101

(18 replies, posted in Balancing)

The issue here is that there is no issue with anything posted here as a balance issue.

E.g. This entire thread is option based. No one is right or wrong here.

102

(100 replies, posted in General discussion)

Gharl Incognito wrote:
Purgatory wrote:

Well this all sucks then, i expected these so called commander drops to be on par with something like EVE's commander/officer drops, instead they barely compete with T4 crafted.

Well they can't be to overpowered; what would be the point of crafting? It'll be interesting to see what the T4+ engineering, ewar and electronics bits are like. 

Does anyone know just how far one of these beacon bacon battles can escalate?

Currently not very far. The best you can get is a level 3 officer (Whom is the one who drops lovely T4+) but getting one of these beacons isn't the easiest as you need to get an officer 1 to get an officer 2 to get an officer 3 and the drop chance isn't the highest.

Officers aren't a challenge, they're a reward.

The new beacon system is very impressive but after three or four beacons is quickly becomes just another feature.
I feel a trick was missed with this new feature. Here is what I was expecting from the system.
This is just an idea but expresses what I feel should have come from this "Sub-Raid" system

Getting your first beacon:
First of all having only "Some" elites drop beacons was a poor idea. I've now realised this means ANY elite that is rank 3 or above can drop a beacon. I would prefer to see that all elites can drop beacons and that the beacon they drop depends on if they are a light/assault or a mech/heavy mech. E.g. If I kill a Rank 1 Elite Assault NPC I would expect to be given a chance to get the lowest rank beacon for the elites faction (A level 1, light/assault beacon).

Elites (10% chance):

Rank 1 / Rank 2 Light/Assault = Level 1 Light/Assault Beacon
Rank 3 / Rank 4 Light/Assault = Level 2 Light/Assault Beacon
Rank 5 Light/Assault = Level 3 Light/Assault Beacon
Rank 1 / Rank 2 Mech/H. Mech = Level 1 Mech/H. Mech Beacon
Rank 3 / Rank 4 Mech/H. Mech = Level 2 Mech/H. Mech Beacon
Rank 5 Mech/H. Mech = Level 3 Mech/H. Mech Beacon

Artifacts (20% chance):

Alpha level 1 Infestation = Level 1 Light/Assault Beacon
Alpha level 2 Infestation = Level 2 Light/Assault Beacon
Alpha level 3 Infestation = Level 3 Light/Assault Beacon
Beta level 1 Infestation = Level 1 Mech/H. Mech Beacon
Beta level 2 Infestation = Level 2 Mech/H. Mech Beacon
Beta level 3 Infestation = Level 3 Mech/H. Mech Beacon

Alpha level 1 Industrial = Level 1 Light/Assault Industrial Beacon
Alpha level 2 Industrial = Level 2 Light/Assault Industrial Beacon
Alpha level 3 Industrial = Level 3 Light/Assault Industrial Beacon
Beta level 1 Industrial = Level 1 Mech/H. Mech Industrial Beacon
Beta level 2 Industrial = Level 2 Mech/H. Mech Industrial Beacon
Beta level 3 Industrial = Level 3 Mech/H. Mech Industrial Beacon

Making Waves:
Beacons should have a set number of waves (Up to 5). Each wave should have a timer of 5 minutes applied to the beacon. If you finish a wave before the 5 minute timer ends you get the next wave that is progressively harder and a new 5 minute timer. If you reach wave 5 then one elite NPC with an escort one rank higher than the beacon (Or max rank for a level 3 beacon). This then gives you a small chance to get another beacon. Beacons should remain on the field displaying a de-spawn timer for the current wave. If the beacon times out the event ends. Reaching wave 5 will cause the beacon to 'explode' when the elite spawns.

Waves should progress in the following way: (Small = Light / Mech, Large = Assault, H. Mech)

Wave 1: 3 combat (Small robot, short range, low armour)
Wave 2: 3 combat and 3 ewar (Small robots, short range, medium armour)
Wave 3: 6 combat and 3 ewar (Mixed sizes, short range, heavy armour)
Wave 4: 6 combat and 6 ewar (Large robots, Mixed ranges, heavy armour)
Wave 5: 1 Elite, 6 combat and 6 ewar (Mixed sizes, short range, medium armour)

This will mean that almost anyone can easily get to at least wave 3 but after than it becomes a challenge and gives newer players something to strive for and older players a challenge.

Officer Beacons:
The officer system needs to be rethought as currently they're uninteresting and are no challenge at all for a possible huge reward. With this new system I suggest that Officers should spawn with an scaling escort and have a 50% chance to drop an escalated Officer beacon. The way to get an officer beacon should be a small chance from each artifact or from the final wave 5 elite. You start with the lowest level officer beacon always and the only way to progress officer beacons is with the officer beacon NPCs. The higher the level Officer beacon the larger the Officer should be and the larger the escort should be. They should remain a single spawn and not include waves however the Officer escort should get more powerful. This is basically how they work now but they need to be more difficult.

104

(11 replies, posted in Feature discussion and requests)

I really like this idea but this also need a "Local Announcement System" and could be treated as a "World Event"?
Observers should be a little less deadly but I do agree that they should spawn NPCs at 50% and 10% health.
Of course make this a one time deal for each observers so you can't farm them as they do repair very quickly.

It would make them a lot more fun. I think caravans should be haulers with a SINGLE escort mech/assaut (Beta/Alpha). Then once you attack any of the caravan it drops a beacon that causes a small handful of NPCs to spawn once. If you kill the escort NPC however before it has a chance to active the beacon (E.g. within 30 seconds of engaging it) you can loot the beacon from it. (Low level beacon)

+1

You have a 5.0+ standing with TM-UAS. A level 3 will not give you any standing when you reach above 5.0 so it is possible the devs just don't show events that give 0.00 standing.

Edit: Would be nice if they showed an extra decimal for standings as well as showing even 0.00 increases. smile

Why does everything have to be fixed by patches. This sounds like a hotfix issue. Not something that can be left for weeks/months. tongue

Hot fix issues, patch for features. Plllease?

One of the few things this company has left is that it's Indy. You guys were so good at patch as problems came up and now you're just like everyone else with patches when you feel like and when you can rush partly tested content out.

/disappointing.

ECCMs are now better!

109

(24 replies, posted in News and information)

Change: Increased the amount of plasma in combat mech and heavy mech NPC loot due to hitpoint increase.

Change: Increased the amount of plasma in the loot of NPCs which have armor plates equipped (in addition to the mech's increase above).

Proposed Change: Kernel drop chance increase on armoured NPCs

110

(9 replies, posted in Agents seeking corporations)

What's PVP?
We only gank in these here hills.

fuuu

+1

Agreed. At the moment it's not possible to tell who you're supporting or apply modules to.

114

(6 replies, posted in Feature discussion and requests)

NPC's should be dropping T0 75% of the time not T1.

I like how people think the new islands will change anything.
Currently there is a peak of 300 users once a week.
That's 300 people over 6 islands. Of these 300 people it is a safe bet to assume a large majority (Around 90%) are all within 2km's of a safe location or are on alpha islands.

6 new islands will not bring enough people back to the game because it won't change anything. The new islands bring nothing. The new islands were needed 2 months ago. Territory control is needed now and if that takes 2 months to arrive it'll be too late.

6 new islands will bring a few people back but they won't replace the amount leaving the game. The new player experience is turning too many people away. Blobbing is putting exciting players off from playing and while a lot of people might have purchased a lonh turn subscription that doesn't mean they are playing. This game has no end game.

Don't get excited about new islands.

116

(35 replies, posted in General discussion)

API. API. API. API.
Add Add Add Add

Build your own sentences.

They should totally add a random variable. Just like everything else in this game that's doesn't make any sense.