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Bovyne

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Everything posted by Bovyne

  1. Scrap merchant? how would that work? is it like a market/auction house? I would not mind seeing a place you could put item for sale while you are not there, like auction house or merchant you give item to and he sells for you (with appropriate cut maybe 1 to 5%) Or a scrap merchant that you give "scrap" to and then can gain "credit" for refurbish items? (along with a marketing guy to sell your good stuff for you) Shared vault for all your chars on that account would be nice along with guild vaults. Or if you could send items in mail (hopefully multiple)
  2. I can think of a few ways to stop this, If you loot a roid/hulk you then loot it all (automatically, but maybe with a warning if it will drain you reactor so you can choose) Make resources unspace-able, but trade-able and sell-able. Give miners slightly better cargo holds for resources. (not sure how but maybe extra slots that can only hold resources?) Or as soon a roid/hulk has one item removes sets timer to destroy roid/hulk (it becomes unstable)self destruction happening in maybe 5 to 10 mins? Also could have field just de-spawn and re-spawn completely randomly over 6-12 hour period or whatever re-spawn time is good. which would least allow other a chance that it might be a fresh field. I also like the idea of slightly less randomness in the asteroids, when your looking for sand say, you can clear fields and have alot of other stuff other than sand, I would suggest maybe 3 different types per type of void per level, in a field. Or each roid type has main resource say copper, with rare silver, main resource iron with rare gold etc, maybe odd gems etc might need to redo resources need for items though. Hulks surely if they are higher level they are going to be made of higher level material? So higher level wreckage? or thinking of it another way basic hulks might be iron based, while medium are aluminium based and best are titanium? or 1-3 hulks level 2 wreckage, 4-6 level 5 wreckage and 7-9 level 8 wreckage for example? plus the bonus bits like suits, items and other parts suitable for the level. With similar idea as above for fields, and mining. Well some my thoughts anyway, whether they can be done is also unknown to me.
  3. Bovyne

    PvPvE

    What I meant by major is that balancing in itself is a major project. Also what combonations would you get? 1 vs 1 vs PvE amount?? or Group vs group vs group PvE? How do you balance say 1 vs 1? How would you script the vE stuff? Or the various skills if in a group? Mind the easiest way would be to have another ship entirely for PVP that is the same for all, Possibly a cross between all classes, which means everyone has the same skills to choose from and skill/tactic is the more important factor.Though you would be bale to get upgrades for arena ship and your normal ship from a vendor maybe? For PvP ship should give an advantage but not huge advantage, Unless you can have a sort of table/league that people without the higher gear can compete and get it? Could be race based for some variation, but would be easier to balance.
  4. I agree decreasing spawn timers, longer spawn times in other games I played makes competition even worse. I would have several "tiers" of hulks. You would get the main field of hulks with tier (just for example) 1 and 2 hulks , tier 1 have the trade items /junk and make up 80% of a field, then you have some tier 2 which will have an ordinary item +junk/trade items. You then need to clear all the hulks to get another smaller field (up to 6?) with tier 3 hulks, these have items and chance for special item, and would be link to the person that clear most the field. This means you have to clear a field to get most the good items (make sure there is not one poped somewhere out the way though). Would that help? Maybe smaller fields but more often and more places. Also the more dangerous (ie mobs guarding) the better ratio of fields? One other way though not sure if would work would be to make lots of smaller fields (or linked hulks 6 to 12?) that are tagged to the first player to mine them, but have several distinct groups scattered about the area? I don't really like the huge fields and one person claiming it. This could mean more people could mine same areas maybe? Oh another idea, how about make them into miners missions (miners only), get mission from where ever, miner goes out to where told and lo and behold hulk(s) x for Bovyne! this allows miners to mine (with no waiting for re-pops) the time to go back and forth from station and the amount of hulks you get can be tailored for whatever amount of exp/items etc you wanted to give? (plus exp and/or items from mission maybe?) Add different difficulties for better risk/rewards.. ie easy just find hulk(s) near non mob infested area, lower exp and mainly just junk, to patrol by high level mobs or in radiation area etc good chance of nice item? I like my last idea best.
  5. Better loot tables sound good, I would like also that there is some good higher level trade stuff on the higher hulks that can be sold to vendor for cash and more importantly trade experience:) Would also be nice for a few items that might only drop from hulks (other than prototypes which are great btw)
  6. Bovyne

    PvPvE

    The way i would see it is that you want the classes to do what they do, ie miners mine, traders trade, wars fight:) Just have the miners/explorers go out find stuff and mine, sell resources to your station , when the station has enough it builds/upgrades itself and mobs it spawns. Have a neutral base where traders can go trade for stuff from your base, similar to miners your base gains resources need and when get a certain amount up/grades the base/units. Warriors go out kill the opposing side and loot .. yep resources! take it back to base etc. Each class resource input adds to the same single resource for station so that all class combo work. So the idea might be first to X amount of resource. Or just that first to get the better upgrades will win. something like that. Obliviously stopping the other team collecting resource is where the PVP comes in. Agree with the thought that some skill should work differently in PVP, menace maybe only last for 50% of its time or whatever works well, PD has a 10 sec time limit or something. And so on for each skill that means a class can not be killed, Though I do not mean skills should not allow escape. It would be a major project though.
  7. Please bare in mind this is a suggestion, and might not even be possible. SO I find exploration is great and fun, least the first time, second time - hmm ok, 3rd? nope boring now. I wondered, in a game that multiple toons are par for the course whether anything could be put in so that exploration for toon 2, 3 + etc is not so harsh. One way would be for 2nd+ toons to get all map that your first toon explored already there and exp for that (which i believe was about EL 25 max), not sure i would like that but its the simplest. Another would be to someone have an account linked zone explored tag, if that is even possible which once you have explore a zone to 90% (or some such) next toon do not have to explore it to see navs. How to deal with exploration exp though, I see a few ways. One you see the navs but they are different colour till explored. Or when you enter you get the explore exp for that zone up to the 90% (or whatever non hidden navs comes too, no hidden navs) Now this would affect tours as a downside too. edit. Thought of another way, could do a quest for a "map" which would give you the exp and the zone explored for viewable navs, could include something only an alt would have or a item bought from various places (need one char to have explored most the map already) Could do one for each system. Might include, as-well as the item from various space station/planets, a fee that first chars could not afford, though with the items this might not need to be that high. If too easy could need the items get the map, but to get the exp for that char do a delivery in the "mapped" system, which would add a time element to it. SO for SOL system get quest from Jupiter station might need an item from stations in Jupiter,Saturn, Earth and Mercury for explored navs, then a delivery from Jupiter to Mercury (or furtherest point from) for the experience you would have gain from exploring that.
  8. darn missed the key its 0 now... it looks interesting though, I had my eye on it for a bit now before I found the emu. As to F2P models D&D on-line and LOTR are examples of it done well.
  9. No it is ok, I remember form 8 or so years back , more or less, and i am not saying the way it is is bad, and increasing beams would also increase the mobs that use beams range too. I understand the "rogue" like mechanics and like them, though I just wonder if using those techniques a little further away would spoil the fun or make it more fun assuming that range went missiles>beams>projectiles, (though maybe just beams more closer to projectile range?) It is more that progen scream to me in yer face fighters, certain skills like gravity link and menace skill shout close fighter to me. Where as Jenquai seem to me more slight distance fighter as you say hitting hard then either disappearing with combat cloak or moving fold space seems more distance fighter, not a huge distance but some. But this is just my view
  10. I love the prototype stuff that drops, but it would be nice to have a few ordinary bits drop too for either cash, plans or spare parts. I do not know if there are any but i have not seen any prototype devices, which could be interesting. Though you could make prototypes manufacturable but be made out of either all or some non manufacturable/buy-able components unique to that prototype, ie you need to dismantle a prototype and rebuild it, can not make otherwise. Maybe some mob like manufacturable items too? For JE at any rate they don't really fight mobs at their level but will prospect. With same kinda drop rate for mobs normal and rare gear? just my thoughts.
  11. Semi suggestion semi just debate. And probably been on before but could not find it. I always wondered why jenquai used a weapon with the shortest range? and progen the middle of the road. looking at these 2 races and their skills progen would seem the better suited for up and close and jenquai more medium. So the question would projectiles actually have more range than a beam weapon? Projectiles should continue till they hit some thing, but the further you go the less accurate it would be, where as beams would be more accurate at further distance. The question is do beam loss power at further distance in space? For me projectiles would be closer in weapon due to accuracy at longer distance and speed of projectiles. Beams would have a longer range. If this was the case it would make more sense of things like gravity link and the slowing abilities of progen as well as their general higher shield and hulls to keep enemy within range and fold space of the jenquai to keep a distance, and their lower shield and hulls. (Note the idea of missiles for jenquai does not seem right and seems to suit terran best.) Whether that could or would be wanted to be implemented (Beams with longer range and projectiles shorter) I am not sure:) Discuss
  12. Not sure if this the right place or you can do anything about it, but I notice the planner for the JS does not include the reactor optimisation skill. This would help for planing that character better. Also the way that skill levels up seems strange it seems to got from 10% increase cap and recharge rate to just 20%cap? then to 20% cap 10% recharge? though maybe that is just the description being wrong? If is meant to be that way, maybe just decrease it to a 5 point skill or make the way it goes up slightly less weird? Regards
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