576

(10 replies, posted in Feature discussion and requests)

Annihilator wrote:

The main issue i see with this is that masking should be (in my view) a specialized trait of specific bots .... namely e~War class robots.

and why?

because it fits within their tactical role in the game.... why else would they get bonuses to masking?

577

(10 replies, posted in Feature discussion and requests)

@Anni, I understand that it only takes one detector.

The main issue i see with this is that masking should be (in my view) a specialized trait of specific bots .... namely e~War class robots.

Giving a blanket masking bonus to all bots in a squad is not only difficult to properly balance because the amount of accum used to mask a bot is attached to the size of that bot.

this is UN-necessary as a masked e~War can already get close to 300 masking vs 240 detection (high skilled detector)

I feel the DEV's have already ruled this one out but time will tell

578

(10 replies, posted in Feature discussion and requests)

+/- 0

stealth should be for select bots like it is at the moment.

If you want to stealth a squad you can do it under your own masking tower on gamma.

Masking a Fleet is way OP and should not be done IMO.

Hiding squads in terrain and good FC squad movements should be effective enough to gain the element of surprise on your victim.

masking a fleet can be done now as is everyone just needs to fit a masker.

in order for this to be balanced there would need to be a detecting nexus hmm then were right were we are now

time and distance is good as is ....

travel is cheap with teleports

580

(75 replies, posted in Balancing)

Sundial wrote:
DEV Alf wrote:

I would say, its a miner code, to clean up after yourself.
If you don't like to find tiny spots, you don't leave tiny spots behind.
If everyone would follow this guideline there shouldn't be any problem.

As for griefing... there are numerous and way more exciting ways of griefing than mining for hours to leave a spot behind... smile (but you always surprise me cool )

The problem is you will leave spots behind if you dont have 100% geoscanner efficiency.


Sundial wrote:

Please leave the PvP features to PvPers and we wont mess with your PvE.


/cough /cough  .... leave mining as is

581

(33 replies, posted in Balancing)

or simply increase surface hit size a lot

State Corp has many many friendly and motivating people that you can come work with wink

583

(29 replies, posted in Recruitment forum)

yarr

584

(75 replies, posted in Balancing)

I ask what is the big difference between now an pre patch people still left small amounts of ore in static fields.
I recall many times when I went to go scan fields and there was a few green tiles left of a huge field

So I would need to find another field or wait for it to regen

Now if fields are stripped they will respawn a lot faster than before

If you find a one tile field kill it so you can find the next

L2P

ZUBO wrote:

Hey everyone

I just had a small idea and wanted to share it with you to get some input to see if it has any chance to fit into the game.

So my idea is this: First there must be more and longer highways (player-build even). Then you can introduce a highway-hacking-tool which reprograms a stretch of highway to slow you down instead of speeding you up(should only be usable on beta) for some time. There are no visual clues to this and the reprogramming gets triggered only if someone uses the highway(like a proximity mine).

In oder to complete the trap you need a cloaking-generator. This should work roughly like this: First you have to place it on the ground like a teleport beacon(not within range of another one and not near terminals etc.) and wait for it to charge up. Once it is charged up it cloaks all bots standing inside its range that do not move and do not have any targets/are targeting something/are targeted by something. The beacon is only visible if you are very close to it (50m or something) but very easy to destroy. If you enter the range of the cloaking beacon you are not cloaked instantly but there is a cooldown depending on the bot type(the smaller, the faster).

Now you can sabotage a highway and lay waiting for an unsuspecting traveler.
The cloaking beacon like a teleporter has a limited lifetime.


This is in game already but on gamma only its a masking tower

Alexadar wrote:

Again, i propose to add "anchor beacon". This time on forums.
After player logged out on beta or gamma on terrain, he would be replaced with "anchor beacon". This small beacon will have good signal masking value, to prevent detecting from a large distance. If anyone will kill this beacon, beacon will be destroyed, cargo container with robot cargo will appear on the ground (to prevent insta-hauler-teleporting), and robot, what was logged off, will appear in a home base.


LOL!!!!!!!

587

(33 replies, posted in Balancing)

If there is a mech class hauler introduced it needs to be like a blockade runner ....
High shield bonus with limited cargo capacity 200 u mk2 and like 160 mk1 make it a glider would be nice

As for super heavy hauler I think it may be a little too soon for the game .... that bot that carries 2000+ u will/should cost about one billion nice to make

588

(14 replies, posted in Bugs)

DEV Zoom wrote:

As Goffer wrote, daily missions don't have a location, they can be completed on the whole island, as it stands in the briefing. We are working on a solution that it shouldn't show a location point, as it is apparently misleading.

you could simply center the point over the terminal and have the red circle area encompass the whole island.... that would be i think a brain dead way of saying anything on the island goes....

because I'm sure if you remove the location point people will say its a bug and they don't know where to go lol



>>> dammed if you do dammed if you don't

To add a bit to the very obvious we need production to be fixed back to a way where it was manageable to run 20 to 30 lines of items. As it stands right now I could pre calculate all components needed to make the items of all the lines I want but the problem is that when I do that my main hanger is going to be stuck …. I say this because if I refine the proceeds will just stack into what I am currently using for my lines and get mixed.

As mentioned I think it will be the best solution if we could have a drop down added to the factory window that allowed us to pick any folder we have access to, it could be as simple as :
Component Location:
Main Hanger
    Mod Production folder
    EwMech Production folder
Corp Hanger   
Lvl 1
        T1 stuff folder
Lvl2
        T2 stuff folder   
I think this issue nees to be addressed soon as it is what I think one of the things that should have been fixed before launch of Gamma as I said then http://forums.perpetuum-online.com/topi … important/

590

(40 replies, posted in Balancing)

Shields are working as intended smile

As Khader said Specialized Shield tanks are ... fun

Many fits give up damage in order to survive much longer ... " tank fit "

Stop whining about not being able to kill tanks in solo throw away fits.

591

(15 replies, posted in Balancing)

I think there should be the ability to remotely purchase an item. then you can go pick it up at your leisure. But the market will recover  from the wipe and the last 3 weeks of people not selling in prep for gamma.

Remote buying +1
Fusing all markets -1

592

(9 replies, posted in Bugs)

I have done several of the new missions at tellesis and they are not giving Relation... has relation been removed ???

we still need relation for sparks...

Mission that i have done several times is : Requiem - II

the mission gives the rewards just not the relation it does not even show a +0.0 relation change

do it !!!

+1

594

(2 replies, posted in Testing server)

Client is really slow when docking and un docking now

dont know why

its more the undocking but docking laggs a little as well

Finally a good Idea from M2S (J/K)

+1 For this idea

Why not also add in EP ?

1 token = 1 EP

this would also give new players something to work for and give them the ability to "catch up" to some veteran players who pay for accounts but do not play. the 1 to 1 ratio is not a lot it actually takes a long time to start stock piling these tokens and would encourage more active game play.

-1

I see no reason to introduce content that is only for people who do not PVP as the OP suggests.

If you do not like PVP and need something to do go farm Kernels people are sure to buy them.

The recent fixes to missions was a good start but they need to and in about 10x's more types and levels of missions than are currently in the game.

Add to that make the SS store useful...

597

(14 replies, posted in Testing server)

The only real problem i see with turrets is that the way people have deployed them is really bad.

Turrets should not be out in the middle of an open field open to attack ..

If your smart you will position turrets so the attacker must be with in locking range of them in order to shoot them.

You will also boost their resists so they will love longer.

TF to make your turrets useful or else no matter how they change them they will be garbage


Sure they could use some balance in relation to standard advanced and high tech but i think they are pretty solid as is if used correctly.

598

(3 replies, posted in Testing server)

I was testing kernel research for the new items and i found that we can research Construction but not all of the items

we can do:
Building construction block

we can not do
Building Deconstruction block

or

Terraformer beacon or module charges


is this a bug >?

599

(82 replies, posted in Testing server)

I guess some people must have left it public

600

(1 replies, posted in Feature discussion and requests)

Would it be possible for us to have options to customize the UI

I personally like this Equipment and Hanger Skin
http://www.perpetuum-online.com/~gargaj … /01800.png

Tabs for the windows would be very helpful because i think others like me have many windows open at the same time and not being able to reduce the size of the item Icons in relation to the size of the window they are in make it very cluttered.

Features:
Custom item sizes ~ small ~ Med ~ Large
Ability to stack windows to form Tabs of one window



oh and where are the paint jobs for our Mech's