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17
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Feedback Terminal / Suggestions / Re: MAU
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on: June 01, 2014, 01:03:59 AM
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Perhaps we could go half way and make a PVP mode where people can "play for keeps" but by default player's aren't in this mode.
We could even do gladiatorial matches in earth orbit; give the newbies a show lol
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18
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Caffe / Whatever / Re: Where are you from?
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on: May 30, 2014, 08:38:50 PM
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Yeah, not exactly holding my breath I remember hearing one of the commentators or a journalist "Remember playing in the backyard where teams would take turns picking players?" "yes..." "Well, Queensland got the first 13 picks" That really sums it up, and the injuries don't help But, we can only hope
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21
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Caffe / Whatever / Re: Where are you from?
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on: May 27, 2014, 10:51:13 PM
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I'm down in Sydney. Not that I feel particularly confident admitting to being a new south welshman on the eve of an origin match...
How about you and Jake?
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23
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Feedback Terminal / Suggestions / Re: Player Driven Economy
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on: May 21, 2014, 06:21:18 PM
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Dadds:
You might not need to buy modules generally, but a system like this could still be of use. 1. If you're looking to get some crematoriums or emergency override modules for reverse engineering, this could be a good way to find them 2. If you've got some modules that are just taking up space, you can now sell them off, for a profit 3. It would be possible for you, if demand was high, to make significant profit from running a manufacturing ship that makes use of your high science.
Just saying a system like this would be in everyone's interest, not to mention it would help keep people interested in playing in general
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27
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Feedback Terminal / Suggestions / Re: Player Driven Economy
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on: May 19, 2014, 03:26:27 AM
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I also wouldn't mind being able to privately negotiate sales with other players in game. Maybe not set up a station which is a target, not until I had enough power to defend it, but just put up a message here saying, I've got X module I want to get rid of for Y dollars, send me a pm if you're interested.
It might not be a big problem for you raph, but I'm sure a lot of smaller pirates would think twice about knocking off a station if they knew there was no where to fence the loot. Maybe then some pirates would set up their own stations and sell only to their friends.
Either way, it gives a lot of depth and breadth to the game; which can't be bad.
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28
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Feedback Terminal / Suggestions / Re: Player Driven Economy
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on: May 18, 2014, 11:53:28 PM
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I agree with rostin and Jamjul Plus, keep in mind that pirates will quickly lose their welcome if they keep knocking everyone's stations down. if I rely on dropping goods at a certain station and it's not there, I'll be pretty pissed off at the pirate who took it down lol
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29
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Feedback Terminal / Suggestions / deposits
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on: May 17, 2014, 11:57:16 PM
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It seems like mining hasn't really been benefited from the new missions, so I was thinking about a bit of a change that could be implemented
It seems to me to be logical that certain planets would have higher concentrations of specific elements, no matter how many deposits they are split into.
It might be worth running missions, if it could be used to identify planets that would be likely to have permanently higher concentrations than usual, of valuable elements.
I'm imagining that the prospectors have got wind of a planet that has really high concentrations of diamond, or moissanite for example. they tell you that miners will consistently identify new deposits of this mineral, and they find a big deposit when you land. This way, you know what you're going in for, and you know that it will be worth colonising, since new high value minerals will continue to develop.
What does everyone think?
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