Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation since 09/01/2021 in all areas

  1. It just feels like there should be more interactibles in open space, and I feel an easy one would be a few new NPC's/structures with various purposes. Some examples are below: 1: Traveling Salesman The traveling salesman warps in randomly to any sector (including pirate sectors) and sells random items and equipment. When you approach the salesman, an interaction dialogue will appear, showing the item that they are currently offering, along with the price. The price will typically be some amount of credits, but for rarer items they may include an additional fee of iridium. Items are typically modules or weapons that you would normally find in that sector, but rare seed chips and exclusive modules/weapons may also be offered. The item offered will change every few minutes, or instantly after an item is purchased. 2: Medic The medic will warp in to sectors randomly just like the traveling salesman. The medic will be a very simple NPC that will offer to repair your ship for an amount of credits that scales with the amount of healing that you require. For example, 3 credits for every point of hull/shield repair needed. For destroyers, destroyed modules can also be repaired for a flat amount of credits for each. Healing is only offered once every 60 seconds. If you interact with the medic while fully healed, they will also remove any negative effects and give you a brief immunity to them. 3: Mercenary The mercenary will spawn in to sectors randomly like the above NPC's, but more frequently in dangerous sectors like pirate and alien sectors. The Mercenary will offer to fight alongside you for a predetermined amount of time, for a set amount of credits. If you accept their offer by interacting, they will be allied to you (green) and any buffs may be shared between you and them. (This will also prevent accidentally damaging them.) While in your squad, the mercenary's damage will act as if it came from your ship, letting you benefit from synergy and enemy drops. After the set time is over, the Mercenary will simply leave the squad and return to their solo fighter AI. 4: Damaged Ship This NPC can randomly warp in to any sector, and begins broadcasting a distress signal shortly after. (Ping that gets louder as you get closer to them.) When approaching the stationary flaming ship, it will show the option to heal them (if healing modules/weapons are equipped.) If you interact with them, your healing module goes on cooldown (or weapon overheats) and they reward you with a random item and fly away with random AI. 5: Trap Ship This wreckage will warp in and function identically to the Damaged Ship, but are very rare. If you heal this ship, it will immediately call for pirate reinforcements and start attacking you. Destroying this ship yields very good rewards/chips. 6: Anchor Station These small stations are sometimes constructed in sectors, and can be landed on. Once landed, you can be given various effects/healing, and after a certain amount of time landed, they can become allied to you and function as a respawn point until destroyed. They often have a few small turrets on them as well. 7: Food Van Already exists in game, but when you get close they should stop and offer you some pizza for a small amount of credits. (No bonus from buying pizza. Pizza is just yummy.) 8: Rogue Pilot This enemy NPC would spawn very rarely in sectors and be very strong. Almost like a lesser variant of the pirate destroyers. Destroying this ship should yield good drops. 9: Protected Container This armored cargo compartment seems to have been jettisoned from a carrier in mid-warp. You'll need to destroy the armored shell before you can see what's inside! (Usually good loot or lots of credits etc. Sometimes it's a bomb though.) 10: Docking Collar These structures are built on to stations in space. Docking is only allowed if you are favored by the faction that owns the station, and yields healing and buffs that you can take with you like the Emperor landing pads. Destroyers may also land on stations, but only if a special destroyer pad is constructed. 11: Alien Invasion Forces (Free Hunter) This Crystallid will randomly spawn in any sector, and act as a mini-boss like the pirate destroyers. It can call in alien reinforcements and open alien portals nearby that spawn enemies. Great loot when killed. 12: Free Space (suggest more in the comments!)
    6 points
  2. As new ships keep getting added, it would be great to be able to expand storage space beyond the current limit of 2500, specially for people who prefer having multiple modules of the same type instead of having to constantly swap them between ships i think, so more storage space would be nice, probably 1000 or 2500 more spaces or something.
    4 points
  3. Pilots! We continue to share the latest changes that will appear on the game servers in the upcoming updates. Among them are new modes, events, and of course, ships! Today we will tell you about the new Jericho frigate - Protazan! Protazan is the newest ship of the Liu and Mendes families, created as a response to the strengthening of the New Empire and the Federation fleets. The excellent combination of weapons and defense systems makes this ship one of the best in the long-range frigates class. The work on the project began in 4619 almost immediately after the first Relic prototypes were created. The new frigate was supposed to be a support ship for the new destroyer, but later its role was greatly expanded. In the first months, the work on the project went slowly. The lack of experience in the field of long-range ships was a factor. The engineers decided to invite the Liu Family to join the work on Protazan. With Liu’s arrival, the scientists received a huge amount of technical documentation on both the old frigates and new developments of individual nodes. The merging of the knowledge and production capacities of the two Families gave the project a new life. The frigate’s arsenal has been replenished with new torpedoes and weapons, which make Protazan capable of destroying any target. During the tests, a squad of several ships completely destroyed the defensive fleet of one of the cyber bases. Soon after, the shipyards received blueprints for Protazan’s mass production. Currently, Mendes’ trusted mercenaries can get a special version of the ship for testing. Family engineers carefully collect data from every battle, even the most insignificant one, and analyze it. The UMC is an indisputable assistant in this business. Of course, like all ships of the highest ranks, this one has a number of distinctive features. For example, an enhanced guided torpedo has not only increased damage compared to the ship’s predecessors, but also an enhanced acceleration system. This will significantly increase the torpedo’s speed to the detriment of control. By combining “normal” and accelerated modes, Protazan turns into a real “hunter”. The ship’s unique weapon has the already familiar mechanics of projectile charging, but the weapon system is adjusted absolutely differently. For example, the uncharged projectiles are slower and can explode close to the target, with minor damage but a decent rate of fire. Charged ones reduce the rate of fire, but significantly increase the speed of the projectile, its damage, and, when hit, reduce the enemy’s damage resistance. Protazan’s active module allows you to redirect the ship’s energy to reinforce weapons, significantly increasing the firing range. This bonus to distant fire is only possible if there is a constant flow of energy to the weapon systems, which are borrowed from the defense systems - when the module is active, the shield resistance will be reduced. The ship will be obtainable during a special event, the details of which will be published later, or it can be purchased in DLC. At the end of the event, the parts of the ship can be purchased in the trade.
    4 points
  4. Open space cargo ships have been an enigma for me for quite some time. Armed guards through the most docile of sectors. Slow and heavy. Often highly valued by stations and mission-givers. However they yield exactly no cargo when killed, and are fantastically easy to kill at that. Due to the increasingly hostile nature of sectors in open space (with pirates and aliens and stuff) I suggest that the main factions take a new approach to hauling cargo to ensure it makes it to the destination, each with a unique hauler design and benefits. Every cargo ship should have turrets on it, and an AI controlled module placement, and have MUCH stronger armor. (Referred to as the armored plates in the below descriptions, where damage is dealt directly to the transport instead of the cargo pods.) For player pilots, dealing damage to the hull can be forgiven up to 10,000pts, but any damage in excess of 3,000pts to the cargo modules will make an enemy of the hauler. (Just to allow you to fight around them without worrying too much.) Destroying any cargo module will reduce your rep with that faction a little bit and have the hauler call in reinforcements that are aggro'd to you, potentially calling more reinforcements with each destroyed module. Cargo modules typically yield a good amount of credits, modules, weapons, or seed chips, but can also carry stacks (10-50) of resource materials. Only secondary engines can be destroyed, which reduces the speed by 25% each. Anky's engines cannot be destroyed, but can ignite, reducing hauler speed by 30%. Turrets cannot be destroyed, but destroying the command module will temporarily reduce their output significantly. Completely destroying the hauler will result in a severe reputation drop for that faction, but often yields a very nice amount of resources/items. Cargo modules on the haulers also need to be revisited: "The cargo modules on each freighter detach separately now, so if one of them is destroyed or the ship finds itself in dire straits, the ship can drop off a crate and fly on to deliver the remainder of its cargo while the pirates scoop up the scraps. Not the most profitable concept, but it makes loading/unloading easy and ensures the safety of the crew." ***Lazy Example Art Color Key*** Green = Hull Yellow = Impervious Plating (Voids all damage) Gray = Cargo Modules Red = Turrets Blue = Router/Command Module Orange = Engines Imperial Transport: Titan Cargo Spaces: 6 Advanced Armor: Flanks Turrets: 4 Engines: 3 *Special: Weapon projectiles explode on impact and have all parameters increased by 200%. Command module is highly resistant to damage. Hull: 200,000pts Speed: 100m/s Cargo Durability: 20,000pts Identical to the current transport, but with highly upgraded armor plating on the sides and increased cargo capacity. The 4 ends of the ship now have advanced kinetic auto turrets on them that will track and destroy nearby enemies. One large module placement on the top to generate weak shields, *increase turret damage greatly, or increase flight speed. Federal Transport: Ankylosaurus Cargo Spaces: 4 Advanced Armor: Top Turrets: 4 Engines: 4 (Clustered/Diamond) *Special: Massive speed boost that also increases damage resistance. Passively launches defensive drones every 30 seconds for a max of 4. Hull: 100,000pts Speed: 150m/s Cargo Durability: 10,000pts Designed with efficiency and cargo safety in mind, the federal transport only has 4 cargo modules, but they have nearly impenetrable armor covering the top and a drone bay that keeps automated security forces nearby at all times. 4 powerful EM autoturret placements. One on the top, two on the sides, and a module placement under the engines that can generate shields, increase turret damage, or *increase flight speed greatly. Jericho Transport: Javelin Cargo Spaces: 5 Advanced Armor: Top and Hull Turrets: 4 Engines: 3 *Special: Module Shield is focused in two halves along the sides, shielding also regenerates base shield by 1,500pts/s Hull: 100,000pts Shield: 150,000pts Speed: 100m/s Cargo Durability: 10,000pts Designed for durability and sustainability in a fight, the Jericho transport sports 4 overcharged thermal auto cannons and an advanced shield generator, making it the only transport with a shield. Though with the requirement of a larger shield generator, the Jericho transport only holds 4 cargo spaces. The cargo modules are protected on the top and bottom by thick plates of ultralight alloy. The rear module placement can *generate an incredibly sturdy barrier around the ship, increase turret damage, or increase the speed of the hauler. Ellydium Transport: Gol'Raz Cargo Spaces: 5 Advanced Armor: None Turrets: 4 Engines: 3 *Special: Two docking platforms which boost ally damage by 50% and resistance by 75pts. Passive hull regeneration of 1,500pts/s Hull: 150,000pts Speed: 150m/s Cargo Durability: 15,000pts The Ellydium hauler is unique in that it has the ability to repair itself, and build new equipment on the fly. Due to this, however, it has somewhat thinner armor plating around the cargo modules. It makes up for the lack of armor by almost fully encasing cargo pods, *fitting two landing pads on top of the ship, and 4 automatic turret placements that slowly become more powerful the more they fire. (Evolving turrets like wazgot station, change damage types etc) The module placement can massively increase hull regeneration while projecting a temporary barrier, make the weapon's projectiles homing, or open rift gates in front of the ship that moves it 3.5km closer to its destination with a cooldown. (Imagine it's kinda rounder and crystally I guess)
    3 points
  5. This ^ So good The storage space has been this low for many years, and since then we have seen over 30 ships get added to the game. This is not an exhaustive list The limit is quite constricting. Say, just as example, each ship takes up 14 pieces of equipment. that's over 400 slots extra we need right there to even use the ships that were recently added to the game. The fleet revamp also proves it necessary to obtain more slots, as a lot of modules and weapons were introduced there. I personally think having an arbitrary cap is silly -but more importantly- that modules installed on ships, including seed chips, should never count towards capacity as that would imply that an influx of ships would not stress the inventory capacity.
    3 points
  6. Can we have the self destruct option in open space? Sometimes it happens that you need to return to hangar quickly, but someone cancels your jump by firing at you (be it on purpose or by accident), which can be extremely annoying in some cases. Suggestion 2: Give us the ability to cancel jumps to other sectors. Just like with the return to hangar and safe logout options, where we can cancel at will by pressing Esc. An example of how this would help: Today as i was jumping from Felony Border to another sector a pirate destroyer spawned, I couldn't cancel the jump, and when I came back the destroyer was no longer there.
    1 point
  7. Seriously? The first thing you came up with is guard? The most useless class... But ok nvm if you want to kill some zetas just take wolfhound or tharga what's even better, take singularity cannon and to not make it too easy for you you have to guess the build, but don't worry it's not that hard you only need to think what do you need.
    1 point
  8. If bots are to stay, they REALLY should have a delayed reaction time. Having every bot turret aimed at you the moment you open fire is not ok. And the bot dance really needs to be changed. Makes anything that isn't lasers or homing pretty much useless beyond 4-5km. Ellydium bots also need the boot for good.
    1 point
  9. It's that time again, but this time hopefully we can do it right. PvP has always been in a kind of awkward place in this game, being swayed so easily by the smallest of changes or new things. However, one constant is how god-awful bots are, and how everyone (with scarce exceptions) wants them removed for good. Intro aside, check out the poll above and cast your vote. We need bots removed from PvP so that we can make it PvP again, not "who has the better bots" roulette.
    1 point
  10. I think we need bots, but the bots need some tweaks. They are often more aggressive on one side and lazy on the other. They never miss, so the aim needs a random wobble. The can aim behind them which is nearly impossible for most humans. That needs to be narrowed down to what most pilots can aim. Other than destro I can't do that effectively. In sec con its usually more bots on one side than an other and again sometimes they are op asf and other useless. The reason i say we need them is the game is spread out. It would take 10 times longer to get a match if we remove them. The better approach is to adjust them so they are more reliable and not affect the outcome as much. Making it hard to figure out which ones are bots is kind of shady but I get the psych aspect of why that's being done.
    1 point
  11. I would give you 100 likes if I can. PvP bots are really annoying and useless at the same time
    1 point
  12. As long as you can make a cyning you dont need anything else.
    1 point
  13. It's high time we had this discussion. I know many of you will balk at it, but due to the meta that surrounds Ellydium ships in PvP, there are presented two options. (Well three, but the third is what we have now) 1: Cripple the Ellydium ships and modules such that they match standard ships. This would include reducing regenerative capacity, health, damage, module recharge, module strength, and most of all restricting the crystalline suppressor to healing (with only minor damage capability). Most people would really hate to see such glorious ships go to waste like this, so I personally don't think this is a good way to handle the situation. 2: Restrict Ellydium ships to PvE modes like Coop, OS, and Missions. With this change, we could honestly buff the Ellydium ships back to their former glory (when they launched) and give them back all their power, as they would still be used, and extremely useful, just not against players (except for OS). This way players would still be able to have fun with the ships, but balance would return to PvP modes (for the most part,) making it a more desirable game mode overall. This is the route I recommend as it would not devalue Ellydium ships, but simply make them more specialized and fun in other modes. If you think of a better way to handle Ellydium in PvP, feel free to add it in the comments. No Ellydium simps allowed. (Jk, y'all go ham.)
    1 point
  14. The Empire was the first to begin invading pirate territory at Dreamland. And it was determined to be a trap iirc. I think the pirate's hold on those sectors is a little more than some miscellaneous fringe forces from the factions can handle.
    1 point
  15. Hey there. Day one of the event was extremely misleading - between the poor translation (PvAi or PvP in a squad = team battles?) and the false sense of security from the maniac medal mission; it really didn't give a good sense of how bad this event is going to be. If you did all possible missions on Day 1 you'd be on 257 chips. From Day 2 onwards you are looking at a grand total of 57 chips per day. That's pretty f*cking pathetic when you need 2000 for the cabin container. It's a minimum of 32 days to get the 2,000 required xenochips for the ship cabin. So I hope you didn't want anything else from the store.
    1 point
  16. First things first, I counted the current ships in R16-R17. R16 Interceptors: 1 Fighters: 5 (including Tornado) Frigates: 4 Destroyers: 0 R17 Interceptors: 3 Fighters: 0 Frigates: 5 Destroyers: 2 Total+Planned: Interceptors: 4 Fighters: 5 Frigates: 9+1 Destroyers: 2+1 So what's the point calculating ship numbers? I will go straight: Please balance the number of role in R16-17. Yes, I know Devs are working hard to make new ships, balance the meta, etc. However, this does not excuse the "current biased tech tree". While frigates already have 9 and 1 planned, fighters only have 5, and interceptors only 4 in total, meaning Frigates > Fighters + Interceptors in near future. Also, I'm really surprised that there is no single fighter in R17 since R16-17 was introduced, and haven't heard about the plan in near future. Ok, calm down. There are plenty ships in tech tree ~R15, and why are you insisting to balance the numbers in R16-17? Seed-chips. Imagine you are a fighter player and get a decent R17 seed chip perfect for fighter. But then you realize you have to use it in other ship, since there is no single R17 fighter in current tech tree. You know seed chips are very important for PvE players in OS, Spec ops, PvE missions, and farming seed chips is very hard. Some seed chips are decent for specific role, but they are in storage. Why? Because there is no R17 or R16 ship for specific role. (Some are missing in both ranks, examples: Empire fighter, Empire Recon, Jericho Covert Ops) Ending..... I don't want tech tree like 5:5:5 or something, since it is really hard to do it. However, tech tree should not miss a specific role in R16-17. That is my thought about tech tree.
    1 point
  17. There will be ships for each role however devs seem to be playing the whats popular these days card when it comes to release schedule imo.
    1 point
  18. 1 point
  19. Free hunter is a pair of words that exist. Yeah, ill support this one. Sounds like a lot of fun interaction. Perhaps if you buy pizza you get shot with the pizza missile, but the missile is allied to you and so you don't take damage but rather pick up the overdrive and healing buff lol Maybe an option to deliver your goods to a cargo ship at a small storage rental fee and if it makes it out of the sector safely then they are deposited to your hangar? and if it doesnt then they fly everywhere? XD
    1 point
  20. 3,4,5 sounds interesting to me. I hope Devs consider making NPC-player interaction like 3,4,5. For 12, I like to see more random field boss like Elite Sniper, but stronger one.
    1 point
  21. Talking of plasmatron, do yall want to see dem old memes
    1 point
  22. You should try Patriarch or Object NY18 with proximity mortar! The Patriarch is specially strong on small maps with "Gun Adapter" and "Confrontation Program" on CPU and "Conformist Booster" on shield slots. And don't forget the Energy Converter module lol
    1 point
  23. Answer - probably a strafe Panther w/ assault rails. Just use iridium heatsink, vanadium shells and 11b implant for actually good fire rate. You just need to control heating/spread for them to do work. Bruh - that's just called developing bad habits.
    1 point
×
×
  • Create New...