Wow really sorry to hear that man, saw it on the news :S

Best of luck and may the insurance payout be plentiful!

Best of luck to you. New blood is needed and welcome!

3

(14 replies, posted in Feature discussion and requests)

Good stuff, but instead of sub-squads just go the other way as it makes more sense. So 4(or 2) Squads make a battlegroup, 4(or 2) battlegroups make a fleet.

Then add leadership bonuses for squad, battlegroup, and fleet commanders and the skills for them.

Tool installed and it's started (Win 7 64)

When I double click any Assault, Mech or Heavy Mechs I get the following exception:

Excpetion: See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.NullReferenceException: Object reference not set to an instance of an object.
   at Perpetuum_Fitting_Tool.FittingWindow..ctor(XElement robotXml, String windowText)
   at Perpetuum_Fitting_Tool.MainScreen.openFittingWindow(XElement robotData, String text)
   at Perpetuum_Fitting_Tool.MainScreen.nodeDoubleClick(Object sender, TreeNodeMouseClickEventArgs e)
   at System.Windows.Forms.TreeView.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

Keep up the good work big_smile

5

(59 replies, posted in General discussion)

You need to be more clear about what's in next patch so the amount of sandy *** is reduced to a minimum.

What's the point for repair change btw? For the lolz?

6

(6 replies, posted in Feature discussion and requests)

Would be nice but I think the resulting increase in traffic might be too much for the network infrastructure to handle. But if that is not  a problem I dont see why not.

7

(7 replies, posted in Feature discussion and requests)

I can already see the trollface.jpg on Koykili walls big_smile

Annihilator wrote:

more landmass but same teleporters = you need more scouts on the safe side which will make it hard. look at the new teleportgrid layout and you will see that some teleports will just act as middle stations. the scouts will trigger many false alarms.

This is of course completely true and very welcome. I am aware of the new layout but still think that with this change on top it would be even better. It would just make for some very nice tactics and positioning would become much more crucial if you want to succesfully camp a station.

It doesn't have to be 3k, whatever works really. The point is to introduce a random element so it's possible to sneak in. Also if you just want to have a look and run right back you can choose to deploy close to the station just as it is now.

As for the missions I'm not sure if it's a problem but that can easily be fixed by lowering rewards a bit.

This proposal deals with the issue that it is too easy for beta island defenders to track and respond to enemies jumping onto the island. The current mechanics favor blobs too much.

Currently when you teleport you end up in a small radius in a random spot around the station. Since it's very easy for one person to cover this area you are immediately spotted and disposed of, unless you blob up.

I propose that the radius in which you are deployed around the station is massivelly increased, let's say 3km to start. Along with this one should be able to pick on the map where one wants to be deployed. If you are in a squad the SL can mark a spot on the map for group deployment.

This will open up all kinds of gameplay and make it a lot more possible for the little guys to have some fun too.

Skills and modules could be introduced also to increase the radius. Signal maskers could be made useful...

What do you think?

11

(18 replies, posted in Guides and Resources)

It was a Helioptris plant close to Radholme Outpost on Alpha. 103 units in it iirc.

12

(18 replies, posted in Guides and Resources)

Can confirm I have seen plants over 100.