The alpha attack has some curious effect when not all weapons are in sync. I guess your problem was that one of your launchers didn't fire when the other did. It must have something to do with some weapons being on and some being off. So what should happen when you press the space bar again? Turn on the ones being off or vice versa?
I guess you will have to wait until all weapons are in sync again.

I've checked this with Helioptris plants only: It is possible for two ppl to harvest the same plant. This shouldn't be possible because it opens the chance to gank ppl with less developed extensions.

Say a highly developed player deploys a field container next to a bunch of plants. Then because these plants are the next to a terminal/outpost, someone who just got a Laird arrives and respectfully targets a plant which the other doesn't. Chances are that the high level harvester claims these plants for himself so he starts to always target the plants which the low level harvester does. This of course to drive him away. He will eventually succeed because the high level harvester has probably double the cycle time so the low level harvester will hardly be able to fill his cargo. The situation gets even worse as groups of Helioptris plants get rare.

The problem is similar to multitagging, but the solution is different. Of course, if harvesting the same plant was impossible, the one with the lowest locking time wins. But as plants aren't being tagged, the low level harvester has a chance to lock a plant the high level player doesn't expect.

The same would apply (haven't checked this) to ore/liquid fields although it isn't that much of a problem because these fields are mostly very large. Still it is possible piss off low level players.

If this gets serious, you will have people leaving with one thing in mind: "What a *** comunity".

Tom Hawkens wrote:

- A new extension reduction allowance (1 per week) is implemented and allows players to pick an extension to reduce by 1 level and regain their points back.  This will allow players a slow transition to new skillsets of their choice and also removes the impacts of any accidental training and unexpected patch adjustments to extension bonuses.

Say the effect of the extension "engineering/energy management" was reduced from 3% to 1% for whatever reason. To be honest, the impact wouldn't be big if it were done today, because not many ppl have upgraded this extension to level 8 or 10. But such change would mess up things pretty badly when done half a year into the future. Miners would have to reduce the cycle time of their miner/harvester modules multiple times to avoid acc depletion. This would take months if you would only be able to reduce one level per month.

So I hope such a change will never happen or all EP of the corresponding extensions will be redeemed.

Surge wrote:

I always thought land trains would be pretty cool to see hauling stuff across the landscape.
Maybe an old Wild West style raid on said train by some enemy corp, killing the engine (the actual bot) and taking all of the contents for the loot. Of course, they may need to bring along their own engine/hauler to take away the containers.

hmm .. "take away the containers" .. maybe it should be possible to just destroy the engine bot but not it's trailers so the enemy corp may connect their own engine bot to the trailers? this would make trains an even more valuable target.

another advantage of separate trailers would be that you have to scan their cargo one by one. only then the enemy corp can decide whether to attack the train with it's escort or not. having to scan only once, as it would be with big haulers, sounds a bit too easy.

Recognizer wrote:

sorry, i haven't read the whole wall of text, but the suggestion is not very new (maybe the details, but its a popular idea)
simply: as long as the animation system is not updated, you wont see anything that is longer then one ground tile wink (one of the reasons why the big hauler is not in yet)

i didn't know that this suggestion was made before (one way or another).

my idea in short wink
the "follow me" feature is in place. so the only thing they would have to do is to use it to connect the trailers to your bot.

when i took a better look at my sequer, i noticed the cubic shaped block at it's back. the second thought i had was that this would be a nice trailer coupling. so why not add trailers instead of big haulers?

lets see, what changes/properties would be needed:

i guess there should be a new kind of slot in the bot's equip window. preferably right of the leg slots. this new slot would be the trailer coupling in which you would have to put an trailer-item. this way it would be possbile and necessary to define which bot would be able to add a trailer, because it would look ridiculous to add a sequer-sized trailer to an arkhe. i guess it would make sense to add couplings to mechs and above?

should trailers themselves have their own couplings? i'd say yes. as their weight should slow down the main bot, you won't run into having to deal with an endless train. of course the number of trailers could aswell be hard-limited by a certain number. maybe add a "drag force" like attribute to the bots so bigger bots could drag more trailers. some new extensions could be introduced to increase the drag force of a bot. if each trailer required some cpu usage of the main bot, an additional control method could be added to limit the number of trailers you can drag.

how much capacity should they have? at first glance maybe about 50U? this suggestion is due to the data consoles of level 4 transport missions that have 50U. of course there could be different kinds of trailers with different capacity: smaller ones, bigger ones, some with no engine (bigger drag) and some with an engine (lower drag). and maybe level 1 and level 2 trailer couplings? i guess the limit is your imagination.

so how should they be connected to your bot? i think a system of levers would be difficult for the graphics (movement). so i would suggest some energy connection. this could be a hint for some additional reactor usage and another control method to limit too long bot/trailer-trains.

now to the question why i would prefer trailers rather than big haulers:

i think it is a bit boring if big haulers were added. it would mean big bots with good shields and maybe some defensive weaponry. so they would be hard to kill. additionally they would require huge amounts of resources and a long time to build. trailers on the other hand would need less resources and time. and most important they add additional items to the manufacture system. so they would support crafters (diversity) more than big haulers.

there isn't much to say if you use them on the alpha islands only. the only advantage would be that you could move between the field containers and the terminals/outposts less often. as for the pvp part of the game, i think they would add some additional fun:

trailers would need to be separate entities like bots so you can destroy them separately. there should be additional entries in the landmarks? window. something like "player", "player trailer 1", "player trailer 2", ... so you can target and destroy them. it would be irritating at first if a bot/trailer-train would pass by as the landmarks window might be flooded with these entries. but this should give a good show-off-effect smile

as they are separate entities, the biggest weakness of these bot/trailer-trains should be the first trailer. once the first trailer is destroyed, the connection between the bot and the remaining trailers is lost so all remaining trailers should stay where they are. this way they could easily be destroyed one by one which improves the loot chance of 50% per bot. so people would have to organize some escort. maybe add some possibility to reconnect the remaining trailers?

as they would be too easy to kill, trailers should have their own reactor/cpu. and this is where it gets tricky to implement. the equip window would need some tabs for each trailer. the hp/accumulator window and the modules window would have to be extended aswell and this won't be an easy thing to do. the advantage would be to have some slots per trailer to add shields and maybe defensive weaponry. it would be so sweet to watch a line of shield bubbles to pass by. but of course it would suffice to add non-slot-trailers at first.

so what do you think?

with time you will learn which bot type belongs to which faction. so when you see "3rd star" and "cameleon" in the table you wou will learn to stay away from it unless you know what you are doing.

you don't have to see the colors to know which faction a bot belongs to. look into the bot section of the market and open the information window of each bot type. you should find the information to which faction the bot belongs.

and for the "3rd star" or "arbiter" ranks: take a look into the kernels section of the market. their description and nic prices will give you an idea of their ranking.

http://img593.imageshack.us/img593/9008 … ailure.jpg

i have tried to sell a single sequer using the sell-button. i've had a packed and an unpacked sequer in my private storage. when i tried to sell one, the following message appeared: "Item has to be packed first!"

to work around this bug, i had to empty and then pack the sequer i usually use for myself.

i wasn't able to find this bug on the forums (old and new), although i know that i have posted this before in the old forums.

Alexander wrote:

Buy 100 field containers, start fraps, ????, post bug.

a simple sql statement to the database and it should be clear that there is a problem.

if a dev asks me, then i would accept the hassle to install fraps, waste 400k (which i don't have atm) and the time to test this with 100 containers wink

the disappearing field container happened to me too.

i've moved to a place where i have successfully deployed field containers before. the dialog for the code pops up, i enter a code, the dialog closes and then the field container gets removed from the bot's cargo but doesn't appear on the ground.

it is kind of annoying when you travel some distance with a slow mining bot and then have to return because the field container simply disappears and you didn't take a second field container with you.

as this is a random bug there is no evidence (screenie, video, ..) that i can post. i think that it should be possible to search the game's database for deployed but unused (never opened) field containers.

EDIT: maybe add some timer which checks if the field container was successfully deployed. if not, then return the container to the cargo so the user can try again.

61

(15 replies, posted in Q & A)

Chief Ubenor wrote:
auster wrote:
Recognizer wrote:

misunderstanding

I'd be happy if you could tell me what my misunderstanig is wink

You rely too much on formulas...

formulas help to decide whether i should spend my ep in decreasing the cycle time or increasing the mined amount ... or somewhere else when the gained advantage gets too small

Littlealex wrote:

Better yet, you should have the option of self-destructing on like a 5-10sec timer which would make it so you don't drop any loot at all.

could be fun to watch hundreds of arkhes blowing themselves up for fun when they introduce this feature smile

Recognizer wrote:

hmm, what your talking about?
full loot? pvp drops is 50% chance if i remember correctly.

50% that is what i have heared aswell, but what is being suggested is to increase the implicitly included chance of getting the cargo

say you stumbled with your heavy mech upon an argano on a beta island and start to attack it. of course the first thing for the argano player should be to destroy the epriton he has been mining under great risk as he has no chance to survive this encounter. so why on earth shouldn't he be able destroy his cargo?

what you suggest is that you should also get the cargo in addition to the easy kill. it's not that he is able to destroy any of his modules. i very much doubt that they would be valuable to you. so what else could it be to attack these kind of players. i guess it's only the kill.

leave these players some satisfaction or they will hardly return to any of the beta islands. and yes, there are enough casual solo players around here.

say you sumbled upon another (heavy) mech player farming on npcs. i would think that his modules are worth more than what he has in his cargo. and the kill shouldn't be too hard aswell, as he would most probably still be under attack by the npcs.

lol, i never thought i would ever be able to return the favor: "team up" to hit your prey hard so they won't have the time to destroy any of their cargo.

your suggestion would be pretty much carebear towards the heavy mech player wink

hmm .. i forgot about the console .. thank you

we are on an alien planet .. so no wonder that a normal sized bot appears to be small when everything else is large wink

67

(2 replies, posted in Feature discussion and requests)

as a quick fix you could set the range marker (right click on radar) to your optimal range and then estimate the lowered damage once the npc runs out of that range.

so we have a FPS indicator (open console and enter "showfps 2"). Maybe this should be turned on by default? In that case an additional option to show/hide the FPS indicator. That is because i don't think the console commands are published somewhere. this would help to distinguish whether one really has lag (low connection speed to the server) or if ones hardware is just too old.

i don't know how the client is implemented, but i hope that data and graphics processing is separated. if that is the case, it should be rather easy to add an option with which you can reduce the frame rate. the reason is that it makes hardly any sense to have a maximum frame rate when you are mining and almost nothing changes in your vicinity.

this could mean less electricity costs, so more to spend on perpetuum. more important is that the hardware requirements are less high so i could run two clients on the same machine without having to buy a top notch computer.

69

(15 replies, posted in Q & A)

Neoxx wrote:

I dont know the exact formulas, I 'm just trying to help you understand why you cant have negative cycle times.

I know. Thank you so far.
My guess is that there are some internal rounding/conversion problems which should be solved.

70

(15 replies, posted in Q & A)

Recognizer wrote:

cycle time of miner modules: bug or misunderstandig?

misunderstanding

I'd be happy if you could tell me what my misunderstanig is wink

71

(15 replies, posted in Q & A)

I understand what you are trying to tell me.

The problem is that your formula would give me in my case 18s*(0.99*0.99*0.99)*(0.95*0.95*0.95*0.95) = 14.23s which also isn't how the game calculates, because I have 14.63s. And the ordering of what you upgrade next doesn't matter.

I know that this is not much time, but if you use it to calculate how much items you mine per hour (with 3 or more modules), then you have quite a difference to what you really get. Also think about the question where to spend your ep next ...

EDIT: modified so people can easily calculate their cycle time.
* Thanks to Recognizer for finding the solution *

I use a Standard small miner module (default cycle time): 18s. The cycle time according to the information window (equipped with Stermonit charges) is: 14.63s.
When mining Stermonit, I use 20 charges in approximately 292 seconds and thus the cycle time is approx 14.60s. = no problem/bug here.
With normal percentage calculation, this would be a decrease of (1 - 14.63/18) ~ 18.72%.

Now my bonuses with an effect on the cycle time of miner modules:
Argano cycle time bonus 5%
basic robotics 4 (bonus of 4*5% = 20%)
basic intensive mining 3 (bonus of 3*1% = 3%)
advanced extensive mining 0 (requires basic 4)
expert intensive mining 0 (requires advanced 5)
intensive stermonit mining 0 (requires basic 5)

What one might expect is a cycle time of 18-23% = 18*(1-0,23) = 13,86.

But as it turns out, the formula being used is as follows:
cycle-time = base-time / (1 + bonus)

e.g. cycle-time = 18 / 1.23 ~ 14.63

Double click on the title bar and you will see whats in it. Double click on it again and it should have its previous size. Also resizing to make it larger again shouldn't be the problem. I just meant that I can't really understand why the container window would occupy too much of your screen.

What I didn't see at first was that it could hinder people farming on npcs. So my suggestion was solely supposed to smooth the gameplay for miners. As there are valid reasons against it, it is rejected. No big deal wink

hehe, I see it as a miner, in that case it makes sense to open it right away. Or you take it with you until you have enough to put in it. The 1U of that field container doesn't make much of a difference for a mining bot. But now I see that you might not want to open it right away when farming on npcs.

Well you can resize the window to display only the first two items (doesn't get smaller). Then it shouldn't take too much space of your screen.

When I deploy a field container, it appears on the ground next to my robot. But then I have to double click on it to open the container's window. It shouldn't be too hard to automatically open the container's window right after it is deployed.

Why else would I want to deploy a container if I didn't want to open it right afterwards? Does there speak anything against it, e.g. when mining with others?

Edit: And maybe suggest a random number.