251

(3 replies, posted in Bugs)

I did not get 1 mission with 2 same objectives. I had two missions simultanoeusly with similar objectives.

252

(2 replies, posted in Bugs)

The last step of upping your faction rating can bring you above 7.00. This is stupid if this is a inteded mechanics as it intensivices you to fail back to under 7.0 and then take the biggest leap possibl eto arcieve the biggest max possible.

253

(3 replies, posted in Bugs)

If I have two mission that have an objective to scan for immentium I will need to tile scan a immentium field twice to get both missions completed one for each mission. I think the proper behaviour would be to only needing to scan once.

I have tried to experiment with explosive devices and they don't that much fill niches I tried to use them in.

In particular bombs are hard to use in combat. This is mainly because of the long triggering time. The detonation delay is pretty fine. I would actually want it to be even longer. It would be great if I could set a timer when the bomb goes off. This way you could try to bait / manipulate enemy formation to spesific spots or use them as area denial.

Also proximity probe + chemical bomb have all the components of a mine but you can't wire them together.

There is also missing a mid-yield explosive. This bombs speciality could be quick arming time but longer minimum time to detonation. So you could drop it below your feet to cover your retreat.

It would also be pretty cool to remotely trigger a bomb explosion ie a wire mine.

This is a little otrhogonal to the normal warfaring. But would it not be pretty easy expansion to the variety of the game?

255

(8 replies, posted in Balancing)

One can't move stuff with sparks. The pilot snaps back is that relevant? I thought also that would be a sort of "what happens in gamma stays in gamma" mentality. That it being less avialable to the wide world would be part of the point of gamma.

256

(8 replies, posted in Balancing)

When I was reading up on spark costs it made sense that alpha1 costs 1 slot alpha2 2 slots and beta 3 slots. It made sense costs increase as you get to the outer islands and futher away from the branch point of the differnt arms. However by that pattern I would have expected the gamma cost to be 4. Instead it is 2. What is the reasoning behind this spark cost?

I am not talking about development costs but rather usability costs. It makes understanding the markets slightly harder. I would rather want to focus on the psychological and political aspects rather than require too much statistics / mathematematics in order to participate.

The complication is pretty high cost for a very minimal esthetic return. This way all fluctuation is real. If there where artificial insertion of fluctuations the increase in perception of the artificiality would be more than the gains in esthetics.

I would like the ability to raise my signal masking by lowering my speed. I am not that interested at the 0 point.

I have afeeling it has happened witha lot of differnt missions. However I will try to keep an closer eye on them.

This happens without a squad and completeles only the single objective not the whole mission.

Often if I have mission open I randomly get objective completetion pings when I am not anywhere near said location and completely on a different island.

I am suspecting that the check for location uses only local coordinates and doesn't check for island.

edit: mission pings changed to objective pings which they are