Beta is broken.  Why?  There is no reason to live there as the risk reward is to high compared to just making NIC on Alpha then using Beta to PVP or do some corporation operations that make enough profit to risk it.

This can’t continue as the drive to even posses this precious space has diminished to the point of elite players leaving the game.  This is also because there is no real end game mechanics that make one want to hold these areas.

Goal:
Turn Beta Islands into, Beta Empires.

Current:
If you “posses” a Beta island, all you really have is a terminal that says “you own me”.  No other benefits really exist unless you can get that area populated and then control some activities on the island.  But if you leave, you leave nothing, no legacy, no mark on what you have accomplished.  And why stay, nothing says….”This belongs to us, I dare you to come challenge that”.

Propose:
Let an alliance put their “face” on the Island.  When someone jumps into that Beta, they know who holds it!

How?
1.    Rewards for Beta activities.  Create a point system for NPC kills, organic material harvested, ore extracted, and artifacts removed.
2.    Points for kills vs. losses (killboard points) for the occupying alliance.
3.    Reward logged in time outside of protected areas, ie time on the ground per pilot.

What are these points for?
Customize areas of YOUR Island (at least a bit)
1.    When point levels are reached, an alliance can purchase building packages for their empire.
2.    These buildings would come in a knock down package that would need to be hauled to the approved location and erected.
3.    Have industrial Heavy mechs fitted with (new module) Assembly Modules, and as the haulers bring the items to the site, the assembly begins.
4.    These structures should vary in size and assembly time, depending on then level of the item and the amount of workers on the project.
5.    These items can not take damage.
6.    The only way a structure can be halted from building or be “conquered” is by taking control of the island, disassembling the structure, then reassembling it for your alliance.
7.    These available structures would be picked from an approved “catalog” as points and NIC are spent and the packages become available in the Beta island terminal, then construction can begin in the pre-determined locations that are made available for the structure chosen.


Why structures?
Structures would be erected for three reasons.
1.    They would give modest bonuses to a given area
2.    They are a symbol of strength that says….”yeah that’s right, we rule here!”
3.    They would stand until the next “ruling empire” removes them, putting a lasting legacy on your land.
(Any of these reasons would be enough to fight for what you have accomplished)

Historically, we can look at ancient civilizations that have put their mark of achievement on land that they ruled.  It is still impressive today to learn about these groups and see the work of their empire.  This feel would be brought into this game. (It would also create a NIC pit for alliances to sink resources into, while others spend theirs to build a military with the aim to come get what they currently have….a NIC buffer/catch-up if you will)

What type of structures?
1.    Some basic structures may be: (level 1 items)
a.    A monogram banner on a pole that can be planted along a road or at an entrance port.  This would show others the territory that they are now in.
b.    Hologram insignia of the group cast into the sky above the terminal
c.    Selected statues of bot and platforms that can be used to customize an area
2.    Some more advanced structures may be: (level 2 items)  All of these with the monogram of the alliance prominently displayed, and race color schemes chosen.
a.    Industrial tower.  This tower is visible for some distance and could give a modest 2% extraction bonus to an area of like 1000K from the structure.
b.    Ewar defense tower.  This tower could give a 3% reduction in enemy ewar strength within 1500K of the structure
c.    Sensor tower. This tower could give a 2% visibility buff to any alliance pilot within 2000K of the structure.
3.    Some advanced structures may be: (level 3 items) All of these with the monogram of the alliance prominently displayed, and race color schemes chosen.
a.    Movement detector.  NO THIS IS NOT A LOCAL WINDOW.  This unit may just register energy spikes at a port.  Not specific in any amount, mass, time, or direction, but just let you know that someone may be in the neighborhood.  (I would like to see this item have a time delay for obvious reasons…perhaps report any energy spikes every 10 min.)
b.    Trade Hub.  I would like to see a way for Alpha pilots to go to beta and interact with the Beta Empires.  This module would be deployed at an Alpha entry and be small but would not allow PVP insides a boarder of 1500K.  Buy and sell orders could be placed at this hub so Alpha and Beta pilots can come to this location for trade.  Because the PVP activity would have to be absent from this area, a non-aggression short road would have to exist.  If the trader wanders off the path…then he is now in a high risk situation.
4.    Epic structures.  (level 4 items)  Think wonders of the world here.
These items would have to be very expensive to say the least but large in scale, visibility and customized to exude the culture of the empire.
Perhaps designs could be submitted, revised, redirected, voted on, and eventually approved by the Devs.  As this item should take a good year to accomplish by an acclaimed organization, there should be time to go through this process well in advance of having the resources available to purchase and erect such a structure.

If we are to fight for Beta land, then I believe it has to possible to shape it in a way that shows ownership. To have such large goals would encourage many to be focused and work toward such a common alliance goal, keeping Beta owners on Beta Islands.  Then to defend a Beta island would not be to keep control of some invisible Epri mine, or keep others from some dying nor farm, but it would be to protect your culture, to protect your home, to protect your empire!


Tl/dr:
Create bonus for beta activities that can be turned in with NIC to acquire custom structures.  These structures would give your Beta Island your signature and make it worth fighting for.

1- Drag a HUGE stack to my cargo and let it tell me how much fits instead of "Cargo full" message and I have to break it out in smaller stacks and put one in at a time until it is as full as I can get it.


2- "Show info" on green and yellow kernels to show tier level (never remember the titles)

Sandbox MMO's encourage and sometimes mandate group play but many times adding pilots to an operation adds so much pain to the managing of the operations split or take at the end of the operation.  Because of this pain, many avoid group activities.  There are so many factors that make group activities difficult like who mined, who hauled, who was here the whole time, who left early, who showed up late.....and much much more.  In the end this always just breaks down to % distributed to all involved players.

This is a large request but one that would make group play so much easier and more efficient to manage, and in the end encourage group activities

Outpost and Terminals to have a "Manage Operations" feature

before the operation you go to the "Manage Operation" tab, select new Op, name it xxx-op

A window opens up with the top having a "add pilot", you add pilots that are involved (can add as people join)
The pilots icons appear in the group window.
Below each pilot is a space with a % at the end.  Next to that is a "Lock %" button.

Below that window is an in game calculator and a "Manage feature" window.

In the "Manage Feature" you have a series of toggle buttons that allow you to set up how you are going to manage this operation.

Example: under Recycle you can choose to check red, yellow, white, or all. (this tells the group that all checked items will be recycled or left alone.  You can also select repair, and check the appropriate colors for this process.

Below that window is the large "Storage" window where all gathered material from the op will be visible...icons ofc.

So we have set up our op with pilots icons of who is involved, selected how we will manage the loot/mins, and have our storage prepared.

Operation begins: (for example we will use a 5 man ratting session at one nest.)
Pilots are: Suzy, Bob, Phil - combat pilots. John - hauler. Peter - combat but cant make the start of the op.

Rats are killed and loot is gathered in a field can.  John hauls drops back to term and deposits them under the tab for the op that he is on.  This is a "deposit only" not take.  He can view items to let everyone know what has been acquired in drops but only the Operations manager can gain access to the items once deposited into the Op manager tool. (so anyone can deposit into but only manager can remove or assign items)

Operation is going well and after one hr Peter shows up to help out - another combat pilot.

One more hour of all 5 parties dropping rats, filling can, hauling to terminal, depositing in Operations storage.  Great time, all played a part, but now the horrifying task of who gets what?! (well that task is about to get much easier)

Suzy logged the op in the terminal and has all pilots in her view window.  It was discussed before hand that the hauler would get half of the % that the combat pilots did (just for example...settle down!) and Peter would get a share based on the time that he spend which was half of what the others spent.

So Suzy begins the process in her manage window.  She quickly uses the calculator to divide 100% by 5 (number of pilots involved)  She sees that each pilot would get 20% of the cut, but we have some circumstances that skew the cut.

So Suzy selects the % window under John the noob hauler and puts 10% in his window, and hits "lock %"
Then Suzy selects the % window under Peter who was there half the time and puts 10% in his window and hits "lock %"

Now the balance needs to be divided equally between the remaining pilots.  At the end of the pilots list is a "Separate balance" button.  Suzy selects that and 26.6% shows up under the remaining pilots icons.

Suzy hits the lock % by each pilot and has successfully set up the distribution of the loot for the op.

Suzy next looks at the window full of drops....at this point Peter says...hey can I have that t3 ecm mod? Everyone is fine with that so Suzy drags that mod onto Peters pilot icon and that mod is set to go to that pilot.

Phil is our corp Kernel muncher and we all agreed that in this op all kernels go to Phil.  So Suzy click, shift, clicks all the kernels and drags them to Phil's pilot icon.  Now those will head to Phil when the process is split.

Suzy next looks at that toggled items she selected for recycled good, kept goods, and all other agreed upon process that the group had.

Suzy then hits the "Process Operational Items" Icon.

All items are repaired, recycled...ect as Suzy has dictated in the selection process.

Now that the items are in the state needed, Suzy hits the "Divide to group" Button and the tool separates the item according to the % locked for each pilot.

All items not able to be automatically divided, fall into a "Fragments" or "Remainder" tab for that op.

Now Suzy can give those items as desired or...place them in the remainder tab to be put into the next operation and used for the next batch of drops for a later op.

From this point the hard work is done.  She needs to be able to trade to a player from this tool.  If the pilot is docked then a green box should be around that pilots icon in the Pilots portion of the window. She can click on that pilots icon and trade all distributed items straight to him.

A nice bonus feature would be to have that op saved and items saved per pilot because lets say Bob had to run and will just get his later.  Suzy can wait for Bob to be on next time, open that op, see that Bob has items and trade them to him when the opportunity presents itself.

Sorry for the wall of text but anything that encourages group operations and takes the time and pain out of fairly separating the bounty of an op, will make these ops much more enjoyable and encourage larger groups.  It will also give a sense of security to any pilots that has to run early or does not have confidence that they will get their cut under the current "we will figure it all out at the end" system. 

This tool creates a system that will pull groups together and give them confidence that they are rewarded for their part in any group operation.

+1
this would let you see at a glance if you are fitted correctly for an operation before you head out.  This would be very true if you use one frame for multiple tasks and want to quickly see how you left that frame before heading back out.

105

(11 replies, posted in Feature discussion and requests)

My initial thought about limiting distance of routes or amount is that being afk in a game diminishes the game play.

My opinion is that we only should be given the ability to auto pilot for portions of an operation.  Like the one you take from the terminal to the port, or the port to nest you farm.

If AP routes were unlimited in distance and quantity, then the AP could become a pivotal substitute from the actual game play and I think this would be detrimental.

For instance, if I did hauling missions and all I had to do was hit "travel route 1" (leave for 10 min) then hit "teleport" then hit "travel route 2" and doing this increased the NIC in my wallet, then we have taken a tool and used it to substitute game play.

Make the AP with limits so we still have to pilot our bots, but only view it as tool to take some of the monotony away from trips traveled multiple times in one logged in session.

IMO

106

(11 replies, posted in Feature discussion and requests)

big_smile

107

(11 replies, posted in Feature discussion and requests)

We just got a form of AP so here is a toss at the "never satisfied" wall. (btw, ty for what we do have)

I want a programmable AP, with limits.

How I see it working: (for frequently traveled paths)
I click an AP button that opens my available AP travel paths.  I choose to create a new path.  I name said path (we will use the Hersh terminal to Nurno Central Point port as our example)
I name this travel path "Hersh term to Nurno Port)
I undock and walk to the south end of Hersh Terminal platform.
I click "add point"
I walk to next navigable turn, and click "add point"
repeat above step at every turn or adjustment until I get to Nurno Port

Now when I am at Nurno Port I click "save route"

Now I can select my new saved AP path "Hersh term to Nurno Port" tag, and press "reverse trip"

I get up and get a beer while my bot travels from the nearest saved point to the next to the next to the next....until I arrive at the South platform where I had my first saved point.

My bot has then navigated the trip by staying on the road, avoided those pesky 3rd stars on the West, and gone up the 3 ramps to the terminal platform.

Limits:
I think that distance traveled per trip should be somewhere around 4k
I think a maximum of 3 travel routes per island would be more than enough

Risks:
If I want to risk pushing "travel this route" and get up to grab a beer or take a leak or type some nasty comment to Annihilator on the forums while my bot follows the path, then so be it.  If on the route he comes across a Superior roaming observer and meets with his demise...then that is the risk I have chosen.

Please let me rest the "W" key on my keyboard while I travel agonizing paths over and over and over and.....

pre-programmed, pre-traveled and pre-saved paths FTW big_smile

108

(0 replies, posted in Selling Items)

will discuss price.  Mail me or PC me ingame if interested

109

(9 replies, posted in Feature discussion and requests)

Well this is about as worthless of a post as i have seen.  Would rather read a wall of text from a good or questionalbe idea than be critiqued about how to post in an open forum?  Really?  You don't have to read it.  I am just happy people are trying to stay active on the forums.

My 2 nic.

I didn't see this while I was scanning.

Player owned structures should be based off of Water Platforms.  I don't like the idea that players can "corner" a piece of the land and therefore the game board by dropping a structure on it.  Island area is already small and does not need to be cluttered with various structures.

I propose:
All 3 races of water platforms that give mild bonuses to the structure and activities that take place inside.

Why water based?  Well the lore is that the water is energized and therefore eliminates the ability to cross it.  So I see an Organic Generator that feeds off of already existing plant bases that can be harvested.  This generator would eat for example 2 units of Noralgis, 10 units of Heliopis and 15 units of Triandlus every hr.  The mixture of the waters energy and the decomposing of the plant fuel would be the power supply for the structure.

Water is all around every land mass so we won't be cluttering up the land with structures.

Entry to Player structure should be an electronic ramp that emits when the password is correct and retracts when it is Closed.  Make the ramp energy color the color of the specific race platform.

Structure should only be anchor able where access to the waterline permits it and add some nice buffer between structures like 1200km so no two structures can be seen at one time from land (don't want to clutter up the beaches!)

I don't like the idea that plants can be grown in them.  Noralgis market will crash and the whole idea is to ninja garden.  If we allow anyone to plant inside a POS, then the whole Noralgis thing looses it feel.  There are better improvements to growing Nor that can be implemented.

Make Alpha pos only achorable by standing and make them EXPENSIVE but not able to be destroyed.  Also let them be disassembled and moved (lots of work to do this btw).

Some bonus ideas per race:
Nuim: -2% ammo material production
Thel: +3% ore refine rate
Pel: + 5% storage capacity in storage module.

I think that each structure should be limited to the number of modules (love a bunch of the ones in this thread already)

For instance: Alpha structures: limited to 40sqkm footprint, one Organic Generator, one storage module, one refinery.

Or option: one organic Generator, one repair station, one production module.

(Idea is that you have to leave to do things, not a do all, control all base)

Beta islands: 80sqkm footprint and like 6 modules...adding defenses, radar, and others mentioned again in this thread.

TL/DR: player structures based over water, limited in activity to keep players on the game board.

111

(11 replies, posted in Feature discussion and requests)

JoJo McNugget wrote:

there are loads of places to grow noralgis on alpha islands i have planted loads and not had one found yet and i plant them in groups of 9 at a time. there is no need for fertilizer, just go find an out of the way spot there are loads.


Well you have had good fortune my friend.  I agree that there are places to be sucessful with this plant, but as population grows that will not be the case.

I also grow (as is obvious by the topic) but I have had mulitiple places *** and have *** a bunch of Alpha plants myself. 

This post is to try and be proactive as population grows, traffic grows, areas to do this activity shrinks.

BTW for the record I grow for medical purposes only! roll

112

(11 replies, posted in Feature discussion and requests)

I would like to bump this topic to get some more input.  Being able to grow nor in areas that currently are not able to support the plant would be nice.  Most areas that are suitable for this activity are known by all artifact hunters and therefore exposed easily.  As we all hope population grows, this issue will only get worse.

Other Idea:
Introduce a hybrid Oryovia. (can plant but only has a 4-7 day life cycle before disappearing)

We all know that the sole purpose of this un-harvestable plant is to shield the shinning, glowing gold beacon of NIC that is Norgalis so allow ones to put up a little vision screen to their Nor site.  As noted above, when the Nor life cycle ends...6 days ish, then the hybrid Oryovia goes away also.

The way I see this working: Find a spot for a garden of Nor. Cultivate the area by applying fertalizer pelets to the area (initial, then second application 8 hrs later)  After the second 8 hr cycle, plant your nor in a nice pattern (not touching as this kills them).  Then plant some hybrid Oryovia to attempt to make the area look natural but hide the glowing gold balls of Nor that will popping up in the next few days.

Lets say the ground stays fertile for 2-3 weeks then has to be re cultivated or moved to avoid detection.

Also, Oryovia, needs to be able to be targeted and shot, removing it for the fertile ground.

one last thing, we can scan for ore deep in the planet, but cant drop a probe to see fertile ground for growing plants on the serface?  Why do we have to try to drop an incubator to get a "too steep" or "not intended for that application" notice.  Let me drop a scan probe and see what tile best fits for my gardening needs... cool

Is this going to far?  Or do I look at Perp as a gardening simulator? tongue

113

(11 replies, posted in Feature discussion and requests)

The main issue is that it only grows near plants that are easily recognizable in themselves.  So if you plant Nor in a good grove of those plants, it will be the first place others will look also.  Hence the risk of growing it altogether.

That is why creating a way to fertilize otherwise unusable ground, to allow it to grow would add to ones ability to hide its location.  But like now, it still can be found and plundered.

The other issue is that harvest bots and Mechs are a dead giveaway to a Nor garden.  Another sweet fix might be to give harvest machines a natural 50% visibility/detect-ability buff.  No stumbling onto someone harvesting just by getting within 1K of them....

I like almost all the limits/rewards of risking some NIC to try and pull some high end harvesting but there is one thing that I think this activity needs.

Right now Noralgis needs fertile ground to grow and this makes perfect sense.  To find ground that can accommodate this plant, you have to look for other plants that already grow in an area.  This is fine except that the enjoyment of this risky activity is trying to HIDE where you have your crop.

If you have been on an island for long enough, it gets somewhat obvious where "good" spots are and therefore where to search for others little gardens.

I propose that there is a way to "fertilize" or "improve ground fertility" so that after a certain soil conditioning (say 3 separate cycles of a product) is applied or worked into an area, you could proceed with deploying a Noralgis incubator.

This change would let you find a nice place to risk the investment, cultivate the area then give it a go with plants.  It would also move locations of potential gardens and add to the secretive nature of this high risk activity.

Would be cool to take a place that is never traveled, even on concrete (wink, wink) and drop some incubators....

+1 for any visual aid

how about an old "Tribes" feature where a deploy-able camera can be set down (has to be accessed from an internal window by who deployed of it)....yes it can be killed but ohhh what stratagy that would bring to the table big_smile

but please avoid anything that might cause a lag fest as Perp grows and zooming in and out by hundreds of pilots crawls the fps to a "why bother" pace.

116

(11 replies, posted in Feature discussion and requests)

ahhh come on you guys.  PVE is already the least profitable thing to do in Perp.  This game rewards sitting in a safe spot staring at dirt more than risking your t4 fit arby to try and kill an NPC.  Get PVE rewards up and better nests to farm; more of them and closer to outposts, then worry about how scary an "Observer's posse" should be.

But I do like to run into fear inspiring rats!
+1 but make PVE profitable first.

117

(12 replies, posted in Feature discussion and requests)

perhaps the upgraded, more expensive, tow-able can could be scooped and redeployed where our current (way over capacity now) can would be the once deployed it stays till it pops.

118

(17 replies, posted in Feature discussion and requests)

Arga wrote:

Why add PVE that is a challenge for Large corps? PVP, which is more challenging then PVE will ever be, is a better fit for large corps and have PVE for small groups and solo players.

Observer Island translates into "Fast Research Island" for large corps.

Don't get me wrong, I loved 25 man raiding in WoW, and I would probably form up a corporation specifically to go out and run something like this. The problem is more that PVP is kind of weak right now, and adding in another distraction for corps that are large enough to be doing beta PVP (living there) is just going to make PVP worse (less participation).

The reason to add high risk PVE for whatever group wants to run it, is because it adds predictability to combat.  To know what you will encounter or at least have a good idea of what will be there and that lets you group up and be aware of what you will encounter.

PVP although as you accurately said, is more challenging for solid larger groups, it is in fact not always available or predictable enough to do at this stage.  I dont think this would be a distraction and could pull groups off of the Betas for a period of time and encourage some smaller Beta roams for Alpha dweller.

+1 for Evil PVE island wink

119

(12 replies, posted in Feature discussion and requests)

Please keep in mind that in that "other" game the Orca required a pilot, so in comparison then, the group would need a specialized cargo mech that can allow for secure tabs and permissions form various ones in the group to view, add, take, or organize the individual tabs.

I think this mech will be necessary in the future growth of industry and mining but seems a bit premature.

I would suggest a can feature that allows you to stack like items in the can. (and I don't think the field can we have now should be able to hold more than the sequer)

I would also suggest a much more expensive can that lasts longer (hrs) and has 2 storage areas with separate tabs and security features for larger groups.

I would also suggest a module that allows you to "anchor to, and tow" the can to another destination should the need arise.  This module could be fitted to a hauler and when in tow mode, could limit the speed of the mech by 75% or so

I would also suggest a station can for a hauler toon to mark and separate goods he may be hauling for multiple pilots but has to stage the goods in his hanger until the op has ended.

120

(21 replies, posted in Feature discussion and requests)

Nobody has suggested a twist to PVE.  How about a rebellion set twist to A2 islands.
Perhaps at a certain skill set, a pilot or group of pilots can enter an area and run rebellion missions against the Syndicate.

Perhaps the assignment is layered so solo pilots can complete the outer 2 areas but groups could enter the inner areas and complete deeper levels of the combat area. btw, teleports from the agent giving the assignment to the combat area would be nice.

One great twist to this potential "dark side" assignment is that if one faction ported you to the combat zone, and another faction ported a different pilot to the same combat zone but for their side, perhaps entry PVP from PVE could be born.

I could see these assignment being things like sabotaging power generators, knocking out coms, destroying manufacturing equipment, and the drops could be CT's or other rare items depending on the risk/reward scale.

I would see these assignments being ported to "dead space" areas where only those involved in the assignment could participate (ie, inside mountains nearby, under water structures, or at least lead the lore that way).

When the assignment must have a group of lets say 3 pilots, perhaps you sit in a Que, and when the other agent gets his 3 pilots, all 6 are dumped into the combat zone, for PVE and when they meet up representing opposite sides, near the final objective, they PVP or RUN!.

121

(4 replies, posted in Balancing)

Annihilator....you rock, ty for the link.

Looks like the think tank has it covered, just consider this some more "squeak" until the wheel gets greased!

Was not sure how to navigate the forums or the blog...and well just signing up for my first month, I wasn't willing to sift through a years worth of ideas to see if this idea was in the works.

Since I had just spent 2 hrs trying to keep one target locked in a level 2 assignment, and then realize I got jack for doing so, it was time to vent. yikes

Thanks for the direction!

~Takeo~

122

(4 replies, posted in Balancing)

When getting started, general drone killing and level one combat assignments are very balanced with entry skills and entry bots.

However

What is up with level 2 assignments?

You go to your first assault bot, have modest skills (2-3 weeks in) not committed to a group so you are going solo and you first combat assignment has:
3 ECM bots
Neuts and
they can slow you to a crawl?

With that you don't get jack all for drops and the reward for the assignment is very low in respect to the difficulty of the tasks.

Drop the EWAR on level 2 missions to random single at most ewar mods and get the rewards up.  Level 2 assignments are not even worth risking your bot on.

With that you have travel from the secondary outposts way too far.

I was so frustrated to think I was striking out on my own away from the total Noob outpost only to see it was a total waste of time to do so and a DRASTIC drop on return per time spent.  Very broken.

~Takeo~