i agree,

though it was already requested some time ago:
http://forums.perpetuum-online.com/topi … n-options/

Step one: [input cost / CT M(aterial)E(fficiency)] = base cost
Step two: [base cost / (1+ SUM(extension %))] = factory cost (roundUP)
Step three: [factory cost / (1+ AVERAGE(Relation of the nine corps)] = final cost (roundDOWN)

gave me a correct result vor any virgin CT during BETA
Delta in the result was due to the rounded display of Relation and even more delta because of the rounded CT quality after it was used.

large sensor boosted gang can one shot target but that's the only risk)

is a two mesmer group large?

29

(100 replies, posted in Balancing)

before any change of safety-zones or protection-timer:

Player spawning on terrain AFTER loading screen

I will post all inconsistencies i find on my journeys here:

"Warrior Coyote"
- has drainer fitted, but drops neuts

"Rookie Scorpion"
-shooting with white laser ammo, but drops blue laser ammo (dunno if that one is already fixed)

tbc

31

(72 replies, posted in General discussion)

Lt. Cmdr. Matt T. Sherman (Operation Petticoat) wrote:

We sunk a truck! Let's get the hell out of here!

that was submarine vs. tanker

but to get on topic:

what do those M1A2 tank drivers in Iraq fear the most: infantry with RPGs and good aming skills.
Is infantry obsolete because we got tanks?

small bots/assaults are INFANTRY.

32

(4 replies, posted in Resolved bugs and features)

Update news for 2010-12-07  wrote:

Change: The bonus of the Diplomacy extension has been increased from 3% to 5%.

was the Bug of this extension fixed at the same time or is it still present?

or is it intentional and the description needs to be changed.

33

(100 replies, posted in Balancing)

i miss the random NPC Pirate patrols from Earth&Beyond, that started to camp a certain gate or station in beta...

Imagine, your sitting on a teleporter with your scout, and suddenly a high-lvl npc group comes through to kill you, and leaves again when your gone or dead.
NPCs with shields wink

34

(90 replies, posted in General discussion)

...why not leave alliances and fight eachother instead, surely that will net you PVPers more action?

i tried that argument in beta several times against m2s whose members complained about not enough PvP on server, while recruiting all those who desperately wanted to PvP.
Thats why i called it "Predator vs. Prey" instead of "Player vs. Player"

i miss the games like "Diablo 2" where you couldn't "delete" your items. you just throw them out on the ground and there everyone can see and loot them.

but its a problem of the game mechanic, that loot spawns in containers.

its a good question, but what would be the benefit of a logistic extension?

btw, did someone notice that the basic and advanced robotics extension has "research" as secondary attribute. more logical would be "heavy industries". the bot extensions are very expensive for industrials because of that.

someone with a pure politic/economic attribute set almost can't afford to skill robots at all...
so if they add logistic robot control, it probably would have green/green attributes.

overlord = pelistal

pelistals dont have t4 lwf research...
high speed is not a pelistal attribute

we made it through beta with only the sequer (which had 60 U cargo for a long time, and Ores having twice the Volume until open beta)

hmm, a little hint: the other forum sections.

im pretty sure there is a topic at Q&A or Guides about exaclty that topic, so don't wonder if this one here gets closed.

AFAIK onle two DEVs can give you a certain answer to that question: CRM (coder) and Alf (balancing).

if you got your answer from one of those, then its not a wrong answer - then its non-intentional feature.

i bet we well see some guys resetting their account, speccing for mech only, and failing big time for the next 6 weeks wink

if heavy mech, its industrial robot control 8...

43

(10 replies, posted in General discussion)

did you just quote them or did you also comment something?

if you look at the complexity of those extension, and how long it takes to skill them up -  i would say "intensive 6" and "programmed 4" is all im gonna have for a loooong time.

But in this case why you don't do 1 cycle with a qty of missiles to 25 ? it's the same ?

because you cant get that much quantity for one line. 6 to 7 items per run per line is maximum you will see for a long time if you don't ignore your other production extensions. And in case of ammo, the production-times are really short (compared to mechs which take days)

45

(2 replies, posted in Feature discussion and requests)

options, alternative control active, turn with a and d while autorun is on

the feature goes online tomorrow, which means, you still have a few days to delete those agents and do the reset, if your an hour 1 player (of early access)

you need maximum 6 days EP to do so.
after the reset, you will get all EP back, so you lost nothing but playtime (oh, its christmas, what a nice coincidence... time for the family)

all the spy agents that have to be deleted to get the main agent respecced wink

account reset >< agent respec

Deliv Erance wrote:

This is how i think it works;

Manufacturing 1K missiles in 1 cycle = give me 1K missiles after 1 hour (correct)
Manufacturing 2K missiles in 1 cycle = give me 2K missiles after 2 hours (correct)
Manufacturing 1K missiles in 2 cycles = give me 1K missiles after 1 hour and then another 1K missiles after another hour (+ a few minutes because CT damage)
Manufacturing 2K missiles in 2 cycles = give me 2K missiles after 2 hours and then another 2K missiles after another 2 hours(+ a few minutes because CT damage)

other example:

  • time: 0:00 -> your going to start a production run for something that takes 4 hours to build per cycle, and going to bed after that, with a long a regular 8 hour workday following.
    time: 4:00 -> your production is finished, but your sleeping
    time: 7:00 -> before going to work, your starting up perpetuum, just to start another cycle
    time: 11:05 -> production finished, but your at work until 18:00
    time: 19:00 -> your back at home, starting up perpetuum and you got two production runs done

  • time: 0:00 -> same situation, but this time, you start with 5 cycles
    time: 4:00 -> first cycle done, enough materials in storage, next cycle starts
    time 8:05-> your at work, but the second cycle has finished, and the third one starts
    time 12:10 -> your still at work, and the fourth cycle starts
    time 16:20 -> because you had enough materials in your storage, the fifth cycle starts
    time 19:30 -> your loading up Perpetuum and looking at 5 stacks of whatever your production was (if each stack was 5k ammo, you would have 25k ammo, instead of 10k)

nope
bit if you are using high decoder for ammo, and got high standing on a lvl3 factory + the extension that is increasing time efficiency, then ammo production is really fast.