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Terrell

Beta Tester [BT]
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Posts posted by Terrell

  1. It also doesn't help, as far as DPS is concerned, that Jenquai MLs suck. They're our tertiary weapon and we're the explorer race, so they're probably supposed to suck in DPS.  Both Progen & Terran make better MLs than we do, DPS wise.  The only redeeming factor on them is that they often have deflects on them. 

  2. The Sentinel might benefit when mining a field, if he wants to save cargo space that would otherwise hold ammo.  The Gaze of the Martyr would be a good beam for a PE that wanted to use a secondary weapon.  It won't be in the game; however, until the Mars Construction Project is in the game.  The Gaze of the Martyr, gives 40% turbo beam, 3% beam damage improvement, and is buildable by an explorer, despite being a weapon.  It's no trade.  IMO the PE would probably be better using the passes towards an Archos Threader instead.

     

    The Scout can also use this weapon, but I think it's less viable on the Scout since they don't have cloak, menace, critical targeting, or L9 shields.

     

    When it comes to secondary weapons, it makes more sense, IMO, to max your racial weapon first.  They really need improvement to be anything beyond situational, at best.  You'd need to make up for the extra skill points, and the lack of L9 in said weapon.  This would mean you'd need to improve such weapons for players to really use them.

  3. For skills, rather than changing the skill tree, how about a device that makes those skills that are single cast, AoE, when said device is equipped.  Said buff could be on some other equipment as well, besides devices.

  4. I put a post with the reported "new issues" starting today in the Advocate section for the DEV's. Also relayed that it is starting to accelerate degradation of playability....Hoping to hear back soon. Will keep everyone posted and keep your eyes here in case they answer in this forum.

     

    ***If you get any new "bugs" just gimme a hollar and I can add them to the list

     

    Had some "broken" wormholes.  Would be a case where I have a JE and another character (JW & Scout) would open a wh and tell both characters to take it, but the JW or Scout would stay behind, while the JE went through it.  In both cases the characters getting the ride were within the 1km limit.

  5. It looks like server has been up for nearly 600 hrs now. Been noticing some degradation such as reactor and buff graphic problems, general lag, etc... same as before. I thought we were getting a new hamster to take the wheel every 2 weeks?

     

    Glad to know I'm not the only one seeing things like this.  I've also noticed many crashes to desktop while at the job terminal, the airlock bug (where you dock, and instead of appearing in the station, you appear in your ship, but can't go anywhere and have to relog to appear in the station), and various Megan appearances. 

     

    Thanks Zack for giving us a server restart.

  6. I'm not sure if all Progen who do Agrippa get a credit sink of some kind, beyond the cost to make the items involved.  I do know that RD faction is taken into consideration with Agrippa.

     

    Over the long term, expect faction standings, with those other than the mission giver, to play a part in some missions.  Sometimes this will work to your benefit, other times to your detriment.  NPCs may not trust someone who is too friendly with his enemies, or not friendly enough with his friends.  In addition relationships between factions may not be as they appear. 

  7. One of my favorite missions in the old game was Lyle MacDonald's chain of missions, for the way it used an explorer's prospect skill at the refine terminal, and rewarded you as you went through the various missions.  The final reward being a choice between 3 irreplaceable devices.

     

    What I'd like to see, at some point in the future, is that the refine terminal be used in more ways, similar to this one.  We usually use it to refine ores, and alloys, but in Lyle's case it was to build a ring.  New refines that can be used in new components in the future, refines that are part of missions (like Lyle), some new refines that can be components in equipment.  Ruby being used in the Ruby Laser as an example.  To finish Lyle's chain you needed max prospect.

     

    For example make a new mission, at some point in the future, where a PE, Scout, or JE has to meet a particular NPC who has a specific interest.  Meeting said interest requires you to refine specific things into things said NPC wants.  Rewards could be appropriate to the effort involved.   In some cases these could be done by lower level explorers, for items that they can use at the time, or items that they'll grow into.

  8. When you create an avatar in the Character & Starship creator, the first one you create always goes in the same place.  IIRC the rightmost spot.  If you've already got a character there on the account you're logging in to, it will not appear, as it doesn't overwrite existing characters.  When you create new characters, use the location in the creator, that's in the same place as you have a free spot in the account you want the character to be. 

     

    If you don't want to go looking for the avatar files, simply put an "empty" character in that first spot.  By an "empty" character I mean one you don't intend to use, so no need to do any of the customization for such a character.  Simply hit next at every step.  For the other 4 slots, you can pick which space to use.

     

    The character slots are as follows from left to right.

    3, 5, 2, 4, 1

    This applies to the game as well, not just the character & starship creator.

  9. Goodhumorboy, those are really great ideas.  I don't think that the V'rix should do at this time, since it's too early in the storyline for that to happen, but other mobs, or better still new mobs, doing such a thing would be nice.  I'd also mention mobs that are simply "out of place" as well, but the rewards in such cases would be lower than taking down a boss.

     

    I like your idea about random items that need to be analyzed, ranging from awesome to crap.  Such items would need to be tradeable, so that if you loot said item on a character that cannot use it, you have a recourse.

     

    New sectors, definitely, but I'd favor that there be sections of them were multiple groups are needed, other parts where you'd only need one group, and some places where solo play is practical.  For the explorers some ores that are rare elsewhere, in fields that are "off the beaten path".  It might be advised to take a warrior or two & a trader along with, for protection.  The drops should be worthwhile for said protection to want to come.

  10. For some of the items, we should probably have alternate drop locations for them.  I'm not thinking about things that are intended to be awesome or rare, but things that are only "nice" or "desirable".    While they'd drop primarily from their current locations, there would be rare drops in places one might not think to look.  Simply make the alternate locations have mobs of comparable difficulty, give or take, but lower the drop rate at "alternate" locations. 

     

    This could have some benefit.  For starters, it makes camping not be the only way to get particular items, only the most reliable way to do so.  It also gives incentives for players to farm mobs that they might not normally farm, on the off chance of a "surprise" reward.  IMO it would definitely make things more interesting.

     

    As to named mobs I could see a few different ways, including ways already mentioned here, might spice it up a little.

     

    A possibility is the occasional "out of place" mob that spawns where you'd not expect it.  I don't know if it's possible but imagine this.  You're hunting in Antares, and among the Voltoi you see something of comparable difficulty, that "doesn't belong".  This particular mob would have it's own normal drops, but would have a decent chance of dropping something good, but not awesome, that you'd not normally find in Antares.  In such a case there could be more than one possible item as it's "surprise" drop, but on any given appearance only 1 "surprise" drop per kill.

    • Upvote 4
  11. I forgot to mention previously, w/r/t the Gaze of Amah & the Gaze of the Martyr.  The MCP gave the recipes for these weapons rather than you needing to feed it to the terminal.  Like other recipe discs, (or missions that gave recipes) they could be integrated into your build list, even if you didn't have the skill needed to build said item.  

     

    The difference is that without the required skill, you couldn't build the item, until you raised the requisite skill.  Think of it as if you'd raised a build skill, earned prints one way or another for said build skill, then for whatever reason called said build skill forward. You'd get the skill points & drop the skill to L1, but you would not lose the recipes you'd earned.

     

    The MCP, and the other missions I mentioned, would make good templates for other explorer content.  Things we'd not seen before in the original.

  12. Can you give me a little more background on the  mission Terrell? Who exactly gives it and so on?

     

    Also - ANYONE - Could you let me know the component(s) required to put into this "hopper", if they are different than what is used for threaded archos now?

     

    Assuming that it's going to be like the original, the MCP isn't in the game yet for storyline reasons.  Storyline wise this is to help the Progen build ships to fight off the V'rix.  There was an NPC in space east of Arx Magister in the original game.  IIRC there were "construction" type navigation points in the area and some appropriate graphics.

     

    I'm not sure which components were required as my PE was created in the closing months of the game, and didn't get far enough along to focus on the ores needed.  Threaded Archos likely shouldn't drop at all in game, not certain there, they should be no trade.  PEs are supposed to make it to feed their Archos PLs.  I'm not sure what the pass requirements were for this device, or if there were other requirements.

     

    The MCP required explorers to bring 2 stacks of specific alloys to an NPC in Mars.  There were 3 alloys they'd accept, and you needed a stack (60) of 2 of the 3 alloys (alloys require refining) for a pass.  The MCP offered rewards that were not available elsewhere in the game, for JE & PE only.   Each reward had a specific number of passes required to obtain. Rewards for the Scout will need to be added. A Zet Threader (ML version) would be a good start, perhaps? You could get as many rewards as you earned the passes for.

     

    The MCP reward I had on my JE in EnB Origins was the Gaze of Amah beam weapon.  This weapon was great because it was within the reach of any JE who was willing to do the mining required, or trade for the ores needed.  No raid required, build it yourself.

     

    The Gaze of Amah & Gaze of the Martyr were exceptions to the rule that explorers couldn't build weapons, and an exception to the rule that Jenquai cannot use Sparta equipment.  The Sparta waiver applied to all JE usable rewards.  In order to obtain a GoA you needed to obtain & turn in sufficient ores for 15 passes, and sell the passes for the recipe. There was a L8 version as well, that all explorers could use if they had raised beams (Gaze of the Martyr).

     

    One of the parts required to build the GoA was also available only through the MCP at a cost of 1 pass.  There were 2 other parts needed to make the weapon, one could be found at Earth Station, Arx Magister, or Jove's Fury.  The 3rd part was sold at the Drone Fabrication Plant in Blackbeard's Wake.  The one that is currently circled by L56, L58, and L60 drones.  Those drones where there in the Original as well you just did the transaction while cloaked.  In order to build this weapon you also had to have at least one build skill maxed (Devices or Reactors).  All 3 parts were non-manufacturable.  The Gaze of the Martyr also required a maxed build skill, and had the same buffs as the Gaze of Amah, but lower stats overall.

     

    Gaze of Amah

    L9 Plasma Beam Weapon

    Explorers Only

    Not Tradeable

    Unique

    Energy: 126

    Reload: 6 seconds

    Damage, (200): 520 (792)

    DPS, (200): 88 (132)

    EPS: 21.00

     

    Turbo Beam 40%

    Beam Focus 3%

     

    Sparta. When the call comes, be ready.

    Dedicated to a fallen hero.  Honor and remember her sacrifice.
    Commissioned for use at the Mars Construction Yards.

     

    This was also great content for explorers, regardless of their race.  Mine ores, refine alloys, turn them in for passes.  Use passes to buy rewards.  There were several rewards to choose from.  The Gaze of the Martyr, and Gaze of Amah were introduced, among other items, to make the work for the passes more worthwhile.

     

    Other missions that explorers should look forward to, from the original game. (assuming it's done like the original)

     

    There was a series of Lyle MacDonald missions that were available at DT that gave rewards for the PE & JE.  These missions required mining, refining, hunting of low level mobs, and ultimately building a ring (via the refine terminal).  Max prospect was required to complete the full chain of missions.  These rewards were Terran Restricted, so the Scout would not be able to use them, had they been in the original game.  The Loony's Hunk O Metal (additive turbo warp, equipped & activated), Loony's Special Gizmoblatsit, (Long & fast tractor beam, Reduce signature, & increase scan.  A JE with a Solar Sail & this device would have a signature of 0.1, assuming no other signature buffs or debuffs.) were rewards given during the mission chain.  At the end of the chain, there was a choice available between 3 items.  I picked the Chili-Popper.  It was a debuffer of 15% to Plasma, Energy, and Impact.  I think it stacked with the Chimaera, but cannot remember for sure.  These items could not be replaced if damaged. 

     

    The Heal the Maelstroms mission, given by Ariad when she moves to Paren Station, after Merjan goes missing.  This was another such mission, but with different rewards to choose from.  The travel required made the mission favor the JE, provided he had the Endriago wormhole.  This mission was infinitely repeatable (I did it somewhere around 500 times).  The mission itself offered 2% of an EL overding.  Empty injectors were turned in at Prasad station, rewarded with passes of some type (can't remember specifically) and could be traded for items. 

     

    Grail water was one of the things required, but it was more common in the original than it is now, especially in BBW.  There were 2 small "pure" L9 orefields that were in EnB Origins that aren't in this version, in BBW.  One was west of the 4 gates, past the navs in that direction, the other was south of one of the navs leading from the 4 gates to Queen Anne's Revenge.  These orefields were guarded by Splendid, Scintillating, and Brilliant Manes.  There were other L7+ fields that were guarded by mechanical mobs.

     

    There was also massive L7+ orefield in the northern part of BBW.  This field had Manes & mechanical mobs as guardians.  It was also in a gravity shear.  In the original the graphic for gravity shear, was a brown swirl below your ship, and the same sound for when you're affected by gravity link.

    • Upvote 3
  13. Call forward the points in E-shield, and put them into Jumpstart.   On any explorer character (JE, Scout, PE) you want to max Jumpstart.  For E-shield, raise it to L3, so it gives protection from any environmental damage.  At L1 & L2 it only gives 50%.  You can put more points into it later, when you are L150 and have maxed other skills that are important.

  14. Is EMP improved some since EnB Origins?  I haven't tried it in the Emulator so I'd want to know the following.  If you've whittled down the shields of an organic enemy, can EMP deliver the kill shot?  For hulled enemies, wouldn't you still need another type of damage to get through the hull?  I could see it of some use in group situations, if like in EnB Origins (patch notes), it was the fastest damage type to fill the skill interrupt bar, same if it were to drain the enemy's ability to use skills, weapons, debuffs etc.

     

    I wonder this especially w/r/t Voltoi which are immune to energy, as they were in the original game, but are also resistant to Plasma.  If a Jenquai is to use EMP against them, they'd need to be killable with EMP, including the kill shot.  They'd also have to take more damage from EMP than a Jenquai can dish out with L9 Plasma beams, and a L9 Chimaera.  If the Plasma still out damages the EMP, then there's little point to using EMP in solo combat.

     

    Did the devs ever comment on whether or not they'd complete the Solar Sail line of engines, with a L5, L6, and L9 version?

     

    Any word on the class specialization that was mentioned in the recent past?

  15. Hmm a raid or mini-raid based on Gene Hunters would be interesting.  The Gene Hunters by themselves aren't really that tough.   A well played L150 Jenquai character can easily solo them.  Now if you have them as a first wave in a full raid, or as some of the minions of a mini raid, that would be nice.  There would be the need for higher level versions of them, up to CL66, but I think it's a good idea.  Some new drops, as well as some alternate locations for existing drops, would be nice.

     

    Perhaps such a thing could be implemented as the places we can go expands, not counting the places we got in EnB Origins.  Perhaps such a thing could be located in Sho'da'kan Nebula in the future.  Not sure when that opens but you can find a gate to it in Paramis.  If we had a Kuiper sector in Sol that would be another good place for it.  Same for an Oort Cloud sector.

     

    Later when we go deeper into Antares, we could have a similar thing using Voltoi.  Some other mobs that come in versions higher than CL55, could be used in future raids or mini raids.  Different things could drop at different locations, and sometimes things that we wouldn't expect.

    • Upvote 1
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