Best Of
Re: Cosmpiercers: Problems and an Ambitious Proposal
That's weird. Have you tried learning how to work together? Soza and I regularly engage(d) people while vastly outnumbered and came out well.
Nykara
2
Re: Attention please, Celestine Ascendancy!
Thanks for coming in and picking up the slack. I'm looking forward to seeing what you do!
juno
1
Re: Cosmpiercers: Problems and an Ambitious Proposal
RocketCat said:It's a very tricky balance, as too much control over vulnerability timers wouldn't work either. And I dont really have a solution to propose. I'm just wondering what sort of mechanics would lead to a situation where Cosms were always a group vs group experience, as I'm quickly growing burned out from back and forth sweeps of defenseless Cosms. Not pointing fingers, as both sides engage in this. At the moment, it's frankly necessary to do so as the cycle of retaliation is unending.
I don't really know. What do you think?
Quick math: 32 cosmpiercers, cooldown of 24-48 hours each.
There's an average of more than one piercer opening every two hours. Of course there's times when none are open but that means there's several open at once at others. No surprise you're getting burned out, there's too many openings. Can't log on without either something being open, something opening soon, or reading logs how celestine grabbed 10 of your piercers while you were asleep.
Piercer openings need to be more spread out over time. What we have now is not an endless back and forth but still close enough to it to be tiring. Consider this: longer cooldown of 4-10 days for each piercer (yes I said days and yes, that's pretty random - and it should be, to prevent repetition). That's an average of about 4 piercers a day. Few enough that folks can prepare for each one like it's a real battle, trying to be there on time. And 4 per day on average means there's a high chance there's at least *one* piercer battle any day you can participate in, instead of getting screwed because all of them are when you're at job or whatever. I mean, it can still happen but chances for that are pretty slim.
And yeah this solution means it's possible the other players snatch up your rank 7 and keep it for over a week while all you can do is take rank 1 or some other garbage back. But let's face it, nobody runs piercers for money (as long as losses are not too painful - death is fine, losing 40k worth of comms when your battleship blows up less so). They run it because it's pvp. And pvp is fun. Or at least should be, if done well.
EDIT: TL;DR version - longer cosmpiercer cooldown times plz.
Cubey
1
Re: Cosmpiercers: Problems and an Ambitious Proposal
I'd imagine this could change if Scatterhome got involved and started taking Cosmpiercers, but there doesn't seem to be too much of an urge to do them. I'd get involved but I'm still not happy about losses on death, coupled with the extremely poor rewards from owning them. It is the biggest turn-off from involvement.
I didn't mind fighting for skyshards and other objectives in Imperian because you didn't lose a thing on dying. No xp loss, no gold loss and the rewards for winning were generally really worth it. I couldn't fight well, but my small efforts still helped.
I didn't mind fighting for skyshards and other objectives in Imperian because you didn't lose a thing on dying. No xp loss, no gold loss and the rewards for winning were generally really worth it. I couldn't fight well, but my small efforts still helped.
Re: Scatterhome wants YOU!
AHHH! Thank you to Slander, Vaxis, Morgan, Keinna, Naldan, Juno, Ilyavhen, Marcus, Poet, Zarrach, Orrin, Albion, Vianou and everyone else who participated in any way during this thing, however big or small... good or villainous. Sorry if I forgot anyone, I know there were more of you, but those are just the names I can recall offhand. You have all been beyond fantastic.
Also, big props to Keinna for the clever idea of how to trick Kuda, and to Ilyavhen just for being a wonderful, decent person. Why are you in Scatterhome again? Kidding. Well, sorta.
And of course, thank you to Eukelade and Tallulah for making this whole thing 1000% more awesome than it would have been if I were trying to do it alone! You're both brilliant.
Soren
8
Re: Attention please, Celestine Ascendancy!
Sad to hear @Hroden is distracted and will not be turning Ascendancy into a corporate hellscape. But good to see someone else stepped up to fill the void!
Welcome to the Ascendancy!
Looking forward to talk to you, definitely.
Welcome to the Ascendancy!
Looking forward to talk to you, definitely.
Zhulkarn
3
Re: Ship Improvements and Ideas
I had more and some tweaks that I wanted to do, but I've been so busy lately that I'll just dump this here.
Ship stuff mostly. A touch long
Assist XP
OPTION A:
Give assist captain experience if someone hits a ship, takes a shot from it, or uses a support module (pending existence) on the killer. More ad hoc, more active.
OPTION B:
Split all space battle captaincy experience to all ships in the sector that are piloted by crew members. Probably easier to implement, but it would need spawning changes I mention later to prevent easy leeching.
QoL stuff
Add bg colors for ships piloted by people on your enemy list, ships you've hit within X time, and one for the last ship hit.
Targeting incursion mobs by type will default to the closest, ignoring those in your cone if one is closer. It should check for CoF and LoS.
Mark active incursions on the basic starchart with a bg color.
Incursions and NPCs
Add a fourth incursion difficulty - extreme - with 3 spawns geared to cruiser/battleship. Duplicate the spawns for each ship in the area, taking from the total incursion strength normally. Honestly, I would prefer turning down the importance of incursions and doing more 'static' spawns, but this is an easier and faster fix to the upper end being too easy right now.
Add spawns to the npc zones who show up in incursions. This does a few things. 1 - It adds some movement to space, which can feel kind of dead. 2 - Offers a static place to farm at a lower rate than incursions (depending on proximity to capitol, maybe?). The 10-15m flying sessions can be offputting, and the limited number will be an issue if pop goes up. 3 - Creates a zone where indy and combat pilots will want to work together, meaning resources available that nubs roaming with scoops can't easily grab.
Instead of reducing organic value, add in unique combat mechanics and a 50% dr to make ship dps balanceable (since vs ship dps is half at best, whichever ammo you use.). Make Devours try to get close and latch on for some ticks of damage. Have anomalies launch black hole bombs that drag you towards them. Split up binaries into two &s per spawn (and trinaries into 3) and have them do damage when you cross the line between them. That sort of stuff.
Resource Acquisition
Allow ships to dock with unrefined resources and allow them to be traded. It makes the return-trip harvesting less inconvenient, and people can skip the production side of things if they just want to acquire crap.
Increase resource value and/or generation speed in CP areas. Highest risk, highest reward.
Modules:
Both weapon and nonweapon modules are a bit sparse. Not all of these are gems, but the spitballing should highlight the empty space. Roughly sorted into weapon buffs, system buffs, and misc.
+Damage - Make it tiered and only linkable to a same-tier weapon.
Aiming Module I/II/III - Reduces falloff for linked weapon
+Ammo - Increase shot count of linked weapon.
Aux thrusters I/II/III: -cap for a faster turn, per module cooldown
Afterburners I/II/III: -cap for a thrust boost, per module cooldown
Shield Booster: -maxcap for increased bypass resistance
Shield shunt - force a restart of a 0% shield, incurs a 2m+ cooldown.
Relay module - Faster lock time on your locked ship for ships piloted by members of your crew.
Dampening Field I/II/III - -maxcap to reduce the range at which you appear on beacon scans.
Cloak: Constant cap drain for stealth. 10s to activate, damage or moving above 1 u/s cancels it.
Decoy: Activate to deploy a short-lived echo of your ship that moves at your current speed and a slightly veering bearing.
Nanite Clumper - Creates a block of temporary impassable space as the nanites form a barrier.
Phase module - Drain cap to warp out of reality for a bit, visible but untargetable/no collision.
Weapon Modules:
Cannons - Change to 'Autocannons'. Increase ammunition per battery to 30, and tier them to weapon slot sizes. So Cannon 1 small, cannon 2 medium, cannon 3 large.
Massive cannons - Tier to weapon slot sizes, slower fire rate, same dps as autocannon.
Blasters - 6 range, 3 optimal, slower reload, high burst damage.
Railguns - 15 range, 12 optimal, high damage with high falloff, slow shot and reload.
Missiles - Change missiles to 'missile salvos', and give the missile turrets 5 missiles per salvo with a longer per-shot cooldown. Alternatively, increase missile production output so it's closer to ~30 a shot, making it worthwhile for damage/marks.
Rocket launcher - Dumbfires a high damage rocket forward. Could add a spread for larger modules.
Lasers - As autocannon, but higher cap use, more ammo efficiency
Plasma - Blaster version of laser.
Particle cannon - MC version of laser.
Tachyon pulser - Railgun version of laser.
<weirder stuff>
Tether - Turn and move faster towards a target after a hit and as long as you stay within 10 units of the ship.
Bomb launcher - Creates targetable, moving bomb that detonates after moving 15u at 3u/s
Drone bay - Launches a drone that attacks your enemies! Expensive, destroyable, but useful/easy/passive/cool.
Pilot Tricks
Barrel Roll (left/right) - Move diagonally forward-left or forward-right 2 * your speed (rounded up to nearest u/s).
Slipstream - More closely follow a ship's movements from behind for a short while (faster turn forced to target's turning).
Shake - End combat debuff if no enemies are within X range.
Ship stuff mostly. A touch long
Assist XP
OPTION A:
Give assist captain experience if someone hits a ship, takes a shot from it, or uses a support module (pending existence) on the killer. More ad hoc, more active.
OPTION B:
Split all space battle captaincy experience to all ships in the sector that are piloted by crew members. Probably easier to implement, but it would need spawning changes I mention later to prevent easy leeching.
QoL stuff
Add bg colors for ships piloted by people on your enemy list, ships you've hit within X time, and one for the last ship hit.
Targeting incursion mobs by type will default to the closest, ignoring those in your cone if one is closer. It should check for CoF and LoS.
Mark active incursions on the basic starchart with a bg color.
Incursions and NPCs
Add a fourth incursion difficulty - extreme - with 3 spawns geared to cruiser/battleship. Duplicate the spawns for each ship in the area, taking from the total incursion strength normally. Honestly, I would prefer turning down the importance of incursions and doing more 'static' spawns, but this is an easier and faster fix to the upper end being too easy right now.
Add spawns to the npc zones who show up in incursions. This does a few things. 1 - It adds some movement to space, which can feel kind of dead. 2 - Offers a static place to farm at a lower rate than incursions (depending on proximity to capitol, maybe?). The 10-15m flying sessions can be offputting, and the limited number will be an issue if pop goes up. 3 - Creates a zone where indy and combat pilots will want to work together, meaning resources available that nubs roaming with scoops can't easily grab.
Instead of reducing organic value, add in unique combat mechanics and a 50% dr to make ship dps balanceable (since vs ship dps is half at best, whichever ammo you use.). Make Devours try to get close and latch on for some ticks of damage. Have anomalies launch black hole bombs that drag you towards them. Split up binaries into two &s per spawn (and trinaries into 3) and have them do damage when you cross the line between them. That sort of stuff.
Resource Acquisition
Allow ships to dock with unrefined resources and allow them to be traded. It makes the return-trip harvesting less inconvenient, and people can skip the production side of things if they just want to acquire crap.
Increase resource value and/or generation speed in CP areas. Highest risk, highest reward.
Modules:
Both weapon and nonweapon modules are a bit sparse. Not all of these are gems, but the spitballing should highlight the empty space. Roughly sorted into weapon buffs, system buffs, and misc.
+Damage - Make it tiered and only linkable to a same-tier weapon.
Aiming Module I/II/III - Reduces falloff for linked weapon
+Ammo - Increase shot count of linked weapon.
Aux thrusters I/II/III: -cap for a faster turn, per module cooldown
Afterburners I/II/III: -cap for a thrust boost, per module cooldown
Shield Booster: -maxcap for increased bypass resistance
Shield shunt - force a restart of a 0% shield, incurs a 2m+ cooldown.
Relay module - Faster lock time on your locked ship for ships piloted by members of your crew.
Dampening Field I/II/III - -maxcap to reduce the range at which you appear on beacon scans.
Cloak: Constant cap drain for stealth. 10s to activate, damage or moving above 1 u/s cancels it.
Decoy: Activate to deploy a short-lived echo of your ship that moves at your current speed and a slightly veering bearing.
Nanite Clumper - Creates a block of temporary impassable space as the nanites form a barrier.
Phase module - Drain cap to warp out of reality for a bit, visible but untargetable/no collision.
Weapon Modules:
Cannons - Change to 'Autocannons'. Increase ammunition per battery to 30, and tier them to weapon slot sizes. So Cannon 1 small, cannon 2 medium, cannon 3 large.
Massive cannons - Tier to weapon slot sizes, slower fire rate, same dps as autocannon.
Blasters - 6 range, 3 optimal, slower reload, high burst damage.
Railguns - 15 range, 12 optimal, high damage with high falloff, slow shot and reload.
Missiles - Change missiles to 'missile salvos', and give the missile turrets 5 missiles per salvo with a longer per-shot cooldown. Alternatively, increase missile production output so it's closer to ~30 a shot, making it worthwhile for damage/marks.
Rocket launcher - Dumbfires a high damage rocket forward. Could add a spread for larger modules.
Lasers - As autocannon, but higher cap use, more ammo efficiency
Plasma - Blaster version of laser.
Particle cannon - MC version of laser.
Tachyon pulser - Railgun version of laser.
<weirder stuff>
Tether - Turn and move faster towards a target after a hit and as long as you stay within 10 units of the ship.
Bomb launcher - Creates targetable, moving bomb that detonates after moving 15u at 3u/s
Drone bay - Launches a drone that attacks your enemies! Expensive, destroyable, but useful/easy/passive/cool.
Pilot Tricks
Barrel Roll (left/right) - Move diagonally forward-left or forward-right 2 * your speed (rounded up to nearest u/s).
Slipstream - More closely follow a ship's movements from behind for a short while (faster turn forced to target's turning).
Shake - End combat debuff if no enemies are within X range.
kamyr
1
Re: Scatterhome wants YOU!
IC: Over the past few months, the hostilities in Oldtown have begun to escalate between the Dikamazi Ventrats and the Chrome Skull interlopers. The leader of the Ventrats, Recoil Akura, has posted a bounty of five marks on Kuda Shayato, a move clearly intended to insult and enrage him.
Kuda, for his part, seems determined to get his hands on a mysterious flower he insists the Ventrats have in their possession.
Things are coming to a head, and the Ventrats and Chrome Skulls are sure to come to blows that will end this thing, one way or the other.
OOC: Players in Scatterhome (and everyone else who's curious) are encouraged to log in tomorrow, 5/25, at the Sync (8pm EST) to participate in the next phase of this event!
Eukelade
5
Re: Announcements post #57: Faction Engagement Missions.
Pink_Candyfloss said:As discussed in tells, partial completion of market orders does not work for CAC Market Analysis completion. Neither does completing a full market order. The partial one was an existing market order. The full completion was one someone else put up for testing purposes in Scatterhome.
Aye, NPC orders only for that task. We now clarified that little issue and NPC orders now show up in MARKET ORDER LIST. We're aware there might not be enough of those to go around for now so we'll be monitoring that.
The initial direction of this system was for PvE only. We'll be looking at player feedback on this though and see what you all have to tell us.RocketCat said:Yayyy! This gave me reason to go to Thait and learn just how scary those lizards are now. Content!Any chance for a "pk" factional engagement mission? i.e. kill a player of an opposing faction, either via lawlessness or in a Cosmpiercer? INR delivery!
Ilyos
1
Re: Announcements post #57: Faction Engagement Missions.
Keinna said:Also, at least for Scatterhome, delivering goods for Maintenance and Upkeep is made difficult by having to deliver from Haven City and not Reynolds, and being unable to store goods at Haven.
Checking this too
Update: the CAC now checks for the stations that belong to a capital as well.
Ilyos
3