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Terrell

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Posts posted by Terrell

  1. Agreed, in Live if you were fighting Manes or Voltoi, energy beams were at best totally useless, and in some cases were counter-productive because they actually healed the mob (high level Manes). If you're playing a Jenquai char, you need 2 sets of beams, 1 in energy, the other Plasma. You'll probably use your plasma beams more, if Emu is ultimately like Live in terms of resistances, plus as a Jenqauai Explorer or Defender, you can more easily find Plasma debuffers than Energy ones (Chimaera & Rada line of devices). If you're a Jenquai Seeker, you have a line of debuffers for both (Seeker can use Chimaera, or Rada lines of devcies for Plasma, and Manticore line of devices or the Cobalt Megahurtz to debuff energy,)

    When fighting mobs look at the numbers that go for hits, IF they're 0s consistently you're not damaging the mob with the type of damage you're using, so you should try another. The color of the numbers represented which damage types were being used, but I don't remember what each color stands for beyond Purple being Plasma, and IIRC White being EMP. You'll have to use trial and error to determine what damage types work best against which mobs. (or in the case of specific mobs ask around)

  2. The Executive lady in Earth gives Scout his hull upgrades. (McKlelan I think). There are missions for skills. I think the mention of Tarsis, is that one of the Jenquai hull upgrade missions, L75 I think (was L30 earlier) requries you to go to Tarsis. The Councillor at Jove's Fury, Ujeda is upset that she wasn't invited to a party, she wants to know more about it. (I think she just wants to crash, but that's just my opinion)

  3. I like most of those suggestions Mneme. I don't think that the level cap should be raised more than once, if it happens, but at some point a new skill for each class, definitely like that idea. I like your ideas for expanding the galaxy, with new sectors from time to time, very much. Love your idea for new item lines. There can never be too many items to find and map, or use IMO.

  4. Stealth mining can be as simple as keeping your sig low, and trying to stay outside detection range, while mining. A Solar Sail engine, and whatever sig reduction buffs you can get along with paying attention to what mobs are around and where they are.

  5. had one of my odd brainstorms, JEs have shield leech, JDs have energy leech, what if JSs had a type of hull leech (kinda like nanobots eating away at the opponents hull), maybe the nanobots could repatch the JS's hull, but that's up for debate. I think it'd make a very nice combat skill.

    That's unique and interesting.

  6. Time saved by WH is a lot. Think of those isolated places with secret ore fields where the JE can travel to and from much easier due to WH.

    Yeah don't disagree that wh saves time in going to the field or back if you have to go to F7, but once you're there, you're better off staying longer and mining more. If you simply need to go to the nearest base and sell vendor food, then that really depends on where in the galaxy you are.

    I see two types of mining strategies here (field clearing & precious roid hunting) and will try to explain how WH and cargo hold size affects them:

    When clearing fields:

    - An increased cargohold size allows you to take several more ores to the station.

    When clearing fields inevitably you start needing to space ores at one point.

    But since most ores were only vendor food spacing them is not really a big deal.

    So the cargo hold size does not do much else than give you a dismal amount of extra exp and cash once the field is cleared.

    That extra cargo space especially when combined with the Scout's L5 Negotiate skill over the long run will result in significantly more income. Advantage Scout.

    Tyran said:

    - WH allows you to get to a given field quicker ofcourse, but since travelling is done more in the other mining strategy it is significantly more useful there.

    When focusing only on "precious roids" and ruined hulks:

    - Cargo hold size does not matter as you are only gathering a limited amount of ores/equipment.

    - Due to Wormhole the speed at which a JE will "do it's round" and check for precious roids in the fields it knows is much faster.

    Sure a TS can get a taxi from time to time, but it cannot do that when in the middle of an ore field in cooper, nifleheim cloud, or antares just to name a few rather remote locations.

    One could conclude the JE is much more efficient at focusing on the more valuable ores due to WH.

    It all depends what mining strategy you like, if you prefer ruined hulks and ammo ore hunting then by all means the JE is a pure win.

    When clearing fields however, there is no significant difference.

    My response

    If you're looking for specific ores, please do the other miners the courtesy of emptying any roids you take from, quickens respawn time for the next miner. If you're focusing on Ammo ores, you can find many of them in Glenn, and sell them in F7 next door, if you're looking elsewhere you have the option (say some remote place like Antares frontier) to store your ore in your vault, until you're ready to go to F7 to sell. You simply have to plan your trips for maximum efficency or register at F7, and find a JW to summon you back there. You don't necessarily have to take more trips. Nif is 2 sectors away from the nearest base (Trader's Fort & Arx Ymir). Antares has a base in it for those ores you wish to sell later while vendor food can be sold 2 sectors away in Dahin Planet. Cooper you'll need a long trip from, unless you have good RD, then it's Grissom, followed by BBW, to QAR.

    Mods, may we please have more than 2 blocks of quoted text per post? Kinda no point in multiquote feature with number of quotes per post so few.

  7. Those fields during live should be disregarded, on the old forum a dev had already said that that those highly rich mine fields (like the ones in cygni) won't be in the emulator.

    Which is good given that these orefields indeed mean that you don't need to leave the sector, ever.

    Still my point stands, wormhole has no bearing on a JE's ablity to mine, beyond shortening time to the orefield, in some cases.

    Our advantage is the bigger reactors, better scanners, and the greater ability to avoid being seen by orefield guardians.

  8. very helpful, thanks. However, I would suggest listing the lvl of all these resources, aside from Titanium (lvl 5) and Star Iron (lvl 3) I don't remember what lvls they are. I only remember those two because my TT is in current need of them (well Star Iron double refined to Star Steel). Also do you know if these are best left refined or unrefined, a while ago I was told to keep Titanium unrefined because a builder needed it for ammo components.

    Your best bet on refining, is to leave all ores unrefined, and refine upon buyer's request. Once you refine an ore, you can't unrefine it, but you can always refine it if the buyer wants it that way.

  9. When it's flying from asteroid to asteroid wormhole doesn't matter speed (thrust or warp), is what wins. Warping between rocks, JE and TE (scout) are equal on engage time, but TE can warp between rocks faster than JE. There aren't any asteroid fields around any of the wefts. We as JEs are faster than the Sentinel, and slower than the Scout. Which is how it should be given Terran's racial strength being engines (L9 engines are Terran Only), Progen's racial weakness being engines, and Jenquai in the middle. Cherrypicking, is considered by many miners to be bad behaviour, because if you only take the best ores out of an asteroid, it doesn't usually despawn (leaving fields full of the crappier ores for the next explorer that comes along). Asteroid clear XP bonuses, and field clear XP bonuses are there to discourage cherrypicking.

    JE's wormhole skill is an advantage for long distance travel. Travel from one sector to another, whenever teleporting to a weft would shorten the trip. It has no bearing on the abilty to mine, other than, in some circumstances shortening the trip to or from the field. It's often the case though that there is a base closer to the orefield than the nearest weft, like mining in Cygni (great orefields there in Live), BBW, The asteroid navs in Jupiter (closer to Jove's Fury, than the weft there), Most of Aragoth, with the exception of the orefields in VT just to name a few examples. Wormhole is most useful for those people who need to go to The Valkyrie Twins, and places nearby (as a means for JE to make a little extra money).

  10. Terrell, what you are doing is picking the gear for people.

    What people actually want is a choice of what to pick. Not just those imba items you suggest.

    How is a L9 engine that's a little better than a Trifid, with a reduce sig & Afterburn buff imbalanced? A Scout will likely have that buff (afterburn) on other equipment to choose from (all skills should be buffed by at least 1 piece of equipment available to the class that has the skill, something that was missing for some skills in Live). It's not their only choice, if they could get it on an engine, rather than say a device, reactor, shield, or weapon.

    How about suggesting some engine lines that might actually make the skill better? As to the SS8 for a Jenquai there's nothing wrong with it and I suspect that most Terrans given their energy problems like it too. Even if SS8 only had 1 buff, reactor renewal, it would be popular with everyone who could use it, it's a stackable reactor buff and it has zero sig. I doubt a Progen Sentinel would have a problem with it either. It makes Jenquai even more energy efficent, and helps the sentinel in that matter as well. There's not much you can do with engines to make the build skill better that doesn't involve introducing more engines that are desirable to choose from. Jenquai aren't going to buy high sig engines from anyone to hunt. At least not one that wants to be able to sneak up on things, and fight one mob without his buddies seeing him. (Stealth = survival for a JQ).

    If there are to be people buying engines higher than L5, then there needs to be something that is good enough for them to consider spending the skill points in Engines and then buying. Even a line of 0sig engines that had NO buffs and average performance per level would sell, at least to Jenquai, that alone would make it better than the Mercurius/Halley/Trifid line from a JQ point of view. (and no it's not unbalanced for Jenquai race to have 0 signature engines, we're supposed to kill stealthily, and we have to decloak to kill). I'm pretty sure any Terran Scout who had an SS8 would be very pleased with it. I don't really think that 1-3 useful buffs on an engine is necessarily imbalanced. Especially if one of the buffs is hard to find in your race's equipment. (Since Terrans are 3 of the 4 the engine building classes, for the skill to be better there have to be desirable engines for all races & classes, for you to have the largest market possible on an item that most players won't carry more than 2 of. (Many things that can be obtained on Devices, and Weapons, not to mention shields and reactors. No buffs means less desirablity. The L9 ones are automatically Terran Only as only Terrans can use L9 engines at this time)

    BTW, I don't think new equipment should be limited to items I suggest. If there are multiple types of new equipment that's at least good and useful, people will have choices. At the very least the Scout would have the choice of a Trifid, a SS8, even an SS9 if implemented, or the Mordana engine (the Crystalline one) any other engine in game, and any non-manu engine. As well as those non-manu engines like the blackbeard drops, and any other engines that are available. For the build engine skill to be better, there have to be more engines to choose from and they have to be up to date with other items (performance, sig, buffs). The things I suggest are simply a start, not a be all and end all. How about you suggest some item lines before you complain about my item suggestions?

    How is this going to help anything???

    All it's going to do is make one uber manufacturable engine that is definitely going to be taken over all the other current crap ones.

    That simply means that more manufacturable engines have to be made not just the ones that currently exist. One could also reduce the drop rates of the uber engines. I would oppose eliminating them. If most of the current ones are crap, the only way they'll be replaced is to make better ones. Not all of them are all that bad. For travel the Breton for low level players, the Welsh and Palomino, (as they level up) are good. I just wouldn't use them for combat. For combat the Bogeril make the best engines, bar none. The Mordana make one very good one that only Terrans can use, most of them. I don't see too many Terrans that aren't willing to use a Mercurius/Halley/or Trifid engine, until they can find something better. (Vendor equipment is meant to hold you over until you get something better, though some vendor stuff is pretty decent).

    Quote Tyran:

    A good example of this are class only items such as Defender's Doumaru, Veiled Oyoroi and Sharim prototype shield. What these items do is force a person to use it because it is so stacked with extremely useful buffs that nothing can top it.

    End Quote:

    The main reasons those shields exist, is that the classes that use them don't get L9 shields and most of the other L8 shields are inferior, rare, non-manu, or both of the last 2. They're about as good as it gets for us. Now if you want to put more useful and manufacturable L8 shields in game, they might have some competition for L8 shields with different buffs so long as said buffs are useful (especially hard to find in-race buffs). Much like the Vulture reactor was made for the Progen Sentinel because his L8 reactors were inadequate to the Sentinel's needs. They are designed for general purpose use by the classes that get them. A Jenquai (or Terran Scout) with their class specific shield, still has the same weaknesses of poor shields, and weak hulls. We simply become more able to do the tasks to which our classes are assigned.

    Quote Tyran:

    Back on the topic of Terran engines.

    It is obvious that the engines along with other crap manufacturable gear were designed early on, that is before the addition of those items featuring lists of buffs.

    End Quote:

    Yeah, so how do you propose we improve them? Its going to require items that have either better stats, better buffs, or both. I'm all for improving the engines, with useful buffs. Engines though aren't an item that most players are going to carry more than 2 of, so they need to be good enough that people will buy them. One for travel, (high warp), one for combat or if applicable mining. Lower sig, if available useful buffs. Explorers aren't going to have 1 engine for mining, one for combat, and one for travel (Explorers includes Scout & Sentinel). The buffs that cover mining & Combat are better covered by changing a device or weapon.

    Quote Tyran:

    Whoever has done the OCD quest and knows the loot will have found that the stuff dropped from the zenrei tempest is very out of date, with buffs such as a level 9 projectile with 25% or so turbo weapons.

    Gear like that from the OCD quest as well as most manufacturable items, are all "old gear". This old gear is lower in stats, has very few buffs, contains a lot of useless buffs if they do have them, and are generally obsolete.

    This is in contary to what could be referred to as "new gear", stuff added later on such as the Ghost's edge and Defender's pride beams, or those class-only shields for jenquai. These have better stats, many and especially useful buffs.

    Clearly there is a huge gap caused by old items not being updated, which means Terran engines are useless.

    If old gear is not updated it might as well not be ingame, because other than the novelty value of being able to get it analyzed, nobody is going to use it.

    End Quote:

    The Ghost's Edge beam had one fatal flaw from the POV of a JE. It was energy, and useless in orefields guarded by Manes (one of the most common orefield guardians, in many of hte best orefields). Also the buffs on a GE were Cloak, Scan, and Reactor recharge, all of which are common for a JQ. the DP was so that JWs had another Plasma beam to choose from. My JE got very little use of his GE, due to energy immunity of the mob I most frequently faced in guarded orefields. Many mobs are resistant to Energy, and JQ beams are very energy heavy. Also of the JQ only the JT can readily debuff energy. JE/JW have more access to plasma debuffers than energy ones.

    So why not make Terran engines up to the specs & desirablity of "new gear" and make plenty of different lines, or at least something inbetween old and new? Maybe then build engines would be a better skill. The New gear isn't going away nor should it. Design engines that people want, and they will buy them. But it likely would have to be done with buffs, more impusle speed & decent sigs especially if the warp cap were to return.

    If the norm for engines were to have decent performance by the standards of the race that makes them, and 1 useful buff (to their race), It would likely be an improvement over the current engines.

    If you're against the equipment I propose, propose a better way. Propose some engines you think should be in game. Include buffs, general stats, and applicable race/class restrictions.

    Not very many blocks of quoted text allowed.

  11. Among Explorers each has an advantage of some sort, but the JE being the pure Explorer should be the best miner.

    Scout is the fastest explorer. They are the only explorer to get L9 engines, they also get L7 Navigate, and when it's implemented L7 Afterburn. (whomever opens the rock first gets it's contents) Scouts also get better prices on vendored loot/ore than the other explorers due to having the Negotiate skill. Scouts also have larger cargo holds than Sentinels and Explorers, so they can mine and carry back to sell more different types of ores, per trip than the other 2 explorers. Scouts can also refine for less money with Negotiate. They bring Combat speed as a buff to grouping. Some Scout only devices that are activatable combat speed buffs would likely be a welcome addition to the lines of available equipment. They can use the Jenquai device that gives an activatable reactor recharge buff (Progen Restricted, Explorers Only). Scout can build devices from all 3 races, and can do so with Negotiate to reduce the price. Only the TT is a better device builder, JT can beat Scout on Terran & Jenquai devices, but cannot compete in Progen ones.

    Explorer has biggest scan range, is hardest for mobs to detect (lower base sig, cloaking, Jen engines having low sigs in most cases), and has best reactor power (only explorer with L9 reactors). They bring reactor recharge as a group bonus, and have plenty of devices to buff groupmate's reactors.

    Sentinel is best able to fight off orefield guardian mobs among the explorers. They also have what's arguably the most powerful skill in the game, Menace.

    All explorers can use the GETCo Animal Skin devices to buff various deflects.

  12. I meant but did not say an activate prospect buff on a TS engine... so it would stack... and this is not about what other class you have in group with you... this is about engines as a stand alone item... of course if I wanted too... I could recruit a TE, JE, PT, TT or <insert class here> to get buffs

    With max prospect, and 1 of the following PM items, a Golden Tooth, L8+ Sculptor, Hyperian Frontier's Friend, or L8+ Miner device, they would be at the buff cap (you cannot buff prospect skill beyond the equivalent of L10 in terms of energy/time requirements to mine). There would be no point to an activated Prospect buff for any of the Explorer classes at L7 prospect, buffs to reactor cap/recharge would be more effective. Prospect buffs do not affect the use of the Refine terminal (L7 Prospect required to refine L8 and L9 ores).

  13. Instead of energy conserve on an engine for Terrans, how about ask the nice Seeker next door to cast max reactor optimization on you, which would increase your reactor capacity by 25% and your recharge by 20%. Perhaps even take her along with you to hunt. Scouts probably won't need an engine with a prospect buff, they can already get them from miner devices, sculptor devices, L8 Golden Tooth, and when they reach L8 shields, the Hyperian Frontier's Friend, which has a prospect and scan buff, along with buffs to hacking and reactor cap. More go fast engines for Terrans (both warp & impulse), definitely, but I think most of them should be Terran type buffs, such as speed, missile range buffs, perhaps a Missile handling buff, (would love to see more equipment with race orientated weapon handling buffs for both primary & secondary race weapons). I won't argue agianst more variety on Terran Engines, Terrans should, IMO, have the most options on good engines, while Progen have the least and Jenquai in the middle. (On reactors should be Jenquai>Progen>Terran, and on Shields Progen>Terran>Jenquai). I don't think that Terran engines should have energy buffs on them, but they should have most Terran orientated buffs on them, and on the rarer ones, a few Progen type buffs.

    On L9 Engines, only Terrans can use them, everyone else stops at L8. JT was recently modified with L9 Devices & L8 Engines when she got her new skill. IMO L9 engines & L8 Devices or L9 devices & L8 Engines on the JT works fine either way (one way favors her being a Trader by profession, the other way favors her Explorer racial traits for being a Jenquai). In Live having a L8 engine would allow you to warp through at least some gravity wells, saw a PE do it with a Reinforced Solar sail on the grav well in SE. (past Jade Maw, on the way to where the derfressers spawn)

    On base sig, Progen and Terran are equal. 2.5 sig before the engine is installed. Jenquai get 0.5 base sig before installation of engine and our engines usually have low sigs, with some exceptions like the Pegasus which has a sig of 2.5 @ L5, because we do the stealth thing.

    I'd love to see a Scout get a special Scout only L9 engine with sig that's closer to a Jenquai engine with a sig reduction buff, but in order to get him to pick it over a Jenquai L9 Trifid engine, or a L8 Solar Sail, it needs to have something else going for it. Scout already has a Prospect buff on his L8 Shield, so it has to be something different. Like say an Afterburn buff, after that skill is implemented. (Could even be a line of Scout Only engines with said buff).

    A level 9 Solar Sail, would be nice too, then again I think that the Solar Sail should be a complete line of engines. All of them except the one that's a reward for the Zeke mission being manufacturable. They're one of the better engine lines, IMO. The L9 one could either have an additional buff, or simply a greater degree of the buffs on the 8, or both.

    I totally support missions that have recipes for items, not just engines, as mission rewards. Some may be bonus missions for hull upgrades, with a really good one at OL135. Between your OL135 Hull Upgrade bonus mission, and your affiliation skill (also OL135 mission), which would give you long missions that you should be 150 or close to it when you finish both missions. Perhaps as a reward for completing said mission you should get a race item that is very desirable, maybe even uber, that allows you to build it for yourself (but not trade it) so long as you have at least 1 build skill. For Terrans it would be an Engine, for Progen a Shield, and for Jenquai a Reactor. (or such a mission could be done at OL150.) Others may be missions like the Zach mission from live that PE, JE, and TT did. As a reward it gave a print for a mini-line of devices, shields, and reactors. Everyone who completed it could build the components that were specifically used in completion of that device (regardless of class), and 2 of the 3 items depending on your build skills. PE & TT could build the Device & Shield but not the reactor, JE could build the device & Reactor but not the shield. If PT were added they could build the Reactor & Shield, but not the device. Other classes wouldn't likely find this mission beneficial as it was in live.

    Missions with recipe rewards would often be of the find an NPC, do a long and drawn out mission, get a disk that gives you a recipe for for a few prints. Said prints would be available only to those who complete the mission, but in most cases would be things that the person who completes the mission could sell. There could be a mission for all Terrans and the JT that give 3 engines as recipe rewards. Each engine would be intended for, and useable by only 1 race. Each engine would have 1 buff that's rare for that race, 1 buff that's uncommon for that race, and 1 common buff. The Terran one would be fast, in both warp and impulse, while having a moderate sig, the Jenquai one would be moderate in speed/warp, wiht a very low sig, and the Progen would have a moderate sig, but be a little slow but better than Sparta engines of the same level.

    In Live with the warp cap of 5000 (unless you have the special device that allowed you to exceed the warp cap) there wasn't much reason to go beyon L5 engines. L5 would warp through the grav well that surrounded DCO (but not any others, that I was aware of, which would require L8 engines) and with a PM Unicorn Reactor and a RR+ would put you at the warp cap. In Emulator, if there's a warp cap, I haven't reached it with any of my toons. Perhaps if there is a cap of 6500 or higher, maybe people will invest skill points into higher engine tech. Or give additional buffs on higher level engines, or some other reward for those players who raise Engine Tech above L5 that are not readily obtainable by their race on engines. Just don't make the tradeoff too high or people won't use them. Jenquai need low sigs, Progen need strong shields/hulls good weapons, Terrans need speed, engines that run counter to those things, won't be popular with their respective races.

    Edit: On the Mercurius/Halley/Trifid line of engines, in terms of sig, are most beneficial to Terrans, because they, take away more of the base sig, than they add from their own sig. So if you have a Terran toon and no other sig buffs/debuffs, you would have a lower sig with a Trifid, than you would with a L9 Solar Sail. If you are a Jenquai, a Trifid adds more sig than it takes away, so you're better off with a Solar Sail. If the JT could use L9 engines, they would be one of the biggest users of a L9 SS, but the Scout might also do so for the device energy conserve, and the reactor renewal buffs. (reactor renewal stacks with reactor recharge).

  14. I'm still not sure what the original devs were thinking in making the Terrans having the fastest engines but requiring them to have the highest signature. One would think if one can make it go fast, it can also make it go quiet. You think they were all Nascar fans or something where fast = loud. One would think that the Progen would be the loudest engines as they are not adept at making them efficient. Yes I know other equipment can quiet things down like aftermarket parts, but the thing is that it shouldn't have to be that way for the masters of engines. Heck even the Jenpie shields attempt to counter their sucktatude with a helpful buff that's self stackable with equip and activated aspects.

    It almost breaks down like this:

    Terrans = Ferrari (certainly fast and loud and flashy)

    Progen = Ford (Could be fast yes... eventually)

    Jenquai = Tesla (even their thrust trails resemble electric currant)

    I tend to agree, at least as far as your engine's signature goes compared to Progen. I don't think that Terran Engines should be of lower signature than Jenquai engines (since Jenquai are about stealth), but Terran engines should tend to out perform Jenquai engines in all other aspects by a noticable amount. Terran engines should probably have more travel related buffs on them then now. Jenquai engines shuould be more stealthy than Terran ones, but should be othewise average in performance. Progen engines should tend to have above average sigs and below average performance.

  15. I don't have a problem with engines having quality above 100% increase their warp speed, and reduce their signature. It would make more demand for them. On Shields, if the shield has buffs on it, quality would affect the power of those buffs. Jenquai and the Terran Scout are particularily sensitive to this with each class having a custom designed shield. The Defender's Doumaru shield has a buff to Shield Capacity, Reactor Capacity, Critical Targeting, and shield recharge. The Veiled Oyoroi, has buffs to Prospect, Reactor Capacity, Scan, and the ubiquitous Improved Cloaking buff. The Sharim Prototype Shield has buffs to Reactor Cap, Shield Recharge Skill, Psionic Shield Skill, and Recharge Reactor. The Hyperian Frontier's Friend has buffs to Reactor Cap, Hacking, Prospect Skill, and Scan boost. For any of those 4 classes with their custom shield, loss of quality points, means a reducuction in reactor performance, and smaller buffs to key skills. Now if more shields are introduced into the game, that have good buffs on them, and are desirable, at least some JE's might carry two, one for mining, one for combat. Scouts might if the right buffs are on a different shield that was used for combat. As long as buffs are good, and affected by quality it's a reason to replace a shield that's been bashed up a bit.

    Engines, I agree, but I would allow the warp speed to go up as it went over 100% and not otherwise mod the speed (base the speed on 100%, but maybe add 100 warp or so for 200% quality) More desirable engine lines for all, would help some, but it's not unusual for many chars at least at lower levels to carry 2 engines one for travel, the other for combat or mining, at least until they can get their hands on a Solar Sail 8 which pretty much eliminates the need for a travel engine for all classes in Live since with that engine a RR+ and a Charging Unicorn you could do the 5K warp limit in live. In Emulator though there isn't a warp limit, at least not as of yet (My JT has 5800 warp with a L8 Terran engine, a Charging Unicorn, and a L7 RR+). If the devs do intend to implement a warp limit, perhaps if they put it higher than it was in the old game, as high as they can without negative consequences to the game like bad lag, they could add some more engines to the mix, that were just for travel, but not useful for much else. Give the engine the buff of Additive Turbo Warp, and have it have a warp speed comparable to an engine 1 level higher (with that buff), but have all the other things about it suck. Give it a sig that advertises for Tada-O, and poor otherwise performance, but people would use it for at travel, at least while they're doing trade runs, or any missions that require lots of travel.

    Another thing that could be done for engines, is put some desirable buffs on them, without having especially high sigs on most of them. Even if it means that it goes a little slower in warp, or costs more to build, etc. If there has to be a penalty with getting a buff on an engine, other than the uber ones, make sure that the penalty isn't so high that the engine is useless for combat (unless the devs intend it to be a travel engine). For example the Pegasus engine that is available to Jenquai has buffs to Fold Space that are useful for a JE or JW, but what JE or JW in their right mind is going to go into combat with an engine that has a 2.5k sig? That really doesn't fit playing a JQ char, we're all about stealth in combat, we need to be able to kill mobs without alerting their friends as much as possible. We can't stay cloaked constantly, we have to decloak to fire, and even if we didn't our reactors aren't infinite. (nor should they be).

    On reactors, many of them also have useful buffs, so as long as one isn't using a buff-free reactor, you have a reason to replace it when it gets dinged beyond a certain point. Jenquai for example get a beam range buff on our most commonly used reactor line Galling/Draco/Cygnus. Damage to the reactor, as it increases should diminish the buff (which it probably does). I could see a small increase in cap for being over 100% so long as it's not too big. IIRC increasing quality in a reactor does improve it's recharge, and reactors do recharge during combat, provided it's recharge rate is high enough to keep up with whatever weapons you're using. If you have a JE or JT around, to buff your reactor then expect more performance out of your reactor.

    Overall I support a small increase in performance, in stats that aren't affected by quality on Shields, Reactors, and especially engines.

    If anything I think that the best option is to introduce more equipment that is desirable, and good for some situations, but not others. It's easiest to do this with weapons, and with devices, and as a result most chars have plenty of them, albeit more for Jenquai, and to a degree Terrans.

  16. I can't remember if there was proto stuff, but that would be awesome if they did;) And yea, that little adrenaline rush with pop rocks when you go from relaxing mining to combat..lol..or running as is my case most times..lol.

    Yes there were I found a DigiApogee L8 Projectile launcher in one in Live. The hulk was in BlackBeard's Wake.

    I look forward to amassing enough Manticore's Nettles to wallpaper my house . . . just like in Live. :D

    j/k

    That's great news that we can look forward to real drops in the hulks. I agree that spotting a hulk while out mining always was a quick pick-me-up even if it ended up a dud - it was the anticipation of the unknown that made it fun.

    Just now if you find a Manticore's Nettle, find some nice low level Seeker to give, or sell, it too. She'll find having an energy debuffer very useful with her energy beams.

    I do agree that there were too many of them back in live, and often in hulks that were inapropriate for the orefield that they were in. They shouldn't have been in orefields with L7 ish ores, but in an orefield with L3 ores/hulks.

  17. When it was live a "general rule" for what parts where player made or rip only was anything that started with a A,B,C,D ...i.e. A.thanor,B.rimstone,C.yclo, D.yno etc. the further down the alphabet it was the more readily available from vendors or cheap the mats for build was. As I was a major ore supplier for many of the builders I didn't catch on to this for so long until a guildy pointed it out to me! One of those DUH! moments for sure :unsure:

    Oh...and don't forget before you build to do the manufacture-terminal-dance lol CURSE YOU MANUFACTURE-TERMINAL GODS!

    Lol. Built Devices and Reactors on my JE in Live, remember ripping more than a few Charging Unicorn reactors, to get Cyclo Power Exchanges that were used in the construction of Invisible Eyes. Don't forget to pray to the gods of faction, and good luck in addition to the terminal gods.

  18. figure out what comps cant be bought at vendors and those are the ores you need to have... like a lot of the blackbox and ce3k stuff if memory serves me right

    To that add Athanor, Brimstone and Cyclo components to those that you need a TT, PT, or JT to make, or rip from previouly built systems.

  19. Hi, I think my game may have glitched at some point. I don't recall doing the quest where I had to learn to make devices. I am at the point where I had to give the artifact to the girl in the capella system. She told me to go exploring, but the game no longer gives me any indication of what I am supposed to be doing. Is it stuck because i missed a quest before? I don't know what I should be doing. Can anyone help guide me. Thanks.

    You're supposed to get Build Devices during your JE training, from the female NPC on the main deck. (I can't think of her name, but you get the Hunting Haywire mission from her). For the artifact you have to talk to either Kalas Ben Joseph or the NPC near him, I forget which, before going to Paren Station.

  20. Building Drones could always fall under the Build Devices skill. Since they're mentioned under devices, and would save skill points for builders, since there aren't referrals in E&B Emulator. That would probably make Drone building easiest for JT and TT, since they could build both the drones themselves, the components to make them, and both have Negotiate 7. There could be some drones whose recipes are rewards for completing JT only missions.

  21. Each race has 1 item that no player can build, to foster race interdependency. Jenquai cannot build shields, Progen cannot build Engines, and Terrans cannot build reactors. However, any of the Jenquai Shields that are manufacturable can be analyzed and built by a TT. Jenquai have to buy their PM shields from a TT, Progen have to buy their PM engines from a Terran or a JT (unless the engine they want is Progen Only/Jenquai Restricted), Terrans have to buy their PM reactors from either a PT or a JE. Some of the reactors a Terran want may not be buildable by a Progen others might not be buildable by a Jenquai, most buildable by both.

    Build skills by race/profession

    Jenquai:

    JE = Devices & Reactors

    JW = Devices & Weapons

    JT = Devices, Engines, Weapons, & Components

    Progen:

    PW = Weapons

    PE = Devices & Sheilds

    PT = Weapons, Shields, Components, Reactors

    Terrans:

    TT = Devices, Engines, Components, Weapons, & Shields

    TW = Weapons & Engines

    TE = Devices & Engines

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