26

(15 replies, posted in Resolved bugs and features)

*** happens.  Moar tears plix.

When damaged in battle (or when committing insurance fraud) make a small chance that a module on your bot can be damaged and stop (or reduce) functioning.  This should not occur from NPC fights only PvP battles.

The module can be fixed back in an outpost by unequiping and repairing it or on the battlefield by a special repair (toolbox) module only. Normal rep modules would not fix the damage.

This will introduce more tactics in pvp and also make a specialised rep bot more needed.

More great ideas coming soon.....

28

(9 replies, posted in Feature discussion and requests)

This has probably been mentioned before here or in other threads but im all for churn so here goes.

Mines - various types e.g. Drains Acc, gives damage etc
Minelayer bot/module
Mine detector bot/module

Give please.

29

(11 replies, posted in General discussion)

Well they do always 'Simmer with anger'.

30

(1 replies, posted in Feature discussion and requests)

OK, here's the next idea from my list of great (and not so great ) ideas.

Make lots of new islands - we all want that.
Make many of them small.
Make many of them have a deactivated teleport on them.
Make a new teleport activation skill that you can target at one of the deactivated island teleports, and remotely reopen it for a set time, allowing players to jump through.
After x minutes the teleport closes again.

Perhaps tie in with the ability to upgrade the teleports making them need a higher skill to reactive. I'm thinking along the lines of chest/lockpicking but where the island is the chest and the teleport is the lock.

31

(17 replies, posted in General discussion)

Siddy wrote:

Plus, i enjoy playing "hide the egg".

I heard if you put an egg up there you have to go to hospital to get it out.

They just coded it wrong.

How it should be "The interference field generated by the specific electronic circuits unique to the programming of every corporations bots and to a lesser extent by the interation of sparks on each other when linked in a squad combine to create a unique and shared interfence field for members of the corp / squad within the area".

In laymens terms corp A interference is on a different frequency to Corp B and does not affect it.  If Squad C has a member of Corp A then A & C are combined into the same interfence field.

That way the blob will suffer but smaller squads wont as they will either be further away or not suffer from the 1 + -1 phenomen due to the different interfence  field.

Hope that makes sense smile

I think its just the old problem of not enough landmass and not enough ways onto the beta islands.  Its fair enough that an alliance can take over an area and control it,  but there needs to be some free areas available for smaller guilds / soloists to do so as well.  The small size of the beta islands prevents this and its compounded by limited access points.

What we need is **many** additional  smaller islands with resources.

34

(14 replies, posted in Resolved bugs and features)

Why close? This still happens practically every time I jump to SS2.  I land outside the safe zone and have to run for it to tele out if there are hostiles there.  I thought this is a feature but if it isnt it is still happening & I can easily demonstrate.

Being able to upgrade in some way an outpost you own would be pretty cool.  Perhaps people in the guild could 'donate' spare (haha) ep thay have to buy each level of the upgrade.  If an outpost is lost the upgrades get reset.

One of the upgrades could be a cannon right on top of the tower. Long range, good line of sight, able to fire on enemy from afar. Muhahahahaaa.

36

(4 replies, posted in Feature discussion and requests)

I know you will all want this one!

While driving my Sequer last night I realised what is missing - Dust Clouds.

Just like a lorry thundering across the desert creates a huge could of dust so should a Sequer.  Doesnt need to be that huge just enough to give it a bit more eye candy fluffyness.

This could be combined with the 'Honk if your Horny' suggestion to give a patch full of major awesomeness.

37

(8 replies, posted in Q & A)

One of the hungarian routers a few hops before the server was dropping 20% of packets last night which made the game unplayable for me for a few hours.  The trouble is that the servers need to be located on a proper  backbone not on a hungarian isp backwater.  Until they get moved this game will always have its flaky moments which is a shame as the game itself is very stable.

My crazy idea of the day as im bored at work.

A 'beacon' you carry in cargo.  When activated it drops at your current location. Stays active for x minutes.  When you move further then 1500m from the capsule you are instantly teleported back to it and it is destroyed.

Use: As an alternative escape trick for someone being chased by mobs/blobs or pvp tactic. e.g. I miner could place it when being chased then warp back behind the enemy unseen and escape.  or 50% of a blob could use it to 'appear' behind the enemy for a 'Crushing Fist' pincer attack.

39

(1 replies, posted in Feature discussion and requests)

Its a Mech, that hovers.  Can't go up hill (only light slopes), but can float over those cliff edges that block everthing else and over water.  If it runs out of accumalator it sinks to the ground and cant move. (Think Luke's landspeeder but without the mirrors).