1

(5 replies, posted in Open discussion)

Nian cat wrote:

Ok, I'm sure you all know this one...


Reach out - neut foes
Your own, personal, Ictus
Someone to have your back
Someone who tanks
Your own, personal, Ictus
Someone to have your back
Someone who tanks

Fleet has gone home and you’re all alone
Frame and plate by the teleport
Load up the faction ammo
It’l make you a pvper

Take some TPs
Put me in the front
Things on your screen
You need to de-agress
I have a drainer
You are no longer a blober
Reach out - neut foes

big_smile

So this is what M2S has been doing.

Malsier Dabian wrote:

Personally on PvP.

I am glad that Smaller corps and players who do not belong to HUGE alliances and Corps have the opertunity to explore and Build Colonies on Gammas.

Unlike in Eve, we don't need to be Part of Goonswarm, Razor, AAA, Or one of the other Huge alliances that owns everything, and if your not with a huge alliance, Kiss any type of Higher level game activity goodby.

The fact that No matter who you are in Perpetuum, you can do EVERYTHING, is one of the reasons I love this game, THAT IS Balance.

Why can you do this?

For many of the same reasons you are listing as bad. IE, Terra forming in particular. I can make the island a pain in the *** for any larger corporation to come and hassle Mine. it evens the playing field, yea you might have 100 people, But I will make you loose Billions upon Billions in Bots and Months of time trying to get to our colony.

Which is the point.

I do not like games where the little guy has no avenue or ability to play the entire Game, and must resort to reliance on some large PvP corporation.

If a player does not want to pvp, but desires to experience the rest of the game (With the OPTION to pvp), this should be allowed, and in Perpetuum it is through terra-forming.

I support being able to ring teles with teleporters and set up 1000's of turrets and defensive ravines. it means the next blob corp with 100 alts in combat mechs actually needs to think about Is it worth it? Before he tries to take on the 20 man corp who just built their colony on the island next to him.

Other then that I don't really care about the rest of the post as I have no issues with any of it, and I think ganking bots/ships that can't shoot back at you is cowardly and generally means you probably suck at pvp. The very same reason I leave smaller corps alone as well, if you know your going to win or ROFL face stomp someone), where is the challenge? And if there's no challenge wheres the fun? I am not into griefing and find it distasteful and immature, something a school ground bully with the mentality of a 12 year old would do because he realizes he sucks and can't really fight anyone anywhere near his level because he'd loose.

Just my 2 cents.

Bears can go to wormhole space and do exactly what you describe, only with more balance.

Tux wrote:

I think the problem is not that new players need to catch up in Ep, but that they need more options as new players. Lower EP options for bots and aspects of the game would go further and have a much greater lasting effect that giving them more EP from the start.

Why?

Because 90 % of new people to the game don’t understand how to use their EP competently until far after their downgrade ability expires.

Introducing new robots that new players can take advantage of with using minimal amounts of EP will slowly open their eyes to the long and delicate balancing game of spending EP … if there are no resets on the horizon then this will be very important to player retention.

Examples of robots that new players could take advantage of:
•    Assault Class Mining robot
•    Light class support robot (in armor repair or energy transfer)
•    Glider light and assault class combat robots (less guns but faster than walking cousins)
•    Light (Scout class) robots with bonus to target marking & Detection
•    Light class hauler ( req indy 1,  40 U capacity)

These are just a few,  but the inventory of useable robots must be increased dramatically soon for the game to thrive and support massive amounts of new players.

This is one of the reasons I tirelessly fight for a real role for light bots...

Great post Tux.

Estamel Tharch0n wrote:
Doek wrote:

Number of slots are fine, speed is fine, demob is fine. Lowering the surface hit size of player lights would be an interesting addition though.

They are not fine i understand that they are supposed to be some kinda stepping stone but they are completly usless as they are now

the mk2 variants have a role the mk1 are just not usable fo any thing

as a demober the light bots have like a 150m lock range and 12.5 sec lock time that makes them HIGHLY inefficent demober 

lowering hit size only helps it a little bit but makes shields even morre efficent on a certan bot type and maybe esvasive mods fitted on to these just makes them impossible to kill witch is not what u whant

They are not even a stepping stone, if you are not in an assault bot day one you are a failure at Perpetuum.

http://forums.perpetuum-online.com/post/71833/#p71833

They have acknowledged that they want to make them more interesting big_smile

Slots / locking range are light bots biggest problems. They only have 1 head slot and must fit a sensor amp unless they want to spend all their time relocking.

They are not much faster than assault bots either and their good detection isn't enough to make them useful.

They also lack an "other" slot that assault bots have where they could fit a neut/drainer, etc.

6

(15 replies, posted in Guides and Resources)

You would an ok LOL tackle troiar mk1 with that level of EP if you had super secret CIR fittings.

In all seriousness though, green needs a metric *** of EP to start being effective.

Train up robotics, improved shield, energy management, accumulator expansion, fitting skills for tackle.

For energy warfare (this needs way more EP) train all of the above plus convergent electrostatics, long range engineering, improved energy neutralization (get them to at least 5)

7

(5 replies, posted in Bugs)

Celebro: You have to spin a certain direction (I can't remember which way off the top of my head), else the counter goes down and it only shows up with 10+ spins.

Sid from mining wrote:

To be honest, I find it a bit long to wait two weeks to replace a ceo that has gone awol, how about when the dep-ceo hits "the buttan", the system checks for how long the ceo didn´t log on and if it´s
>60 days the timer is 24h
>30d <60d 48h
>14d <30d 72h
etc.

If you are too scared to lose the corp to a supersecret spy-agent, well, then don´t give him dep-ceo roles at all.
There doesn´t need to be any function to make the food-soldier the ceo.

Also, make the countdowntimers automatically stop/cancel when the original ceo logs on during the timer.
Don´t make the original ceo have to check if he possibly get´s demoted...

What if the CEO is an alt account who almost never has to login.

Otherwise good idea.

9

(57 replies, posted in Balancing)

Copine Callmeknau wrote:
Sundial wrote:

I have no problem doing this on beta... the problem is I have to use a Sequer, not my combat bot for a combat reward.

You can just do the combat missions to get ammo rewards...

Only light ammo, not medium.

10

(6 replies, posted in General discussion)

Serpentus wrote:

The server lag currently is so unbearable its almost unplayable unless your doing something other than mining. I have never really ever had lag issues however today is the worst ive ever experienced. I pay monthly like everyone else and would like to see this situation fixed, until then you can count on me not playing till it is resolved.

Routing problems are outside the Dev's control.