1

(6 replies, posted in General discussion)

AND beastmode is a Jita Alt... So this is where all the Alt's are signing in? big_smile

2

(30 replies, posted in Feature discussion and requests)

Hunter wrote:

Ok, the topic discussed enough and i suspect only trolling in the next posts. Close the topic plz.

You can not take my freedom away!

3

(37 replies, posted in Testing server)

DEV Zoom wrote:

Good luck showing accuracy on your module without knowing the range.

All I'm saying is it's dumb & confusing to a new player who sees "100%" accuracy when in fact its not even close to 100% accurate. If there is always going to be deviation then you should NEVER say 100% accurate. Show 99% at least that way there's a clear indications the scan may have a small amount of deviation.

4

(137 replies, posted in News and information)

Ville wrote:

Have you children not figured out as soon as sparks disappear it's a new game?

The children are still trying to figure out that, a square peg doesn't go into a round hole.

5

(37 replies, posted in Testing server)

Goffer wrote:

If 100% accuracy can end up +-300m, what can you get with 50% accuracy?

Hungarian Math. 100% should mean 0 deviation. Any Deviation above that & you clearly don't have 100%  accuracy. This is misleading & could frustrate a new player.

6

(137 replies, posted in News and information)

This Thread delivers. Unlike JOKE's empty words.

Annihilator wrote:

now, you have to resort to alts for your arguments?

The ultimate measure of a man is not where he stands in moments of comfort and convenience, but where he stands at times of challenge and controversy.

Burial wrote:

Let's stop derailing the thread any further and get back to Open Station initiative. Here's what Zoom offered:

Jita wrote:

DEV Zoom edit:

So this topic has become more than what it started as.

To recap, the current options for what we can do are (in order of preference as it seems to me):

  • Add 1 or possibly 2 new public main terminals to beta2 islands.

  • Open up beta2 outposts, leave beta1s as they are.

  • Both of the above.

  • Open up beta1 outposts.

  • Do nothing.

It's dumb ideas like this, that hold back humanity.

9

(18 replies, posted in Feature discussion and requests)

And look the mineral location pendulum starts swing the other way again big_smile

10

(43 replies, posted in General discussion)

i hate the lot of you....

11

(5 replies, posted in Q & A)

Siddy wrote:

peenus


AANNNDD all is right in the world. smile

Jelan wrote:

What concerns me most is that he never listed me as a friend, i thought we were BFF's sad

The lord has much Love for you my son! Open you heart & let all thaat is good in the world enter into you.... after all... Everybody Needs Somebody To Love....

http://www.youtube.com/watch?v=HCTJeT2i … re=related

big_smile

Jita wrote:

Thanks for this but please put anni's in too :-)

I was thinking about my ideas and what dan said about more saps as a bad thing and I do see his point. Perhaps a mechanic could be in place so that once each of  your islands regions get to 100% you can link them to a 100% station. This would give you a reduction in saps vulnerable with a full island capture reducing that island to three saps a week. Make island capture more dynamic until you have a fully protected your territory and bring back the potential of *epic fight* that has been lost.

i was thinking about that aswell.... i hate to say it but maybe a ... um *sigh* TCU can be built in each island zone to claim control.


i cant believe i typed that -_-

Annihilator wrote:

why the duplicate topic?


coz finding the ideas in your thread was hard as hell & the thread was getting trolled. Also im quoting or linking threads that have to do with these topics. not just yours.

if people have new ideas they should make a thread like all the others so pros & cons get thrown around.

No offence intended tho Brosef. wink

15

(89 replies, posted in General discussion)

Sundial wrote:

c. They should be reserved for gamma islands, or Beta 2 islands should be made into gamma islands.

^^ this. leave the beta 1 islands open for roaming pvp / area for newer players to get going in beta.

-reserved-

-reserved-

completly missed this roll

Annihilator wrote:

I know, we got many topics about them - i want to summarize a bit what kind of structures the community wants. Please add suggestions with a "name" and short description that i can copy/paste into this first post and then link to your post where you can do a more detailed description of what you have in mind.

These suggestions start from small stuff like the incubators up to dockable buildings.

  • Plant cultivation Node
    We got Noralgis as a first step. A small building that needs a kind of ammo and makes plants around it grow faster would be the next step. *More details here*

  • Proximity sensors
    A deployable structure, that has no lifetime restriction, but needs energy injector ammo to work, and can only be operated by outpost owners.  *More details here*

  • small defense structure
    A deployable structure, no lifetime restriction, but needs to be supplied with ammo and equip like a robot.
    For operation it needs a player equipped with a remote control unit (squadleader) in control range. *More details here*

  • medium defense structure
    A deployable structure, no lifetime restriction, but needs to be supplied with ammo and equip like a robot.
    Can only operated by outpost owner with additonal destroyable outpost modules. *More details here*

  • heavy defense structure
    A deployable structure, no lifetime restriction, but needs to be supplied with ammo and equip like a robot.
    Can only operated by Station owner which are completely player built.
    *More details here*

  • Player built Stations
    kinda self-explaining

  • Destructible concrete Walls

  • Robot Control Hub
    A defensive structure for utilizing NPC bots for base defense.
    *More details here*

  • Remote Sensor Boost Tower
    A structure designed to boost sensors of local, friendly bots.
    *More details here*

  • Missle Silo
    A structure that could be utilized for base defense.
    *More details here*

  • Trade Post
    A localized trade hub to further define a self-sustaining base.
    *More details here*

  • Barracks
    A structure developed to give corp members a place to store private belongings.
    *More details here*

  • Watch Tower
    Provides a radar image of X ammout of meters around the tower for land owners and provides light defense structure mounting points.
    *More details here*

  • Boost Towers
    Provide capability to build and extend connected runways that provide boosts or nerfs to all or corp members.
    *More details here*

Now yes i know there's a thread about this already but the OP doesnt seem to be compiling a list of ideas. I will attempt to do this.

Mechanics of PBS or specific buildings you see a need for. what ever really. I will attempt to link or quote main ideas.
If you seen an obscure idea or post link it or repost a copy smile

Ideas so far:

Beasty wrote:

Some thoughts on PBS’s

PBS’s should be constructed in a modular fashion, for example

Terminal: when a player Corp wants to build an terminal they can construct the terminal ( no facilities at this point) all they get is docking, market, personal and Corp hanger access.

Refinery & facilities: All facilities will be able to be accessed from the main terminal once constructed just like the current system for terminals. When a player Corp wants to have the capability to refine recourses they will need to build a refinery, this is a separate structure that must be constructed within ~500 m to ~750m of the main terminal. This structure will have separate attributes from the main terminal and will be able to be destroyed by opposing players. All facilities must be destroyed in order for the main terminal to be destroyed. Each additional facility that is added to the main terminal adds to the maximum shield HP of the main terminal. Once all of the facilities for the main terminal are destroyed and its shield removed the opposing players may either completely  destroy the terminal or salvage it.

Salvaging: salvaging terminals produces the items that were stored inside the terminals hangers. Salvaging is a process similar to the current active sap capture where players will need salvaging modules equipped and search through the wreckage. You will only be able to salvage items that will fit into your cargo, (of course )…. (scarab)so bring a hauler. The players who had items in the terminal when it was destroyed / salvaged will loose these items.

Construction : PBS’s can be constructed on the new Gama islands. The construction process will take ~4 hours to complete during this time the player Corp constructing the terminal will be required to Deposit large amounts of building materials into the construction “crane” in order for the crane to complete the construction. The construction crane is an item that can be bought from NPC sell orders on the market for 500m Nic. The construction materials for the terminal could consist of ~10K U Titan Ore, ~10K U Sterm, ~2K U Alligore etc.. the facilities would be about 20% of the cost of the main terminal. But constructed in the same way. Terminals must be completed before facilities can start construction.

Destruction: PBS’s will be vulnerable to attack for a period of 1 Hour every day this will coincide with the original construction start time (this is for the shields to cycle on the facilities and the terminal). Each structure will have its own individual timer (so if you want them to all come up at the same time make sure to start them all at the same time of day for your forces to defend). Terminals HP should be about ~1M HP while facilities should be about 250K HP.. ..

At work .. bbl later with more


Alexandra wrote:

I love the idea of building an MCR (Mobile Construction Robot) that you drive/glide to the area you like.

I would also love to see a RTS view introduced with PBS. Drive the MCR to the area you wish to claim and deploy. This switches you to an RTS view and allow you to see what the terrain around the area is like for "Smoothness" Green tiles = Available, Red Tiles = Blocked.

The MCR should then deploy and open once you confirm the location, the driver of the MCR will be back in a robot (Perhaps of the players choice OR a Construction robot). The MCR must then be 'Secured' or 'Constructed'.

The original concept of PBS was modular buildings connected by pipes. Pipes being easily destroyed or intercepted while the main buildings would be massively resistive.

Terraforming should allow you to make more tile "Available" by making them at the same height as the deployed MCR and a near flat slope. Placing a building could cause the terrain to flatten underneath it as long as all times are at the same height and whatever an acceptable slope is.


TL;DR - Perpetuum does not suit static buildings are long periods of time. I would like to see a base where the main cost is placed on a control centre and modular buildings can be pipelined together for a low cost. This means that a base can be abandoned or left when minerals dry up or taken over by the enemy destroying the control centre and placing their own there.


Line wrote:

Here is an alternative idea. Original idea was taken from Mech Warrior books series.

Corp/alliance A decides to attack Corp B's station. They initiate a trade - declare their forces (details level can be optional) they are plan to use on this intrusion, specify a date and time. Corp B can accept their bet or set their own bet, higher or lower than the Corp A one. When both sides find the bets acceptable, they are making a deal. That means, than in specified date/time, specified station will generate 5km aura similar to that one we had on tournament - for everyone who not specified in attackers/defenders list. Intrusion lasts says for 1 hour, and in that time and only in that, all the station buildings are vulnerable.

So to conquer the station, Corp A should destroy all the defending forces and wreck all the buildings (or just Main Building only).

As a result, we are free from those damnit night fights - you can't reject the trade, but you can change the time (not the date) to find that one that will be suitable for both sides. Also we get some protection of any ran around-saw-destroyed stuff.


Obi Wan Kenobi wrote:

thought this might be better in its own thread. Lets see if we can throw some ideas around... heres mine! smile

what about having a PBS building called lets say ... Nanite Wall Maintenance facility (NWMF). this PBS requires fuel & is needed for walls to grow once they have been placed & to repair them selves of damage received. And while im at it let say it has a max range of 1km (for arguments sake)
This will add a meaning full cost to walls & their on going Maintenance.

This kind of building will add cost to the amount of walls you build. the more wall blocks with in a NWMF the more fuel it needs to build nanites & feed to the walls.


what say you?


Arga wrote:

I'm not a fan of any player replacement pos, like guns, but that aside...

A POS that a player can dock in, and then control the turret would be ok. Where the turret doesn't require any player extensions, it gives a new player a lot of usefullness. And the turret uses the cargo of the docked bot for ammo.

+1 for gates, use the same password code as for cans that allow them to be passable, but they also only block movement but not shooting, so you need to be careful where you place them.


Takeo Prime wrote:

It has been quite funny to see hostiles come to other islands and do some building of their own! lol

As cool as this is, there should be some thought into construction on an island that you dont have residence of.

one easy fix and thought might be to allow walls and other deployables to any beta island but to limit them to no closer than one tile from any existing deployed structure by its residence. (you can drop walls, you just cant hook them to somone elses walls that are already placed.  This will still allow some creative strategy but will limit the "lock off this entire area while they are off line" stuff.

Just steamlining it. tongue

you may not need to add player built structures (pre-designed kits) if you were to just add some new items with simular mechanics to wall pieces.  Some could be:  Half walls, double height walls, ramps to both heights (firing points) walls with the ability to walk across the tops, walls with port holes for firing, and some type of forcefield door or ramp.  Turret and towers for eyes and we could go build what we wanted and have some security.
Just saying we are close with the Legos that you have given us.


Jita wrote:

A few things I would like to see:

  • Make territory control based on regions as well as stations

  • Give each region two saps (with a lower version of the station sap bonus)

  • Make control for a region based upon the current mechanic

  • Allow the building of walls only on a region with stability is over 60%

  • Proximity probes can be built anywhere but are only active on a region your stability is over 60%

  • Make walls, proximity probes and region control viewable from the corporation window with viewing ability dependent upon roles


Thanks!

being able to password lock folders & or storage would be handy as well

21

(35 replies, posted in General discussion)

Interstellar wrote:

However I cannot justify playing this game until it goes f2p with microtransactions. It is just not a subscription quality game.

Son you obviously dont get this game & thats ok. Clear your mind & let the truth bring you into the light! open you mind & see the true glory on Nia!

Praise the eternal spark!

22

(12 replies, posted in General discussion)

Predator Nova wrote:
Klit Oriswood wrote:

I sang for Wiener Sängerknaben ( http://www.wsk.at/jart/prj3/wsk_website/main.jart ) for a few years (look me up in hall of fame!) so if you need me I'll be there! big_smile

I endorse this product/service big_smile

this is going to end well smile

23

(13 replies, posted in General discussion)

DEV Calvin wrote:

We just kept a low profile to avoid speculation, confusion and having to handle the related fallout. You'll be seeing more of us in the next few months.

Use alts? Im told its very effective big_smile


on a completely unrelated note.....

Human salvation lies in the hands of the creatively maladjusted.

big_smile

24

(22 replies, posted in General discussion)

Alexander wrote:
Kroth wrote:

Gremrod, Get well soon m8!

KROTH! big_smile Hhhhheeeeeyyy.
Also. Grem get well soon! No one wants to hear my voice more than yours. There needs to be a balance of smooth and cool against my.. whatever it could be called. Screeching? tongue

i 2nd this infact can you not speak at all & just do a silent podcast alex ?