Best Of
Re: Quality of Life Wishlist
Refinery queue all. A shortcut to queue all your tethered rocks and scooped gas to a) your refineries, else b) the cheapest refinery.
Re: Quality of Life Wishlist
- Allow factions to have factional clans. They can either create their own or pay a fee to make a clan owned by one of the faction's leaders a factional clan. The advantage of factional clans would be easily transferring leadership of them from people who go inactive to people who are active instead of being forced to challenge them for control, which takes about a week, or some other alternative. I'm not 100% sure how this would work in SH since their 'leadership' is different from CA and SD, but if people want this surely something could be figured out.
- Relatedly, give everyone at least one free factional clan slot. This would mean that they could join one faction-owned clan without affecting their regular 10 clan slots. Maybe factions can pay for or work towards some sort of upgrade that gives their members more factional clan slots, or maybe not. The idea isn't to completely obviate buying new clan slots, but to compensate for the reality of clan bloat that usually comes with factions.
- Also, allow clan leaders the option to TRANSFER leadership to someone else rather than forcing people to start an election every time a clan leader decides they don't want to do it anymore. Maybe also allow them to toggle whether they want to allow clan elections at all.
Rhindara
6
Re: PVP question (CACHES)
I've been in PvP situations where one side can reliably disintegrate the other if they are equal in numbers (3v3) but if just one member from that side is missing and it's 2v3 then the trio wins easily instead. So yes, even an extra member makes a big difference.
As Nykara said this is discussed with the devs and they expressed interest in the idea to reduce effectiveness of several attacks all targetted on one person. That should make disadvantage in numbers less of a problem.
Other than that, the solution is to focus on cohesion as a team. The faction with most combatants right now (Song) is letting those numbers work to their advantage not because everyone in the team is an amazing solo PvPer, but because they know how to maintain that cohesion - group up in one room, reposition if forcibly moved, switch targets if the priority is unavailable, crowd control, and so on - all reliably and quickly.
I'm working on a set of triggers and aliases to help with that. Nexus only, sorry mudlet users.
Cubey
3
Re: Interdict
Interdict only stops actual damage, not subsys hence how the guards are killed. When can distribute effect guards too tho :chuffed:
Soza
1
Re: Remove INR loss from caches/allied areas
I like hunting my INRs after caches. Lets me have interactions where I can pretend I care about them to justify more pk.
Re: Remove INR loss from caches/allied areas
My two cents, keep dropping INR on death but remove the xp loss completely. Xp loss on death is an outdated concept and only discourages players from engaging in the kind of activities that involve combat. Removing xp loss would likely cause a surge in participation, something many of us are wishing. It would also allow newer players to experience the full game more quickly since everything is balanced around lvl 75.
Jerom
2
Re: Announcements post #91: IRE Helper Android App.
I want an easy way to reply to message sender
Rylek
1
Harvest Drones and (Super)haulers
So after going out on a quest to haul rocks in both a hauler and a superhauler after the recent changes, here's some feedback!
First, harvest drones:
1) These seem like they would be quite effective, however a bug seems to prevent them from harvesting full clouds at the moment.
2) I see no reason to limit these to superhaulers. I recommend they be made available out of the gate, so that VI players can scoop.
3) There is no shelf life on harvest drones. No industrial megacorp worth its salt would release such a product without planned obsolescence. Consider larger batch sizes for the high-complexity recipe, but also give them a chance to go blap after a harvest.
(Super)haulers:
1) I went out and hauled some rocks with the lightest-weight hauler (2s turn rate) and I think it's a viable step up from mining in an interceptor. Tethering multiple rocks worked well and yeah... yay!
2) I also went out and hauled some rocks in the 6.5s turn rate superhauler. At this level the turn rate is aneurysm-inducing when trying to tether rocks. Could be a bit better if I buy the 5s turn rate superhauler. But honestly, haulers are probably preferable to superhaulers.
3) To make this better, consider tractor beams as a way to let haulers and superhaulers pull asteroids towards them (currently they don't work on asteroids). Note, however, that the module slots should be able to accommodate them.
4) Both haulers and superhaulers need more capacitor options. Currently you can't complete a full distance overload with top-end capacitors of these models.
I think that's all for now. I appreciate that space mining is getting some love early in the year!
Re: Remove INR loss from caches/allied areas
I don't think PVP should be risk-free, so I disagree.
Re: Starmourn: Year 2 Incoming!
You could always write your messages, script them to override yours client side, and release a package with said overrides. Just sayingIkchor said:[_] Write alternative combat messages in hopes that one day we can submit our own custom ones
tark
2