500 points but the Standard will double points from extensions, the advanced triple them and the hi-tech quadruple them. A small buff to the calibration lab and/or decoder forge and about 1500 points would be achieved with roughly a third of the points contributed by each of CT, facility and extensions.

Combine this with a similar system for refinery, RE and proto and suddenly we have a good reward for gamma

Line wrote:

Let it grow on gammas as the common plant, with no player interaction, really. That will increase gamma reward too.

This is a good idea to throw into the mix re increased gamma rewards.

556

(116 replies, posted in News and information)

Your extra idea is a good one. Put one toe out of the 500m zone and no matter where you go turrets can lock and shoot you.

557

(12 replies, posted in General discussion)

Norrdec wrote:
BandwagonX9000 wrote:

How hard would it be to make turrets so that they don't shoot anything up to 500m from the teleport if thats the whole issue...

Too abusable, it would prolly work like the syndicate protections on beta lol, and as we remember it wasn't too good.

How so abusable? I'm interested how you think this could be abused. It wouldn't work quite like the old syndicate protection since it applies only to turrets, not players.

558

(116 replies, posted in News and information)

[EDIT] Just read this post: very similar stuff so apologies for duplication[/EDIT]

When asked by the players "Why 2000m building restriction around teleports?" the Devs replied that Hi-tech turrets can have up to 1500m range yet everybody still seemed to agree that a 1000m limit on building near teleports was the correct distance.

Being shot at by a static structure immediately on arrival is, I think, something everyone agreed would be detrimental to Gamma.

Soulutions suggested have been the 2000m restriction - (too much sand taken out of the box), or a syndicate protetion zone around TPs (we've been there before). How about MPC turrets (and only MPC turrets) not locking anyone within 500m of a teleport and a 1000m building restriction. That way if you feel the need to defend a teleport you have to do it with players, players can still shoot you when you're stood on the teleport.

559

(4 replies, posted in Resolved bugs and features)

Specifically the T2, T3 and T4 sensor supression tuning. The Tech tag at the top of the CT is missing and when "sort by tech level" is chosen they do not sort correctly.

Can't speak for the other new mods, not made any yet.

Dan wrote:

Cool, but 1st get like 1k ppl online and active

I think the reverse, land first, people will follow. Get the land and give PvE content a space to thrive as OP suggests and DEVs have hinted and then 1K people online is more likely than on the current land space.

DEV Zoom wrote:

I think we already hinted at places that after gamma is out ... we'll be working on PvE content.

Land, land and more land. At least double the current alpha/beta land for starters. In a recent post of mine, Zoom, you said that the DEV Team didn't feel the game needed more land at this time. I disagree strongly.

More Alpha means a balance can be struck between PvE and Industry on different islands for "carebears" (the subject of this topic and important given the new dynamic ore fields).

More Beta (in particular outposts) the more realistic new corporations ambitions to get a foothold there - especially if accompanied by a new stability mechanic which makes it harder to take an outpost the more you already own.

562

(116 replies, posted in News and information)

Syndic wrote:

By your definition, CIR and CHAOS should separately represent ourselves. So should <12>. hmm

Yes, I'd even go a bit further than that. The danger I see with such a narrow list of invitees is that large numbers of players may feel unrepresented.

I think every corp on the server should be invited and if they want their 5 minutes they should have them. Not sure how useful their contribution is going to be if they've not planned or gone to Gamma in anyway but they should be invited. If some corps don't reply to the invite then fine; if some corps are happy for others to represent them because their views are the same then fine; if some corps feel they have nothing to contribute then fine. Just don't deny anybody the opportunity.

[EDIT] Above post by Calvin wasn't here when I started typing! Seems to answer some of the issues I raise above[/EDIT]

563

(116 replies, posted in News and information)

Ok, Syndic, I concede that what I have written in my post in my post needs clarifying, I have interchanged the terms power-bloc and alliance which are, as you point out different things.

Hokk and Alsbale are seperate alliances. My main point was obscured by all the power-bloc stuff.

My main point is this: The agenda deals with MPC risk/reward and MPC offence/defence and it is in these issues that Hokk and Alsbale should not be lumped together having not cooperated on Gamma projects.

Who should be represented are all seperate entites which have made/implemented plans. I'm sure all will have something different to contribute (as well as common ground). This meeting is supposed to be constructive after all.

Syndic wrote:

If you have a problem with our Soviet name ...

I don't. I think it's tremendous fun as it happens

564

(116 replies, posted in News and information)

DEV Calvin wrote:

Invited parties:

- NATO Coalition / Hokk alliance
- The Soviet Union
- AIG

This certainly isn't the way the power blocks in the game appear from where I play ... and where did you get those names from? I really think you should be using more neutral names rather than ones invented by CIR in their Soviet Union role play.

FYI Alsbale alliance and Hokk alliance are completely seperate power blocs who very recently set each other blue for some operations. In fact, some members of the Alsbale alliance are red/yellow to Hokk. We have completely seperate plans for Gamma and have invested time/NIC in Gamma completely seperately also.

AIG? A neutral alliance formed mere weeks ago, are they supposed to represent, the "rest of the server"? Where do STC fit, a major player with Gamma interests but not really part of any of these alliances despite occasional joint operations.

Involved parties needs a rethink otherwise a lot of people will feel unrepresented.

I believe you can capture bases by breaking control to buildings and assimilating them into your own control structure. For structure in the control radius of the base (rather than connected using control towers) I suspect that you would have to destroy the base and build your own.

One of the DEVs can probably confirm this.

566

(7 replies, posted in Feature discussion and requests)

+1

but there would be a need to make a least one raw material minable.harvestable without charges. Free arkhe with miner and gun module should be all you need to make EVERYTHING in the game. But unless you can mine the ore required make charges without charges, that ain't possible.

567

(11 replies, posted in Balancing)

Ville wrote:

Currently at market prices of ores it's 60% cheaper to buy the building blocks on the market verus manufacturing them.

The unknown in this equation of course is Colixum and also, the market price of Noralgis in no way reflects the cost of producing the stuff with seeded incubators, even on Alpha.

That said, the price of Colixum and Noralgis has to be around 5 nic a piece to be able to build a CB for the seed price of 175k. Or, if you give noralgis a price of 10 nic (a reasonable mark up on the cost of producing on alpha) then Colixum would need to be 2.5 nic.

Either way, I don't really see the point of manufacturing a CB. Personally, I'd remove the requirement for Colixum in CBs. Doesn't make sense to me that in order to build anything Gamma you need to already have built on Gamma.

568

(7 replies, posted in Q & A)

It does look horrible.

A 50% opacity, RGB 128 grey looks pretty good - and its sort of concrete coloured too.

The splodginess of the lines is due to the actual land tiles which are highway (I've tested) so I'm guessing that removing the splodginess may not be as simple as it may appear.

569

(4 replies, posted in Feature discussion and requests)

Karism wrote:

Maybe add a new geoscanner charge for it.

Yep, I like that idea. A charge for Helio, Tri and Prismo fertility too.

[EDIT] Forgot about prismo - added[/EDIT]

570

(4 replies, posted in Feature discussion and requests)

Can we please have a terrain overlay option to show cultivation capability and slope capability for plants, in particular noralgis?

571

(27 replies, posted in Feature discussion and requests)

Ville wrote:

I don't like the idea of tieing npc farming and assignments together.

And this is one of those reasons Why I hated dynamic ore fields, because I have allready had to mine two fields near annoying light bots and ewar, and being ecm'd while mining pisses me off.

I can see where you're coming from on both those points, Ville, but I wouldn't want to go back to fixed ore fields. I like it that you have to put a bit more work. Before: got to ore field, sit for four hours, come back, sell ore/build stuff or go to best spawn you can handle with appropriate fit/logi, shoot stuff for four hours, come back eat kernals/sell plasma. The lack of challenge just doesn't do it for me.

I have, since posting, thought of some flaws in my hastily scribbled idea, though. If an assignment was taken concurrently by many players the assignment area would be mass confusion. Maybe each assignment could have multiple areas on island ... and then what if different assignments were in overlapping areas and taken concurrently. Maybe a new tag/background colour in landmarks window could help differentiate "your" NPCs from others.

I dunno, I'm just firing some ideas about to solve a problem I think many of us agree exists - not enough spawns.

572

(27 replies, posted in Feature discussion and requests)

One of the problems with having spawns all over the place is the new dynamic raw material fields. Too many spawns could make mining really difficult after a while when all the non-spawn raw material fields are exploited.

One solution could be a new type of assignment spawn which might work a little bit like beacons do at the moment.

For example: Assignment directs a player/squad to a location under some story based pretext and when a player enters the said area a wave (or two, or three) of NPCs will spawn. These NPCs will, however, be invulnerable to any player outside the squad which "owns" the assignment and will not aggress any player outside the squad either. If there are no assignment "owning" players within the bounds of the assignment area for, say, three minutes, the NPCs will despawn and the assignment will fail.

Just an idea.

I notice that in the post Gamma Frontier island layout there appears to be three convenient spaces for, dare I suggest, three new Beta islands. Is this a plan for the near future?

In this blog (http://blog.perpetuum-online.com/posts/ … raforming/) DevZoom says that:

"our current islands have been all started by procedural heightmap generation ... [but] in order for them to be ready and usable they needed a lot of manual work"

and:

"The game has supported terraforming from the very beginnings, but so far it has only been a privilege to us devs."

If the terraforming software was made available to members of a very willing community who have an excellent knowledge of what makes for an interesting terrain and those members provided with some guidelines or rules as to what was required this could save the DEVs a lot of that "manual work".

The DEVs, of course would have final say and I'm sure would make adjustments to those player crafted islands which make it to the server but being able to choose from a host of player crafted islands would surely save much valuable time.

574

(10 replies, posted in Q & A)

Including the SAP hacking module? Or is that icon supposed to look like that.

575

(7 replies, posted in Feature discussion and requests)

They were never great hubs but with the change in the teleport network there's even less reason for people to go to them. The possible exceptions are Berwalem, Hakkabor and Bellicha but the nearby teleports only go to Alpha2 and not Beta anymore.

I propose that the facilities which currently enjoy a base of 50 points at Alpha1 outposts are increased to a base of 75 points to encourage more use.