Hi, I'd like to be able to do storage stacks inside of containers (yes I know it stacks when you take stuff out, but I want pretty piles in my containers ok?).  Also, seems there is quite a bit of lag when dragging from cargo to a container - the same amount of lag does not exist when dragging from cargo to terminal storage for example - could use some code optimization there I think.

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(6 replies, posted in Q & A)

Neoxx wrote:

Doesn't the Ictus get a range bonus to neuts and drains?  I would think that would suffice, as if they got both bonuses they would be super ranged on a well skilled Ictus.

You're right looks like they do.  Easy way to fix that is to pull down the base range of medium drainers.  That way Ictus and Troiar could both benefit from the Ewar skill without having the super range issue with the Ictus you refer to.

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(6 replies, posted in Q & A)

If you look at the description of a drainer, it sounds like the quintessential description of an Ewar module (you hack in and steal the energy).  Yet drainers and neuts don't benefit from the long-range Ewar skill.

Taking light Ewar bots as an example, the Chameleon and Intakt have bonuses that both benefit from the long range skill, and yet Troiar pilots who spec drain do not get the benefits of this skill.

You might argue that you can use drains through a shield, but shield-specced Troiar (for example) have tremendous disadvantages.  Their material cost is very high.  You cannot farm high tier shield gear (as far as I know - someone tell me if I am wrong).  Most of all... if you are targetted by more than one individual your shield goes down pretty quickly (I'm using the Troiar/small shield example - not enough EP to test Icthus yet) and you usually don't have the slot for a backup armor repair.  The slow speed of the Troiar is already a pretty big negative.

As far as my experience goes, drainers are not very OP in any sense.  It would help a lot to balance the ewar bots if Troiar pilots could benefit from the longe range ewar skill.  Give Troiar some love.

Alexander wrote:

Collisions would *** the server as they'd have to be a lot more complex than other games collisions.

You define a certain radius distance from the center of a bot or mech and that is your collision zone.  I don't see why it has to be any more complex than any other game that does the same thing.  Many MMO's have collision.

Alexander wrote:

Robots getting in other robots LOS would be awesome but would probably be hard to code.

Again, don't see why this would be difficult from a programming perspective, many games accomplish this.  When a weapon is fired, you add a routine which checks the path of the beam or slug.  If something is found, you hit that instead.  The game already does this for trees and shrubs... they just have to apply the concept to players as well.

I'm a bit disappointed there is no collision between players and no friendly fire on the beta islands.  I think these features are fine for the alpha islands, but PVP in beta seems lacking that skill-based element that collision and friendly fire would add. 

I'm not a huge fan of the blob PVP that is going on.  Collision would at least force blobs to have to organize their movements better.  The possibility of friendly fire would require true organization in large scale units - I cringe when I see blobs of people shooting straight through one another.  I realize if friendly fire were implemented as is, people would complain and transition to missiles.  The weapons would have to be rebalanced to implement friendly-fire so that missiles had drawbacks in that scenario, but I think it could be done.