Best Of
Scatterhome wants YOU!
A Haiku* in Five Parts
My Salutations
to all my Scatterhomies
(...and the rest of you)
Something's going down
in Micro right after sync
Be there or don't be
It is up to you
I won't sensationalize
or oversell it
I could tell you more
but I've decided not to
cause that's how I roll
Scatterhome's the place
Haven, specifically
See you flakkers there!
---
*or something like that
Sup, Scatters. This Thursday, sometime after sync. Things will happen, as things often do.
Sincerely,
Your friendly neighborhood Storyteller
Soren
My Salutations
to all my Scatterhomies
(...and the rest of you)
Something's going down
in Micro right after sync
Be there or don't be
It is up to you
I won't sensationalize
or oversell it
I could tell you more
but I've decided not to
cause that's how I roll
Scatterhome's the place
Haven, specifically
See you flakkers there!
---
*or something like that
Sup, Scatters. This Thursday, sometime after sync. Things will happen, as things often do.
Sincerely,
Your friendly neighborhood Storyteller
Soren
4
What we're working on - Faction Engagement Missions
May is halfway done and we've been hard at work with the systems we promised during our Development Update and in the Roadmap. We've completed the Modding overhaul, released shopfront improvements, done some tweaking to Cosmpiercers (still more to go there, that will be a lengthy process), a new event is unfolding around the Bushraki of Oldtown and more.
Now let's talk a bit about one of the systems currently under development: Daily Faction Tasks.
The revamped station missions are now working in a way that is a lot closer to our vision and bring about a sense that your actions help the community (faction, in this case) that you are a part of. But we believe we can do more with this concept. Our Faction tasks system will allow you to participate in a wider range of activities that will bring about global bonuses for your faction for the remainder of the IG month. You will be able to choose a task from a set of general categories, fulfill that task and obtain a "reward point". That "reward point" will then be spent to give everyone in your faction a certain bonus.
I am avoiding to give concrete names to the "devices" and "reward points" since we have not 100% settled upon their names, but let us look at some of the possible task categories you will have access to (more will be added down the line) :
- Kill quests (you will be tasked to kill and retrieve samples from certain lifeforms in the Sector. This is aimed at high level players)
- Economy tasks (fulfill a certain number of market orders)
- Commodity tasks
- Space Incursion participation
So what can you do with your reward points? Well you can spend them on giving your faction bonuses to experience gains (normal, hacking or captaincy), damage while hunting, stats, etc. While an individual bonus isn't huge, they will certainly add up if everyone pitches in to perform these tasks.
More details and samples will be given as the system gets built, so stay tuned!
Oh...we're also working on some awesome updates to our promotion and promo systems and putting in some of the things you all have requested (trading, to be more exact)! This is all quite exciting!
13
Announcements post #55: Shopfront updates.
<pre>From: Garryn, the Reshaper
Subject: Shopfront updates.
You can now purchase several new additions to your shop fronts!
- AUTOCRAFTER (20000 Marks): Lets you stock designs instead of crafted goods, which will be auto-produced on demand. Extra 5% fee paid on purchase.
- CAPACITY (10000 Marks): Lets you stock another 5 items. Can buy up to 5 times.
- CATEGORY (5000 Marks): Lets you add another category. Can buy up to 5 times.
- COLOR <name> (20000 Marks): Changes the color of your shop in all the lists, one-time use. Enter without a color toget the list. OFF to disable (Marks are not refunded).
TT SHOP <name> PURCHASE HELP will also show these.
For the autocrafter - you can stock any design that you own, and the item will be automatically produced whenever someone purchases it. The Marks cost on the design will be deduced from the shop owner at the time of purchase (+5% surplus).
Remember that if you set the purchase price to be lower than the creation cost,you will be selling at a loss and losing Marks on each sale - the game will show a warning when setting the price.
Together with these, the shop code has received various under-the-hood improvements, which should have no visible effect, but please report if anything breaks as a result.
</pre>
Subject: Shopfront updates.
You can now purchase several new additions to your shop fronts!
- AUTOCRAFTER (20000 Marks): Lets you stock designs instead of crafted goods, which will be auto-produced on demand. Extra 5% fee paid on purchase.
- CAPACITY (10000 Marks): Lets you stock another 5 items. Can buy up to 5 times.
- CATEGORY (5000 Marks): Lets you add another category. Can buy up to 5 times.
- COLOR <name> (20000 Marks): Changes the color of your shop in all the lists, one-time use. Enter without a color toget the list. OFF to disable (Marks are not refunded).
TT SHOP <name> PURCHASE HELP will also show these.
For the autocrafter - you can stock any design that you own, and the item will be automatically produced whenever someone purchases it. The Marks cost on the design will be deduced from the shop owner at the time of purchase (+5% surplus).
Remember that if you set the purchase price to be lower than the creation cost,you will be selling at a loss and losing Marks on each sale - the game will show a warning when setting the price.
Together with these, the shop code has received various under-the-hood improvements, which should have no visible effect, but please report if anything breaks as a result.
</pre>
Updates post #199: Weapon/Armor modding overhaul.
<pre>From: Ilyos, the Arbiter
Subject: Weapon/Armor modding overhaul.
We're very happy to announce that our overhaul of Weaponmodding and Armormodding is now complete. Please see below a list of changes and how the new system works:
- WEAPONMOD/ARMORMOD SHOW works now.
- Added WM and AM as shorthand for WEAPONMODS and ARMORMODS respectively.
- Reverse-Engineering a mod now gains you 'research credits' and 'parts' with the mod's manufactor.
- A manufacturer's research credits can be invested into any mod from that manufacturer you have previously unlocked via reverse-engineering to increase its mastered progress.
- As before, mods cannot be crafted until 100% mastered.
- Mods are crafted with proprietary parts from that manufacturer.
- Mods you have crafted yourself cannot be reverse-engineered.
- There is a new skill in ArmorModding and WeaponModding: Shipment. Once every real-life week, this skill allows you to request a shipment of random mods in exchange for a bunch of commodities. Refer to their ability files for more information. Available shipments will change each week.
As part of these changes, all progress and parts you have in existing mods will be reset to 0, and you will gain back research credits and parts for that mod's manufacturer so you can freely redistribute the points as you see fit.
Research Credits/Progress
-------------------------
The amount of research credits you will gain for each mod depends on its rank.
Simple mods: 1 credit
Complex mods: 2 credits
Advanced mods: 3 credits
Obfuscated mods: 4 credits
To master a mod, you need to invest an amount of research credits that is also based on the mod's rank.
Simple mods: 20 credits
Complex mods: 40 credits
Advanced mods: 60 credits
Obfuscated mods: 80 credits
The maximum amount of research parts (per manufacturer) and research credits you can hold at any given time is 500.
New commands overview
---------------------
WM/AM RESEARCH STATUS
View the research credits and parts you have available for manufacturers.
WM/AM INVEST <amount> <mod>
Invest the specified amount of research credits into the specified mod.
Example flow
------------
1) Obtain a mod in some way (shipments, mob drops, trading)
2) Reverse-Engineer the mod to unlock it, and gain parts/research credits for its manufacturer
3) Invest research credits into that mod from its manufacturer.
4) Repeat steps 1 through to 3 until you can reach 100% mastered on the mod.
5) Craft the mod.</pre>
Subject: Weapon/Armor modding overhaul.
We're very happy to announce that our overhaul of Weaponmodding and Armormodding is now complete. Please see below a list of changes and how the new system works:
- WEAPONMOD/ARMORMOD SHOW works now.
- Added WM and AM as shorthand for WEAPONMODS and ARMORMODS respectively.
- Reverse-Engineering a mod now gains you 'research credits' and 'parts' with the mod's manufactor.
- A manufacturer's research credits can be invested into any mod from that manufacturer you have previously unlocked via reverse-engineering to increase its mastered progress.
- As before, mods cannot be crafted until 100% mastered.
- Mods are crafted with proprietary parts from that manufacturer.
- Mods you have crafted yourself cannot be reverse-engineered.
- There is a new skill in ArmorModding and WeaponModding: Shipment. Once every real-life week, this skill allows you to request a shipment of random mods in exchange for a bunch of commodities. Refer to their ability files for more information. Available shipments will change each week.
As part of these changes, all progress and parts you have in existing mods will be reset to 0, and you will gain back research credits and parts for that mod's manufacturer so you can freely redistribute the points as you see fit.
Research Credits/Progress
-------------------------
The amount of research credits you will gain for each mod depends on its rank.
Simple mods: 1 credit
Complex mods: 2 credits
Advanced mods: 3 credits
Obfuscated mods: 4 credits
To master a mod, you need to invest an amount of research credits that is also based on the mod's rank.
Simple mods: 20 credits
Complex mods: 40 credits
Advanced mods: 60 credits
Obfuscated mods: 80 credits
The maximum amount of research parts (per manufacturer) and research credits you can hold at any given time is 500.
New commands overview
---------------------
WM/AM RESEARCH STATUS
View the research credits and parts you have available for manufacturers.
WM/AM INVEST <amount> <mod>
Invest the specified amount of research credits into the specified mod.
Example flow
------------
1) Obtain a mod in some way (shipments, mob drops, trading)
2) Reverse-Engineer the mod to unlock it, and gain parts/research credits for its manufacturer
3) Invest research credits into that mod from its manufacturer.
4) Repeat steps 1 through to 3 until you can reach 100% mastered on the mod.
5) Craft the mod.</pre>
Re: Ship customizations
-- Xiphiidae ------------------------------------------------------------------
Make/Model:: Wayland Astrotech Quasar
Class: : Light Battleship
Hull Color(1): Ixsei Indigo Hull Color(2): Jade
Hull Pattern(1): Nouveau Hull Pattern(2): Quatrefoil
Wing Style: Tapered Hull Finish: Watery
Decal: A silhouette of a tentacled sea creature
Hull Shape: Sharp-edged
Ship Condition: Peerless
Description: This battleship appears as if it emerged from the ominous depths of an ancient ocean. Deep indigos, jade greens and hints of dark purple blend into the multitude of scales that line the hull. Faint onyx lines dance through the scales to form nightmarish tentacles. Several tapered wings extend from the starboard, port and stern like fins of a predatory fish. The elongated bow of the battleship extends outward to a rapier-like point, ready to cut through the vastness of space.
Registration: Yayeh Dreya
-------------------------------------------------------------------------------
7
Re: Quotes
'Kinda why we chose this place. Vaxis took me on our first date here with the intention of wrecking it.'
I'm not really sure the cookie was worth this effort, but I still want it.
I'm not really sure the cookie was worth this effort, but I still want it.
5
Re: Quotes
Slander says to Poet, "KixddA dhy weeeh ch *hic* aOse tHj *hic* jshhH plxccee. Vaxk *hic* s toooj me on ouw ooirssk da *hic* ate hHEre witth Txooi iiinmtnnnNtIOnn of *hic* wWreciinGg it."
A cookie to whoever can decipher this
A cookie to whoever can decipher this

3
Re: Quotes
Vianou tells you, "What's unique with us? So weird, we talk with haikus. So happy, I am."
You tell Vianou, "This isn't one, though. Or is it? Shit, I don't know. Ah, fuck. Yea, it is."
2