+1 Agree

2

(5 replies, posted in Feature discussion and requests)

Neoxx wrote:

Extension Accelerators LOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOL

Other Accelerators LOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOL

So, I am assuming you don't like this idea : )

You should pretty much know your optimal and falloff of your weapons at all times.  Its not that hard to remember 2 numbers.  The HUD is cluttered enough, but I'm not particularly opposed to something like this.

Yes, first rule of combat is to know this. But maybe it could be dynamic where its green or red based on your target being in range vs having the red text (that you can easily miss) indicate you are not in range.

Use passible terrain overlay for info on walkable passes and stuff.  If you need a wider view and dont want to open the map window, just maximize the radar for a few seconds.

Primary/Secondary target buttons are very important.  You need to switch quickly in combat so using Tab+R is much easier than using your mouse.  If you dont like the button just unmap it.

I did not know this. Helpful. Thank you.

Forcing you to pay more money and wait 10 minutes to change your orders prevents .01 NIC spam wars.  If they do allow you to change your order, they need to charge you a fee to do so.

EVE does charge a fee for changing orders. The difference here is that you have to go back through your storage and place the order again adding more work. The .01 wars have already started on the market and thats part of the sandbox  economics. Its annoying yes but people would not do it if they did not make NIC.
Drag and drop?  We need a "load to all" option in the right-click menu on ammo in your cargo.

Expanders... eh, I'm not opposed, but we have a Sequer for a reason.  I guess making that an even better hauler could be nice.

This would make light robots more effective for small load quick hauls.

I guess thats a decent idea, but nearly everything is sold on the 3 alpha islands, so theres not much use for this.  Maybe when we get like 12+ islands or something.  Would have to work like:

Yeah, that makes sense. I like your idea here. Once there are more islands this would be useful. It can still be useful with just 3 islands as well. Also offering hauling contracts to PC but again in the future.

- Other Outpost/Terminal on same island = +1 
- Terminal on 1 island away is +2, 2 islands away is +4, etc.
- Outpost 1 island away is +3, 2 islands away is +5, etc.

See replies in bold above. (edited for spelling)

3

(5 replies, posted in Feature discussion and requests)

Some suggestions for future development. Just my 2 cents. Some of these might not be valid as I might be missing knowledge on game mechanics.

I this Love the game. Addicted is more like it.

Comments welcome.

Extension accelerators - devices that can be equipped onto a robot. When an agent is using that robot, they gain extension points at an accelerated rate. Should not be a module but fit into  custom slots.

Accelerators based on use - similar to extension accelerators but provide bonuses for a specific use: combat, mining, navigation, armor bonuses,  squad, etc…
For all intents and purposes similar to implants in EVE.

Combat HUD: Include optimal, falloff and ROF in combat HUD instead of having to right click to get these values. They are important enough. Drives me nuts in EVE that you have to right click for these values and hunt them down.

Radar and map: I use the radar to generally get around but it does not provide enough info about the terrain or terminal / locations. To get through passes, tight areas and new terrain I need the map. Is there away to combine both of these into a more efficient map system?

Primary Target - why is there a primary target button? Can’t we just have primary target be selected in the targeting computer? The landmark button is still useful providing entity information.

Market Sell Orders - Unless I missed it, you cannot adjust your market sell orders. You need to cancel the order and then place it on the market again. Add a feature to adjust market orders.

Loading Ammo - Allow us to drag and drop ammo and charges when out on terrain.
Expander Modules - Allow for larger cargo holds at the expense of speed. This can make light robots more viable for hauling.   

Market Range Extensions - Extensions that increase the range of being able to trade (buy and sell orders) in other markets.

Volume to descriptions - add volume data to info for ores raw materials.

4

(8 replies, posted in General discussion)

So what are better ways to make money? Just some background, as a long time eve-player, I had a trading alt, miner and combat pilot. I don't mind mining at all.

Thanks for all the help.

5

(8 replies, posted in General discussion)

Embolism wrote:

I made a toon that could use a sequer (80u of storage) and pick up parrell assigments 4 to get 4 transport missions at a time. Every run to the next staton nets me around 35000 nic and can be done fairly quickly. I ran this for two hours the other night and I made well over 1.5m nic. I kept the ammo from the rewards because I'm a slight horder but if you sell the mission obtainable only ammo, your profits could well exceed what I was doing. Sequers are on the market for 1 to 2 million so if you have the up front cash now to plop your dude in a sequer you can make a lot of money, get rep and not spend ammo. If you do go this route make sure you have the robot contol for the sequer before you spend any other ep.

If you're still going to make a miner toon, don't forget basic robotics because it adds a 5% per level  to bonuses the mining bots get.

Thanks for the response. Can you explain some of these things :  )
So you do take assignements for mining and more?
I have about 20k NIC so doing this from scratch.
What other robots should I start with? What a re good starting stats? Schools?

THank you!

Hey,
Still new here. But seeing as how I want to do PVP, broke and knowing I need NIC I was thinking of starting a second account focused on mining. I can use my combat character to help haul. Is this a viable option? What are good attributes (school?) for a miner / industrialist at character start up?

Agree with OP. They should offer a stEVE like option to respect once a year.

8

(6 replies, posted in General discussion)

Foo wrote:

Welcome Adamant Stehl. I have a few comments based on your questions/thoughts.

Mining Data (and Private Storage) - you can add containers to your private storage to help clean up and organize it. It costs 5000 NIC each, but that's a drop in the bucket once you get started. I usually take one of those leftover mission Data consoles, right click it, and "Create Container" to place in the Storage.

Mining Graphics - Generally speaking, the world is somewhat dark, and it's sometimes difficult to tell the difference between Triandulus and the rocky spikes on the ground, so I think the mining cylinders are very useful. Besides, if you could simply see what is below the surface, why would you need scanners?

Immersion is something entirely different, because it's primarily based on your own perception of events. If you assume that the cylinders are how the information is displayed, then you retain immersion. If you think "that's odd that they programmed it that way" then you lose immersion.

Cool. I did not know about the containers. That will be very helpful and 5000 NIC is not that much. That's excellent.

I can see your point about beauty (immersion) being in the eyes of the beholder. But you don't see many games approaching graphics like this. They needed to make sure people are selecting a tile to activate the mining laser. So it’s a question of game function. I think there are more creative solutions to this that would be nice. So yes, for me, it breaks immersion and honestly, it looks cheesy.

BUT that’s ok. That is where this game is at this moment.  I think the graphics in general can use some work but EVE was a bit clunky when it started. I am thankful for the game mechanics and that they have something they can build on in the future.

Any other people experiencing problems with the double-click mouse for movement? Any solutions?

9

(6 replies, posted in General discussion)

Lucid Con wrote:

Impassable terrain is there to create choke points, defend areas on the beta islands, - creates strategy

I agree with some of your other points

That makes sense. Does holding the higher ground make a diff in combat?

THanks!

10

(6 replies, posted in General discussion)

Hello,
I am enjoying playing this game. It took me a couple of days to get into and I am a nOOb for sure so I know that my comments below are coming from someone who has not fully played the game at its fullest.

I am still in the starter area but have completed all the tutorials.
Here are some initial thoughts of something’s in the game that I think are a bit odd.

Impassable Terrain - Why have so much terrain and make it impassable. In regards to steep slopes, why not implement a falling-damage like every other MMORPG? I do not mind traveling long distanced but when I have to navigate the MAZE of impassable areas to get to Assignment Area A it takes considerably longer and can be confusing. 

Allow us to traverse all the terrain and incur the risk of falling. This will allow for direct but still length routes to destinations.

Primary Target - We have a targeting computer and then we have the Landmark menu in which you have to select the primary target. Why not just have the target selected in the Targeting computer be the primary target and streamline the system? If there is a good reason for it that makes a difference in PVP then please provide that.

Mouse double-click movement - this might be on my computer only but I like to play from way up in the air (Birds eye) and click on the terrain for movement. However, you have to get the double click JUST RIGHT for this to work. It takes multiple tries to get it to work. Anyway to tweak this?

Mining Data - I am a long time stEVE player and the obvious similarities between the two games are well documented. Something that I like to be honest. However, Private Storage can get cluttered. Having the mining data as items in storage will add a ton of clutter. Why not just have the mining data automatically be uploaded and then just use the selection system to make it active? Keep the data in a ‘mining computer’s’ memory instead of free standing items.

Mining Graphics - I really like this game. However having the weird looking cylinders for mining is just off. Why not just add surface features (rocks, mounds, something similar) to mining areas. You can keep the scanning system before you mine these areas. As of right now the graphic is distracting and breaks immersion.

Equipment  on Market - Organize equipment into more tree-lists. Right now guns are listed with missiles and lasers etc… Break them up by category as well to make them easier to sort.

These are just items that would streamline game play and add to immersion and value. Again, I really like this game and plan on playing for a while since the only other MMORPG I really like and have stuck with is EVE. I think this is a great concept.

Thanks,
Adamant Stehl