Best Of
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
Pathfinder for Nexus
Hello again everyone!
Here's another Nexus package for you. I renovated Iniar's Nexus pathfinder for Achaea for Starmourn. Now you can pathfind including station transfers, voidgates, and ptps, yay! Elevators work too, but I haven't implemented many of them yet. The pathfinder is aware of jogging and nano rush.
RF <search> to Room Find vNums by the room's title
PG <vNum> path to a vNum.
PG <alias> a bunch of pre-fab aliases for AREAS ALL and main stations exist. Not incredibly complete yet.
Khayrat, Bakal, and Ixodon for some reason do not exist in IRE's XML,, so I just included 3 dummy rooms to correspond to their transport rooms.
CORS-anywhere is pretty hit-and-miss, unfortunately Nexus' CORS policy does not extend to the map URL, so it will have to be CORS-anywhere in the meantime. If you're a dev and reading this, a CORS policy for the map URL would be great!
Re: Ship Improvements and Ideas
There definitely used to be a message where it ran out of time and the mobs plundered the resources in the zone or something. I'm not sure there's ever been a message for clearing the waves, though. It would definitely be helpful.
QoL things I'd like to see:
Skipdrives are amazing. They work better than I ever could have imagined back when shipsims required 5 million cycles to function. If you have access to Skip, Flyby, and Overdrive, that's potentially a ton of space you can cover in a very short amount of time, which right now is limited by per ability cooldowns and capacitor usage. This is fine outside of combat, when you want to move fast and avoid gatewarping.
However, it completely trivializes ship combat when two big, heavy ships are fighting each other, because if either one is in danger at any point, they can just say 'nah', and use their skipdrive to get away. Interdictor beams do an admirable job of mitigating this issue, but for whatever reason Flyby seems to bypass that, allowing you a get out of jail free card every 30s. If that's not an oversight, then I guess it would be fine, except that you can also potentially Skip right after, which is another 10su, and also overload, which is up to another 120su.
The simple fix here would probably be to make it so that once your ship has entered combat mode, tricks all have a shared cooldown. Maybe some limitation on overload usage in combat mode should also be made, so that you can't just skip across the entire sector. I realize these tricks can be handy during incursions, which will have you in combat mode more often than not, so this may not be the perfect solution, but I definitely think it bears a mention and some attention.
That's all I have for now, I hope it all makes sense! I'm looking forward to other people's ship-related ideas, space is amazing.
QoL things I'd like to see:
- Some way to tell number of ship deaths for a particular ship that you own, either via SHIP INFO or when your ship is rebuilding (like when you clone). Both would also be good.
- In SHIP INFO, it still displays 'thrust power' for power remaining, a holdover from the old system which I think still confuses people because they think it has something to do with their thrust, which it doesn't. Changing it to just Available Power or something would be great!
- For the Transfers skill in Captaincy, you're able to connect to another ship and store/load cargo just like at a station. Unfortunately, it works literally just like at a station, utilizing the exact same commands, which confuses the system if you happen to be connected to a ship within storage distance of a station. It will store/load at/from the station instead of the ship you're connected to. In addition, because it's literally just using that same mechanic and treating the connected ship as a station, they get 0 indication of what's being loaded or stored unless they sit there and spam CARGO CONTENTS SHIP. This means you could theoretically jack someone's stuff under the guise of giving them supplies or something, then fly off without them realizing until you're long gone. And maybe that part's not a huge problem, but I do think that the ship should at least get a message like 'That Cool Ship has stored some cargo in our cargo bay.' and 'That Cool Ship has loaded some cargo from our cargo bay.'
- There doesn't seem to be any deathsight message for when someone uses SPACEWALK SHUTDOWN (or otherwise runs out of power). It's fine if this is meant to not be a global thing, but you should at least get some indication if you're in the same zone so you know right away that that person you came to rescue is no longer there.
- Similarly, there's no deathsight message for when a ship detonates via Captaincy Detonate, which was a sad discovery. I want everyone to know that I spitefully blew myself up to deal paltry damage to my attackers! (The damage is hilariously low, even for the biggest ships, but that's a separate issue.)
Skipdrives are amazing. They work better than I ever could have imagined back when shipsims required 5 million cycles to function. If you have access to Skip, Flyby, and Overdrive, that's potentially a ton of space you can cover in a very short amount of time, which right now is limited by per ability cooldowns and capacitor usage. This is fine outside of combat, when you want to move fast and avoid gatewarping.
However, it completely trivializes ship combat when two big, heavy ships are fighting each other, because if either one is in danger at any point, they can just say 'nah', and use their skipdrive to get away. Interdictor beams do an admirable job of mitigating this issue, but for whatever reason Flyby seems to bypass that, allowing you a get out of jail free card every 30s. If that's not an oversight, then I guess it would be fine, except that you can also potentially Skip right after, which is another 10su, and also overload, which is up to another 120su.
The simple fix here would probably be to make it so that once your ship has entered combat mode, tricks all have a shared cooldown. Maybe some limitation on overload usage in combat mode should also be made, so that you can't just skip across the entire sector. I realize these tricks can be handy during incursions, which will have you in combat mode more often than not, so this may not be the perfect solution, but I definitely think it bears a mention and some attention.
That's all I have for now, I hope it all makes sense! I'm looking forward to other people's ship-related ideas, space is amazing.
Rhindara
1
Ship Improvements and Ideas
Hey all!
Morgan here, figured I'd see about encouraging some ideas from the community relating to ships since I've had a few shower thoughts after playing about in space.
The only minor improvement I'd want to see is a message whenever an incursion ends in the zone you're in. Just a small quality of life thing for me!
As for new things down the line, perhaps as a part of shipmods, new artifacts or new components depending how they'd best fit into the game, here's a few things I've cooked up.
Cloaking Field/Stealth System
This would remove you from the spacemap and from scan attempts unless a ship gets in close proximity to you. Downsides would be that in using the system, your shields would be fully drained and would take time to engage once the cloaking field had dropped.
Holographic Projector
This would change the visible appearance of your ship to another, with your real identity only revealed once a target lock has been made.
Passive Hull Regen
I'd love something, either a rare ship mod or even an artifact if it proves to be too powerful, where you gain passive hull regen when out of combat.
I want to hear your own ideas or any thoughts and criticisms you may have based on my own. Lets hear some enthusiasm and spark some creativity!
Morgan here, figured I'd see about encouraging some ideas from the community relating to ships since I've had a few shower thoughts after playing about in space.
The only minor improvement I'd want to see is a message whenever an incursion ends in the zone you're in. Just a small quality of life thing for me!
As for new things down the line, perhaps as a part of shipmods, new artifacts or new components depending how they'd best fit into the game, here's a few things I've cooked up.
Cloaking Field/Stealth System
This would remove you from the spacemap and from scan attempts unless a ship gets in close proximity to you. Downsides would be that in using the system, your shields would be fully drained and would take time to engage once the cloaking field had dropped.
Holographic Projector
This would change the visible appearance of your ship to another, with your real identity only revealed once a target lock has been made.
Passive Hull Regen
I'd love something, either a rare ship mod or even an artifact if it proves to be too powerful, where you gain passive hull regen when out of combat.
I want to hear your own ideas or any thoughts and criticisms you may have based on my own. Lets hear some enthusiasm and spark some creativity!
Attention please, Celestine Ascendancy!
Gather round, one and all, for there is news to be had.
First, with the bad. Alas, @Hroden has curled up for a catnap in a patch of sunlight somewhere and been thoroughly distracted. Unfortunately, this means he's unable to assist you all with the fun stuff at present.
Now, for the good stuff. This means you get to see my smiling face and chic outfit all around the place, as I'll be your liaison for fun (and I guess other) things now! Now don't all rush me at once... no, I'm just kidding, do. I'd love to hear from one and all about any ideas you've had and have, and see what we can get in the works both small and large. No, nobody's allowed to have a solid gold live unicorn (yet!) but we can definitely talk about many things lower on the pure awesomeness scale than that.
You may have noticed I like to hang out pretty visibly in-game, so if you see me, it's fine to talk! And having said that... bring it on!
Tallulah
8
Re: Announcements post #56: Promo chests, promo market and hoverbikes!
Ilyos said:an overgrown Theia RT-X hovercycleKovac said:Would you kindly share the descriptions for the bikes?extended_desc: This hover cycle is built with a fully organic aesthetic. The slender, cushioned seat, built for one, is perched far back on the green-laquered frame, which is grown all over with a multitude of viny plantlife and rustling leaves. Upon closer inspection, each leaf seems to be a tiny solar panel, connected via filaments and wires that look like stems to the cycle's batteries and engines. It runs silently, skimming lightly above the surface of the ground like a drifting leaf.long_desc: An overgrown Theia RT-X hovercycle stands here on dual kickstands.Mount: Lightly, you spring into the seat of an overgrown Theia RT-X hovercycle, settling in among the foliage that covers it.
Dismount: An overgrown Theia RT-X hovercycle lowers itself to the ground, and you slide off with a deft movement.
Movement: You hum away to the the northwest on an overgrown Theia RT-X hovercycle, leaving the scent of leaves and greenery in your wake.
a wing-painted Cloudloft 900 hoverbikea black and chrome Maddoxson hoverbikeextended_desc: White and ivory paint, embellished with stylized wings, gleams along the chassis of this opulant hoverbike, fitted out with gold-gleaming trimmings that are shaped like feathers. Airy and light, it has a higher-than-average loft point, hovering a little above most vehicles. The engine cover is painted with a secular, popularized vision of the warrior-god Echanine, standing astride a cloud-shrouded world.long_desc: All ivory and gold, a wing-painted Cloudloft 900 hoverbike is here, engine purring.
Mount: Settling into the comfortable seat of a wing-painted Cloudloft 900 hoverbike, you activate the power, and it lifts off.
Dismount: A wing-painted Cloudloft 900 hoverbike lowers itself to the ground, and you slide off with a deft movement.
Movement: Smooth and swift, you pilot a wing-painted Cloudloft 900 hoverbike to the the southwest, the engine humming.a flashy Gladiator LE9 hoverbikeextended_desc: Bombastic and eyecatching, this hoverbike has a ridiculously souped up engine taking up a huge amount of space in this vehicle, stretching from beneath the handlebars to bulk up behind the cushy, leather-covered black seat. Painted flames race along the sides of the bike, shimmering with holographic decor-tech that makes them seem more lifelike. When the cycle is running, it sounds like a growling predator. There is nothing understated about it - with its oversized frame and flaming embellishments, this is the type of bike you ride when you want to be noticed.long_desc: A flashy Gladiator LE9 hoverbike rumbles loudly nearby.
Mount: The holographic flames on a flashy Gladiator LE9 hoverbike dance and flicker as you jump into the driver's seat.
Dismount: You power a flashy Gladiator LE9 hoverbike down and jump off, the lights and embellishments darkening.
Movement: Motor rumbling like a predator, you ride a flashy Gladiator LE9 hoverbike out of the area, heading the south.extended_desc: The scrolling, well known logo of Maddoxson Hoverbikes is stamped proudly on the front of this vehicle, just beneath the outsized handlebars and enormous, single headlight. The silhouette of the bike is classic Maddoxson, with a rounded, retro design to the engine block and seat, along with a large pair of angled footrests flanking the frame to give riders the comfortable feeling of leaning back and enjoying the smooth-as-silk flow of the bike through the air. Mostly black, there are some chrome embellishments on the frame, gleaming silver in any available light.long_desc: Light gleams off the chrome embellishments of a jet black Maddoxson hoverbike.
a skull-bumpered Maddoxson hoverbikea low-slung Dreadlight hoverbikeextended_desc: The scrolling, well known logo of Maddoxson Hoverbikes is stamped proudly on the front of this vehicle. Just beneath it, jutting out like a figurehead mounted to the prow of a ship, an enormous chrome skull with rubies for eyes grins at the world, occasionally chattering its teeth through some campy, motirized cosmetic function. Another skull leers at the bike's wake, situated on the high back of the bike's single, cushioned seat. Lazy and long, bracketed by skulls behind and before, the bike handles like a barge, slow-moving but powerful.long_desc: Hulking nearby, engine growling, is a skull-bumpered Maddoxson hoverbike.extended_desc: This hoverbike has been modded to only float a few centimeters off the ground, selling the illusion that its low-slung frame is actually gliding on the ground, instead of hovering just above it. Definitely not an off-road vehicle, this is a bike geared towards the slicers, hackers, and tech freaks of the world, with its neon-lit undercarriage pulsing different colored lights in time to whatever music the rider is listening to. The rest of the frame is a gunmetal gray, with circuit patterns printed across the engine cover and steering chassis. The seat is a hard, molded piece of nanoplastic, and a holographic control interface serves the bike in place of handlebars.long_desc: Light pulses from the undercarriage of a low-slung Dreadlight hoverbikeMount: Hopping into the seat of a low-slung Dreadlight hoverbike, you flip the power on, and neon light pulses from the undercarriage to gleam on the ground.
Dismount: A low-slung Dreadlight hoverbike lowers itself a few centimeters to the ground as you slide out of the driver's seat.
Movement: Navigating a low-slung Dreadlight hoverbike carefully, you drive away to the the north.a neon Dreadlight speederMount: You make yourself comfortable in the seat of an aqua-hued Finlite speeder, setting your feet on the fin-sculpted footrests.extended_desc: Rounded and compact, this single-person speeder has an almost oval-shaped profile, with two large discs at the front and back serving as a housing for the hover engines. They look a little like wheels, though they are simply a retro styling that manages to look futuristic and high tech at the same time. The speeder's frame has been painted jet black, making the cyan, neon filiments that outline it stand out even more. A rider would have to lie nearly flat on their belly to grip the steering mechanism, reducing drag and allowing for greater speed.long_desc: Blue neon shines brightly, outlining the frame of a Dreadlight speeder in a high-tech glow.Mount: Straddling a neon Dreadlight speeder, you lie nearly flat, reaching forward to grip the handlebars.
Dismount: Straightening up, you dismount a neon Dreadlight speeder in a smooth motion.
Movement: You rev your engine and lean forward, steering a neon Dreadlight speeder away to the the west.
an aqua-hued Finlite speederextended_desc: Minimalism seems to have informed the design of this one-person speeder, a vehicle that almost resembles some sleek aquatic predator. The front of the speeder tapers to a swordlike point, while footrests and handlebars that have been sculpted to look a little like fins sweep back towards the rear of the vehicle. The paint job is seafoam green and aqua blue, with highlights of deep, oceanic sapphire.long_desc: Floating in midair is a compact Finlite speeder, slim and aqua-hued.
Dismount: An aqua-hued Finlite speeder lowers itself to the ground, and you slide off with a deft movement.
Movement: Steering lithely through the air, you pilot an aqua-hued Finlite speeder away to the the north.
They're selling themselves short! Each of the bikes seems to have custom mounts, dismounts, and movement messages. I've included the ones I've collected so far.
Thanks to
Edit: Additional lines
Kovac
5
Re: Announcements post #56: Promo chests, promo market and hoverbikes!
I would like to request that we be able to LOOK at items on the promo market list before buying - There were a few items I was considering purchasing, but I couldn't be sure if I really wanted them or not because I couldn't see exactly what they looked like, or how they functioned.
PROMO MARKET LOOK <ID> to bring up the description?
Lhundrup
3
Re: Tweets!
For those of you tethering:
Gates don't charge extra for bringing through that giant ass rock.
Gates don't charge extra for bringing through that giant ass rock.
Kovac
1
Re: Announcements post #56: Promo chests, promo market and hoverbikes!
On PROMO a few additional requests
1) PROMO MARKET PROBE <item>
2) PROMO MARKET BUY <item> AGREE
i think given costs involved it is better to gate the buying behind an second level agreement so people do not mistakenly buy the wrong item
3) PROMO MARKET LIST MINE
list all your items on market
4) PROMO LIST MINE
list all owned promo items
5) PROMO MARKET LIST <search>
search by string
6) PROMO MARKET SELL <item> ANON
list items anonymously but you lose 10% instead of usual 5% in trading costs
7) HELP PROMO should point to PROMO commands
8) VEHICLES should list the DISMOUNT command
1) PROMO MARKET PROBE <item>
2) PROMO MARKET BUY <item> AGREE
i think given costs involved it is better to gate the buying behind an second level agreement so people do not mistakenly buy the wrong item
3) PROMO MARKET LIST MINE
list all your items on market
4) PROMO LIST MINE
list all owned promo items
5) PROMO MARKET LIST <search>
search by string
6) PROMO MARKET SELL <item> ANON
list items anonymously but you lose 10% instead of usual 5% in trading costs
7) HELP PROMO should point to PROMO commands
8) VEHICLES should list the DISMOUNT command
Kirin
2