The "Destroy" option needs to be moved to a more "unhittable" place.  When researching kernels its right next to the "research" option.  This needs to be moved just a bit more down the list. Just so players to not accidentally destroy there kernels instead of researching them.

Also this is right next to the Market Information, of which I use to look up items ect.  I would suggest moving it to the Create Container Button, that should solve the problem.

DEV Zoom wrote:

What Celebro said actually. In the testing phase buildings did do explosion damage, but we quickly removed it as we realized that destroying one building wiped out half the base in a chain reaction.


I would agree with that HOWEVER, you already have to reinforce ALL the building to get them to actually Die, so in all reality, only guns would be effected by this change.

(I know what your saying just something to think about.)

LoL new Meme,  WHEN SCARABS FLY *** smile

Thanks for moving this topic, It was way too late.

They should do some damage...it makes no sense if not.

Why do I have to fully build a buidling JUST so I can pull it down, why do I have to FULLY construct a building, when it only has 1 charge in it?

Just make it so if it has ONE charge in it, just set down, you can move it, WITH a decon block loaded.

Why on earth when planning a building down, why doesn't it kill the plants, why do we have to kill them.

Logically, building a massive structure would kill all the plants in the area.

A quick fix would be to remove this little feature.

smile

Khader Khan wrote:
Line wrote:

Pilots A and B should be skilled enough to pilot this new very special Industrial Bot
Pilots A and B should be in one squad or linked to each other somehow else
Pilot A slowly crawls to a destination area.
Pilot A turns his bot to a stationary mode (should take some time)
Pilot B slowly crawls to an another destination area
Pilot B turns his bot to a stationary mode
Any other bot now can jump from A to B and vice versa

I know it was raised on the forums already but still.

Just make a MPC building that functions as a teleporter and must be placed 400m from all turrets


Make it 1500 m and were good : )

609

(10 replies, posted in Balancing)

I have never had a problem with this as in EVE you could get 30km + easy.  That's basically sitting in one spot and just mining all day long no problem.

This would make mining Ore's about 2000% easier for the multi user group.

Not really a bad thing as the markets are bare enough as it is.

Goffer wrote:

Lets imagine, bridge would be no terraforming thing, build structure which I assume to be easier to bring into game.  With this module you could easily bridge on Gamma over a lot defense structures in a rather fast way.

If Bridge would be terraforming structure, it would be common to build towers on top and Ewar/repair/energie below, so enemy would be _forced_ to dig into base instead of shooting into base.

I see both ways changing the base defense mechanic completely. It would render most bases worthless and force you to either terraform in your existing base which is hard and time consuming or building a new base.


Um, we already forced to dig in, you basically have to build a base around another base to kill it.

Not saying its a bad thing, but that's just how it is atm.

611

(22 replies, posted in General discussion)

Today on Hoop we attempted to have a good fight on the kara sap, the server completely *** up, now this isn't just one side saying this both sides were having fits.

We could barely do anything, this is unacceptable, GET this issue fixed now.

Azyre> that was bullshit for both sides
Cassius> well gf ... but only happened like that because of the server ... i should have died a long time ago
MaSTeR GuNz> was not fun sad
Guran> having over 900 range is pointless if I cant keep up with the lag lol
JasAlt> spawn the *** out of them with tickets smile
Obi Wan Kenobi> *** u CCp!


Just a few of the unhappy customers.

Let me restate, I realize this most likely will never happen, and nor should the bridge really be a a high priority.

Would much rather see more bots ect.

This was more for the Dev's, I'm sure they have thought of this, but just in case I wanted to bring it up.

We had a long discussion about this on TS.

We would like the ability to setup orders for 90days or better 6 months.

This would only help the markets out as then we can put massive buy and sell orders up, with very little effort.

+1

Celebro wrote:

The big mistake of the gamma expansion feature '(terraforming/MPC) was the exclusivity to only gamma islands. At least player housing should be available to all.

I disagree.

Risk Should always be involved in any structure.

I really just posted this as something to look forward to, yes this would be a massive change, but look at who else does it.

No other game comes to mind, that can do it on a massive scale.  IN a mmo, and make it look good, and persistent, on one server.

ETA 2015?

http://imgur.com/4OTZO

This is what we all want, it opens up so many possibility's, but you have to re write your code, or whatever to get it done.

This would allow for caves running under islands as well, opening up many possibility's.

617

(19 replies, posted in General discussion)

Merry X-Mas Everyone, EVEN if its a day early yikes

618

(18 replies, posted in General discussion)

I remember this time Baglodush Kemory,  Those were the good old days, but lucky we could all respec into mechs  smile

619

(1 replies, posted in General discussion)

Well at least were direct and right to the point.

I had thought that its not...I thought they were instead doing a revamp of the tier system, and introducing it as a T4 but its actually T5 or something.

620

(18 replies, posted in General discussion)

Was going through all of my kills and deaths the other day.  Its quite amusing how in such a short time we go from deaths of each other to kills of each other.

My first Loss. 
http://www.perp-kill.net/?m=view&id=30132
My first Kill.
http://www.perp-kill.net/?m=view&id=29397

Its amazing how things change so fast in this game, in another six months you probably wont have the same alliances we have now, the same people we have now, or even the same power blocks we have now.

This is why I love this game.

(Post your first loss and kill yikes.)

I was wondering when these posts would come.

Right now for small scale PVP as well as larger scale PVP I like where the locking ranges are currently at.

HOWEVER, for PVB (B = Base) it gets a bit hard sometimes.  Not necessary saying this is a problem.

As later new bots should help solve this problem.

Tux wrote:

i think the only change that needs to be made is that all beacons should be able to be activate by 1 agent. 5 agents for a 3 stripe star is not needed. even 3 people for the 3 stripe commandos is not needed.

only suggestion is to remove the number of agent requirements on beacons

other wise system is good as is

I would say +1 BUT remove the player need and replace with ONE and only one BOT TYPE needed.

IE:

L1 -Lights - Heavy
L2 -Mechs - Heavy
L3 -Heavy Only

It just requires only 1 of any of the required bot type.

DEV Zoom wrote:

(I only wonder how is this different from griefing an instance, which would be oh so welcome, but nevermind me, just thinking loudly lol )


+1 then keep it as it is...Hell Yes

It should be owned...but the bots should not be owned.