POS's should have module slots just like mechs, what you put in them will determine how much offense/defense/industry you get out of it.

As long as they can defend themselves somehow I'd be happy.

On the 17th, I predict... nothing will happen.

On the 22nd, I predict...

1) A mech and heavy mech cargo bot at 160U and 240U

2) Updated corporation features such as a shared transaction history, more assignable roles, and a better bulletin board

3) More options and filters added to the market window

4) Some kind of stealth module and/or a solution to the visible range issue

5) Visual updates to the terrain (more colors, eye candy, etc.)

6) Updated server reliability and lag reduction

7) Terraforming module introduced for removing those useless impassible rocks

8) Targeting system updated



[...Well I can hope, right?]

Yes, I suppose that NPC-granted immunity would be too much for the beta islands. My chief concern is that even if you arranged to be friendly with the alliance that controlled the island, it would be impossible to protect your assets at all hours of the day. Some sort of feature that enabled auto-protection (like turrets or hired NPC bots) would at least grant players the ability to purchase a sort of insurance against the inevitable target painted on their most expensive assets. I agree with you that 'Might makes right', especially on the beta islands, so I think economic might should also have some form of expression.

I guess it all hinges on how reliable a hired player-run protection service would be at protecting a POS. I can't say that I've been a big part of pvp so I have no idea if it is feasible or not. Can a single corporation, or well-knit alliance I suppose, defend an island by itself, all the time?

If this is the case, or if the POSes are protected by a shield of some sort (similar to a certain other MMO), then I could definitely see that as a viable alternative.

So I've read throughout the forums that player owned structures are being worked on for the next expansion of Perpetuum. I absolutely love this idea and I'm looking forward to seeing it implemented in the worst way. My request is actually regarding that implementation and I should add that I'm assuming the structures will only be constructible/obtainable on the beta islands.

Instead of only allowing structures to be another part of the free-for-all that are the beta islands, allow the "rights" for these structures to be bid on in the free market. In other words, transform the domain of the POS from exclusively combat pvp to both combat pvp and market pvp. By enabling industrialists to buy the rights (read Syn-tec protection) of the structures or their surroundings, it would give non-combat agents and corporations a chance to compete for these valuable assets. The protection could be in the form of an entirely different island where the land is leased to the highest bidder or it could be by granting safe zones in certain areas of the beta islands. No matter the implementation of this mechanic, I think it would help to sustain the balance of power between industrialists and combatants and thereby create more growth for the whole community.

Well I mean normally they would have to extract it for someone else to use it, right?

32

(10 replies, posted in General discussion)

This is a great idea, makes me want to be a combat pilot.

Well, I do think that restrict-able corp access to a CT is a good idea. This would make it much more convenient to manage the "intellectual property" of the corp. However, I'm not too sure about multiple corp members being able to run a manufacturing cycle on a previously installed CT. This would basically render the CT extraction extension useless.

How would you suggest determining the tier of the kernel? An average of equipped modules maybe?

You could start your own corporation (or join one for that matter) and use the corporation's leased storage to store items and the corporation's wallet to transfer credits.

I think this is an interesting topic really. As an industrial player I've lost a couple Arganos already and I actually never even thought of deleting my cargo before being killed. The principle reason was that I believed that I still had a chance to save it and my bot so I didn't just give up and wait to be killed. There has been a lot of talk about the "right" to a kill's loot, and I can see the argument for it. It doesn't seem fair that 10x a combat bots cargo hold in goods could be instantly evaporated, yet at the same time this is a science fiction universe where every agent's consciousness is sent through a wormhole to infect an intelligent alien robot or three. However, the one argument I haven't seen posed is the failure of the pvper or pirate to coordinate the ambush effectively. For example, initiating an attack when the target is close to a safe zone, but just out of reach, would give the pilot pause in destroying his or her cargo long enough for the attackers to destroy his or her bot. This does make the pvpers job more difficult, but on the flip side, it is also considerably difficult to get through a beta island trade route unmolested which will only cause less and less Sequers to pass through. However, whether or not the deletion characteristic is fixed I would never destroy my cargo simply because the advantages of depriving a potential future enemy of resources do not outweigh the disadvantages of antagonizing that same enemy into making you a permanent member of their hit list.

37

(6 replies, posted in Q & A)

Just to be clear, any increase in accumulator capacity gives an increase to recharge amount but not the recharge percentage.

My point wasn't that the overall effort of production was reduced, just the individual effort required by an agent (and costs associated with that effort) due to the distribution throughout a corporation.

+1

...although I think the cargo capacity should be around 220U, which lines up with the Sequer being ~10x the capacity of the light mining bots.

I believe this concept has some merit but I also think that it is far too powerful as stated. What you are suggesting is actually a drastic improvement of a corporations efficiency, yes, but it is also a removal of a key role and market limitation for the industry-oriented character. The "niche" that has been pointed out as being usurped is referring to the role of logistics. Transporting the sometimes vast amounts of ore and materials needed to have an efficient production line forces the player to carefully consider the cost/benefit ratio of every production to see if those seemingly high profit margins are in fact worth going after. If this feature were removed, it would severely depress the prices of goods because the effort involved in production would be drastically decreased, especially for well organized corporations; This would also limit new players ability to jump into an economy where the opportunities are few and far between.

However, despite the downsides of a fully integrated corporate production line, I do think that a partial implementation of the features would be a good thing. For example, perhaps delegating ownership to CTs or at least enabling them to be traded would allow players to specialize in reverse engineering. Also, an option to only output the production lines into the corporate hangar would not have to much of an overall destabilizing effect but it would allow players to interact with their corp mates in different time zones. Anyways, that's just my two cents.

Contracts just refer to a mechanism that allows players to trade items for other items or NIC without both of them being online to do so.

+1

While I see what you're saying, the number of times I've had to move something into or out of a deactivated bot's cargo is much less than when interacting with the bot currently activated.

Still, anything at all, including a color or symbol, would work fine for me.

Please add this very simple fix: close the cargo of a bot you have deactivated and open the cargo of the bot activated.

There have been so many times when I load a package, miner charges, or ammo into the bot I just deactivated and head out with my new bot only to find my cargo empty. You could even make it a toggle-able option if some people like it the way it is. I know I would really appreciate this fix since it is extraordinarily frustrating to realize that you didn't just forget to pack something, you packed it into the bot still sitting in the station. Thanks.