Non sized modules provide a good dynamic in the game. Sizing all modules would take that dynamic away. However, I do think that non-sized modules should have reactor costs that make them viable for all sizes of bots, and cpu requirements to make the fitting have reasonable constraints.

27

(7 replies, posted in Q & A)

on mechs that have a weapon bonus high EP will result in racial weapons becoming higher DPS, this is true. Firearms are tricky in that they have many more variables than just high DPS. You'll need to choose ammo types appropriately, sit at a much shorter range, and must rely on precision firing extension levels to maintain high hit rates.

Firearms really come into their own when used for a very specific purpose. For example, if you want to farm mobs resistant to your race's primary damage type, firearms often provide a better damage type spread. Another example is using Medium Autocannons on a blue mech in order to extend your maximum range (the optimal will still be shorter, but with the very large falloff bonuses you can still do some damage at a very long distance). Fitting the turret slots of a green bot with firearms also provides better DPS and lower fitting requirements than using the other races weapons.

Firearms are clearly not the "best" weapon. But they have a niche role. In my opinion they should not be your main focus on a character, but when used properly can provide many interesting options.

28

(9 replies, posted in Guides and Resources)

This is a great sheet. Tons of useful information. One thing you might want to add is a spreadsheet that compares fragment recycle values. That seems to be the main source of the commodites that are cheaper than refine value. I have a similar sheet, but it's nowhere as neat as yours.

Samada has offered me excellent service at a very good price. I fully recommend this service, and I will continue to use it. Also free bump.

As a prototyper I actually disagree with this. The bottle neck on production keeps value high, and as the game progresses will mean that more players will need to have high tier research in order to meet demand. While I personally would love to be able to produce more right now, I'm fairly certain that once the number of players with good research grows, it would oversaturate the market.

31

(0 replies, posted in Services and Discussion)

I am able and willing to produce almost any T2 light module and some higher quality/larger modules, and more modules are becoming available every day.

If you are interested in reverse engineering, or using these modules, I can provide them to you in a reasonable time frame, at a reasonable price, with delivery anywhere on the alpha islands included.

Just send me a mail or PM in game and I will respond with a price quote and estimated delivery time as soon as possible.

I am happy to accept trades as well, especially high grade kernels and decoders.

Annihilator wrote:

hmm thats almost a copy&paste of my suggestion in the other topic

oops you're right, didnt see it earlier.

The ideas for exploding bots, and for mines are brilliant. I applaud you guys.

There was little detail on AoE weapons with the ability to project into targets, however.

I would like to suggest that each major weapon type be given a different form of AoE attack, making formation choices different depending on the types of bots you are using and the types you are fighting.Here are some examples.

Aoe missiles that explode on impact, dealing damage in a circle from the target hit.
Aoe lasers that strike all enemies in a line that passes between the target and the shooter.
Aoe magnetic guns that ricochet to nearby units a certain number of times.
Aoe firearms the fire a cone of shrapnel centered on the target and originating from the shooter.

These examples are based on the theme of the weapons, but also are related to the current strengths and weaknesses of the weapons.

Player contracts would function on collateral, if they were based around the EVE contract system. While this doesnt stop someone from stealing your stuff, it does make it a poor fiscal choice.

35

(3 replies, posted in Buying Items)

if you are willing to place a bulk order I will make them for you happily, send me an in game mail or PM if you want to discuss rates.

I'm looking for a bulk supplier of robots. If you can provide a decent break below market, i would be willing to purchase a great deal of stock.

37

(18 replies, posted in Q & A)

If there were an API for this game, or even an item database tool, I would write a fitting tool myself. I think the lack of API is probably what's stopping most people from making tools for this game.

38

(11 replies, posted in General discussion)

Gerrick wrote:

I agree with 1, 2, 3, 7, and most of 8.

However for number...

4) I think a good deal of combat pilots are using these kernels themselves to complete their own knowledge base (or that of their alts). Once their knowledge bases are filled then those kernels will be introduced back into the market to balance out the relative few number of specialized prototype producers.

5) The amount of miners and harvesters is generally greater than manufacturers so the supply of ore wont really be in danger of dwindling. Also, producers simply won't make bots anymore if there is no profit to be had in them, especially in relation to other items. This would send the supply down and therefore the demand and price up.

6) Prices on equipment will decrease similar to bot prices and the corresponding profit margins will eventually reach a relative equilibrium.

8) I'm sure that many players will be able to remove themselves entirely from the market for long stretches, especially if the upcoming player-owned structures are anything like I think they will be. However, I don't think decoder prices will rise. If anything, they should fall with the number of players increasing overall along with the number of players farming higher level enemies.

Just my two cents.

You make a good point on each of these, but i did consider those points.

For #4) you are correct on that but before they equalize back out, the major industrialists will have maxed their knowledge base, it could be a while before that happens.
for #5) when bot prices reach equilibrium, bot consumption will go up, either through reckless combat or insurance fraud. One industrialist can account for hundreds of miners if they want to.
#6) i'm just predicting that production cost will increase which will drive up prices on gear. If ore costs don't move, then you are correct. (obviously higher end gear will drop with availablility long before it rises.)
#8) my prediction on decoder prices is based on the value one would be willing to pay for them, which would be equal to the amount of mineral value saved in production. If minerals go up in price, decoders will follow, assuming supply is sufficient.

39

(11 replies, posted in General discussion)

Ok a little about myself first. I'm not a professional marketeer irl, I'm a game developer. Don't expect fancy theories or any of that crap, this is just cost/benefit analysis from the perspective of expected player actions.

Alright so going from immediate to long term I shall determine with 90% confidence the trends of the market on several different item types.

#1. Bots will get cheaper, much cheaper. I estimate that over the next 2 months the price of most bots will be between 75 and 85% of their insurance payout value, exceptions being mechs requiring epriton products, which will hover at about 110% until we reach epriton saturation.
>>proposed action SELL BOTS.

#2. Standard mob drops will become more expensive. There's a reason, but I'm not telling cause I'm profiting off of it right now.
>>proposed action BUY/SAVE STANDARD DROPS.

#3. Commodity buy and sell orders will reach equilibrium at approximately 90% of the value of their base components. This could take some time, as refiners and manufacturers tend to be the same people and it's stinting the market currently, but titanium and iso have already come quite close to meeting this prediction.
>>proposed action CONSUME COMMODITIES.

#4. T3 and T4 kernels will increase in value as more prototypers begin absolutely requiring these kernels to advance their knowledgebase.
>>proposed action BUY/SAVE T3+ KERNELS.

#5. Raw material prices will rise until bots are break-even when building with about 100% efficiency.
>>proposed action when bot prices start hitting expected levels BUY/SAVE RAW MATERIALS.

#6. Equipment prices will shift with raw material prices.
>>proposed action when raw material prices go up BUY/SAVE EQUIPMENT.

#7. Epriton will have saturated the market and will reduce in relative value, though due to general inflation from increased ore prices, I am unable to determine the final value at this time.
>>proposed action WATCH EPRITON.

#8. Decoders increase in value slightly with increase in ore costs. All manufactured items increase slightly in value with them. Market reaches approximate equilibrium. At this point several players have a sufficient asset pool to act independently from the market for long stretches.

40

(10 replies, posted in Selling Items)

Really a term rental agreement would be more appropriate. Or perhaps a lease. Though I am in no place to judge when such a generous offer is being presented.

As an unbiased third party I must say that the property looks to be in excellent condition, with a bountiful supply of native neighbors. I would indeed say that this would be a fine purchase for any budding establishment.

41

(33 replies, posted in Feature discussion and requests)

I would really like to see a window that would allow you to remotely view assets/factory lines/RE progress and other terminal information from outside the terminal, or when in a different terminal. It would make a lot of industry much more convenient.