76

(20 replies, posted in General discussion)

0110011100001111001010001 wrote:
Lupus Aurelius wrote:

  But tbh, it should not extend to free game time.

Um...yes It should.

Um...no it shouldn't.  Part of the purpose of ddos attacks in situation like this is to drive players away/reduce subscriptions.  We want this game to survive, not cost the devs more than what the attacks have already done.  It's not their fault, it's the hassole doing the attacks.

Don't be a greedy biatch...

77

(20 replies, posted in General discussion)

If this was strictly a server issue, or problems with the program, or something related to the server host or Avatar Creations, I would be the first screaming for compensation.

It's not.

It's due to some individual who has taken it upon themselves to screw with this MMO, for whatever personal and selfish reasons.  *** *** of the anonymous hacker.

Anything the devs decide to try and compensate for this is a bonus, I would rather have them focus on resolving the issue.  But tbh, it should not extend to free game time.

78

(19 replies, posted in General discussion)

There is an old saying - "And this too shall pass"

The DDOS attacks will eventually be resolved, I am already seeing the server down time significantly reduced since this past weekend. when most of Sunday you could not even get on.  But eventually they will be effectively blocked, or the source of the attacks will be identified. 

Regardless, reducing the server population, and the subscribers, is exactly the result that the perpertrator wants.  We, on the other hand, want to play this game and enjoy it.  Will we let 1 *** stop us from doing that?  I certainly am not.

As far as a slow pace of developement, I have to say the only frame of reference I have is stEVE, and tbh, I've seen more developement and new features added here in a year than I had seen in stEVE in 4 years, and the DEVs actually taking in alot of what is recommended by the community and trying to work with it. 

Granted, even I have complained bitterly about how they have implemented somethings, and I still believe they need to look harder at new mechanics or features before they are released, but the sheer quantity of changes, and how many have been influenced by player input, is significantly higher here than stEVE, and based on what I have been told, most other MMOs.

Patience is a virtue and how we focus on things is important.  It's easy to get hung up on the negatives, but from what I think most of us have seen, the positives in this game and the DEV team still outweight the negatives heavily.  (don't let that go to your head, Alf!)

PS - the only reason I can see for making such a statement, especially a new thread when there are at least 3 open threads on this topic already, is to influence people with your point of view.  I understand the need to express your concerns, but topics that boil down to " I am unhappy and I am leaving" serve only 1 purpose, to get others to start thinking along the same lines, to influence others to the same behavior.  I think we all need to keep that in mind.

As we all know, this past week has seen, per the DEVs analysis, that the server has been under a DDOS attack.  Especially today, many of us cannot even log on.  Whereas I am sure they are doing everything they can to resolve this, as a community, there are things we need to do as well.

This has been substantial speculation as to the source of these attacks, and many have some very strong opinions as to who it could be.  Remember, however, that opinion is not fact, and unless there is objective evidence, it remains opinion.  Not to say that people do not have a right to voice an opinion, but it would behoove us not to be adamant in our opinions, nor to demonise or degrade someone for theirs.

Factually speaking, there currently is no objective evidence that these are even due to an individual associated with Perpertuum, whether that be a current or former disgruntled player. 

But if that is indeed the case, and any current member of the community has evidence that does indicate such, the proper point of contact should be the DEVs, and not these forums or General Chat.

Also, if indeed this is due to a disgruntled player/explayer, we also need to send a clear message that no matter what they do, we will not waiver in support of Perpetuum and the DEVs, and that NO EXTERNAL ACTION BY ANYONE WILL CAUSE US TO EITHER CEASE PLAYING OR CAUSE US NOT TO RESUB! 

NO ONE, WHATEVER THEIR GRIEVANCE, HAS THE RIGHT TO DENY US OUR RIGHT TO CONTINUE TO ENJOY PERPETUUM!

I ask the community to put aside their differences and show in this thread our support to the DEVs and Perpetuum.


EDIT - I ask for the DEVs and Moderators to please remove any trolling from this thread

80

(41 replies, posted in Feature discussion and requests)

I can set up decorational plants around Nauwy soon?!?!?!  Oh my. oh my, i want a rose garden, and a two tiered flower bed, and,uh, and a SHRUBBERY!

81

(45 replies, posted in Feature discussion and requests)

For the most part, my initial reaction is that it sounds reasonable good.  I think some tweeking is still needed, and tbh, I think 24 hrs is too short a time.  If someone goes away for a week on vacation, they could come back to find a coup has occured.

The other issue here is that if a corp does not have a deputy, then what?  Or if a CEO, now knowing he could be ousted, purposefully does not make a deputy CEO?  I'd hate to force a corp to accept some sort of predetermined structure, but maybe a way to deal with this is to require a corp over a certain population has to have at least 1 CEO and 2 Deputies.  This in itself may be a problem as well.

Another way of handling this is a corp vote, and for a CEO to be replace would require lets say 75% of the members who had been on the previous 7 days to vote in favor of the change.

Just some initial thoughts, but in general, yes, there needs to be such a mechanic.

Alright, now that I have had a couple days to calm down about this, I can discuss this reasonably.  If there are to be such a thing as proximity probes, limiting them to outpost owners would create a very 1 sided system.  If they are going to exisit, then everybody should be able to use them.  This would enable non outposts owning corps to perform certain activities on beta islands, and not just be an outpost owning buff.

But there has to be limitations, and cost associated with these.  Some thoughts that have been mentioned are very similar, so if I repeat something already proposed, I do apologise, I'm just trying to summarize the issues.

1) Prox probes should be temporary.  A limitied time use, no more than an hour.  Deploy your probes, and for that period of time you have a sensor net up in the region of their activity.

2) Limited data.  All current proximity sensitive technology reports movement or objects withing their detection range, nothing else.  Probes should only show that there has been some movement in their vicinity.

3) They must be reasonably detectable.  Seeing them at 50m without sensor detecting may be too small a distance.  Another solution is to allow the artifact scanning probes detect the prox probes, so you can zero in on their location.

4) They must be limited as far as number deployed.  The ablity to spam a hundred of these around is just ridiculous.  So here is a suggestion, the probes have to transmit to something else, and be within range of that something else.  A 2 component system.  A prox probe hub has to be deployed, where you are doing whatever, and then you have to deploy the prox probes withing so many meters of the hub, lets say for discussion 1000m.  Overall, you would get a approx 5000m diameter area that you would detect movement in for 1 hour, after which, the equipment burns out and turns to slag.

5) They should be expensive enough that to just spam them everywhere you are doing something is not cost effective.  Epriton mining, farming, or if there is a campaign that an outpost were under attack, it would be worth spending that kind of NIC, but roaming or individuals just doing stuff by themselves is not.  So about and hour before an intrusion, you deploy your sensor net, and await the enemy, or if you have intell that a major scarab/lithus train is going to be moving thru an area on beta, you deploy your net and hope to catch your fish.

6) Visiblity must be limited to the island that they were deployed on, you have to be on the island to see your probes data, i would also say within the 1000 m of the hub if that mechanic is deployed.

7) Limit the number of hubs and probes a corp can deploy at any one time

Just some thoughts, not necessarily solutions, but the basis of good design is having the general functionality and limitation determined before you actually set to work on it. 

What I am more concerned about is the process by which these changes occur.  Typically, some form of peer review of a design or concept should be performed, instead of a single individual making a determination as to how things should be.  Whereas I have no idea as to Avatar Creations internal review policies, I would seriously suggest that there should be some peer review and brainstorming, with consultation with some players as well ( granted many of perp players are not objective, especially if it is a condition that favors them).  Point being, less is more when introducing new features, by which i mean start it nerfed to begin with and build it up, instead of uber and nerf it down, and testing by other individuals who were not involved in the concept or implementation should be performed so that other points of view can be brought into the process and perhaps prevent a repeat of what just occured with the prox probes.

83

(27 replies, posted in Feature discussion and requests)

Lobo wrote:

Lupus not going to turn this in to a personal attack as you would like but twisting the killboards in to outposts being assaulted have some relations but not as much as you are weighing on. And what normally happens to the population after a patch? wow thats such a deep connection.

Actually, my presentation may have been a bit harsh, but tbh, many on these forums make assertations without presenting any data to support them, and frequently, the facts and data, if looked at, show the contrary.  No "twisting" is involved with the above, it's straightfoward and anyone has the capablity to verify it, making it "fact".

As far as "more activity after a patch", this statement is usually only true after a major patch, such as Intrusion 2.0.  As far as the smaller patches are concerned, it's harder to make such an assertation.  Now, after the subsequent patch, the one that added the prox probes, we saw a reduction, partially due to the disconnect issues, and also with the patch after that, which removed the prox probes.  Add to that the DDOS issue, and you actually will have seen a drop in activity.

The point being, making a global statement that removal of an "easy button" for SAP visiblity, and the current need to be withing 1000m of a SAP to determine if it is active, cannot be linked to pvp activity in general.  As far as serious attempts at reducing outpost stablity or taking over an outpost, currently, there are no campaigns underway.  In fact, there are too few corps even trying to own an outpost currently, and beyond getting one for your own corp and getting allies established on the island you currently occupy, no reason to even bother to trying to take over another island.

The only impact has been to make far more difficult for someone to ninja a can of loot, or to just screw around with an outpost's stablity just because you happen to be somewhere on an island when one went active. 

What the change in SAP visiblity has done is to make it so that someone has to take the risk of scanning an outpost and determining the SAP active to get the reward, regardless as of being the attacker or defender.

84

(8 replies, posted in Feature discussion and requests)

Line wrote:

1. Movement and accumulator - moving such heavy robots needs alots of power for sure. So here is what I think: movement should use energy from accu. Aspects that can affect that amount - speed (more energy to move faster), weight (more energy to move heavier robot).

2. Reactor load and accu recharge - more load you have, more time it needs to recharge your accu.

3. Orbital strike - easiest way to implement AoE stuff. Should be hardly restricted - limited amount of launches per day, high cost of charges f.e.

4. Separated facilities - on one outpost there can be recycle/refinery ONLY, on another - factory/prototyping, etc.

Discuss.

-1

No, just...no. As to why, should be obvious

1 - ap nerf favoring geen heavily
2 - same as 1
3 - Easy button, no counter, this is not Command and Conqueor
4 - Already limited by outpost upgrade points

No, they are not.  You have to have a client open for each arkhe scout, and actually be paying attention to each one, and then communicate to others on your comms .  With prox probes, 1 person can see everything not only on their island, but every other island that they are listed on the probes for, or 10 ppl can see each if all 10 are listed for all the probes deployed, and see it all on their radar, or the world map.

Not only that, but an arkhe scout has limited visablity range, whereas the probes allow you to track movement across an entire island or group of islands!

This is a HUGE differnece.

Best solution?....Just SAY NO and get rid of them.  We have detectors, we have maskers, and scouts that can cover tele and strategic locations.

That's all we need, no arm chair easy buttons.

I try to give the DEVs credit for trying to help improve the game, add content and features.  Some things are controversial, and shifting arguements between what is a balanced vs. ppl trying to preserve some overpowered mechanic that benefits them can be a difficult thing.

And then something like this comes along...and all of a sudden, i have to wonder if there is an IQ over 50 involved here.  I'm sorry if that sounds insulting, but was any thought of consequences involved here at all?

I can spam ANY island with prox probes, pull up the world map, and see where EVERYONE IS??!?!?!?! And where they are going, and how many they are, with the probes almost completely invisible?!?!?!?!?!?!

Is it just me, or should it not be obvious that now no one can do anything on beta islands and not have it known by everyone else immediately?  I should not have to even bother to have to explain this.  Roaming gangs? Forget them.  Surprise assault, bah, no such thing anymore.  You know even before your opponents have left an island that they are out and where they are going, and :::convulsion::: and :::convulsion::: aaaaaarrrrrrggggghhhhh!

IF YOU CANNOT SEE THAT THESE ARE SO OVERPOWERED THAT EASY BUTTON DOESN"T EVEN COME CLOSE TO DESCRIBING IT, then there is no hope.

88

(27 replies, posted in Feature discussion and requests)

Both Takeo and McCeeJ's arguements are spurious.  Looking at the data from the perp-kill board, which does not always show all the kills since it is player posted, you have the following data:

date    Total
January 16th    38
January 15th    20
January 14th    38
January 13th    33
January 12th    26
    Total kills for subsequent 5 days =155
   
January 11th    9        DAY OF THE MECHANIC CHANGE
   
date    Total
January 10th    15
January 9th    14
January 8th    28
January 7th    33
January 6th    19
    Total kills for previous 5 days =109


Based on the data, there has been MORE pvp since the change in SAP visablity.  Data Analysis, do you do it tumterkucfer!

89

(37 replies, posted in Balancing)

Arga wrote:

Lupus, sorry, I meant no one is transporting it for trade; as mentioned in the dev blog about generating trade between alpha/beta.

Well, they may not be moving it to beta to sell there, but tbh, most of the titan we use we buy, because it is more cost effective to mine epri and sell it, or farm plasma and sell it, and buy the other materials we need.  Most of the minerals we use are bought on alpha, and transported to beta. I just happen to be a cheap bastard and mine some things myself when I don't have the support to go out mining epri.

90

(37 replies, posted in Balancing)

Arga wrote:

The problem is that no one is actually moving titan to beta, so Ville's arguement is a good one in that sense.

Well, I and several others just in my corp alone, move titan ore to beta every day.  After all, need that titan to refine alligor, and what's the point of having a higer lvl refinery if you are not going to use it...

Well, from what I have seen, it's was rare for an outpost to stay at 100%, just because it was so easy to determine when a SAP was active.  Now that some effort is involved to actually find the active SAP, fewer ppl seem to be trying.  But even after the changes, I have seen 3 OP that have gone down to 70% in the past 2 weeks, because someone did take the time, and make the effort, to go for those SAPs.  They got the times, and apparently it was off TZ for the owners, and actually took the SAPs, and to my knowledge, 2 of them were specimen processing!  The "hardest" one to take.

All of this is easily researchable by looking at the "News" tab and seeing what SAPs were taken by whom.

92

(27 replies, posted in Feature discussion and requests)

Lobo wrote:

Just a few thoughts.


A. Kill is dead on that PVP has now become ill, It was ill before I2.0, I2.0 was a booster shot that is now wearing off. If the "easy mode" sap intrusion event was too easy why were people atleast poping threw the Teles. M2S hit South Iset atleast 3 times a week and Morte was playing on Dom often. 1000m is crap I understand that some of the OPs have saps in the same zone as the external TP, I was living in one for 2 weeks at Koykili, Hell you can see the specimen of Koykili from the internal TP. If you want that OP then you have chosen to deal with that possible threat.

B. 50-60% is the magic # on OP stability once you get it to there you can basicly just not worry about your saps unless someone gets you under 50 and you have to worry about docking intruders. This is the real underlying problem, I'm not risking my solo bot to come scan your OP to check for a sap that could be 12 hours away and if im caught im -1 headslot for the stupid geoscanner. Unlock the OPs and make docking be a NIC thing. If I'm red to your OP i can pay 1 mill each time i dock yellow =500k. Just my 2cents on that. I would risk going to your OP to scan if I have the chance to re-fit and fight my way out.

C. Who ever says living on Beta is hard..... roll I lived there solo at Koykili for about 2 weeks and only died to NPCS in those 2 weeks (NUB PVER)

TL/DR
OPs shouldn't be locked but be pay to enter and SAPS shouldn't be so masked maybe not island wide but 1000m is crap.

-1

A) Little if any hard core pvp was occuring around the SAPs.  What was occuring were ppl having easy mode detection of active SAPs, and on off hours for the controlling entity, ninja SAP can grabbing.  Which, from what I understand, was something 62nd was getting very pro with, and the millions that they made off of can loot.  Looking at the KB, the drop in pvp coincided with CIR leaving the game, and there has been consistant pvp since, some of the days with very heavy activity, including mechs and heavy mechs (thanks CHAOS for some juicy kills there)

B) the magic number is not 50-60 percent, the magic number is 70+ to get the lvl III upgrades, and anyone fortuneately able to maintain the 100% stablity, the complex upgrades.  Note, you said not going to risk your solo bot to find out what the timers are - but there we are again with the concept of risk vs reward, and sounds to me you want the reward without the risk.  As far as locking out ppl from an outpost, that's the whole idea, control of the territory, and once a stablity level is reached, the ablity to determine who docks there.  If it matters to you so much to be able to dock at a location, then work for it. 

C) Living on beta is not hard with the proper support and cooperation of those occupying the island, but it is very risky.  With higher risk comes higher rewards, and just because someone finds a location not frequented during the TZ they are active does not mean that there is no or little potential risk.

The problem here is that an easy button was removed for multiple people that was beneficial to them due to their game play style.  Now it has been removed and there are croc tears galore.  Once an OP is controlled, no one that the controlling entity has blocked should be able to enter.  And all of us, including some of those complaining now, begged the DEVs to add that feature for months, and now we have it.

Risk VS Reward - you want the reward of the loot can or the outpost, you have to take the risk to:
1) Scan for the timer
2) Determine what is active when the timer comes up

And all the complaining about this boils down to people that still want to be able to jump onto an island and know immediately what is active and where, and to be able to dock up at the appropriate OP to make it as easy and risk free as possible for them, with no diminishment of the risk to the defender.

93

(37 replies, posted in Balancing)

0110011100001111001010001 wrote:

*edit: Rule #4. - DEV Zoom

I invoke Rule #34 on this...

94

(37 replies, posted in Balancing)

Actually, I like it the way it is.  Lets requote the above:
"We'll also remove titan ore from beta islands. There's been many discussions about how all the beta corporations are too self-sufficient, which hurts the economy, and alpha corporations don't really have anything they could offer for them.  Hopefully this change will start some goods exchange between alpha and beta islands. It's important to note that we will only stop the regeneration of titan ore, so current minerals will stay in the ground until they are all fully mined out."

Ok, it may be a bit of a pain in the ***, but if EVERYTHING was available on beta, what need is there to bring anything from alpha, as far as resources?  Now it's not just about hauling products out, but having to have to import some resources from off island.  This should drive some market activity, while also adding risk to beta production by having to haul materials in.

TBH, I think titan is the least critical of materials to obtain as far as time and effort, and from what I have seen on the market, there are quite a bit of buy and sell orders there to support the decision to remove titan ore from beta.

Endgame?  The idea is not to "win the game" or reach the "end" in MMO sandboxes.  It's about settihg your own goals with the tools available, trying to achieve those goals, and as the game and "universe" evolves to modify those goals and methods accordingly. 

A more applicable concept might be Zero Sum from game theory.  to quote wikipedia, just cause it's a Sunday morning and i feel lazy, -

"In game theory and economic theory, a zero-sum game is a mathematical representation of a situation in which a participant's gain (or loss) of utility is exactly balanced by the losses (or gains) of the utility of other participant(s). If the total gains of the participants are added up, and the total losses are subtracted, they will sum to zero. Thus cutting a cake, where taking a larger piece reduces the amount of cake available for others, is a zero-sum game if all participants value each unit of cake equally (see marginal utility). In contrast, non-zero-sum describes a situation in which the interacting parties' aggregate gains and losses are either less than or more than zero. A zero-sum game is also called a strictly competitive game. Zero-sum games are most often solved with the minimax theorem which is closely related to linear programming duality,[1] or with Nash equilibrium."

How much of the pie you can influence or control is really the objective.  This can be accomplished, just in RL, through economics, military action, or a combination of both.  It's about how you can impose your will to influence how much of that pie you can control.

The cake is a lie, have some pie...

96

(27 replies, posted in Feature discussion and requests)

1) It removed the "easy button" of just jumping onto an island and knowing everything that was up.
2) It removed the "easy button" for grabbing the SAP loot.
3) It removed the "easy button" for harassing an opponents outpost stablity.

You actually have to spend time and effort to interact with these now, even if you are the defender.  Scanning for the next intrusion time, getting near to each sap to see if it is active or not, regardless of defending or attacking. 

I applaud the DEVs for doing the right thing. Either defending or attacking, all you had to do was get onto the island to see what was happening, and know exactly where you had to be for it.  This is excellent, please change nothing about this! 

The only possible complaint i would have is an attacker still can complete the sap and shut down the process, but the defender has to hang around for an hour with no way of completing the intrusion without negatively impacting the stablity of the outpost.

97

(44 replies, posted in Balancing)

^^^ if that is indeed the case, and the issue comes from having the outpost recycling service to 4, then yes, the appropriate response is to reduce the outpost upgrade bonus, and not the recycling skill itself.  Diminshing returns - lvl 2 outpost should still deliver at the old rates, but lvl3 from lvl 2 increase gives a lower percentage return than lvl 1 to lvl 2, and even lower going from lvl 3 to lvl 4. This should be able to be done easily by the devs, and not a general nerf to everyone everywhere.

98

(28 replies, posted in News and information)

repost from this thread:  http://forums.perpetuum-online.com/topi … dev-blogs/

Lupus Aurelius wrote:

Hate to say it, but none of the proposed items excite me in the least.

Walls - Long ago in a galaxy far away, we were promised terraforming.  We still do not have that, and tbh, I'd rather see the devs deliver on that promise than "walls".  Instead of NIC, time and effort would have to be expended, EP spent on skills to perform that effort, and countermeasures to it could be an enemy coming and undoing the terraforming work performed with their own terraformers ( think sappers back in history used against static defensive positions such as walls and castles )

Bombs - We already have people advocating massive damage and short timers, so guess what they are thinking, lol.  Nothing to do with walls, more to do with small hit and run gangs using derp tactics to thin the opposition or persuit.  Again, long ago in a galaxy far away, we were promised ARTILLERY that would do area effect damage.  An artillery mech can be countered, shot, jammed, whatever, and the mech and skills involved would require multiple EP expenditure points that would require some form of specialization.  Instead of coming up with this "new" item, lets see follow thru on the originally proposed addition that the devs committed to last summer.
Based on the dev blog, seems their "intent" is as a counter to the walls, corp A builds walls, corp B blows holes in it.  See "walls" above for the alternate way to do that. 

Inter Island Mobile Tele -  Well, damn, lets give an even more "easy" button.  There is no where on Nia we can't get to in more than 20 mins with the right bots, and multiple entry points exist for each island.  Current practice is arhke scouts on tele.  So now we add a limited range inter island tele, and this does what? Dumps you right at a static tele on and island, and viola!, arhke scout goes peek-a-boo I see you.  So nothing really changes. 

Proximity Probes - Frankly, the only item I see as new innovation here that could potentially radically change pvp game play.  It makes roaming gangs a little easier to track, adds a challenge for the roamers to evade them or destroy them. The major downside here is just the same as the benefits, potentially makes roaming gangs TOO easy to track, and too hard for roamers to evade persuit, even masked.  Currently, we have detectors and sparks to boost that capablity, as well a potential auras at outposts, but even with that a masked gang can negate most of that detection benefit.  Destroy someones probe, you immediately send a signal that there are hostiles on the island, place probes in extremely inaccessable points for most bots, and you have no way to counter it.  It's a defenders wet dream, and an attackers worst nightmare, but it would significantly reshape how beta pvp would be performed.

As stated above, the DEVs should deliver on the blog promises this past summer, artillery, terraforming, destroyer mechs, before going down this road at this time.  Most of the new blog proposals would have been addressed if we already had artillery and terraforming.

99

(37 replies, posted in General discussion)

Hate to say it, but none of the proposed items excite me in the least.

Walls - Long ago in a galaxy far away, we were promised terraforming.  We still do not have that, and tbh, I'd rather see the devs deliver on that promise than "walls".  Instead of NIC, time and effort would have to be expended, EP spent on skills to perform that effort, and countermeasures to it could be an enemy coming and undoing the terraforming work performed with their own terraformers ( think sappers back in history used against static defensive positions such as walls and castles )

Bombs - We already have people advocating massive damage and short timers, so guess what they are thinking, lol.  Nothing to do with walls, more to do with small hit and run gangs using derp tactics to thin the opposition or persuit.  Again, long ago in a galaxy far away, we were promised ARTILLERY that would do area effect damage.  An artillery mech can be countered, shot, jammed, whatever, and the mech and skills involved would require multiple EP expenditure points that would require some form of specialization.  Instead of coming up with this "new" item, lets see follow thru on the originally proposed addition that the devs committed to last summer.
Based on the dev blog, seems their "intent" is as a counter to the walls, corp A builds walls, corp B blows holes in it.  See "walls" above for the alternate way to do that. 

Inter Island Mobile Tele -  Well, damn, lets give an even more "easy" button.  There is no where on Nia we can't get to in more than 20 mins with the right bots, and multiple entry points exist for each island.  Current practice is arhke scouts on tele.  So now we add a limited range inter island tele, and this does what? Dumps you right at a static tele on and island, and viola!, arhke scout goes peek-a-boo I see you.  So nothing really changes. 

Proximity Probes - Frankly, the only item I see as new innovation here that could potentially radically change pvp game play.  It makes roaming gangs a little easier to track, adds a challenge for the roamers to evade them or destroy them. The major downside here is just the same as the benefits, potentially makes roaming gangs TOO easy to track, and too hard for roamers to evade persuit, even masked.  Currently, we have detectors and sparks to boost that capablity, as well a potential auras at outposts, but even with that a masked gang can negate most of that detection benefit.  Destroy someones probe, you immediately send a signal that there are hostiles on the island, place probes in extremely inaccessable points for most bots, and you have no way to counter it.  It's a defenders wet dream, and an attackers worst nightmare, but it would significantly reshape how beta pvp would be performed.

As stated above, the DEVs should deliver on the blog promises this past summer, artillery, terraforming, destroyer mechs, before going down this road at this time.  Most of the new blog proposals would have been addressed if we already had artillery and terraforming.

Alexander wrote:

-1.
However bombs should have either high health and low activation times or low health and sort activation times.
There should be no middle ground for them.

These bombs are MEANT to be had to use in battle but amazing to use anti-terrain warfare.

10 points to Gryffindor if anyone to actually KILL anyone with these. (ECM and Demob?)

Have to agree with Alexander on this one, -1, should be highly visible and relatively decent activation timers, but with enough hp to actually have time to go off.  After all, seem to be mostly for taking out the proposed walls..

-1