1

(641 replies, posted in Testing server)

Based on the Elder scrolls online fort capturing system, i'd like to see Attack on a well built base consist of the following stages, I do understand that players will find ways to use them in ways they were not intended though.

Siege

  • Use long range artillery (Slow/Stationary, Large energy use/Heavy ammo) to take out perimeter defense. (Only damage certain structures, turrets/boosters/nodes maybe to prevent being used to destroy or put major non-defensive structures into reinforced/destroyed)(Maybe requires target painters to see from a distance and can't be used at close range) (Doesn't hurt players very much?)

  • Defenders have an oppurtunity here to form up and counterattack, where they try to take out the slow enemy artillery bots/deployables.).

Breach

  • Destroying the enemy gate/s or Wall (High HP/High cost structure (Based on rank), can't place near each other etc)

  • Using a Short, one way teleport to breach a portion of the enemy defenses and gain access to some interior of the base. (High Volume [100U?]Long chargeup based on distance?, no cooldown but limit on number of players 5/10/20 etc, short range, maybe have another deployable on the other side to set up 2 way travel.)(Think of this as putting a ladder on an enemy keeps walls or tunneling under them or something)

Assault

  • Attack enemy structures, destroy or put into reinforced mode, kill resistance, or be killed, defenders have advantage of being able to redeploy quickly.

Other Thoughts

  • Limit Terraforming, but not to the degree it currently is (Maybe a height limit between tiles) need to be able to flatten out areas of land for use, and build roads with highways.

  • Encourage use of walls (New walls as an actual structure with gate/turret intergration?) painted zone might work to stop teleport walling, and discourage use of terraformed walls (Increase Breach time when near a wall?

  • Some way to make verticle walls or slanted built ones, not high ones, but extreme stretching of cliff textures is ugly.

  • No degredation on concrete tiles within "Claimed Area", maybe extend this to deployable walls, still can take damage though.

Basically, i want the player to be able to build a castle if they want, but i don't want it to be invincible from a well organised force.

2

(641 replies, posted in Testing server)

Has the island (Chaydor) not had the terrain reset since the limitations were added?, because there are still walls everywhere.

Also, please show add limitations into the planner.

Hey i was just trying to think of a replacement bonus, if you can think of a better, one, go ahead.

2-3% hit dispersion decrease for magnetic guns per level of advanced robotics would be a nice replacement, and in my opinion, not overpowered.

5

(2 replies, posted in Q & A)

You lose the EP, they had a system where you could reset the account to get all the EP back if you deleted all of your characters, but that was removed in favor of the downgrading system for a month after your character is created, i think.

9,230 Unique Visitors
1%     Calculated ratings so far
936     Current Favorites

We are getting there, slowly.

Would definatly like to see this on steam, can't hurt anyway.

I think it is a reload issue, not specific to missiles, i had the same thing happen with a geoscanner.

Bump, would still like to see the following changes.

  • Shield "Health Bar"

  • "Best wins" on modules (Ewar/Nexus,RSA,etc)

  • Numqol Falloff changed

  • Squad system revamp (Though adding secondary leaders was a good start)

As well as this, i would like to see the following Gamma changes.

Terraforming/Construction restrictions on gamma, currently set to roughly 500m away from teleports, and proposed by devs to be increased to 2000m, instead i think they should be increased to just 1000m (both contruction and terraforming), and the coastline made the same for 500m.

This is based on the idea that even if the construction was increased to 2000m, terraformed walls would still be there, and they are the major limiting factor to getting on to gamma, if the terraforming was restricted to 2000m as well, the area where people build bases would probably end up being around the coastline, where they can acheived roughly 180 degree protection, although in my opinion it will not look very good.

Of course the above changed would probably require island terraforming to be reset and those who did it to be reinbursed, but i still believe it to be the best method, not to mention any buildings in that zone.

In order to combat off-peak raids of your base, in which an enemy can destroy all your unreinfoced buildings, and i'm sure the source of some headaches for some, i propose adding in "Terraform control aura" generated from terminals, there would be a few restrictions on this however.

This aura would allow only the owning corp (maybe others corps with enough standing?) to terraform in that area during the time the aura is active.

  • Only up for a certain number of hours per day, time/range increases with tech level of terminal.(6/8/10?) (1km/2km/3km?

  • 2 aura areas of different corps cannot be within 500m of each other

  • Corp can only have 1 time for all their terminals on the same island

  • Aura cannot coincide with the vunerable period of a terminal, if the terminal does come out of reinforced mode during this time, the aura will shut down until the 2 hours are up.

  • Aura area can be lowered in order to put 2 outposts closer together, but cannot then be raised to be less that 500m away from the other corps aura.

  • Auras of the 2 outposts of the same corp can overlap.

Maybe could add additional "aura extenders" which give off much less range than a terminal, but would function the same way, (useful for remote control towers/backbones primarily)

10

(9 replies, posted in Resolved bugs and features)

Anni, spark doesn't work either, in addition to that bug.

Ah, i have this too, trained some jamming electronics the other day and the value on the terrain was lower than in terminal.

12

(116 replies, posted in News and information)

Burial wrote:

I would like something along the lines of: http://www.upload.ee/image/2489430/lines.jpg
* You are missing Imidero-Yuraion Ro teleport line.

yeah, i saw that afterwards, here is a fixed version http://i.imgur.com/ShScM.jpg

13

(116 replies, posted in News and information)

Dan wrote:

Your gamma tp connection map looks interesting, inserting one island to create a space between gateways islands may be nice. I wouldn't bring back Alpha-1 triangle.

This was based on the comment by Azyre, the teleports would not all be connected but would require traveling across the island to get to the next connection.

Although personally i would prefer that they added in the spark teleport system instead, with a cooldown timer.

Dan wrote:

PvE:
Instances? No way! Switching roaming spawns to some sort of NPC fleets/caravanas with 20+ npcs with elite (ie. vanguard) or even observer leaders would be interesting (chance of t2+, t3- and with extrame luck t4+ mods drop) also increase number of spawns which roam at the same time.

Well, i was trying to think of a way to make Gamma more profitable without flooding it with npcs, and to make it so that only those who actually live there can profit from it.

14

(116 replies, posted in News and information)

A few ideas based on the stuff talked about during that conference, some are kinda out there so bare with me.

Redesign gamma connections in order for there to be roughly 6 entrances into gamma instead of 3, something like this design (rough) http://i.imgur.com/59GS7.jpg

Change Terraforming/construction areas on gamma from this http://i.imgur.com/Fkld7.jpg to This http://i.imgur.com/1NjlS.jpg (Blue=Terraforming/Construction Area, Yellow dot=Teleport), in order to make bases something built in the inner island, rather than teleports being fortified.

One issue with the above is in order to balance, every island would need to be reset probably, and terraforming charge costs reinbursed, not to mention time spent.

New mechanic for having out of the way PvE on gamma, Create "Instances", in which to be accessed require a "portal" to them on gamma (Built like a building), which function the opposite as a beacon, going to the npc instead of them coming to us, only 3 per island, certain number of hours cooldown (access an be restricted to only be accessed by a relation/rank etc) t4/t4+ loot, plasma etc as rewards, difficulty/reward is based on how many players/what bots enter, npcs are all 5th star, and based on the island the portal is on.

In order to exit the instance you take a teleport at the start (could add more along the instance area that are opened once opened/progressed), the instance then has free room for however many "points" your bot was worth.

Add buildings which generate an aura where no terraforming can be done, but can only be up for a certain amount per day, the time period must be the same for all of these on the island, and another corp cannot place one down within x (more that the aura area) of yours, this mechanic is in order to make sure an enemy corp cannot terraform a hole in your defenses during the middle of the night, alternativly you could just make this aura emit form the outpost itself for a certain amount per day, but depending on how far this is could limit base development.

Some small things.
- Reduce the cost to build construction blocks, or increase the amount built per run)
- Reduce terraforming charge costs.

15

(6 replies, posted in Feature discussion and requests)

I'd kinda like to see mk3 bots have kinda like a mix between rigs from eve and Class Mod from borderlands, a unique 4th slot type (one or two), which gives a few bonuses which are geared towards a certain specialisation, just an idea.

Could even make it so that it functions as either an addition or replacement to the original bot bonuses, and are modified based on robot control levels.

Maybe change the colour/patterns on a robot based on it's spec, and have them for sale in energy credit store if that is ever going to be added.

Hmm.. i think just showing it would be a bit too powerful.

Maybe add a new geoscanner charge for it, one of the devs hinted at the possibilty a little while ago, should be able to scan a fairly large area though.

Lemon wrote:

Could you please add your valid, civil, reasons why you believe this to be beneficial?

Well, it would be nice to, i'm only trying to find a solution to some of the small issues i'm seeing, granted it only really applies to point 1.

1

Lemon wrote:

Example A:
Group A) is pvping on a island and gets trapped in the hills with *Bots* and lays emergency teleport becons. Group B) sees this and deploys a interzone at the outpost.
Group A) jumps 
Group B} knows the correct teleport they are running to, they simply jump to the other side and set up on the known *kicked to* spot with proper demobers kill at least 3-4 of them before they can get back to the TP to jump back over to find that another group set up there.
Group A) is caught in a trap being thrown around like a used hooker.

-The death to anything below siege scale pvp (already only have 2 ways off a beta and beta->beta is most of the time the easier one to escape through)

You can do this already, the only difference between that Group A can currently jump between teleports untill one side gets bored.

You think it is fair that a character can remain invunerable by jumping between two teleports in a pvp zone? i'd like to hear a better solution, also, there should not be a specific "kick to point", it should be random.

2

Lemon wrote:

-1
Take what i just said, but add ALL of Group B's flagged pilots are jumping over to. Flaggng is supposed to leave you exposed, allowing cross island TP's defeat's the purpose of the pvp flag.
(Inb4 "IT WILL HELP SMALL BOTS PVP" no it wont your *** cause then i just sit my HM on that Beta->A and your trapped)

I wouldn't say that the idea of a pvp flag should be to trap a group, but it should prevent them from docking on going to alpha, don't really see yor problem with this, i won't say the idea is perfect though so i am willing to drop this one.

3

Lemon wrote:

-1

a Defender can just as easily defend from the NPC terminal and have a un-capturable asset bank and beta staging point. Unlike other islands and terminals where players can be locked out of or lose everything. Those Beta 1 islands have good Safety-Nets for weaker smaller alliances/coalitions/corps may need to  to be confident enough to go out to beta.

Yeah, i guess i wasn't really looking at the benifits of one too, not really too concerned about this one.

1 - When jumping from pvp -> pvp island, you should be thrown a few hundred metres from the teleport, this is to prevent jumping back and forth and being effectivly invunerable, this issue was resolve with internal teleports, but still persists in these pvp -> pvp connections.

2 - Jumping between pvp islands while flagged, i think that instead of restricting player to fighting on one island while flagged, players should be able to jump to another island, maybe add more time onto the flag while doing so, i think it would help removed the constriction of pvp to one island at a time mostly. (Between Gamma/Beta islands only, not Alpha)

3 - Beta terminals, i know some people would not be happy about this one, but i think that players should not be able to set a beta terminal as their home base, it give Beta 1 islands a noticable disadvantage vs Beta 2 as enemy players can easily stage there without having to go through the effort of taking and holding an outpost.

Please try to keep any discussion civil, with valid reasons if you disagree, thank you.

+1, would be great to be able to share scan results as documents or waypoints.

In fact, it would be great if you could combine a load of mining scans into a "mining map" document, that would have read/write permissions like terraforming, would make working together mining much better i think.

Syndic wrote:

Blah blah

This is implying we actually did this a lot, actually one person (not blackomen), tested it in small amounts to see what was going on.

I then messaged someone in IRC to see if this was a bug, it was told that it wasn't, after that blackomen had no choice but to publically announce the fact that this seemed very questionable.

All i'd like to ask is that some people please grow up and stop with the childish insults and hangups over issues a year old, but that is probably asking too much.

21

(26 replies, posted in Bugs)

I don't know if this has been mentioned before, but i think that tiles with less than a certain amount of minerals in them should degrade to 0 over the course of a couple hours, thus freeing it from interfering with directional scanning.

22

(26 replies, posted in Bugs)

Jojid wrote:

I can confirm that 100% scanning removes the noise and allows you to find the last few little bits to clear the field.

I'm pretty sure the bonus on the termis or argano will allow for having less than level 10 geochemistry/t4 geoscanner, though the exact values i am not sure of.

23

(10 replies, posted in General discussion)

http://forums.perpetuum-online.com/topi … steam-not/

As the devs have said, they have tried and have been met with silence from what i understand.

24

(82 replies, posted in Testing server)

*UPDATED*


  • Noralgis incubators can be deployed, but do not show up on the terrain, so don't work. *FIXED*

  • Bug persisting from live, opening a observer/infestation, breaking lock by moving away and moving back, the npc's do not attempt to relock.

  • Facility upgrades/Energy backbones do not block passable terrain.

  • Buildings can be shot through *FIXED*.

  • Mining outpost can be repeatedly turned off and on again, and players in the area will recieve a buff

25

(13 replies, posted in Testing server)

Noralgis

[Test Server] 100 (0.00005U per bit)

[Live Server] 150 (0.0005U per bit)