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nimr0dbbow

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Everything posted by nimr0dbbow

  1. Whatever it is hasn't been changed for a bit but you should be pleasantly suprised (or not if the ammunition is not in the game, lol) I'll not be replying to this post unless the mission changes. Enjoy.
  2. Sorry Starfox if this is what you think. If you want to ask why factions were put in that way, I'll point you towards someone who has recently left. Renegade Progen originally did not have any faction other than normal mob facton, although over time the suggestions came to do it, and then the Dog Soldiers etc were written in with them. I don't do politics, I keep to doing content, so I'm not going to stir anything up here. The reply was that if you obtained positive faction with them, then just like the Red Dragons, they would leave you alone. In upgrading the ore fields in Endriago from Level 4 to Level 6 and upgrading Lagarto in quantity, these have arrived. I'm sure the story will be well known from a close colleague who has left, as over the last year we bounced ideas off eachother. Their aggro is likely to be downgraded if they have faction, which means they probably won't attack you so much if you go mining in the area that they are in (unless your Terran or Jenquai). The problem is if they have just mob faction then they'll be mediocrely nasty. I hope that has explained the situation better. If not and if you want to have a constructive coversation, I'm on TS now for a bit.
  3. Well thats potentially true because missions in moto havnt been updated for some time
  4. And what happens when Grissom Space Patrol get their SD skill back in the game? SD is very fine skill to balance right. If it was extremely effective, AOE, then prehaps Terran scouts could obtain a 'initiate skill' skill, that when targetted on <target player / mob>, one of their skills is immediately activated. For the majority of players, this would not be a problem. If SD was very effective as above, then PW may start to hate TS (especially in arenas). Initiate Skill would have no effect if Skill level was at level 3 or lower.
  5. Eh (aka Seeker) Sorry no, you know the bonus for the Manes Mission HU 100 bonus, well there is a tie in with that NPC there for extra bonuses not relating to building. The medal does say it 'unlocks doors'. It should be retained for missions other than just the blueprint! This of course is only open to Progen who have done the HU bonus missions and who are fighting for the Progen Combine. Its an extra flavour reward, on the 'kill the CL 66 mane, progen hull bonus mission' Other than that the only moto mission in place for all those there is the one you have done. Moto is incomplete, its just a skelaton system - only with mobs to kill in really at the moment. It does provide a really easy means of doing HU 75 for the Progen though. Moto Missions should be treated as 'very basic and only one per station' for the general playerbase. Moto itself is currently a load of mobs for combat purposes. Moto is not currently a Prime objective for myself - restructuring missions is, so the missions will have a 'basic / nerfed reward mission - for skill obtain only' and a 'advanced bonus mission requiring the initial skill mission - with the advanced rewards' So players who just want to obtain a skill will do that, very easily. Just don't expect a great reward for not doing very much!
  6. Ah those trade goods are not the new ones ;/ I'll see whats up with those, they were put in ages ago.
  7. Yes I suppose it is, but then again you get RD faction to get into the RD system; what may you need Renegade Progen faction for in future? It is a main faction, like RD, like Chavez, like anyone else. If you treat it like a 'safe to kill faction' then you may regret it in future.
  8. If you get Renegade Progen Faction then you can mine their roid fields fine..
  9. Stopping content is absolutely pointless because it won't be any faster! Content Developers (CD) add content (mobs, missions, etc). Some may code but I don't so you'd still get any ingame effects / skills / etc as before. So, i'll decline that ST5 and continue to add (and alter) Progen content as that is what I do. Developers are involved in areas; the server code devs have their own list of priorites that may not be the people's here.
  10. Warrior Class is currently getting weapon blueprint Sentinel and Privateer is currently getting shield blueprint - Hey you never know, these may change over time to a level 9 beam... (yes if you want to build it only our racial enemies could equip it!). - Builds are subject to change - This missions is telepathically speaking to me "change me when you can script missions" and I agree.
  11. Thing is with new skills the code is so compact that you would also have to sacrifice another Progen Warrior skill in order to implement it (or so i'm told). SD: Incapacitates Ship, Causes damage AOE. But could it be: Gravatic Signature: Focusing the reactor energy of your vessel, you incapacitate your ship to send a gravatic shear that increases the signature of your target. If successful the target signature is raised for 60 seconds and you are incapacitated for 60 seconds. If insuccesful you are incapacitated. L1: +500 Signature to < Enemy Mob > L2: +1000 Signature to < Enemy Mob > L3: +2000 Signature to < Enemy Mob > L4: +500 Signature to < Target Player > or + 4000 Signature to < Enemy Mob > L5: +1000 Signature to < Target Player > or + 8000 Signature to < Enemy Mob > - Used to keep track of enemies, mobs or other players - For duration of debuff you cannot move or be targetted, your shields are at 0 and so is your reactor. - Talk about a 'fun skill'. Come here, low signature players and try and pop that rock again..
  12. Because ammnuition could be easily resupplied in space by an alt, and then it'd have to be coded that only a certain amount / stack of a certain level would work (because level 1 wouldn't give enough damage). Easier to specify 1 good that works. Thinking how to do it with what is there at the moment. Again, its only an opinion in the matter. SD was a joke skill. At least PowerDown for the Sentinel was useful, once activated NO MOB could SEE you and you could go AFK for ages. Its just an opinion, although when I can start to create missions based on skill level I will put in a tree that requires maximum skill in these under-used skills.
  13. Hey, i've got no say in how this skill is developed. I just think that if it does no damage its just an empty skill! I didn't mean to say loosing shields but suggested certain trade goods may amplify the effect. Look at the Trade good Explosives. Now if you chose to carry units of those in the cargo, these are taking up valuable cargo slots instead of ammunition, but if Explosives could amplify the SD when you activated it, loosing all the Explosives in the cargo while doing it (ensuring that a second SD with no explosives would be much worse, and requiring PW to head and grab more explosives if they wanted to have a decent explosion) then that would be quite effective. By 'loosing everything' I meant you could loose all your cargo. However, that woudn't in hindsight be that popular. Now, if you purposely carried Trade goods explosives in order to augament the firs SD you did, that could be effective, as they would otherwise be wasting valuable cargo space. Then you could have the skill being applied as a multiplier of the number of explosives you have in the hold, something like (1+ explosives ##) * Skill. So you'd always do base skill damage when you had got rid of all the explosives in your initial blast. What would temper this skill then, and it woudn't matter if people got incapacitated and remained at the place, is in order to do something that explosive again, the PW would have to head off and go and buy explosives. This is what will make the skill less used, the resupply of explosives and the restricted space in the cargo hold from carrying these explosives. This should be a ideal compromise, if you want a big explosion your gonna have to forfit cargo space to explosives rigged to help you self destruct, otherwise it will probably only make them madder! ## Explosives wouldn't contribute 1 / unit of explosives because thats just too stupid. 0.15 / unit may be more reasomble (0.25?? too much)? [00:53 AM very tired]
  14. I've already voiced many of these comments over the past year. The problem with SD is in live it was more like Damp Squib. But you didn't die also. The problem here will be, to make it more powerful without it being spammed. It is with this in mind that my suggestion is you loose everything in your cargo hold as SD should be a point of last resort. When you die, the XP debt is compared to the CL of the mobs in the area. If you SD vs more powerful enemies, then you went out like a true warrior (grunt) and should be commended. No XP debt. If the mobs were inferior (Jenquai?) then you get XP debt for each CL inferior to you. The suggestion I have is that the AOE damage also disingages all target locks to anyone within the area, and interrupts any skill use currently being activates, friend or foe. This coupled with absolute damage would make SD a 'first strike' option, but with great loss to the cargo contents. Again, this skill either could be repeatidly done with little damage (live) or use as point of last reward to assist your team retreating / first strike option to disable skills. I know what one my warrior 'Growlz' would like. She's already staking up trade good explosives in her hold!
  15. Stil think 1000 cost credits per character typed above 5 characters (would allow WTT for free) may be a way to work the market channel! No? Ok bad idea, I'll drop it.
  16. Because I'm already working on the alternative method above, and it not needed now. The sameple was just for reward purposes and the Racial Build for Progen is Shields.
  17. Confirmed, Although with Seeker it doesn't seem just a gate - I tried to DEV wormhole him into Altair and that crashed him out.
  18. Yes. I can do Progen Sectors, missions, mobs(stats/drops - primarily only for Progen sectors!), spawns, ore fields, ore spawned, trade routes, nav points, decorations, venders, vender equipment, NPC talk trees etc. However, any content I plan to put in may need to be negociated or informed to other developers. Progen space borders onto other team space, and then I'll have to ask permission to use their NPCs etc. I keep the lead developer for the Progen informed as to any potential changes. For items, for example, we have an item team who are the only ones allowed to edit/implement items. We can provide them the details, but they harmonise the items to make sure an item is not too overpowered and set the base cost price for the item or if manufactured what components make it / what ores and calculate cost that way. It is a collective endevor, so I informed the item developer about the spelling error and he has changed it. Mission typos I can change but only if they are Progen (as it is impolite to change other team's missions!). I have no access to coding skills, audio or buffs but probably woudn't want to!
  19. Renegade Progen have faction and there are different rules here, they are fanatics. These dissidents of the Progen Republic are uniting the Rogue Progen and Renagade Progen into a formidable force, sharing a common goal, to change "the ways" of the Republic. So they still are hostile towards traditional enemies of the Progen Republic and the Leadership of the Progen Republic! [05/03/2010 - Additional, Developer Server amended, next content push. Rogue Progen of CL 10+ given Renegade Progen faction. All Rogue Progen below this CL remain as having normal mob faction (as they had before)]
  20. Info Update for L100 Bonus Mission(s) Tree Bonus #1: Capture the Cargo: [Version 3.3.-] Requirements: To have completed the Progen Hull Upgrade Mission Level 100 Bonus #2: Salvage the [Vessel]: [Version 4.0.PS] [Version 4.0.W] 01/02/2010 Obtain an entry in your build list for the item. Split off the (W)arrior from (S)entinel and (P)rivateer. Warrior reward differs. Requirements: To complete Bonus #1 to very end and obtain item. To be CL 50. Bonus #2: Salvage the [Vessel]: [Version 4.2.PS] [Version 4.2.W] 02/02/2010 Requirements: No change. Reward altered for (W) due to update. Bonus #2: Salvage the [Vessel]: [Version 4.3.PS] [Version 4.3.W] 04/02/2010 Requirements: Additional: To be TL 45+. Rewards remain as for Version 4.2. Bonus #1: Capture the Cargo: [Version 4.0.-] 08/02/2010 Requirements: Additional: To be CL 43+ in order to have a chance against the mobs. ==========================[Changes underway]===================================== Consider: Having the manes spawn on you like job terminals at the location, this means these manes wouldn't be there as enemies naturally, and give more relief to miners. TBC Consider: If the ammo is needed to have a high level mission to cover this for Privateer and Warriors. Pre-requirements will be build weapons (max). TBC. ==========================[in progress]========================================== Ammunition sample for weapon. Requirement: Completed Progen Hull Upgrade Missions: 50, 75, 100, 135. 20,000,000 credits "You will be asked as a temporary fix to transfer this rather interesting ammunition sample to XXXXXX on YYYYYY. However, firstly you will have to demostrate you have the aptitude and knowledge to handle such weaponry by analyzing a range of ammunition of level 9, before handling over the insurance premium and obtaining the ammunition sample for delivery". Of course most Progen here will probably just rob the sample, in which case you will have lost 20,000,000 credits. This mission is designed to be a temporary fix to the ammunition not being in game, and is in design. Oh, and yes, if you have failed to do all four of the 'optional' hull upgrade missions you will not be able to do this mission. Remember, hull upgrade missions unlock content and sometimes this may require 2 missions, 3 missions or all of them! There may have to be a further Temporary mission for a component part. This mission is likely to require completion of the above mission, and further costly credits. Now, there is a reason to do the level 50, 75 and 135 hull upgrade missions!! [in design] [These missions are very much likely to change in future. They also have yet to be designed in content. Hang fire.] =================[combat Calculations: Based on Hull Level 30 mission==== Hull level 30 Mission: Had to Kill CL 16 Captain. So, Calculation for Mob to kill is: (Overall 30/3) + 6 = 10 + 6 = CL 16 Hull level 100 Mission: Had to Kill CL 39 So, Calculation for Mob to kill is: (Overall 100/3) + 6 = 33.(3) + 6 = CL 39 This means scaled up at level 100 at average CL you should be average of CL 33. If you have taken explore tours to this point, then tough. Should have advanced your CL too. The same calculation will be used for any of the other hull upgrades.
  21. Ok, I'll ask a item developer to do this change. At least it'll give you some indecation on when a content push has happened from Developer server. Any items created are done by themselves - we can't, we can suggest but they have the end say.
  22. Tell you what Kyp, I could do you a multi stage mission to be done temporarily that will out-eclipse the Progen Level 30 hull upgrade in travel time and time taken to complete. Any takers?
  23. Wierd Science [Version 1.0.S] is in the game, you need to have overall level 135 to attempt it. Its a good skeleton for the mission, but its not quite there - you can do it and unlock the skill (that doesn't exist yet in the game) though!
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