1

(191 replies, posted in Recruitment forum)

Sent you a PM, till i get the game reinstalled. Thanks

2

(191 replies, posted in Recruitment forum)

Hi, i'm sorry if i am necroing an old thread, but i am in a search of a player named Syndic.

Syndic, if you're reading this, can you please send me a pm?


Also i am searching for any existing member of the old corporation called CNEX. Please contact me if there are any.

3

(26 replies, posted in Feature discussion and requests)

You should give me a little credit for the effort of making a forum search for "bounty" , before posting a double thread. smile

4

(26 replies, posted in Feature discussion and requests)

Khader Khan wrote:

Necro much?

Topic is dead its to exploitable. And I'm not gonna put a 100mill bounty on someone just so my corp/alliance will get some pocket change while we kill that person.

Hey, don't blame me for joining this game just a few weeks ago smile
And this feature would be perfect for solo/small corp rich industrialists driven by hate. Not someone with a large military power behind him.

5

(26 replies, posted in Feature discussion and requests)

+1
I like this. But to nullify the possibility of abuse i would make the payout rate even lower, 10-15% of the value that was destroyed. And, in case the bounties would be issued through npc coorporations, a small standing gain with that npc coorporation.


And max bounty amount that an issuer can place limited by the standing with the npc coorporation. And headhunting bonus extension connected to the payout rate.

6

(11 replies, posted in Feature discussion and requests)

Imagine a bunch of incompetent thieves blowing themselves up on you. That would be hilarious big_smile:D:D:D:D:D:D

7

(11 replies, posted in Feature discussion and requests)

Actually, that is not a bad idea at all. If you fail to steal, your robot instead of getting reduced speed, goes KABOOOM. It could be explained by the miscalculation of the "teleporting module" due to radar interference from the other robot. The stuff you were trying to steal ended up rammed into your engine.

8

(11 replies, posted in Feature discussion and requests)

Arga wrote:

You don't even have to be stealthy, just run up to them and click the steal button until it succeeds.

Maybe it could be like this: If you're on the targets radar, the chance of failure raises dramatically.

9

(11 replies, posted in Feature discussion and requests)

Any chance this game implements a module and appropriate set of extensions which would allow you to teleport the certain amount of your targets cargo into your own? Most likely these modules would have to be fitted into your weapon slots, rendering you incapable of fighting. This would allow a role of a stealthy (beta only) thief. Accompanied by the covert cargo scanners and covert targeting equipment, one could get away unnoticed. But in case of a (percetange based) failure would make him very slow and vulnerable to attacks.
Cheers

10

(4 replies, posted in Feature discussion and requests)

Juan Valdez wrote:

Against, because it'd get chain farmed by the biggest corp.

Well, maybe if the quest npc spawned in a random location on beta and only stuck around for an hour a day unless engaged.


I see your point about them being chain farmed, so i would like to propse a slightly different mechanics. Each item would have a timer set to 47 hours (for example, it could be made random).
After the items are destroyed by the timer, the quests reset, but they all reset at the same time. I doubt that even the biggest corporation would have the resources to claim them all, because they would be spread all over the beta islands.
Cheers

11

(4 replies, posted in Feature discussion and requests)

Hi, i used to play a mmo which had a very fun concept of having a so called unique items(robots for example). These were very powerful (but not game-breaking) items and only one instance of them could exist in the whole game world. Usually obtainable through a mini-quest (these quests were positioned always at same well known world position) and guarded by a spawn of powerful npc-s. These items would decay over time (usually a 1-2 day period) and finally got destroyed after the timer expired. After they got destroyed there was a small random period (usually 1-2 hours) and the mini-quest would reset, making the item obtainable again.

This led to a very interesting fights over the uniques, and could improve the beta experience.