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MW2366

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Posts posted by MW2366

  1. Well, I just suggested to Zackman to put up a status to the portal on both the login server and the server itself, so some of us will know if either the server's down or the login server's down on the Portal (net-7.org). At least, it's been added to the list.

    Login server's still down as of this message.
  2. Kinda, I know that I needed VMWare or a secondary computer to do it, seeing as how my secondary's not hooked up to the internet, I wasn't sure if my computer had VMWare, ya live and ya learn. :(

    Go ahead and close the topic.

  3. ehhh, that actually makes me have 3 accounts... my Main account, my Transfer/Vault account, and, if you really want to, a third account as to which I had no plans on. :blink:

    I don't have a third E-Mail Address however, Nor do I want one for that matter, not unless you change it to an already existing E-Mail (Foreststrike@gmail.com, or MW2366@yahoo.com).

    ...

    Well, I guess I can settle with it...

  4. Hey Developers,

    I made an account just a few minutes ago (not the 'yahoo.com' (Aerostrike) account, that one's been activated), going to my old AOL account as to which I hardly used (MW2366@aol.com). Soo, due to my forgetfulness, I made an account under the name 'Foreststrike' leading to that non-working AOL Account, and thus, never got the Activation E-Mail because it was deactivated. Can I request that the deactivated account be deleted?

    Thanks,

    Foreststrike (MW2366)

  5. What about this sort of idea:

    Is it possible to load a device with ammo?

    If so, why not make Ultra Refined gasses give temporary ship enhancements. 6 Refined gasses (translates to 10 uses per stack of 300) can be refined into an ultra concentrated gas that can be injected into a ship's reactor to provide energy recharge buffs, injected into engines for faster warp/thrust, injected into weapons to provide a slightly faster fire rate, or injected into shields for a faster recharge rate?

    Each style of injection into a core system would require a different device, so there would be an engine injector, a shield injector, a reactor injector, and a reactor injector. Each injector would change in accordance with device norms, but starting at 4 for the Lv 4-5 device range. So, the device would run L1-4 gasses, then the L6 device would run L5-7 gasses, the L8 device would run L8-9 gasses.

    -For example, let's think about the reactor recharge gas injections. Gasses from L1-4 would provide the exact same buffs, such as +3 to reactor recharge, but the level determines the length of the buff applied. L1 would be 60 seconds, L2 would be 120, L3 would be 180, and L4 would be 240 seconds.

    -Gasses from L5-7 would provide a +5 reactor recharge buff, but the times wouldn't increase, so we're looking at L5's having 120 seconds, L6's having 180 seconds, and L7's having 240 seconds.

    -Gasses from the 8-9 range would have +8 reactor recharge per second, and L8's would go for 240 seconds, and L9's for 300 seconds.

    -Weapon speed injections could be 2% for L1-4, 3.5% for L5-7, and 5% for L8-9

    -Shield regen could be 5/sec for L1-4, 20/sec for L5-7, and 100/sec for L8-9

    -Engines could be 250w/25t for L1-4, 500w/50t for L5-6, and 750w/75t for L8-9

    The idea here is to provide a small edge for the people who know what they're doing, but still "cost" a player something to use. A device slot is taken, but a stack of 10 buffs can be left inside the device as some sort of ammo and the buff can be activated at will for a buff. The higher gasses obviously give better benefits, but cost significantly more than the lower end gasses, and are much less abundant. This way, the higher end gasses are kept more as a commodity rather than refining to sell. Granted, there are better devices out there at those levels that provide much greater benefits, but I'm sure something could be worked out to allow for such a thing if it were to be implemented.

    Obviously these numbers or device ideas could be tweaked, and most likely need to be tweaked, but it's just an idea I thought of. I'd have to sit down and really come up with some viable numbers and thoughts on how the system could be used but not abused, also taking into consideration inventory usage, etc. If this idea is possible, I can get on it right away.

    Devices could, in fact, benefit more if you have modified devices from my 'phases' plus the injector system (honestly, I think it's more balanced), we could ALSO use the existing devices (excluding the 'phases' because we would be forced to create new items from the 'phases') we have right now without creating new devices to perform one function. Essentially, if you have the gas, then you get the injector buff, if you don't, then it'll either do nothing (remember, equipped buff devices), or only buff you with it's base effects (activates, instants). Also for the injector system, I would put in the use of ammo components, then raw gas/refined gas (also from the 'phase' idea, due to accessibility) and draw straight from the vault, rather then using up cargo space for devices. I also think these ammo component stacks should be lessened to 40-120 component stacks, rather then 240.

    And now for another far out idea:

    As optional weapon buffing items, that makes a whole heck of a lot more sense.And versions of it could be applied with roughly equal effect to each of the three weapon categories.

    Beams could get gasses that improve their ability to focus the beam (range increase). Or gasses that amplify their intensity (dmg increase).

    Projectiles could get condensed gasses that act as coolants, meaning less cooldown time between shots (reload decrease). Or condensed gas lubricants that reduce the energy required (less energy per shot).

    Missiles could get compressed gasses that increase missile maneuverability (shot gets there faster, and has a small impact dmg bonus). Or liquified gasses that add explosive/chemical dmg to each missile, depending on the gas type.Using a buff item model like that also opens up the option to buff other equipment. Combustible gasses added to engines for temporary speed increases. Reactive gasses fed into reactors for increased regen, or even small instant energy gains. Same for shields. I don't think there should ever be gas buffs to reactor or shield capacity though, just regen and instant regen.

    You'd have to balance the system somehow though, or you'd end up with people using 5 gas buffs at once and tearing the universe apart solo. I would suggest a max of 1 gas buff at a time. Using a second gas buff item cancels the first one. Even the instant regen ones, if you use an instant regen item, it cancels whatever gas buff you were using. Also, the instant regen items would have to be pretty costly, and not all that powerful, or they'd get out of hand easily. Finally, make it so you can only use gas buff items that are EQUAL tech level to your relevant equipment.

    The other day I did a little bit of research into each ore level 6 and up and organized them into categories based on their applications, to determine which ore is typically only useful in its refined form, and which ore has no or few practical uses and should merely be sold to a vendor. Those in the "junk" category are those which are only used in a small number of vendor-available parts, those used for components which are not in the loot tables, and those which literally are not used in anything. The ore not in either of these lists should be kept raw. Of the gasses, six from level 6-9 are in the "junk" category and four are in the "refine" category.

    Junk

    Anthenicite, Barite, Boragon, Charon Crystal, Charon's Dust, Conorite, Cupidite, Demeter's Tears, Dark Matter Enriched Chalcophanite, Dark Matter Imbued Apollonite, Dark Matter Imbued Kronosite, Etherion, Firerock, Galactic Rimstone, Helvatha, Icy Pearl, Inderite, Neutronium, Krypton, Mica, Minosium, Osirium, Oxium, Pyrrhotite, Star Ash, Stojsavline, Vaneon, Voidgem, Wexeon, Wormstone, Xenon

    Refine

    Abaddon Ashes, Abyssian Dust, Acheronite, Alunite, Ambrosia Crude, Asmodesium, Astralite, Balderium, Celestial Ore, Chalcophanite, Charybdis Voidstone, Diamond, Duplium, Emerald, Emperion, Erebusite, Hadecite, Hafnium, Idunium, Khnumium, Kronosite, Leonite, Meteoric Diamond, Mirandium, Modredium, Morganium, Niobium, Noxion, Pagion, Persephonite, Platinum, Prometheum, Rutha, Scyllan Diamond, Star Ore, Stygian Blacksand, Tantalum, Tiberium, Tincal, Troseki, Vanirum, Yunieon

    *This part is definately out there, Be Warned*

    v v v v v v v v v v v v v v v v v v

    Excellent, and Awesome, we can use the refinable ore and the junk ore with the used gasses/asteroids/radioactives/crystals to make the effects. Once we have those ores, it's off to craft the components, and then to craft it as optional (NOT REQUIRED) one-time, only-one-use buffs to beams/missiles/projectiles and shields/reactors/devs/engines. Basically, this would be in the Consumables Department, but we can aptly use the junk/refineable ores Kassina/Zeppelin mentioned, and thus we have CRAFTABLE Consumables (heh, something no other MMO could pull off (Don't spawn a discussion over it)). Now, the other thing is to determine which ores are volatile, add damage, accuracy, thrust, etc., and keep the balance intact. I'm not gonna lie though, the list is gonna be huge to define all the buffs, debuffs, and instants, as well as the crafting tree to get all the effects, and we, of course, can't forget the massive coding project to make sure everything runs smoothly.

    To return to the original topic of ammo-using beams, and improved upon ( and tell me if I'm going too far with a KoToR II setup here. :P ), we can use the many different Crystal Ores to focus the beams, and make them using Optical Components, Damage Type can be defined by Gas Ore crafted into Ammo Casing Components and Shielded Casing Components, etc. And thus, you will have a huge myriad of beam customization, but it should be limited by a safety precaution, otherwise there could be a risk of damaging the beam with too high of a level of a Component or Ore (say, by 1-4 levels, 1 being safest, 4 being the dangerous). Anyways, I have pretty much absolved of everything I had to say for today, but yes, I'm clearly a brainstormer here. :P

  6. At least I gave them an OPTION to use ammo in the phases, they can still use their basic beams like any other, but I'm giving customizability with my stratics here... I DON'T FEEL like the Jenqs should require ammo, but I also want to add to it rather than giving them an example of prison food of "here you go, this is what you get." I want to add possibilities, not restrictions. :D

    • Upvote 1
  7. Time to destroy this conversation with a Wall Post! C'mon! Bring you're imaginative genious to it's limits!

    Anyways, I would personally put in gasses to be implemented as new items and 'upgrades' to different 'phases' of Engines/Reactor/Beams.

    A. Let the Basic Beam not consume ammo, but have the upgraded beams require ammo to fire them so it's not so much a drag on the consumer market... we should also make ammo components and all-gas ammo components to beams (to make it somewhat a challenge, but not too much, say one in... 7 beams that require a specialized analyzeable component for an ammo). The Damage, and Range should increase (Damage should increase 10-100 points on each phase, Range should increase by 0.5k-2.0k), and the Energy Consumption, and Fire Rate should decrease (figurative of Energy Consumption, and Fire Rate: decreased by 10-50 units of energy, and 0.25-1.00 seconds). Should you run out of the required ammo component, then it'll revert to its Basic Beam.

    B. Again, let's not have a complete dependancy on ore for the Basic Engines, but instead upgrade them to better phases of themselves. Now the phases (and phases would have to be... well in terms of Latin... Delta, and Omega (come up with a third upgrade name to add to the engine, Alpha, Beta, and Gamma's been taken by the Progen)) would require a component that can be drained from the vault of a player, rather than the cargo hold (if such a thing can be feasible).

    The components will require all-gas and will only be ripped from looted engines from combat or ripped to lesser phases. There should be a minimum of at least 50-100,000 (level 1 to 9) credits for a phase upgrade (improve for balance) because the manufacturing terminal has to fuse in the refined gas (plus container component) with the engine. Should you run out of the required component, it will only drop to the Basic Engine's Warp Speed, Thrust, and Warp Drain, rather then HALVE it so it's lesser than the Basic Engines Warp Speed, Thrust, and Warp Drain.

    Now, for the gas drain on the more advanced engines, well that will have to depend on the Warp Drain and distance traveled (can't come up with an equation at this moment, will have to leave it to you guys to decide), and subtract that much from your vault, which shouldn't be too much, or too little (I can think of 10.0k-20.0k warp distance would subtract 1 unit of the Component).

    C. Reactors, again with engines, but this time recharge consumes the component rather than distance... to incorporate this into the game, I would allow the Reactor to be built with all-gas components (into container components). The reactor cap, and recharge on the phases will increase (Figuratively, Cap and Recharge: 50-2500.0 units of energy, and 25.0-150.0 recharge per second), now note, that I haven't included any active or equipped buffs... which will be explained in D..

    D. Onto Buffs (Activateable, Equippable, Instants, any and all of the buffs in-game).

    Equipped decrease buffs - will be lessened in the primary and secondary phases (by 10-30%), but in the tertiary it will be removed completely.

    Equipped good buffs - in Primary, Secondary, and Tertiary phases will be improved (by about 10-30%).

    Activateable decrease buffs - will be more lethal in primary, and secondary phases (by yet again, 10-30%), and by tertiary the main debuff will be improved (by 10-30%) and include a new debuff for your enemies to fear. :D

    Activateable good buffs - they'll be improved (by 10-30%, my favorite numbers for some reason) on the primary, and secondary phases, on tertiary the main buff will be improved (by 10-30%), and include a new, but weaker buff than the main.

    Instants - I don't exactly know if there ARE bad instants, but all of them (good or detrimental) will be improved on the primary/secondary phases (by 10-30%) and by tertiary will have a new instant or BOOST to the player/enemy, along with the main instant.

    Now then, sorry for this huuuuge wall o' text, but my main point is that it's a very interesting idea that I took some thought into and this is what I came out with, something the community WON'T HAVE TO use but will be there should they so choose to, and IT WILL BE useful.

    *Was going to post this earlier today, internet time ran out on me, all these... figures are just rough estimates that I came up with off the top of my head, you, Developers, should come out with a balanced solution to this, we have faith in you. :)

    - Foreststrike

  8. All-right... got me a log in, had to Register as such:

    Username = Forum Username

    soo, this in turn says:

    Username: same as Forum Username

    Password:

    Confirm Password:

    Forum Username: same as Username

    E-Mail:

    Brain power, what shall we do with it?

    Now to play with in-game logging-in, should be simple enough...

    EDIT: and thus it WAS simple enough.

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