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Major Nexus Update Coming
We're finally ready to give a sneak peek at our next project. Our team has spent the last year rewriting Nexus from the ground up. The new version will include several exciting features. Read on and learn what to expect and check out a few screenshots to see how things are progressing.
Here is the shortlist of the new features:
Here is the shortlist of the new features:
- Mobile, stand-alone versions of the client for Android and iOS.
- A stand-alone desktop version. No need to play in your browser.
- Edit settings while not logged into your character.
- Add characters to the client to easily manage them.
- Auto-login options. Especially handy on mobile.
- Add and play third-party games to the client. Yes, you will be able to play almost any MUD from the Nexus client.
- Settings save on the cloud across all clients. Edit your settings on the desktop version and use them in the mobile app.
- All IRE games can be played in a single client.
- The client is faster and more responsive.
- Settings from your current characters are automatically ported to the new client. They are stored separately, so don't worry about corrupting your setups in the current version of Nexus.
Here is a link to a few screenshots: https://imgur.com/a/FulHaT3
We will be releasing the browser, desktop, and android versions within the next few weeks for you to start experimenting with. The iOS version is about ready as well, we just have to finish jumping through the hoops to get it listed.
We will be releasing the browser, desktop, and android versions within the next few weeks for you to start experimenting with. The iOS version is about ready as well, we just have to finish jumping through the hoops to get it listed.
Jumpy
3
Announcements post #298: Inventory Management.
From: World Engineer Senzei
Subject: Inventory Management.
Hello Starmourners!
I have just implemented one of our most requested features for inventory management. The dot syntax! There was discussion on whether to use pre or post syntax, but in the end I just decided to implement both.
TAKE, DROP and related commands should work normally if you want to use them in the normal way, but you may now use arguments.
Want to get the 3rd of an item in the room? 3.<item> and <item>.3 will both take the third item specifically. You can also always seek the last item using last.<item> or <item>.last.
So for summary:
You can now use <LAST|#>.<item> and <item>.<LAST|#>. Lower case the "last"!
If there are issues, I will be online and visible to let me know!
- Senzei
Subject: Inventory Management.
Hello Starmourners!
I have just implemented one of our most requested features for inventory management. The dot syntax! There was discussion on whether to use pre or post syntax, but in the end I just decided to implement both.
TAKE, DROP and related commands should work normally if you want to use them in the normal way, but you may now use arguments.
Want to get the 3rd of an item in the room? 3.<item> and <item>.3 will both take the third item specifically. You can also always seek the last item using last.<item> or <item>.last.
So for summary:
You can now use <LAST|#>.<item> and <item>.<LAST|#>. Lower case the "last"!
If there are issues, I will be online and visible to let me know!
- Senzei
Re: My Mudlet Packages for Starmourn
I haven't had time to play SM much this year. I'll look into the changes that are needed.
Daikojun
2
Re: Presenting: The Y'saari Games
Overall I really like the ideas you presented. I just wanted to comment on the fact that these rewards are *awesome*, in that they present a cool incentive to want to win, but they don't take anything away or hinder the experience for the factions that lose. And most of them expand from existing systems in the game already. Really well thought out overall.
Re: Presenting: The Y'saari Games
Reward ideas:
- Access to the Y'saari subsector itself. This means:
- Can fly through it.
- Can go to Y'saari areas on foot to explore.
- Can go to places to bash. Good for leveling, good for everything.
- Otherwise exclusive quests.
- Special resources nodes for mining (this is a place to plug in space economy rework? high yield, limited duration hot spot)
- Fancy vendors.
- Resource caches for things like mods.
I really like the idea of fighting over the chance to go to a better place to have more efficient time doing things, and I like the idea of the Y'saari area in particular because it's special and mysterious and could be ripe for very, very cool stuff.
Steve
2
Re: Presenting: The Y'saari Games
Separate post for a separate line of thinking. I am also fond of the idea of doing something akin to these Y'saari Games (thinking Hunger Games here) being what we do part of the time, followed by conflict with the Ishvana. So we go through a season of tournament to gear us up for fighting the Ishvana, then we fight the Ishvana. That's the basics of a nice cycle of conflict.
Steve
2
Re: Space, take two
Beams: Yes currently Interdictor Beam is active once you hit a target and then maintain keeping them in your targetting cone. You will also be able to re-up it through manual firing along with your other weapons iirc. But either way I think this is less debilitating than the current way beams are working. Especially if a cruiser, sp cruiser or battleship gets you stuck in one. They got lots o guns.aesan said:Lots of cool ideas for sure, I am all for something that adds another avenue for some fun conflict. I really like the huge space monsters ideas, and having crew firing weapons. CP's, incursions, etc would be alot more fun with other people around.Interdictor beam: halves the distance you can Skip, Flyby or Overload. (or make it a % and give it to sm med and lrg)-Now hear me out on this one... 5, 7.5, and 60 respectively. This is only in effect while the target ship is in the cone and flyby and overload have decent cooldowns. A 5 space skip will be used the most to try and get out of the cone. This is manageable since the aggressive ship will -likely- not be being affected by a beam themselves (although maybe) and can match the maneuver should they wish to chase.
Are you saying interdictor beam is always active while your target is within the target cone, or that this is the effect upon firing the beam?Ship mod ideas: shorter cooldown on skip based abilities, temp capacitor overcharge, shield buffs (resistances, lower recharge timer on shields, hp, etc) hull buffs, turn speed buffs (locked to cruiser and above), acceleration buffs, quicker targetlocks (could be an artie too), missile pods to increase the amount of missiles per pack to 2-4-6 (missiles be expensive - also have missiles effective range removed and do a flat damage at any distance), make mines more like drones that will seek a target with x range of them not including allied faction ships (similar to current faction armada ships).
I like the missile pack idea, (most of the mod ideas here actually) maybe more people would use missiles if this was the case. Side note, I think most people don't use them because ship PVP is mostly non-existent.
Weapons: Similar to SHIP SHIELD allow the ability for medium and small cannons to be mounted port starboard or aft of your vessel. Naturally this would help battleships the most but also small ships too gaining a wider firing arc at the cost of accuracy. Target locking would help with the accuracy malus but still, shouldn't be optimal to do this.
This would be interesting to test out.
Jaidyn
1
Re: Space, take two
Lots of cool ideas for sure, I am all for something that adds another avenue for some fun conflict. I really like the huge space monsters ideas, and having crew firing weapons. CP's, incursions, etc would be alot more fun with other people around.Interdictor beam: halves the distance you can Skip, Flyby or Overload. (or make it a % and give it to sm med and lrg)-Now hear me out on this one... 5, 7.5, and 60 respectively. This is only in effect while the target ship is in the cone and flyby and overload have decent cooldowns. A 5 space skip will be used the most to try and get out of the cone. This is manageable since the aggressive ship will -likely- not be being affected by a beam themselves (although maybe) and can match the maneuver should they wish to chase.
Are you saying interdictor beam is always active while your target is within the target cone, or that this is the effect upon firing the beam?Ship mod ideas: shorter cooldown on skip based abilities, temp capacitor overcharge, shield buffs (resistances, lower recharge timer on shields, hp, etc) hull buffs, turn speed buffs (locked to cruiser and above), acceleration buffs, quicker targetlocks (could be an artie too), missile pods to increase the amount of missiles per pack to 2-4-6 (missiles be expensive - also have missiles effective range removed and do a flat damage at any distance), make mines more like drones that will seek a target with x range of them not including allied faction ships (similar to current faction armada ships).
I like the missile pack idea, (most of the mod ideas here actually) maybe more people would use missiles if this was the case. Side note, I think most people don't use them because ship PVP is mostly non-existent.
Weapons: Similar to SHIP SHIELD allow the ability for medium and small cannons to be mounted port starboard or aft of your vessel. Naturally this would help battleships the most but also small ships too gaining a wider firing arc at the cost of accuracy. Target locking would help with the accuracy malus but still, shouldn't be optimal to do this.
This would be interesting to test out.
aesan
1
Re: The Current State of Bashing
Essentially, there is a lack of endgame PvE. There are L75 areas that get incredibly easy as crit rates go high. And because they get easy (i.e. faster TTK = higher exp/hr) they kind of double as endgame pve. Or rather, they are adequate experience sources for the talent point grind, at the expense of what sets SM pve apart.Squeakums said:For problem #3, the general consensus is "crits are here to stay". Suppose there's a new area with mobs that have insanely high resistances (and we're ignoring gaussfield for now). Like 90% damage reduction. Or gigantic health pools. Or they don't take HP damage at all and require a subsystem-based kill. This would take a lot more time, and involve finding the optimal way to push subsystems down fast instead.
If crits are here to stay (which they need to as they make a substantial number of players happy) then I'd like crits to enable new areas/mobs. If a mob has 30000hp instead of 3000hp, along with 10x the exp, junk drops and item/chip drops, then both camps are happy. The exp and marks generation doesn't change - but I get to feel like my strategising has paid off and I'm able to kill creatures most people can't, while Morgan/Zarrach etc get to mow down Selassians with consecutive headshots and feel like Clint Eastwood (or whatever it is they feel like). We all play out our personal fantasies while earning at the same rate (and hopefully never have to have this argument again .)
They are still working on an eventual project where there will be mobs with classes like ours, but that's a separate thing again. I don't think waiting for that should be the only solution. We have an existing pve system that is pretty good as far as pve in muds goes.
Indi
1
Re: The Current State of Bashing
I love love love this idea. I think I've said so in the past, but I think it's important (especially with new developers taking the reigns) to show support and remind the Powers That Be that this is definitely an area worth expanding towards and that there are many of us (I hope) that want to see this.Indi said:
I'd like crits to enable new areas/mobs. If a mob has 30000hp instead of 3000hp, along with 10x the exp, junk drops and item/chip drops, then both camps are happy. The exp and marks generation doesn't change
Very important though (and I think this is the main thing that would set these apart from Fantom) is that I don't care for these 10x hp mobs to also do tremendous damage to players. Keep the incoming damage consistent with existing mobs, so the thing that's changing is our offensive strategy (not having to crash out or fly every other balance, which I don't think is terribly fun. Engaging, in the sense that I gotta be very attentive, but not fun).