51

(9 replies, posted in Feature discussion and requests)

im down with the honk

but it is only audible to the person you click on so I don't have to deal with honk orchestras outside of terminals

So your cover all scenario plan doesn't work.

I declare war, their haulers drop corp they continue business as usual I can still shoot them if they go to the betas but I have always been able to shoot them if they go to the betas.

Industrial corps being immune to war declarations is odd considering that once again other players must compete against them for resource spawns, buy orders, sell orders, and npc spawns. These are all valuable commodities that cost players money

Robots are also a commodity that cost players money why are they immune for over specializing and allowing a massive weakness to grow within their corporate structure.

Specialized Combat players can not build
Specialized Industrial players can not shoot

If anything a pure industrial corp being wardecced should be a warning for overspecializing just as a combat corp with no industrial support is at the mercy of a market that will not always have top tier technology available to them that gives them the necessary edge.

dumb people will remain dumb that will not change no matter island size if they don't escort they will pay the price regardless if the quit this isn't the game for them.

Why are industrial corps immune?

How do you handle npc corp alts that fund the corp you are at war with?

How do you shut down npc supply lines to a corp you are at war with?

55

(229 replies, posted in General discussion)

Savin wrote:

From this perspective, you are right- almost anything you do is some form of competition with another player.

That's not a bad thing in any way- it's what games are all about. But I think what is bothering people here is really two things:

First, of the three playstyles we've been discussing, there are really only two types: combat-specialized players (either PvP or PvE) and industry-specialized players (builders, miners, researchers).

The problem is that one has a clear advantage. That is, the combat-specialized player can do what the others do, but the others cannot do what the combat player does. Consider:

  • as well as being able to engage in combat and harvest high-level kernels, a combat-specialized character can harvest any resource, and may also manufacture or research pretty much anything.

  • industry-specialized characters cannot combat high-level mechs, nor can they be very effective in PvP combat. But in order to improve their trade, they must have the items and kernels that can only come from combat specialists.

As a result, there is a one-sided dependence: combat specialists do not depend on industrial characters, but industrialists must depend on combat specialists: industrial players are completely unnecessary to the game dynamic.

The other issue is that several people have said that the solution to the "problem" is to allow PvP on the alpha islands. This is simply incorrect, because a) the "problem" has nothing to do with the "risks" or "challenges" that industrial characters face, and b) it is a solution that forces combat on non-combat oriented players, which effectively puts them at an even greater disadvantage.

Wraithbane is correct, but a few people are incapable or unwilling to listen: those who most forcefully desire to allow PvP in the Alpha islands are those who want to ruin the game for other people.

  • Adding PvP to the Alphas has nothing to do with 'immersion,' for as I pointed out in a different post, it makes more sense that the Alphas would be combat-free.

  • Adding PvP to the Alphas is a combat-oriented "solution" to a non-combat problem.

The solution to the imbalance is not to provide more combat; it is to provide other forms of competition.

A combat specialized character is not combat specialized if they spend ep on mining and industry skills the same is said for an industry specialized character not being industry specialized if they spend time on weaponry skills.

You are advocating taking the extreme opposite end of the spectrum in playstyles

Pure Combat characters cannot build

Pure PvE fit characters can not take down Pure PvP fit characters

Pure PvP fit characters can not take down High Reward NPC's because of the different playstyle

Pure Industry characters cannot shoot

those are the prices you pay for overspecializing, you end up with a huge weakness if you don't want the huge weakness then you go for a more moderate build.

Industrial characters are necessary to the game because they provide the raw materials, build the ***, and move the ***.

All players that hope to have any advantage over another depends on industrial characters.

So why should pvp happen on alpha's?

Because of that very competition that I pointed out earlier some one is selling ammo to the guy shooting me, Some one is providing them with kernels to research, they are running transport missions with impunity to come back and shoot me with their risk free money.

Why is it ok to compete on the market but not outside of the station?

You lose money both ways, that trade specialized character made you lose money that combat specialized character made you lose money.

Everyone plays on the marketing playing field and thats ok, but only a select few play on the combat playing field and player combat is the devil for some reason

56

(229 replies, posted in General discussion)

a repost from another thread that is having essentially the same discussion.

Compete with other players for kernels
Compete with other players for buy/sale orders
Compete with other players for resources

unless you are driving around in arkhes exclusively and just go sight seeing everything the PvE experience entails still involves competition with other players although through an indirect method.

This results in players ultimately interacting with PvP corporations and funding their various war machines which enables them to PvP.

Ultimately everything the PvE experience is pvp by choice because you are still competing in beating a player to a spawn, a resource, or a sale so granting pve players an immunity because they are not direct combat characters dosen't make a lot of sense to me since they have their way of beating some one and pvpers have their own way of beating someone.

It sucks getting blown up
It sucks finding a spawn fully camped
It sucks being undercut constantly

It sucks getting blown up
It sucks finding a spawn fully camped
It sucks being undercut constantly

Compete with other players for kernels
Compete with other players for buy/sale orders
Compete with other players for resources

unless you are driving around in arkhes exclusively and just go sight seeing everything the PvE experience entails still involves competition with other players although through an indirect method.

This results in players ultimately interacting with PvP corporations and funding their various war machines which enables them to PvP.

Ultimately everything the PvE experience is pvp by choice because you are still competing in beating a player to a spawn, a resource, or a sale so granting pve players an immunity because they are not direct combat characters dosen't make a lot of sense to me since they have their way of beating some one and pvpers have their own way of beating someone.

a straight forward answer would be dandy rather than implying something through a emoticon

what is the pve corp experience?

your points are understandable but I'm talking about the guy who's point is that a bigger landmass means unescorted sequers who carry all their eggs in one basket will get shot and quit the game.

I'm saying that will already happen regardless of landmass size because when it comes down to it a sequer that is hauling to a station has to go to a station or teleporter and will be spotted in the 1000m radar radius and will not outrun a semi-competent ewar, light, or assault.

And under current game mechanics the only way to hide is to do a safe logout and wait 2minutes in which is plenty of time to be found out.

My point is escort your damn sequer

62

(3 replies, posted in Feature discussion and requests)

you don't have to do those missions

Line wrote:

nope, it's not about it.

more landmass = more travel distance and as a result - more risk and danger. those ppl who sit on alpha now will be even more unable to get on beta unless, say, mission rewards or kernel prices will be increased proportionally.

it's not enough to give small corps without alliances an acces to betas - they have it now (yes, it's possible on each island to pass through gate-watchers). they should have some very good reason to use that access.

i think they should get that reason. how long you can play sitting on alpha only?

if you increase kernel prices then you cause inflation.

If you have people with limited access to betas because they run solo getting more money from kernels then what do you think people with constant beta access are doing?

smaller landmass it takes people shorter times to find you and shorter times to get somewhere

bigger landmasses means it takes longer to find you and longer to get somewhere.

Nothing changes except for travel time

Line wrote:

Doesn't it will be like:

Sequer: oh, betas are now accessible for all! i have shields, and i can do that.
(long time travelling)
Sequer: oh noes! intakt ewar group! damnet i've wasted so many time for nothing and lost everything i had. NO FUKEEN BETAS ANYMORE! (probably leaves the game)

So with that big mass idea betas will be for pvp-only - cuz i don't think anyone will be able to reach something even on fast sequer when there are faster ewars roaming around. No more sequers...how sad! And PvE corps (even they somehow build theyr POS) will dockup immediatly, and after some days of sitting in terminal because someone camping them, will leave betas/game too.

Still, I like this idea. but islands should be a goddamnet large. In other cases, things will be almost the same.


so you're saying that an unescorted hauling robot will get shot at and quit the game for going into the betas?

65

(229 replies, posted in General discussion)

Savin wrote:

Ok, if allowing combat-specialized players to attack my defenseless mining bot is acceptable, then, in the interest of fairness, shouldn't I be allowed to attack them in my chosen arena?

In other words, what do you propose I should be able to do to them economically or politically?

An embargo or economic sanction

66

(3 replies, posted in Feature discussion and requests)

but did it prevent you from seeing 1000m out?

67

(3 replies, posted in Feature discussion and requests)

I assume a planet has an ecosystem of sorts considering there is green everywhere so where is the weather?

I would like to see weather that acts as an advantage and or disadvantage for those who are not prepared for it.

Rain that makes your movements erratic possibly spinning you out (or tripping you up in cases of legged robots) and lowers your optimal and fall off

Fog that reduces radar visibility but allows you to sneak up on people (or they could sneak up on you)

Sunlight being used to power solar cells that you equip on your robot for a lower module cycle time or higher speed but it does the opposite in dark areas

Acid rain in high population areas that damages armor

Snow leaves tracks and slows movement speeds of robots but the cold weather increases the the effectiveness of electronics and engineering modules.

Hurricanes and tornadoes that can throw you out of place

Sunspots that provide erratic effects to your electronic systems in the form of a buff, debuff, or can effectively stall out your robot.

player outposts could build meteorological stations to monitor and predict when positive or negative weather effects are incoming (except for Sunspot activity)

A wardec system would be a great idea but the world I feel is too small for that and will result in players dropping all of their logistic characters into NPC corps.

More islands need to be available and you would need to have a reason for people to not run into npc corps once a wardec starts.

If a wardec locks a person in a corp then you have to deal with players not joining player copropations in the first place to bypass the threat of pvp.