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lpalgarvio

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Everything posted by lpalgarvio

  1. sorry to hear about that dude personally, i haven't seen anything suspicious, but then again i only started playing recently. my whining/ranting at this point would just be, i'd wish people would take my ideas more seriously. i really try hard to adjust them to be fair and balanced. my reputation has gone -7 points? lol, no clue why also, i have to say, maybe if the other devs/gms weren't kicked out or didn't left, there would be more people around. i don't know the whole story, nor care much about it, but it's just a note. not too late to re-invite them in other than that, id say everything is fine or at least good enough as is. and i'm having fun ^^
  2. i would say place a cooldown timer, like i live. check my topic which discusses timers/cooldowns in devices and mostly skills
  3. well then, the vendor for the ammo, explorer only, like i explained above, would do that, right?
  4. i propose this: delay = time delay between each skill cast casting = time taken to cast a skill skills that interact very little, no delay, no casting: Repair Equipment (Combat) (JD, PW, TE) Shield Inversion (Combat) (PP, PW) (exception to rule, because in live it was instant cast) skills that interact little, fast delay (1-5sec), no casting: Cloak (Explore) (JE, JS, JD) Powerdown (Combat) (PS) (skills that mostly provide stealth, therefore need to be instant cast, but delay-able to avoid abuse) skills that interact little, no delay, fast casting (1-5sec): Create Wormhole (Explore) (JE) Environment Shield (Explore) (JE) Jumpstart (Explore) (JE, PS, TS) Reactor Optimization (?) (JS) - increases reactor capacity and recharge rate for caster or group Recharge Shields (Combat) (JS, PP, TT) Psionic Shield (Combat) (JD) Call Forward (?) (PS) - call forward a skill over target Repulsor Field (Explore) (PS) Afterburn (Combat) (TS) - greatly increase movement speed for short durations over caster or group Hull Patch (Combat) (TS, TT) Nullfactor Field (Combat) (TS) - field which counteract environmental hazard over caster or group Shield Charging (Combat) (TT) Rally (Combat) (TE) (skills that mostly buff or repair) skills that interact a bit, fast delay (1-5sec), fast casting (1-5sec): Fold Space (Explore) (JE, JS, JD) Summon (Combat) (JD) Gravity Link (Combat) (PS, PW) Menace (Combat) (PS, PP) Enrage (Combat) (PW, TE) Hacking (Combat) (TS, TE) Befriend (Combat) (TT) Bio-repression (Combat) (TE) (skills that mostly displace targets, confuse them or attack them) skills that interact too much , big delay (5-20sec), big casting (5-10sec): Compulsory Contemplation (?) (JE) - confuse a single target (attacks any nearby target, hostile and friendly) Shield Leech (Explore) (JE) Charm (?) (JS) - converts target for a short amount of time Disable (?) (JD) - disables skill use on target for a short amount of time Energy Leech (Combat) (JD) Turtle/Quick Fire (?) (PP, PW) - large shield over caster or group for a short amount of time Shield Sap (Combat) (PW) Self Destruct (Combat) (PW) Impervious Haven (?) (TT) - invulnerability over caster for a short amount of time (skills that mostly cause massive damage to targets or give big advantages over them) no info/opinion yet: Confuse (?) (JS) - ??? might be the compulsory contemplation or charm skill, or something else Distract (?) (PP) - ??? might be the compulsory contemplation or charm skill, or something else Illusion (?) (TS) - ??? might create an hologram of caster (think Total Recall movie), to confuse hostiles Analyse Weakness (?) (TE) - ??? might display susceptiblness to damage, list of skills and other info on target (these i remember from my studies in 2005, but we did not found back then what exactly they did, we just speculated) hard to make this readable... opting with colors instead of larger text for titles. and yes, i tend to edit my topics or replies a lot till they look the way i want. gathered info from these links and from whatever i recalled from the game :=) http://net-7.org/ http://patch.net-7.o...ni/cskill_t.ini http://home.swipnet....bba/classes.htm http://home.swipnet....ubba/skills.htm
  5. i think it could make it select the corpse, if you still had the target selected when it died. yesterday i had a group made with 3 characters. i was hunting alone, the other 2 were at a station. it did not select the corpse after killing the target.
  6. got a semi-solution for the problem of AMMO on TS and PS: place a vendor in some station, or vendor in the outer space, or vendor in a new small station, accessible to explorers only, somewhere in the galaxy, at a common access point, with no restrictions (unlike BBW). this vendor could sell any kind of ammo, but all the ammo he sells would be non-manuf and non-trade, (storable okay). the ammo could be same price as normal vendor ammo, or less expensive. think of it as a black market, with special prices. this way any explorer can buy, _not build_, ammo for any of their weapons, without resorting to players. since the ammo is non-trade, non-manuf, and the vendor is accessible only to explorers, no builder can take advantage of it to analyse rare ammo. id say, place the vendor in beta hydri (glenn, slayton) or sol (saturn) or aragoth (ragnarok / traders fort) a sector with pirates would make sense.
  7. i know, but does not make much sense. its a bit stupid. its like having a license to use a higher tech level, rather than relying on strengths and weaknesses home made missiles =P ahahaha http://www.metacafe....rocket_missile/ http://www.google.pt...lient=firefox-a
  8. i dont agree. if that was the case, you could use and analyse and build also reactors, shields, engines, devices. being able to USE something, does not means you can UNDERSTAND how it works and how to MAKE one. additionally, i found a flaw in my thoughts. you shouldn't be able to BUILD something bigger than you can USE. ie, as a Terran, who CAN'T USE REACTORS lvl9 (only up to lvl8), you should not be able to BUILD REACTORS lvl9, if it ever was added to the TS or TT.if you can build, you can use, dah!
  9. that is true. i had forgotten about this because its been like 3 years since studied the skills in depth... but here is the research i just finished. nice conclusions. seems all classes and races and generaly ballance - a nice work of westwood - my remarks: the JE is the strongest explorer, in terms of builds, by being able to build devices (scan boost for example) and reactors (need energy for free warp and buffs) the TT is the strongest trader, in terms of builds, by having the most popular builds and having negotiate the PW is the strongest warrior, in terms of combat, by having many combat skills, but is the weakest builder (1 build), as he sacrificed that for combat skills the PROGEN are hampered in builds (add shields and/or weapons for all 3 progen?); they also could have one more character building devices too few reactor builders (TT could have reactors), making him more noticeably the strongest trader (isnt that supposed to be) too few shield builders (PW could have shields) full research bellow. By Class/Race: JE: devices, reactors (2) JS: components, devices, engines, reactors, weapons (5) JD: devices, weapons (2) PS: devices, shields (2) PP: components, reactors, shields, weapons (4) PW: weapons (1) TS: devices, engines (2) TT: components, devices, engines, shields, weapons (5) TE: engines, weapons (2) By Race: Jenquai: devices (JE, JS, JD), reactors (JE, JS), weapons (JS, JD) --- all builds but SHIELDS, total 9 builds Progen: shields (PS, PP), weapons (PP, PW) --- all builds but ENGINES, total 7 builds Terran: engines (TS, TT, TE), devices (TS, TT), weapons (TT, TE) --- all builds but REACTORS, total 9 builds note1: weak point of Jenquai is SHIELDS, of Progen is ENGINES, of Terran is REACTORS (no builders, max equip level 8, weaker vendor items) note2: second weak point of Jenquai is ENGINES, of Progen is REACTORS+DEVICES, of Terran is SHEILDS (1 builder only) note3: Progen has less builds, and not a single build shared by all 3 classes (weapons anyone? PS?). By Class: Explorers: devices (JE, PS, TS), an extra build (different by race) - reactors (JE), shields (PS), engines (TS) Traders: components (JS, PP, TT), weapons (JS, PP, TT), devices (TS, TT), reactors (JS, PP), shields (PP, TT), engines (JS, TT) Warriors: weapons (JD, PW, TE), an extra build (different by race) - devices (JD), engines (TE) note1: no explorers can build weapons, no warriors can build shields or reactors, only traders can build components note2: no extra build for PW as he gets combat skills note3: the TT is the strongest builder, with most shared builds By Build: components: JS, PP, TT (Traders) (3) weapons: JS, JD, PP, PW, TT, TE (Traders and Warriors) (6) devices: JE, JS, JD, PS, TS, TT (Jenquai, Explorers, mixed characters) (6) shields: PS, PP, TT (mixed characters) (3) reactors: JE, JS, PP (mixed characters) (3) engines: JS, TS, TT, TE (Terran, mixed characters) (4) note1: again, Progen have less builds; Terran and Jenquai each get a build in common note2: Traders, Warriors and Explores all get a build in common, with Traders getting two note3: weakest builds are SHIELDS and REACTORS, as no entire class or race can build them
  10. aye, but the build reactors, unlike the ammo, would not do that xD
  11. auto select corpse when target is killed that would really save clicks and time. another feature we used in live :=)
  12. add timer to devices and skills prevents double buffing by mistake (thus wasting energy) and makes the game a little harder
  13. a TODO list for devs, based on the issue tracker, would be nice too i have to remind, Open Atrium rules for inhouse Project and Team development and collaboration. even the White House is using it now :=) (White House is using Drupal for the public site too) news about white house + drupal http://www.whitehous...pen-source-code http://drupal.org/wh...gages-community news about white house + open atrium http://www.whitehous...pen-source-code http://developmentse...ing-open-atrium http://drupalsn.com/...ing-open-atrium
  14. im thinking probably there should exist a TODO list (near future and postponed tasks) to help devs out. checking back and forward on the forums will just make them forget about suggestions/issues which at some point cant be resolved, but could be later on...
  15. i think its more lame that the Terran Scout can't build reactors. InfinitiCorp and GETCo do build reactors. its stupid that no single terran character can build them.
  16. improvements for buffs: let buffs carry on to stations. they have a timer after all (worked like this in live) show who buffed you when you hover your buffs in the buff window (dido) show the buff details when you hover it (how much recharge reactor for example)
  17. cool idea btw, you guys remember this from live? http://www.earthandbeyond.ca/news/net7.jsp-galaxyId=1.htm we used to be able to submit news (text + image), which would then go in enb site if approved. i submit a few
  18. i have to agree with the points. if only the terminal would alert when using rare loot only components...
  19. how to deal with KSing: changing loot credit rules (most damage done, not last hit or first hit) increasing spawn points, to promote dispersion of groups/players, thus avoiding ksing making all mobs in the area (30k radius) rush and aggro very aggressively and only the offender (kser) spawning high level mobs to target only the offender (kser), with the intent of incapacitating or making him run away banning temporarily; reverting loot credit
  20. just do Components and Ammo for now so it takes less time to develop and there's less bugs. it should be tied to items, not the amount contained in the stack (like 20 or 20 ammo, as partial ammo stack) a mass dismantle would be great too. just the other day i though on that too..
  21. yeah, unhiding everything would be a surprise spoiler, so no please but from time to time, ____older____ content could be (in phases) unhidden. say like every 3 months?
  22. nm, someone explained to me in the game. the fields need roid respawn and poproids, with mobs aggroing when you leave roids behind. btw, hulks in carpenter, around lagrange 4, have way too many proto items. in half an hour or less i picked up just about every variant (multiples of them) of prototype reactors, shields, engines, missiles, projectiles and beams, lvl2-4. its too damn easy.
  23. seriously, whats cherry picking? i can only think of "love making" stuff here heheh
  24. sure try that. and wait some mins before logging back in
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