Sorry to hear that and best wishes!

2

(48 replies, posted in Balancing)

No idea what your problem ist, but

1.) it always is better to have more slots even if you can not use all of them than to have not enough slots.
2.) if you fit your MK1 fitting, there might be some mods that give you a slight buff even if not optimal to drop in the additional slots
3.) you get one more bonus on your mk2

Sometime in the future there will be mods and extensions that WILL make the slots even more usefull! It was the same with EVE and it will be the same here.

The good thing on the structure imho is, that you could possibly mine without actually using a mining char :-) but only a hauler that picks up mined ore and drops it in your hangar.

That said it could allow combat chars to buy mining towers and let themselves defend it :-)

What about mining drones?

With regards to targeting, I see no reason, why it should be changed except for maybe manual targeting fps style...

Autotracking works pretty good already and will be even better in the future, so I imagine that autotargeting and hitting is simply a matter of target size, distance and speed changes of the target. Within the limited optimal and falloff ranges in this game and the limited speed (100km/h = 27m/s) I would say the effects of speed and movement vector are neglegable and sufficient solved with hit dispersion. (IMHO)

Different hit zones like in Battletech and with different damage to your equipment is a good idea imho and I would even support crippling movement and targeting due to damaged MODULES but not amount of left armor. If armor percentage is the factor, pve won't be fun and pvp even less, due to the nature of being targeted and shot by lots of enemies at a time.

5

(7 replies, posted in Feature discussion and requests)

If you intend to play this game for longer, the EP 'wasted' on long term insurance is nothing compared to the NIC and thus time safed. Since I hardly play but like the game much, time saved on insurance fee is very valuable for me. I just wish I had discovered the skill(s) MUCH EARLIER than when it(they) was(were) actually changed. Would have saved me many NIC!

6

(18 replies, posted in Feature discussion and requests)

Arga wrote:
Alexander wrote:

..snip... perhaps create your own assignments later on for your own corporation (And others) like collecting kernels, plasma, specific items and such and paying a reward to them.

Wouldn't creating buy orders at the outpost be the same thing? Maybe all there needs to be is the ability to set corporate buy orders, money comes out of corp wallet and items go into corp storage.

In EVE you had combat pilots as protection to prevent miners getting killed by NPCs if they actually mine in a system where NPCs are strong enough to kill a mining ship. That could be made necessary in PO as well. Of course value of plants/ore is increasing that way.

7

(11 replies, posted in Feature discussion and requests)

I would like to pick up the Taxi Bot idea. Since alpha islands are safe, why not have transport air vehicles there for a price?

That way you could do NPC kill missions faster though and thus have more action but would not gain more NIC from Bounty and not that much more from loot drops (if fee is higher than time saved)

I could even imagine having player owned air vehicles that can transport bots or even fight. Docking/Undocking on these air vehicles could take some time while you aren't able to use your bot, thus preventing abuse (disturb mining ops on beta or ganking players too easy) and allowing usage for inter island travel as well. Of course for higher fees. In case of player owned air vehicles even by getting destroyed :-)

8

(104 replies, posted in Feature discussion and requests)

Crepitus wrote:
Styx wrote:

I don't think this at all. I simply want everyone else to go through as much effort as we did. If the kernel drop rate wasn't reduced then it would become easier to get technology research by a not insignificant amount.


How does it get easier by staying the same as it was for you?


You obviously did not read the last few pages of comments nor the latest patch notes. Or maybe you just did not think about the changes...

More NIC from new loot compensates loss of NIC from Kernels. If Kernel prices stay around the same as they were so far, you can buy as many kernels from market in exchange of your loot NIC that in total you again have a kernel for each NPC kill.

9

(10 replies, posted in General discussion)

This painting idea is just GREAT! And I don't say that because Syndic is the best leader ever in and from the best corp ever ;-)

Since I am lacking ideas how to finish my coding at work, I'll spent some thoughts on this as well.

Since I play online games almost since they actually exist and having played numerous MMORPGs, including several years of EVE Online, I tell you that EP actually does matter. It might not be that much in large scale battles (>100 vs 100) but it is a big difference in small skirmishes. Not only do you last longer (more Armor, more Resists, more Energy, more dmage, etc...), but you also are able to fill several roles which means your small group of players is more flexible and can adapt faster to happenings.

Imho EP is the key to be pro in any game like this. Of course you can still be a dumbass and have no clue why faster speed might be good ;-), but in lots of situations more EP gives you that little edge to succeed in what ever.

Having said that, I like having an advantage as long time subscriber, since it comforts my playstyle and looking at high EP numbers makes me giggle ;-), but I would also support the idea that beginners get f.e. 20% more EP the first 3 months or can buy faster EP gain for a certain amount of time or amount of EP, depending on the average EP of ingame players.
Lots of other MMOs (in fact any free to play i have seen yet) offer that.

On the other hand the game is just 5 months yet so the difference is not that much (just take a look at the calculations above) as it would be starting all over with EVE these days for example, so I do not think such increased EP gain is needed for newcomers at this stage of the game, but might be in a year or two.

11

(77 replies, posted in Open discussion)

EVE Player that started few days after official release. Looking for something new and I think I have found it in PO. Unfortunatly I had no time to play PO since weeks :-(

@Kalsius: I do not think of having separate Events for different bot types but have different bot types as mission requirement that you can controll the number of each type that are at a battlefield at any time.

A bit more detailed explanation:
You have 20 lights, 20 light ewar, 20 mech ewar and 20 assault,  20 mech, 20 heavy meach, 20 ewar mech and 50 of any type for mission "Gain control of zeta island for faction x".

That way you can make sure that not more than 190 in total are on each side for one battlefield. You also make sure, that you have a certain mix of bot types since you can not have more than 70 of each class max (20 specific mission requirement and 50 any bot) but also at least 20 of each type.

Of course there might be better ideas to balance teritorial control, but with my idea of handing out missions for certain robot types to participate you can as well make sure the nic reward is balanced to the risk a player takes (heavy bot vs. light bot vs. ewar mech).

13

(25 replies, posted in Feature discussion and requests)

I do not know if you get the reason behind JUMPjets. As the name already suggests it is about JUMPING with your bot. Not AFTERBURNERS or sth like that.

JUMPJETS add tactics to combat and allow even heavier bots to climb up an hill they would otherwise not reach. You could for example drop some missle bots behind an hill and let them shoot on your enemies gang while he has no los.

Afterburners or Micro wharp drive as in EVE are another story. Like someone already suggested there should be some civil mod (for travelling purpose) and some combat mod (for interception, fast engagement). Well, that is not bad, but imho not necessary as there is already lightweight frame doing this. Maybe there could be a second mod that boosts speed in a different way (less accu reloading and capacity vs. slightly increased speed, stacking with lwf), but as I said, it is a different story than JUMPJETS.

JUMPJETS should not be that difficult to implement and would not change the current roles of bots in this game. Missle bots however could be more attractive with them than others (but then missle range is too short to really favor them a lot more than others using jumpjets).

14

(33 replies, posted in Feature discussion and requests)

signed

15

(191 replies, posted in Recruitment forum)

This corporation is really awesome. As you all may have noticed, CIR sucks at PVP though ;-)

If you can look over that, it is a great corp, great people and you certainly can have some nice laughings listening to Teamspeak :-)

The core of CIR consists of very reasonable people with combat and industry chars which means the corporationspeople can provide deep insight of the game. Since the corporation is basicly a communists party (work for corp, get stuff from corp), it also provides robots at very reasonable prices to members. All important modules are provided as well if you show you are worth it.

Hail to CIR! Hail to Syndic!

<- donations welcome

It would be of course player defended, probably you could add some base defence with NPCs if one side has lots less pilots. Maybe for each human player self destruct one npc robot. I would somehow balance it through the numbers that are able to join MAXIMUM and a requirement that you need at least a certain number of pilots to conquer an outpost.

Another option in regards to balance could be the allowed robot types. Probably you could offer a mission for each type and can only accept one at a time. Also if let's say 10 people accept for heavy mech, only smaller bot types are left at mission terminal. The teleporter would require you to use the correct robot type. That way you could prevent people from

I would go that far that you can not swap faction whenever you like but require a certain corporation reputation or personal reputation and also prevent working for another corporation if your standing is too high with another faction. The mission is not only for reputation changes but also to pay some NIC. As this can be seen as high risk mission, the gain should not be too bad either.

17

(25 replies, posted in Feature discussion and requests)

actually i think jump jets as in "Mechwarrior" are quite fun and usefull. No doubt it would change the way we travel now, but you dont need to forget it gives more options in tactics, you need to fit jump jets and hence sacrifice sth else and they could also be heavy which means you loose speed for flexibility.

One more thing:

I like the game pretty much, BUT from logging in to having some action, there can be hours. You might even not get action, though rading some beta island. Also this would allow single players to join PVP at any given time without the need of having loads of people online at the same time in the same corp/alliance. If you have some faction fleet command possibilities in the game, you could make it easier for people to coordinate their attacks.

Make a new mission type: Territorial control. Each faction hands out this mission and if you accept it, you are fighting for that faction and gaining reputation with it (possibly each npc starter corporation of that faction).

If you have accepted the mission, you can enter a teleporter that brings you to some new island which has several outposts. Each outpost must be conquered and can not be taken back for some certain amount of time (let's say 60 Minutes). If one faction controls all outposts at any given time, the battle is over and you can not retake the outposts for a certain amount of time. While the island is controlled by a certain faction, only people with positive standings can enter it and use the facilities there. These facilities and also the npc spawns/mineral fields, etc. should have an advantage over beta islands ... or wait! It could be beta islands you are fighting for :-). Anyways, if you accept a mission for one faction, no matter if you win or loose the battle, you gain certain amount of reputation for the faction you accept the mission and loose a certain amount (equal high) for the other two factions. If you participate in faction warfare and destroy bots fighting for the other factions, you gain/loose standing for each kill. You should also gain standing for each lost bot :-).

UPDATE START
It would be of course player defended, probably you could add some base defence with NPCs if one side has lots less pilots. Maybe for each human player self destruct one npc robot. I would somehow balance it through the numbers that are able to join MAXIMUM and a requirement that you need at least a certain number of pilots to conquer an outpost.

Another option in regards to balance could be the allowed robot types. Probably you could offer a mission for each type and can only accept one at a time. Also if let's say 10 people accept for heavy mech, only smaller bot types are left at mission terminal. The teleporter would require you to use the correct robot type. That way you could prevent people from

I would go that far that you can not swap faction whenever you like but require a certain corporation reputation or personal reputation and also prevent working for another corporation if your standing is too high with another faction. The mission is not only for reputation changes but also to pay some NIC. As this can be seen as high risk mission, the gain should not be too bad either.

UPDATE END

Faction reward could be faction items, bots, nic, discount on some stuff if you get higher reputation, etc.

With different Faciton warfare islands, with different advantages and on different timers there would be possible PVP action all around the clock.

P.S.: I know, similar ideas have been discussed already!

20

(7 replies, posted in Feature discussion and requests)

I like the complex idea, pretty much something that is needed to get more players.

21

(4 replies, posted in General discussion)

Starting an event like that on beta could give us some nice pvp happenings big_smile

Thanks for adding some fun content :-)

22

(26 replies, posted in General discussion)

EvE introduced new skills to improve basic skills as well as new skills for new technology.

Example:
Basic Skills: Small hybrid guns, medium hybrid guns (req small lv3), large hybrid guns (req med lv3).
Advanced Skills: Small Railgun Specialisation, Small Blaster Specialisation (requiring small hybrid lv5), Medium Railgun Spec (Req Med Hyb lv5, Small Rail Spec lv4), etc.

Advanced Skill improves dmg for T2 Weapon of same class but ALSO is an requirement to fit it first.

Same goes for ships and stuff. Basicly higher Tier is always better as same item lower tier, so you are eager to get the skills and the items.

Besides that, it is possible to farm faction loot that does not require the T2 level skills but gives almost the same or even better stats than T2.

On the other hand EVE introduced new items and skills for new ship roles as well (Interceptor to catch and lock ships, Jumpships, etc.).

Conclusion: Progres in EVE is being able to fit better stuff and fly better ships. Besides that better skills give an edge over newbies.

One should not forget that EVE introduced T2 Items only more than a year after game start (a s far as I remember). Usually there is a major patch all 6 months in EVE which adds a lot new content. I guess it will be similar in PO, the only trouble is entertaining the poeple until you get the critical mass to drive the economy and to long term motivate people.

Let me explain my initial statement a bit:

I don't talk about buying with NIC, I talk about buying with real life currency. Only that makes sense for late starters.

Another way I could see and is probably more suited, would be buying EP packages from the publisher. Like pay 10€ get one months EP, pay 50€ get 5 months EP.

First off, since you can reset your account the first few weeks, you should be able to keep the extra EP as well and as such don't suffer from bad distribution.
Second if you join the game later on and have friends already playing (which more often is the case), you learn from them how to distribute EP best for your chosen role.
Third, the publisher can limit EP buying to an certain amount, let's say not more than the 80% of the longest playing active account or sth like that. Which gives long time veterans a very limited edge over newcomers but also keeps people from buying enough EP to instantly have everything at 10.

24

(8 replies, posted in Feature discussion and requests)

Some changes to the Landmark screen would be nice:
1.) Let us have several sets of settings which we can switch to easily (PVP, PVE, Mining, etc.)
2.) Multicolumn list sorting, maybe even groupable sorting, f.e. grouping after distance group 1 up to optimal range, group to up to fall off, group 3 up to targeting range, group 4 further
Of course the groups need to be sorted by range themselves as well :-) Max range needed is targeting and further of course.
3.) Maybe multicolumn layout of the window. Means if you make the window wider but less high and have the last column twice the needed space in width, show the list in two columns.
So first 20 landmarks in left column of the layout and rest in second column, etc.. There would not be a top down scrollbar then, but a left right scrollbar.
@Devs: I think of something like multicolumn list box where you can scroll left right, just having one column being an Item with 5 subcolumns (Image, Name, Type, Distance, etc.). I could sent a screenshot of an example if needed.

I know these Ideas ain't new. I actually posted similar thoughts already 2 months ago short after release.

@Line: You actually need to move to the npc spot and get back to any terminal anyways. But why would you need to travel from one half of an island to the other and back. That not only makes it more dangerous (which I would support) but also time consuming and less rewarding (which I don't support). On Alpha it is even less of an risk and only time consuming to the biggest part.

Regarding the NPC Escort Mission: of course you would need scripted NPC Spawns that attack your escorted NPC ;-) Or let it be from one faction and run it through some part of an island where NPCs from other factions are located and let them start shooting at NPCs from the other factions. Escort Missions on beta would always have the additional risk of players getting involved ;-)