I'm agree. Mission briefing must be extended and fixed somewhere, so less people will misreading.

Alexander wrote:

This was said in General chat but when you assured me it was 2 100U items I had assumed you'd already tested it.

You're a bit late to the assignment party but better late than never.

/confirmed.

So, agents, test your bugs well before posting big_smile

Really. Thx.
I'm like noob.
/thread

Steps to reproduse
1. Get 3.0+ relation with "webb&webb"
2. See "Tango #1" mission in TMBT

Screenshot
http://img515.imageshack.us/img515/1677/bugoc.jpg

830

(15 replies, posted in General discussion)

Nice rays)

I vote for range extender new artwork!
Everything else is fine.

832

(49 replies, posted in Recruitment forum)

Like to play with this guys! I'm recommend this corporation.

833

(42 replies, posted in General discussion)

Players building PO world. Players building its history. This is the main thing why i have faith in Perpetuum.

834

(7 replies, posted in Open discussion)

Capitan Obvious sad about you

835

(1 replies, posted in Feature discussion and requests)

My 10 coins:
Its need to improve laser, bullet and magnetic shots animations. For now, i think, rocket launches looks like more cool than  other weapon shots.

836

(13 replies, posted in Feature discussion and requests)

Neoxx wrote:

Compile the most traveled routes from logged data to negatively affect plant growth around well traveled places.

We take the same routes over and over and over every day, but yet the plants are still there to bug us every step of the way.

The next step will be requirement to introduce collisions of robots?
If we can play with ghost-o-bots, we can live with iron plants.

837

(6 replies, posted in Feature discussion and requests)

Dont want to repeat same post twice, so here is link to my beta forums old topic:
http://forumsbetaarchive.perpetuum-onli … ansformer/

838

(2 replies, posted in Feature discussion and requests)

Not forget about
Amm-o-meter
Wast-o-meter (how much bots you wasted)
And other funny statistics...=)

839

(27 replies, posted in Feature discussion and requests)

In addition please add agent marking system and assist target feature.

840

(27 replies, posted in Feature discussion and requests)

/voted
Nice feature for massive combat

841

(33 replies, posted in Feature discussion and requests)

/signed
Also for hangar managers "corporation assets"

842

(10 replies, posted in Q & A)

If this thing will be implemented, most powerful pvp squads will have swarms of bots on each station. Tactical actions will be much different that now. Personally, i'm against this idea, because it can broke game balance.

843

(18 replies, posted in Open discussion)

"Developed for windows 7"

"WTF? LWF!"

"For Mom conveyor!"

For intakt: "Handbrake is broken"

AOE content patch incoming
http://perpetuum-online.blogspot.com/20 … idays.html
http://perpetuum-online.blogspot.com/20 … gress.html
It will bring different sort of battle

/voted
Dont forget about trolling section, with premoderation.

846

(17 replies, posted in Events)

Я прийду поглазеть с попкорном и фрапсом

Yes, i'm agree. This is a lot of calculation, but we dont know certain how implementing of this system will affect server performance, because server-side written by DEVs not us big_smile. So time will show. I really want to see less such weird thing in this game.

Annihilator wrote:

your robots cargo is a compressed teleport buffer (cargo is stored in form of energy - or how would you explain that a sequer could transport several heavy mechs and tons of ore)

If cargo stores in a form of an energy: why my reactor or acc. recharge time still same? Maybe mass in cargohold transmutating in pure volume of green butterfly energy or something else. I can write here 100500 such histories about teleporters and mad squirrels in gophos head.

The main point of this topic is bring cargo into a game mechanics.
For example: CPU run navigation program in parallel thread. Installed modules reduces speed because of CPU load. Total robot weight reduces speed too, but less than high CPU load.
/*A really big set of formulas, what proofs my idea*/

Any other thoughts?

Really weird: installed modules changes speed, but huge cargo dont.

850

(2 replies, posted in Open discussion)

It's so scary to live in domhalarn!
http://img401.imageshack.us/img401/1640/devfuny1.jpg