76

(27 replies, posted in Feature discussion and requests)

I agree with almost all the activities that a pilot can perform from the turtle shell that is a shield except: Demobilization.

While a shield is activated: - a defensive turtling posture -

Electronic pulses that cause havoc with another persons electronics (suppression, ECM) can be reasoned through.

Effecting another pilots energy with a device that removes his accumulator (drainers, Neutralizers)....questionable but I am still on board with how this makes for good game play.

Weapons that cause DPS to a target (turrets, launchers) should not be allowed, and currently are not: spot on.

Demobilization is defined as a super heated pulse that overheats the mechanical nature of the robots joints, slowing him to a drastically reduced speed. 

I consider this ability to be as much of an offensive action, and as effective as applying DPS.  In description, it is almost as focused as a shot from a laser turret.

Considering the aggressive nature of a demobilization module, it should not be among the allowable modules for activation from under the defensive turtle posture of a shield.

77

(25 replies, posted in Feature discussion and requests)

Annihilator wrote:

yet, the volume of the storage device still counts. The Sequer has a Hard drive that can store 60Units (note: its Units, not m³) and its physical size is bigger then on a eg. kain.

the only thing that breaks with that logic is the field/loot-container...

Do you use this same reasoning for a field container that can store excess of 100,000,000 U and still be smaller than the foot of a Mesmer? tongue

Or should the Field container grow as it is filled, ending up taller than a Terminal if it has such a large quantity stored in it? hmm

Sparks have been a welcome addition to add some unpredictability to your opponent.  Just because he is in bot "A" and you are in bot "B" does not give you a solid mathematical formula to know all his ability.  The spark puts the "but if he has the..." intrigue into the formula.

Please leave them as is, just stay the course and add more variety, and or other ways to obtain them rather than grinding Alpha missions.  Please stop applying mechanics that benefit ones from leaving Beta to run to Alpha just to obtain an Item.  We need Beta activity and you keep draging Beta residence back to Alpha islands... mad

I think the only way to get better sparks should be activities that are centered on Beta islands activities.  Alpha residence should have to purchase them from the safety of their non-aggression, low risk, afk mining world. (awaits the rage comments from Alpha bears....)

79

(25 replies, posted in Feature discussion and requests)

Lobo wrote:
Annihilator wrote:

the idea is not new, and not easy to implement either.
Its only solving one of the two main issues with multi-tile bots: each part would be targetable seperately, but what about "turning" ?

pepetuum has no acceleration or turning rate mechanic, direction changes are happening instantly. also no collision detection between robots (or in this case robot and trailer) ....

Just have them "invisibly follow" the owner bot every where it goes even if it means the trailor floats threw vegitation. Have them deploy like a field can (combo to open, but targetable like bots/mobile TP) and let the miners drag their cargo in to them instead of the field cans. Also make them unable to re-dock(in deployed config) after deployment until recovered "emptyed" so the lithus pilot must dock empty load, undock flop trailor loads to lithus, redock empty load, undock and recover trailors.

great additions, I like.  We already have the "attach to" in squad.  Use coding like that but dont let them get hung up on landscape.  Give them the HP and benefits of the Lithus.  If the Lithus has a shield so do they, if it is plated, apply that math...etc.

If the "attach to" coding is too difficult, then if the trailer gets hung up it stops the Lithus also.  Make the driver swing wide, avoid sharp turns, and be aware of his trailer.  We are talking about giving him the ability to haul twice his current U.  It doesn't have to be easy to drive it to make it work and be beneficial.

80

(25 replies, posted in Feature discussion and requests)

Lithus is pilot-able at indy 8.

I would like to see at indy 9: Lithus trailer option.

you fill your "trailer" in terminal, deploy, deploy trailer from lithus and it auto attaches.  It would have 120U (half the lithus) and would attach to the lithus like a semi-truck trailer.

at level 10, 2 trailers could be available and you would have your lithus pulling duel trailers and have the ability to pilot one mech with the load of 2 lithus.

Would be an awsome site to see duel trailer lithus rolling around.  this also gives advantage to EP Indy bot to 10.

Until then a mech size hauler at 150U-ish would be nice.

81

(24 replies, posted in Feature discussion and requests)

Dazamin wrote:

Fix Killmails pls, explosion dmg, EWar, not appearing if you didn't shoot the target in the last 10secs or whatever, etc, etc.


Don't want this to get off topic because Ville is spot on! but all damage, all agression that assits in the removal of a bot needs to be awarded on every killmail!  DPS is not all that removes a player from an engagement.  Kill mails show involvement from all players and is a great tool for leadership to see activity.  Yes kill mails will always be an Eeping tool for many, but seeing who was there and how they were involved is essential.  I would put this as the number one thing that needs attention!

+1, +1, +1.......

82

(7 replies, posted in Feature discussion and requests)

Takeo Prime wrote:

I am wanting a new arm module:

Niani virus pulse:

Module that fits an arm slot.  When activated it sends out a 1k radius pulse that acts as a temporary anti-aggression chance from NPC's.  This module will need an EP leveling system for effectiveness and to increase the "chance" of temporarily fooling NPC's into believing you are just "one of them" and not an agent controlled bot.

How it would work: (Beta travel for example)
you need to get from point A to point B but have to zig and zag because of NPC areas.  Instead you can pulse your Niani Virus pulse module and have a "chance" of avoiding aggression from the Nest or other NPC roamers.

Hey this acctually plays into the current lore of the hacking that got us here, and why do they know that I am not just one of them? wink

I think that this module would be a great "should I risk it?" option for playing with fire when selecting a travel path and add some very interesting movement routes for PVP and NPC activities.

Annihilator you are not making any sence.  As long as there are ANY NPC then this module would have a use.  Moving to an exit and being able to use a roaming spawn as an exit route is very significant.

Your response has no weight.

Any intelligent feedback?

83

(29 replies, posted in Feature discussion and requests)

While we are at it, lets have a body display of your bot and be able to "leg" each other and watch the whole squad limp around with a lame leg doing 2 kph. lol

Want better performance from your modules that you have fitted?  Skill up. IMO

On bandwagon with all others.  Better visuals for  squad positions and options.

+1

85

(7 replies, posted in Feature discussion and requests)

I am wanting a new arm module:

Niani virus pulse:

Module that fits an arm slot.  When activated it sends out a 1k radius pulse that acts as a temporary anti-aggression chance from NPC's.  This module will need an EP leveling system for effectiveness and to increase the "chance" of temporarily fooling NPC's into believing you are just "one of them" and not an agent controlled bot.

How it would work: (Beta travel for example)
you need to get from point A to point B but have to zig and zag because of NPC areas.  Instead you can pulse your Niani Virus pulse module and have a "chance" of avoiding aggression from the Nest or other NPC roamers.

Hey this acctually plays into the current lore of the hacking that got us here, and why do they know that I am not just one of them? wink

I think that this module would be a great "should I risk it?" option for playing with fire when selecting a travel path and add some very interesting movement routes for PVP and NPC activities.

I want to pay!  Keep the income up to keep the Devs doing a great job!

Nothing free for me please

87

(11 replies, posted in Feature discussion and requests)

I hope this entire post/idea is being ignored by the devs.  It takes less than a month to learn what an item is and how to find it in the market or to find information about it.

Sorry but it is tiring to see suggestions that take critical development time away from our game to "revise module names, and where they go".  Easy enough to learn these things and not be critical as to where they "belong"

Devs, AWSOME job thus far, ignore these pointless requests and I look forward to seeing you work on new features instead of taking time to grease sqeaky wheels for over critical players.

Nice work.  +1 and well presented!

89

(12 replies, posted in Open discussion)

I just found a power I didn't even know I had.  I can teleport from the field to a station.

I was using mere mortal guns and tackle when my new mystical power presented itself....there i was 180 from a Baph applying a demob for my gang to pounce and poof, transported myself from a puff of smoke to a Terminal many many Kilos away.

What a sweet power, didn't even know i had trained "supernatural re-positioning" to 10, but how else could I disappear in a cloud of smoke to such a distant location....damn it is great to find your true inner power!

90

(31 replies, posted in Open discussion)

SWEET

I am 43 and when I am as "seasoned" as Rabus0 i will have 21,024,000 EP and by then even his bots will have bad hips so I can hunt him down!

(will need some more Skills added I think)

Side note: (wow we have a lot of whiny forum posters for older players...lets show some wisdom heh guys?!)

91

(100 replies, posted in General discussion)

Beacons are a nice fresh way to PVE, and thank you for them.  They do add spice to one phase of the game.  I think drop rates are fine but this thread has brought up the same old issues.  Active players and new subs.

Until elite (high EP players have a reason to use Beta full time, we will not retain long term players)  Fix Beta, let it be customized into a place worth fighting for and you will attract players and retain long term subs.

TL/DR
Beacons are a fun new toy, no more time on those please, focus on what is needed...Build Beta/new islands..."Build it and they will come..."

92

(11 replies, posted in Feature discussion and requests)

Please don't focus on fixing what is not broken.  Observers are fine.  Continue on plans for more content and fix Beta to allow for livability and Empire type activities.

We have had 3 major Observer adjustments in the last 2 patches.

Un-distracted effort on higher priorities plz

93

(20 replies, posted in Feature discussion and requests)

They are too new for me to fully understand but so far I like the direction.

What I don't like: (correct me if I am wrong)
This is just another item that pulls groups OFF of Beta.

What should happen:
If you take your beacon to Beta and activate it, it becomes an elite beacon with a chance of some new tier drops.  This way ones will go to Beta to use these new devises and get people ON Beta not find one on Beta and run to Alpha to play with it.

agreed. before any assignment: the description, time frame, reward, and standing increase are all critical to accepting the assignment.

add potential standing increase to the assignment window.

I will jump on this issue with you guys.  I remember being confused about the market as I couldn't tell what was available to subbed players.  They should see the market but have it grayed out to show a working market but just not one they can access at the trial stage.

+1

96

(66 replies, posted in General discussion)

(pulled from closed topic in other subject)

Interior Alpha islands should have roaming Assault Observers that will not aggro stationary players

Outer Alpha islands should have both Assault and Mech observers that have the new AI

Beta should run the full spectrum from Assault, Mech, and Superior Observers with new AI

This balances the game board for new players to stay on inter Alpha until they are ready for the risk of observers with agro ability on stationary target.




Scyylla wrote:

The island types should have escalating difficulties.
They should also have escalating rewards to make it worth the extra effort (fitting to survive vs max yield)
     For miners this should mean better ore fields. Perhaps a slightly increased regen time.
     More difficult npcs for the pve group
     escalating the difficulty of observers -- assualt observer on alpha, grand mech observer on alpha2, rest on beta
** the following is a good one in my opinion*** side track yes, but it hit me while typing
Artifact scanning should be based on island level:
alpha islands- lvl 1 sites, small chance of a level 2 (maybe 10% chance to get a lvl 2)--25% cts only

alpha 2--- lvl2 sites, small chance of a level 3 site (10% chance)-- 25% and 50% cts only

beta--- the works excet for no lvl 1 sites, 50/50 mix of lvl 2 and lvl 3 sites, no 25% cts

Risk versus reward. This option allows for all play styles and gives the new players an escalation route in all indy/pve careers. It even stimulates some population on Beta.. Want to build a MK2 bot? The best chance you have of getting the ct will be Beta!

Love these scanning points also....+1

fix should be:

Roaming assault observers on interior Alpha

Roaming Mech observers on outer Alpha

Roaming Superior observer on Beta.

Was a very nice introduction to "things to be scared of" while on Beta but not so over the top that they couldn't be dealt with.

98

(12 replies, posted in Feature discussion and requests)

I see every ones points and it could be made either way.  I would not jump up and down for more fitting room for the mk2, i would be more inclined to ask for a tier up in base HP and some extra speed if I had a vote.  What is up with 1km extra speed? Give it a real boost or leave it as the T1

+5% HP/resist, +5% speed.  leave fitting room alone.

(this will pacify me until you get Nia prints that surface and new super bots that become avilable..wink...wink...)

Devs, just pm me for some ideas when you are ready... cool

99

(6 replies, posted in Feature discussion and requests)

+1 Hate to drop a can every time you move.  Cargo transfer without can = win

Please understand the point of this post.  I have been in the game less than 3 months and I am standing on an Alpha island next to the best mechs in the game, fighting over the same spawn as they are farming.

What this tells me:
1. If I spend the next 6 months learning, appying my EP, getting into that awsome mech that is standing right beside me, I will be doing the same thing then as I am doing now. neutral
2. That the advanced players have nowhere to go that is worth the risk of going.
3. That the end game now is a Heavy mech and t4 gear.
4. That I can do it all in 6 months.

*Get the advanced players to the advanced areas, and do it quick. 
*You do not want me to think this game is only worth 4 months of my attention. 
*Get an advanced endgame for these guys. 
*Give them a place, and a way to sink their NIC so I can spend mine on catching up, building or acquiring military items and then, either choose to join them, or choose to fight them.
*Set up a system, and do it fast, to reward them for Beta activity.  Do it in a way that will make groups invest their time, resources, and risk it all to make a home.
*Let them build a place that impresses me sooooo much, that I dream of TAKING FROM THEM.

Right now, in 5 months, I will have done all that interests me, and this game has more potential than any MMO that I have played.  Problem is, potential is only acceptable for so long... hmm