AFAIK ATM services are working only in that terminal they're connected to. With an ability to build up to 3 main buildings per island, you can create such outposts easy enough - just don't use hi-tech foundations for them.
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Perpetuum Forums → Posts by Industrial Sector
Posts found: 151 to 163 of 163
152 2012-05-18 13:06:12
Re: Terraforming (106 replies, posted in Testing server)
How about terraforming height limit in that 1000m radius based on current terminal foundation height?
How about some kind of mechanics that doesn't allow to create any area surrounded by impassable terrain forcing ppl to leave a passable way? Like O - no, nevah! but C - ye thats it? As an additional to this - can we have some kind of structure that can work as gates and destroyable?
154 2012-05-17 23:32:19
Re: Gamma - Plenty of risk, what is the reward? (31 replies, posted in Testing server)
I'm afraid that current population isn't enough to create any stable demand on gamma ore. Also add a traders competition here - one resource used in one guaranteed useable product hardly give any profit that worth hauling gamma ore to alpha.
155 2012-05-17 23:26:30
Re: Terraforming (106 replies, posted in Testing server)
It seems there is TOO MUCH ways to defeat turrets. They can be outranged, supressed, ECM'ed, drained/neuted, terraformed out. As Anni says, their only usage is hardly linked with terraforming, and even that doesn't counter all the defeating possibilities. Well, that's ok actually, I just hope they will be not too expensive on real server.
Also yes - can someone confirm that terraforming is accelerated on test server, and if so, how much times aprox.?
156 2012-05-17 20:51:58
Re: Gamma - Plenty of risk, what is the reward? (31 replies, posted in Testing server)
As a trader, what will you prefer - to sell a maths to let ppl use it on their own, or a completed product? IMO last one will bring you much more profit. But still, the problem remains - there isn't that much ppl who can drive even Scarab-1, and those who can, I'm pretty sure they will be on gamma living. Well, we shall see ofc, but still, new ore needs more things to use in to be priceless.
157 2012-05-17 20:46:54
Re: Terraforming (106 replies, posted in Testing server)
Arga,
I do understand the main purpose of turrets. However, main problem is - with or without terraforming restrictions, there is a lots of exploits with it.
Just 2 ppl - a good scout and a good terraformer - can mess your base completely and easy enough. Ofc, yuo can (and actually did) say that there is always should be someone on the base to protect it etc... But then, why do we need automatic defence systems at all? Why not change turrets with, says, semi-building defence turret bot? That will be even more fun - drive it to a liked place, deploy, connect to an energy network and entertain yourself
tl;dr: terraforming restrictions doesn't solve problems, just one part of them. There is too much "if".
158 2012-05-17 18:16:14
Re: Gamma - Plenty of risk, what is the reward? (31 replies, posted in Testing server)
Arga,
I think you're overestimated the value of gamma-ore. Yes, it's extremelly rare and hard to get BUT! ATM non-gamma players will be able to use it only just for scarabs-2 and nowhere else. Advanced buildings - yes, but only gamma-players will need them. So there will be lack of demand on that ore.
So I think this patch should come with new advanced stuff and/or Walkers/Destroyers, where that ore will be used, and that's it.
159 2012-05-17 17:49:18
Re: Terraforming (106 replies, posted in Testing server)
Thing is, that while terraforming turrets out you don't even risk a little. Big attacking groups will have a terraformer guy with them for sure, so as a result, turrets will be mostly a scarecrow for a small gank parties. With their construction cost and energy usage and stuff thats a little expensive.
But ok, there is other exploit example:
1. Terraform a wall right around main building on such distance, where ppl are can still undock but already can't dock back
2. ?????
3.
There is a few ideas that can help somehow:
- LoS for terraforming
- special explosives that can blow up terrains
- common weapons when hit a terrain, "damage" it a little causing terraforming effects (may be useful for creating caves but seems incompatible with current engine)
- terrain type separation (rock, ground, etc) with different terraforming properties and possibilities
- jumpjets of flying robots
- artillery
160 2012-05-17 16:05:01
Re: Terraforming (106 replies, posted in Testing server)
1. get on 600m close to turret
2. terraform a wall at 100m towards turret
3. get right under that wall - it covers you from a turret fire
4. continute steps 2-3 until you're 100m close to turret
5. terraform a wall around it.
6. ????
7. PROFIT!!!!
remove turrets from the game, they're obsolete now.
161 2011-09-03 15:36:21
Re: Player-created poll on forums (9 replies, posted in Feature discussion and requests)
Poll results shouldn't influence DEV's decisions by any means. However, this may be useful for them, and for us - to prevent posts from 1 people who's insist that "everyone thinks so". So it's for players mostly, not for DEVs.
162 2011-09-03 15:32:04
Re: Make beta...um beta (28 replies, posted in Feature discussion and requests)
They already working on continents.
163 2011-09-03 11:11:55
Re: Perpetuum is on hold until Intrusion 2.0 (134 replies, posted in General discussion)
Just keep in mind that this is still the beginning of the game. DEVs are working hard trying to advance at least a little, so don't interrupt them with your disbalance whining. Don't like something? Just don't use it for a while. Don't like it at all? don't log in, just keep paying and wait. There will be everything, just not right now.
tl;dr:
STFU and play or GTFO and cry.
Posts found: 151 to 163 of 163
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