Best Of
Re: Q+A Madness - Jan/Feb 2019
Rhindara said:What do all the faction rank names mean? Is there a glossary incoming?
A mystery for the ages! 

1
Re: Q+A Madness - Jan/Feb 2019
Will there be a mortal builders system like in the other games for those people who want to help somehow but who don't really want to leave their characters behind?
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Re: Race Reset
Closest thing that comes to Transhumanism is the Bushraki and as stated they are still very much their race and it is the engineering of their race that makes it possible for them to withstand the invasiveness of their improvements. There's nothing anywhere that implies it is possible to cross-race clone or change people.
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Re: Yet another MODS thread
I certainly agree it shouldn’t be a primary way to advance a trade skill, but as a perk here or there I don’t think it would hurt.
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Re: Yet another MODS thread
I generally do not like the idea of having dependencies between skills (meaning I shouldn't have to love hacking if I want to learn about mods).Joscelin said:Research on a long (daily) cooldown seems like it would be a cool way to see some steady movement without rushing it faster than the devs seem to want. Could also add some to hacking by letting you steal trade secrets or research by hacking certain terminals every so often.
I am perfectly okay if hacking provided mods or small bit of experience in trade skills rarely as a reward.It shouldn't be the primary way of gaining a tradeskill
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Re: Q+A Madness - Jan/Feb 2019
Are there plans to add an ability for Scoundrels to remove other Scoundrel's placed bugs?
What I really want to see is the ability in the general skills for bug sweep to be removed.
An ability added to the Guile Skill to remove other Scoundrel bugs and deactivate them and we can just toss them into an incinerator or reactivate them and place them somewhere else so the owner of the bug starts getting conversations (or silence) in locations he did not intend to bug (Which would be really funny).
As an end result would be people hiring Scoundrels to sweep locations or entier areas for bugs and removing them. Since Nanoseers (I think) can better eavesdrop then Scoundrels, they already have an advantage over Scoundrels regarding getting paid for info.
On that note, maybe an ability for Scoundrel's (an maybe engineers) to maybe block a Nanoseer's eavesdropping ability and maybe even block bugs from transmitting info back to the Scoundrel. Like some tech that has a short lifespan, (1 IG month? or 1 or 2 IG days?). That way Nanoseer's and Scoundrel's can actually compete on the same level for jobs that might require gathering info through eavesdropping. Make it more competitive.
What I really want to see is the ability in the general skills for bug sweep to be removed.
An ability added to the Guile Skill to remove other Scoundrel bugs and deactivate them and we can just toss them into an incinerator or reactivate them and place them somewhere else so the owner of the bug starts getting conversations (or silence) in locations he did not intend to bug (Which would be really funny).
As an end result would be people hiring Scoundrels to sweep locations or entier areas for bugs and removing them. Since Nanoseers (I think) can better eavesdrop then Scoundrels, they already have an advantage over Scoundrels regarding getting paid for info.
On that note, maybe an ability for Scoundrel's (an maybe engineers) to maybe block a Nanoseer's eavesdropping ability and maybe even block bugs from transmitting info back to the Scoundrel. Like some tech that has a short lifespan, (1 IG month? or 1 or 2 IG days?). That way Nanoseer's and Scoundrel's can actually compete on the same level for jobs that might require gathering info through eavesdropping. Make it more competitive.
1
Re: Q+A Madness - Jan/Feb 2019
Any intention of creating orgs similar in functions to guilds/houses?
Re: Scoundrel - Skill Feedback
The game is in BETA. We are giving feedback based upon the player experience and recent adjustments to the game.Wuff said:I have to say, literally nothing feels better than watching people whine about what other people put up with.
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Re: ShipSim Cycles
I think the answer here is to slightly increase maximum halons on that superstructure (The Sunderer). It doesn't need much, only lacking 239 halons in order to fit the shipsim (#9) required +whatever the devs want for thrust.
It seems like the point of the superstructure is to put an awesome huge weapon on it, as it can only have 2med and 1small in addition (though not even enough cycles for those, if there's a missile launcher mounted)
Maybe the plan is to release other large mods as mentioned in the thread, but today, it's not possible to fit a large weapon on it:

It seems like the point of the superstructure is to put an awesome huge weapon on it, as it can only have 2med and 1small in addition (though not even enough cycles for those, if there's a missile launcher mounted)
Maybe the plan is to release other large mods as mentioned in the thread, but today, it's not possible to fit a large weapon on it:

3