Hmm.. i agree that helio should have its volume reduced, supirised they did it with noralgis.

27

(14 replies, posted in Testing server)

All turrets need more range than they currently have, 4/500m makes them too vunerable to anything with more range, increasing base from standard to hitec, as well as maybe a optimal range buff from boosters as well would be a good start.

Also, even standard turrets should be somewhat tough, comparable to a plated mech/heavy at least.

Some idea regarding turrets and shooting bases at long distances.

1 - change the turrent stats to the following, or close, i kind of rushed the numbers. :


EM (High damage, low range, high hit dispersion)

Rank|Range|Hit dispersion|Base Locking Range|Detection

Standard | 500m | 8m | 525m | 100

Advanced 575m | 7m | 600m | 125

Hi tec 650m | 6m | 675m | 160 | 150

Laser (Low damage, high range, low hit dispersion)

Standard | 550m | 5m | 600m | 100

Advanced | 700m | 3.5m | 800m | 125

Hi tec | 850m | 2m | 1000m | 150

Missile (Mid range alpha damage, very high range, mid hit dispersion)

Standard | 600m | 7m | 500m | 100

Advanced 800m | 6m | 650m | 125

Hi tec  1000m | 5m | 800m | 150

+Add Turret range buff to boosters (optimal range) (Standard x1.1, advanced x1.15, hi tec x1.2)

Change sensor boosting buff (locking range) to (Standard x1.25, Advanced 1.35, Hi tec x1.45)

+ increase base damage of all turret by like 2-3 times current values.


2 - Buildings can't be shot targeted by an enemy player from over 800m from the main terminal, and the building within it, causes "long range countermeasures" to be deployed, and the enemy has to get within this 800m if they want to attack the buildings.

http://i.imgur.com/mCBZr.jpg Example

Also, Standard Advanced and hi tec resists are unbalanced, instead of 23/97.4/98.9 percent resists, it should be more like 80/90/95 percent resists, and change resist boosters into addition building health, like adding a plate or something.

29

(106 replies, posted in Testing server)

Ok, a second, probably easier to implement idea.

In order to activate terraforming control for yourself within 1000m of an outpost, you must build a road (would require new "stuff"), it has to be at least 1 tiles wide and extend to 1000m from your terminal, walls, buidlings and plants cannot be place/grow on here, you need to place the terminal down first, and the road can be transfered to a new terminal as long as it is connected.

3 new "things"

Road layer module

Road layer chargers (sold by npcs for 50k nic a piece)

Road repair charges (much cheaper than the road charges, repair x amount of health to a road tile)

Road can be place on tiles which are passable for every bot type, they give a +[Something]kph speed boost while on them, they cannot be shot, or blow up with bombs, but they do degrade like walls do (much faster if the terminal it was around is destroyed/removed and the limit/effect disappears, and they degrade 20x faster), they show up as a "concrete flooring" like effect that is already in game.

These tiles would act as a single entity in terms of control, the owning corp can set was relation can recieve the buff, maybe make them "powered" by your energy network via a reciever node.

You cannot build roads within 1000m of another teminal, and only 1500m from your own.

Another corp cannot build a terminal within 1500m of yours

Quick example : http://i.imgur.com/NTGcJ.jpg

Next problem, how to stop long range bots from easily destroying your base/turrets/buildings from afar.

30

(106 replies, posted in Testing server)

Would it be possible to make a mechanic involving pathfinding that can tell if the area from Terminal -> outside the terraforming control is blocked?

It would restrict placement of walls/etc and terraforming along the paths until a new path had been made, or something.

Something like this http://i.imgur.com/OjcDJ.jpg

Just an idea.

31

(106 replies, posted in Testing server)

Feedback for Terraforming Beacons

1 - Should affect a larger area, 100m per beacon or so.

2 - Should terraform more per cycle, right now it is pathetically slow.

3 - Beacon charger module should have a 10--15 second cycle time, i know 1.7s is ony for testing though, and have a range of 400-500m.

32

(82 replies, posted in Testing server)

DEV Zoom wrote:
Karism wrote:

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

Is that on gamma or anywhere?

Just tested, they don't work on Beta either

33

(82 replies, posted in Testing server)

*REMOVED*

34

(24 replies, posted in General discussion)

Losing hope a little bit, seems to be endlessly delayed, was hoping for a date this week.

"Early May" "Soon(tm)" fuuu

+1 maybe.

Added on to this, give it 500 masking and 5 detection, unable to capture passive saps, no cargo space.

Also i'd say base speed should be 180-200kph, can go 147-148 or so with the right setup now.

Out of interest, will the plants still contain cycles. or will they be subject to "amounts" too?

Bump, mainly for the squad stuff.

Annihilator wrote:

Lol at most of those suggestions...

Thats not very constructive there Anni..

Anyway, i went back and rethought some of the ideas

http://i.imgur.com/CKQIB.jpg

The teleport one isn't perfect, but its a start, would need testing/tweaking probably.

Thought i'd just add some stuff to this, instead of making a whole new topic.

http://i.imgur.com/MBE3j.jpg

In this image are some changes that i would like to see, some are more important than others, the idea is to balance some of the gameplay, move the early warning of beta away from gates/teleports(so detectors/probes have more important roles instead of just 1 day old trial accounts),  and make some of the modules that are never used more appealing.

+1 for Chromehounds, i loved that damn game, the garage system was one of the best things ever, i may try armored core but it just isn't the same.

Give me Chromehounds 2 with better graphics, stable 12 vs 12 multiplayer, more parts, same rough system anyday, though the combas system would probably be rendered obsolete given the ability to have multiple people in a chat conversation on xbox.

As a person who has a max skilled kain pilot, i agree they need some love.

Crusader wrote:

I got 9 accounts, I will make them pull an all nighter.

Good luck with that big_smile

Thats for bumping the thread ville, even if it is just to post crap.

Looks like you can't do that anymore big_smile

I did run a search for this but i couldn't find a specific topic relating to this, excuse me if i missed something

While it is of not immediant need, it would be nice to have a overhual of the current squad system that allows for far more control / organisation.

http://i.imgur.com/oHUSY.jpg

(Quick Draft of what i'd like it to be more like)

Excuse the use of the word "division", i couldn't think of a better wording.

If anyone has any other ideas / suggestions of what they would like in a more complex Squad interface, post it here.

45

(4 replies, posted in Feature discussion and requests)

#1 It would be nice, not sure if devs would agree, but maybe expanded to 2 or 2.5 times current values 200m/250m Base, 40m/50m per Adv Squad Level, 20m/25m per basic Squad level.

#2 is one that has been needed for a long time, same kinda applies to stuff like demobs and suppressers it that highest effect should win, i'm not sure how difficult this would be to impliment.

There are a number of ways they could do #3, one option for it i'd like the see is the squad system overhauled, and sub-groups added, the squad or sub-group leader would have the option for which nexus effects they want in order of importance.

For example

Sub-group A Is made up of Ewar Mechs, Order of importance would probably looks something like:
Ewar > Speed > Shield > Evasive > Recharge > Locking Time > Locking Range>Everything else in no particular order.

While Sub Group B is made up of combat mechs, lets say they are speed fit, order would look something like:
Speed > Assault > Crit > Repair > Recharge > Shield > Evasive > Locking Time > Locking Range > Ewar  > Everything else.

Of course they are just a quick ordering i came up with now, they are probably not perfect.

You could go one step furthur and have a personal or squad priority list.

I have some more ideas on the specifics of a squad management overhual that i may post at a later date.

+1 to when the can is below a certain time left it unlocks. (Arga's suggestion)

-1 to being unlocked by default or being destroyable.

Remember you can use a cargo scanner to see what is inside locked cans, so its not like you couldn't tell whether sticking around for a can to open would be worth it.

Think of it as a kind of mini-event in Pvp like a sap, roaming gang comes across a mining/farming squad on  beta, either kills them or they get away, and the can is left, lets say it has a decent amount of something nice stuff in there, like epriton/kernals/decoders/noralgis/etc, which is discovered via a cargo scanner, the gang then has to defend the can for the next X amount of time to get at the stuff inside (maybe bring haulers in from elsewhere), which give a little bit of motavation besides waiting for it to pop to deny the original owners of their loot/minerals.

47

(37 replies, posted in General discussion)

Annihilator wrote:

Is that a stargate battleship?

I think it is supposed to be a large phallic object, made of walls.

First i saw a trailer for the game on some gaming website around september/october of 2009, can't remember the name, then in March of 2010 while playing Mortal Online beta i met Blackomen through a gaming group while we were trying to get the hang of crafting, who was in the beta for perpetuum, he got me in and i have been here ever since, mostly.

Hmm.. a new bonus would have to be something comparable to the other races bonuses, Tyrranos/Gropho get a locking time bonus (which is odd that it is not a weapon bonus, but still somewhat useful), Artermis/Seth get a Crit Bonus, I'd like a small precision firing Bonus of maybe 1-3% per level  to offset the horrendous accuracy against anythng smaller than a mech/ewar mech, but it probably won't happen if the devs want to keep magnetic weapon as the hard hitting low-mid range inaccurate weapon.

Hmm... closest thing i can think to this would be a Sap that moves from point A to point B, and needs a supply of energy via energy transfers to fill its "accumulator", with this above 50% the sap would move at max speed, say 40-50kph, the defenders or enemy could hinder this by using neuts/drains/damage on the sap.

Also without energy in the accumulator, it would have no shield, and be vunerable to destruction, and move back slowly, give it 10-15K armor and 50% resist or something, at which point a new sap spawns at point A, maybe give it a cooldown of 1 minute or so.

The only difficult part i can see is deciding who gets credit/ownership.

Maybe some win conditions could be like.

Corp A get the Sap 60% of the way Corp B get it the other 40%, corp A wins,

Corp A gets the sap 60% of the way, Corp B wait until the sap is back at 30% and take it the 70% of the way, corp B wins.

or

Whoever gets the Sap to Point B and "Activates" it, wins.

(Only just come up with this while reading this topic, so its probably not perfect)

Overall, i would definatly like to see some more varied and interesting SAP types in the future.

Anyone who has played games like TF2 or Global Agenda know the kind of gametype this resembles, but usually they work with a fixed attacker/defender.