26

(93 replies, posted in Feature discussion and requests)

p.s.:
and also turrets and everything behind it drain quite some energy. so having npcs knocking on you defense a few times a hour will heavy drain your energy reserves.

bases already use way too much energy.. but thats a thing for a different topic...

27

(93 replies, posted in Feature discussion and requests)

well first and in general: yes...

BUT:
turrets can light up npcs from quite a distance. and i guess that triggers the teleport instantly... and that is bad.

also npcs should avoid player defenses.
so it might be just better to adjust the npc AI to keep clear of player bases. at least if they are defended well enough.

make turrets just shoot npcs without npc ai adjustment: NO!
improve npc AI: YES!

28

(21 replies, posted in Bugs)

i had the same on alpha. so ts not about plants. just shooting npcs.

DEV Zoom wrote:

There is a change for mining liquid minerals that's not in the patch notes, that should still allow you to deplete a liquid field from one point (most of the time, depends also on the shape of the field), but it a different way than before.

However, we're getting some reports that it may not exactly work like we intended, so we're still doing more testing on that.

cant you just make it that it drains the tiles furthest away first. that way you always end up with the last tile till its gone. as long as only one point gets drained...

i know its always me...

...

32

(76 replies, posted in Q & A)

no. think thats exactly what harassment is.

you are just trying to be a smartass about it...

33

(76 replies, posted in Q & A)

maybe, just maybe, it would be wise to use your brain to determin what is harassment or other behaviour that ruins other ppl gameplay. one thing to use stuff for a good gameplay reason, another just to piss off other ppl.

but normaly you dont need a dev for the right answer.

maybe thats too much asked...

34

(25 replies, posted in Feature discussion and requests)

BadAss wrote:

Cool. think please how to reduce the cost epriton big_smile

go mine it yourself. miner charges are realy cheap. so its very cheap for you then.

the current concrete is a pain to lay down, and is of no use since it is degrading and can be destroyed by aoe...
so i guess nobody realy uses it at all.

but it would be weclome because most ppl dont like plants growing all over their bases.

a usefull solution can be "creeping concrete". just like the good old zerg creep in starcraft...
basicly you will have a option in every building of your corporation management. there you can set concrete to "on" and set it to a radius of your choice (of cource with a limit).
then the base will put (or creep) out concrete in that radius. hard, kills all plants, and indestructable as long as this option is on and the building is still standing.

it could also be used as a terraforming protection system.

36

(25 replies, posted in Feature discussion and requests)

that might acctually work with the other harvestable plants as well.
the others should not be removed. if ppl want to put down a single plant.. they still should be able to. but having a better way to grow the standart harvestable plant might also bee of intrest.

dont get me wrong. im not for a cheaper way to get that stuff. just a more convinient way to manage that. it should still be around the same cost to get the same yield. and it should not be faster to harvest. but it should make the whole process less anoying.

37

(25 replies, posted in Feature discussion and requests)

also it would be better so you might not have to harvest your plants every day.
if you dont harvest it then it might just spawn a few more tumors and you can let it grow a bit longer.

with the current growing and dieing plants you have to harvest it every day or your plants die down.

38

(25 replies, posted in Feature discussion and requests)

Nora is a quite expensive thing and the most annoying resource to get by far...

this realy could be made quite a bit more user friendly. also putting down 200 incubators always have been a pain for itself. speciialy because you have no visual indicator for a fresh droped incubator.
yes i know harvesting modules that stop before they kill the plant was suggested before... so im not going that way.

why not have the incubator not giving the resource itself and will be just a object.
the incubator could spawn noralgis "tumors" in a cerain radius around it. they will only "grow" or increase in numbers if the incubator is around. so "killing" the tumors will make no difference. if you kill the incubaror (guns). then its over.
that way it will be way more convinient to harvest it. no worries about killing your expensive nora anymore...

i would give the incubators more room and more yield then the current ones have. so for a theoretical example one incubator can spawn up to 20 tumors in a 5 field radius
price and drop chances can be adjusted easily...

win

Goshka wrote:

The only thing I would ask for is...for industry assignments, please, STOP transforming em into DPS assignments. Wasn't at all fun lvling my indy char. Especially when you go on an argano for some CT mission and a spawn of lights appears on top of you.

run forrest run...

40

(23 replies, posted in Recruitment forum)

who are you?

41

(41 replies, posted in Open discussion)

Burial wrote:

I'll be honest with you, I thought you're like 16.

can happen with 16 as well wink

42

(41 replies, posted in Open discussion)

congrats to you.

acctually i would advice banning you again if thats the result. big_smile

i guess you will be buisy in the near future...

43

(27 replies, posted in Feature discussion and requests)

create a account basic skills ... go ganking in a group. i think we know how this turns out in eve. and no thank you...

why should it. this is a sandbox. and it makes no sense at all.

do you accually pvp? there is not that much pvp ingame atm. and you want to reduce it even further?

why? whats the point? bring out your arguments. because i cant see any reason why you should.

troll topic?

46

(20 replies, posted in General discussion)

pop is rather small (still). but does not mean there is no fun. we have fun fights and stuff is happening. on a smaller scale as we have seen, but still fun.

we had a reballance patch a few months ago where the greens (old flavor of the month bot) have been hit a bit hard. most green pilots are still angry when they were put from flavor of the month to slighly under avarage. but they still work.
yellows are favored at. but blues are not far behind. and as always. situation on the batlefield and your player skills still count for a lot.

if you enjoied it before then just hop in. no monthly fees. so its easy enough. find some cool dudes to hang out with and have fun.

well for me its hard to see group missions for production and transportation ^^

48

(0 replies, posted in Feature discussion and requests)

a terminal should have 2 more displays on the building plans and colony management:

- radius in that you can build structures
- radius where you cant build another terminal (usually 3000)

you also should ba able to display the coast line more clearly. no build area display is slopes only. often not helping much. especially if you still plan to terraform. but areas like coast line and the non buildable aready between the teleports should be displayed better.

no build areas for slopes outside the coast line should not be displayed.

thx

anni i think (and hope) that the rewards will be set by the ppl that accually take part in the mission. so they have to be present on terrain within a distance when a certain goal is reached. so the server should track who is peresnet and at how many goals. then the rewards can be split according to participation. which is not realy hard to do.

this will stop reward and standing leaching by just joining a squad.

or even better. you could do that automatically. then there would be no need to take a assighnment for a squad.
so the game can check how many of a squad there are in the mission area. according to that difficulty and rewards could automatically be adjusted.
if player try to "cheat" by bringing in more players after the event has been triggered then it will not be a big problem. ppl comming late will not be part of the rewards. yes they will make it more easy to complete, but we already have that in a sandbox. its no closed instance where you can regualte that anyways.

50

(10 replies, posted in Open discussion)

i do believe nobody here cares what you do in eve. lol

but have fun. big_smile