And here are some answers:
will all the current TF and buildings on gammas stay as they are in that 2km no-build area until destroyed or there will be any reimbursement?
Everything will stay as it is, both buildings and terrain. Reimbursements would be really hard (if not impossible) to do based on stuff that happened inside the no-build areas, so as the blog says, we have decided to reimburse the price differences for all the terraforming charges and construction blocks (read: from the moment when the expansion went live). We think that this will generously cover all the losses and the time invested. There will be no reimbursements for buildings or their foundations, since they will be either deconstructed, destroyed, or left alone.
any solutions of gamma-npc do always stuck? same for non-gamma npc
This has been fixed in today’s patch.
new tiers and robot variants - that's T5 and Mk3?
We have a new idea for making the tier system less linear and more accessible, it would look like this:
Normal tiered items according to the current system (new name in parentheses):
T0 (T0): stays as it is
T1 (T1): stays as it is
T2 (T1+): stays as it is, requires T1 modules to build like now
T3 (T2): remove current T2 modules from its components
T4 (T2+): stays as it is, requires current T3 modules to build
T5 (T3): brand new tier, no component prerequisites, uses colixum-based commodities
T6 (T3+): brand new tier, requires T5 to build
So the system would be built up of tier pairs, one normal variant that needs more “exotic” commodities as we go up in tiers, and one “+” variant that needs the normal as a component. The common trait of + variants would be lower fitting requirements than their normal variant. The important thing to note here is that higher tiers wouldn’t have cascading requirements anymore.
In the new system, tier designations for factional items would be:
T2+ -> T1F
T3- -> T2F
T4+ -> T3F
As for robot variants, the naming is yet undecided.
which auras will be accessible in MPC Aura buildings?
The blog was unfortunately a bit unclear on this: only complex auras will be available, and they will be a bit rebalanced to have level 1-2-3 versions for standard, advanced and hi-tech buildings.
will there be elite versions of industrial bots on gammas?
No plans for that, they would be just sitting ducks like all industrial robots, there is nothing really “elite” about that.
will turrets shoot those who are attacking other buildings, not only the turrets itself?
This would be nice to have, but buildings in the network don’t know about each other. Maybe at a later point.
what happens if someone looses/stole/destroy private transport container?
The one who accepted the assignment will lose the collateral amount that he paid when he accepted, and the contractor will get it, together with the payback of the set reward. The contractor will be able to set an expiration time for the assignment, so it won’t be possible to “sit” on a package for the end of times. When the time is up the package will self-destruct and the same thing will happen as explained before.
will only the Main Terminals be immune on those 72 hours?
Yes, only the main terminal. For all the other buildings we can’t make a difference whether you just started a base or you put down a building right next to a well-fortified network.
Are current produced blocks being increased to reimburse for the new value of 5x multiplier on creation as opposed to the old values.
Although the amount of manufactured blocks is low compared to the blocks purchased (14k vs. 150k), we have decided to reimburse 4 construction blocks for every construction block manufactured.
While we're discussing changes: do we really need molecular instability on alpha now? Travel times are long as it is, and reducing or abolishing the instability on alpha would be a good step towards making trips/deliveries less painful.
We’ll reduce the molecular instability timer to around 20-30 seconds.
Suggestion:
Remove infinite NPC-seeds for construction blocks, not just building foundations. Let the players set their own price and build their own market.
We can’t remove the NPC-seeds for construction blocks, because they require colixum to build, so new corporations setting foot on gamma wouldn’t be able to build a mining outpost.
Reduce emergency mode from 72 hours to 8-16 hour variables like Beta outposts. With 72 hour window between emergency times, it would take 9-12 days to take down a standard terminal which is way too much for such a cheap building.
I’m not sure if that’s a typo, but there is only a 2-hour window between emergency phases. (Well, that’s the minimum since you can’t know when you’ll be attacked again after those 2 hours.)
We do not plan to reduce the timers because corporations need those days to evacuate if they decided to keep their assets there.
Vary the spawn point of roaming NPC spawns. Spawning them on teleports will not work.
They are already random.
Increase plasma from distress beacon NPC mobs by 25%.
Those are the very same NPCs like in normal spawns, with the same loot. If we increase it, it would increase everywhere.
Divide non-harvestable (orovya, etc) incubator price by 10, so they are dirt-cheap. It lets people play minecraft on Gamma without grinding crazy cash.
Yes they could be made cheaper, but we think it would be dangerous and could be used for massive griefing, as long as players don’t have a direct and easy way to destroy them.
One simple thing in my mind would be changing some of he fees for market ads from fixed rates to a better percentage rate. It's actually really hard to sell stuff for lower prices right now. Wierd, right?
We propose to set the transaction fee to be always 1000 NIC, regardless of order duration. Of course we would reimburse the connected extension in this case.
The base market tax would be reduced from 12% to 6%.
Spark Teleport: how balanced will be an ability to bring half of assets to an enemy beta terminal while keeping aonther half at your home base and then quickly teleport here and there for attacking/defence? I mean, beta terminals have no access restriction, that will make beta-1 islands more harder to defend.
You still have to transport your robots, weapons and everything to the “enemy beta terminal”. And once those are used up you still have to do it again and again if you intend to use spark teleports like this. Correct me if I’m wrong but the only issue I see with this is more fights on beta, and robots getting destroyed. (IF this will really turn out as a viable strategy.)