Best Of
Re: Announcements post #72: Planetary Exploration Now Live!
Can we have all exploration-related commands listed somewhere? You can only check them when you are in the wilderness or when you finish triangulation, which can be annoying when later you want to pick up the resource cache (or let another player take it) and can't recall the exact syntax.
Cubey
2
Re: [IDEA] Faction Resources
If it'll get you all to stop sitting on that huge stockpile of resources (looking at you Song and CA), then sure.
Ilyos
2
[IDEA] Faction Resources
Right now, factions have storage space for stuff that their members deposit. From what I know, upkeep from guards takes from this storage, and not much else, for the moment.
With that said, can a market mechanic be added for factions? So they can put up orders and offers themselves, with the marks directly drawing from the faction bank account. Fulfill CA's dream of being a capitalist civilization. Make it easier for SD bureaucracy to facilitate resource transfers. Something something SH, I don't really know. But I'm sure they'll like it, too.
With that said, can a market mechanic be added for factions? So they can put up orders and offers themselves, with the marks directly drawing from the faction bank account. Fulfill CA's dream of being a capitalist civilization. Make it easier for SD bureaucracy to facilitate resource transfers. Something something SH, I don't really know. But I'm sure they'll like it, too.
Matlkael
2
Re: Announcements post #57: Faction Engagement Missions.
Great updates today! I think CAC will definitely see action now.
I would like to echo something @Azlyn suggested, and that is to have something like CAC LOG. We'll probably want to implement some sort of faction reward system for doing CAC stuff, but right now it's difficult to track.
Re: Announcements post #67: More economy changes!
Gotta agree that the speed was never really an issue - I always, and still, mined with my corvette and there's not really a noticeable decrease in the time it takes me to find, harvest, and then drag things back to a refinery.
Bumping the yield bonus up a bit (or a lot ) might help alleviate some of the issues with getting supplies to people with autofactories... Or for a less blatantly obvious attempt to get a buff to my specialization, increasing the batch sizes of stuff like batteries, repairkits, etc could help drive the costs per unit down while still allowing the people that produce them to make a profit, though perhaps that's not the most elegant solution.
Bumping the yield bonus up a bit (or a lot ) might help alleviate some of the issues with getting supplies to people with autofactories... Or for a less blatantly obvious attempt to get a buff to my specialization, increasing the batch sizes of stuff like batteries, repairkits, etc could help drive the costs per unit down while still allowing the people that produce them to make a profit, though perhaps that's not the most elegant solution.
Razzy
1
Re: Announcements post #69: Class Customization Now Available!
I really love the effort put in here, but as a BEAST user, the actual result is really pretty bad. So bad I actually don't want it there when people look at me.
I just splashed my old description on, with my non-suit in the regular slot. Here are my thoughts:
1) The format is terrible. It should most likely go after the normal description, with at least decent spacing between it and the other things, similar to the regular description slot.
2) It's extremely long to look at a BEAST user now. This will annoy some, and others won't care.
3) How are they seeing the pilot AND the suit? Should all BEAST pilots just be writing head descriptions now? What if they're enjoying the iron man or huge battle suit concept, and their head is covered? How does having the description of two separate things do anything but break immersion?
Suggestions:
1) Have a simple command that BEAST users get. Suit Wear; Suit remove. This swaps the two descriptions in the description plane. For bonus fun, allow us to have 'suit up' and 'suit remove' descriptions that play to the room as well. Have it be the first skill learned in SuitTech. (I.E. steal the teradrim morphing from aetolia)
2) Allow ranged weapon customizations to have their 'attack' messages changed as well. You have no idea how badly I want the ability to have my BEAST shooting plasma or energy rounds. Everyone else in the game gets to use current tech ammo. Why can't I? Pretty please.
Again, I love the crap out of this entire customization project. I just think BEAST in particular needs a few tiny more changes.
I just splashed my old description on, with my non-suit in the regular slot. Here are my thoughts:
1) The format is terrible. It should most likely go after the normal description, with at least decent spacing between it and the other things, similar to the regular description slot.
2) It's extremely long to look at a BEAST user now. This will annoy some, and others won't care.
3) How are they seeing the pilot AND the suit? Should all BEAST pilots just be writing head descriptions now? What if they're enjoying the iron man or huge battle suit concept, and their head is covered? How does having the description of two separate things do anything but break immersion?
Suggestions:
1) Have a simple command that BEAST users get. Suit Wear; Suit remove. This swaps the two descriptions in the description plane. For bonus fun, allow us to have 'suit up' and 'suit remove' descriptions that play to the room as well. Have it be the first skill learned in SuitTech. (I.E. steal the teradrim morphing from aetolia)
2) Allow ranged weapon customizations to have their 'attack' messages changed as well. You have no idea how badly I want the ability to have my BEAST shooting plasma or energy rounds. Everyone else in the game gets to use current tech ammo. Why can't I? Pretty please.
Again, I love the crap out of this entire customization project. I just think BEAST in particular needs a few tiny more changes.
Rylek
4
Re: Announcements post #68: New Dikamazi will be changing!
Thanks for the really cool event. It was fun!
Steve
3
Re: Announcements post #67: More economy changes!
Yeah...yayeh took a couple of days to fill an order of 50 batteries!
Matlkael
1
Re: Announcements post #67: More economy changes!
First of all, I agree that this sort of change was necessary for the long-term health of the game. I also like the change to opening up factories to the public, and I like the idea of mechanically-enforced specialization. However, I'd like to offer some feedback, which is similar to what others have said.
Why would one player want to have more than one of a factory? For example, why would I want more than one battery factory when there are location bonuses that tell me where it's good to put them and where it isn't?
I could see having several of the alloy, nonmetal, and other basic goods autofactories because those batch numbers are so low and the location production bonuses don't seem to matter as much there. The better strategy becomes placing these non-final goods autofactories where the refineries that feed them are located so as to reduce travel time.
The incentive for multiple autofactories of a single type seems very low. I would definitely build one, but never two or three, of explosives, batteries, resources, or repairs factories. I would consider building a second alloy or nonmetal factory. (And, personally, I'd just use somebody else's QPC, processors, or bots factory.)
I'm still mulling over refineries, but I might as well put what I'm thinking right now. Before the changes, I enjoyed investing in a single location with some dynasty members so that we could set up a hub for refinery and intermediate-goods manufacturing collaboration. Now, that can still be accomplished, but it requires a few more helping hands -- no big deal.
And I might not mine dropping a second refinery somewhere like a capital planet, but what's the point in a third? Is the idea to try to put down refineries out in the far-flung reaches of the sector? This might sound nice, but, as a miner, I'm never going to spend the travel time going all around the sector to gather the materials once they're refined. I'd rather travel back to my hub and refine there. (Gas, as currently implemented, can function differently because you can set up a farm near a location-bonus refinery.)
The mining perk is simple and helps miners get more resources. They can actually turn a profit quickly if they don't invest in refineries and autofactories. Seems good to me.
Am I over-valuing the refineries and autofactories perks that increase number of facilities for those two specializations? Is it really all about the tax break?
Conclusion: I don't see how the refining and manufacturing specializations offer perks that fit how people play the game.
Steve
2