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Very nice. I know you said the future PCC-style-tool-to-make-ships-etc would be dev only for a loong time, but is there any chance we could get the ability to make a certain widget, with specified name and weight? (it can sell for 0). This would be nice for RP events so we don't always need to ask devs for help.
A BioCom add-on? And three missions to go with it? Cool!
Somehow, I think, that particular corporation has become that much less useless. Now, we just have to wait for the toys from Aeolus and Inebus to roll off the assembly lines in turn. :^)
Somehow, I think, that particular corporation has become that much less useless. Now, we just have to wait for the toys from Aeolus and Inebus to roll off the assembly lines in turn. :^)
Smit: yeah, context-specific unique widgets will be coming. Having a random object with a special name is a lot simpler than having people actually creating weapons and ship variants and stuff.
Bring on Capture the Flag (widget) and other team sports :)
The teller Ulam mine needs to be buffed quite a bit with the face that there in only one per play AND it 1mill to reload One mine that does One quarter of the damage you can do with ONE swarm tube and the swarms dint require energy to fire and they kill your opponent withtout wiping you in the blast and making you twice as heavy as you already are
I have two suggestions
1: make it capable of holding Multiple mine (4) and make it 200K to reload with 500 energy to shoot each mine (damage stats and weaight should stay the same)
2: make it do 50K damage with 1000 meter splash with 500 M proximity 1million to reload and you get one mine
this would make it useful to block wormholes and other things and since the detonation is only at 500m you can still get 550 meters and snipe it down (when it gets shot it just poofs without doing damage )
right now it useless because its twice as heavy as same and its extremely expensive to use and barely does any damage
I have two suggestions
1: make it capable of holding Multiple mine (4) and make it 200K to reload with 500 energy to shoot each mine (damage stats and weaight should stay the same)
2: make it do 50K damage with 1000 meter splash with 500 M proximity 1million to reload and you get one mine
this would make it useful to block wormholes and other things and since the detonation is only at 500m you can still get 550 meters and snipe it down (when it gets shot it just poofs without doing damage )
right now it useless because its twice as heavy as same and its extremely expensive to use and barely does any damage
An enjoyable mission tree from Biocom...looking forward to more of these type of missions now the mission editor is being improved.
/me is depressed.
I failed the second Biocom mission 7 or so times (flaky internet that night) before finally completing it... and then failed the next mission and lost the Biocom addon for good. What the hell do I do?
Just a tip to anyone, don't use a hog on that 3rd mission... the addon is heavier than you think.
-Nautargos
I failed the second Biocom mission 7 or so times (flaky internet that night) before finally completing it... and then failed the next mission and lost the Biocom addon for good. What the hell do I do?
Just a tip to anyone, don't use a hog on that 3rd mission... the addon is heavier than you think.
-Nautargos
Lol, exactly the same thing happened to me Nautargos...
The hog seemed like the most reliable ship but was no good, now i cant do the third mission anymore.
Btw, PLZ devs, fix the Superlight mission tree. The second superlight mission isnt showing for me. My UIT standing is higher than hate, i fulfill all the requirements, yet it just doesnt show on the mission list.
The hog seemed like the most reliable ship but was no good, now i cant do the third mission anymore.
Btw, PLZ devs, fix the Superlight mission tree. The second superlight mission isnt showing for me. My UIT standing is higher than hate, i fulfill all the requirements, yet it just doesnt show on the mission list.
Yeah, I knew the BioCom failure results were a little harsh, but I didn't have a way of dealing with it without making the whole free-mine/launcher thing totally exploitable. I still need to improve that.
Shadoen: Hmm, I dunno man. The requirements are pretty specific "Minimum UIT Faction: Disliked". It's still on my list to make another mission option for completing that tree, though.
Shadoen: Hmm, I dunno man. The requirements are pretty specific "Minimum UIT Faction: Disliked". It's still on my list to make another mission option for completing that tree, though.
thats what i mean inc, I raised my UIT standing to dislike before starting the mission tree. I have all the requirements, yet it wont show.
Are you're looking specifically in Sedina?
have searched in odia and bractus too. Im not the only one having this problem, someone started a thread about it on the bugs forum.
Maybe for the BioCom mission (and similar missions with a failure penalty), the mission could reset after a month if you fail, and never reset if you run off with it.
And yes, I failed at it as well. The bots seemed to just fly around the mine, and they eventually caught me after the umpteenth attempt of trying to get them to fly past it again (wasn't sure whether I'd detonate it if I got close to it).
Are you supposed to abort it after failing? There didn't seem to be any other options, but aborting it seemed to upset them and made me think it had been the wrong choice.
Sam.
And yes, I failed at it as well. The bots seemed to just fly around the mine, and they eventually caught me after the umpteenth attempt of trying to get them to fly past it again (wasn't sure whether I'd detonate it if I got close to it).
Are you supposed to abort it after failing? There didn't seem to be any other options, but aborting it seemed to upset them and made me think it had been the wrong choice.
Sam.
Ok, the mission will now fail properly if you die. I also made it a little easier.
I'll look at creating a separate mission that allows you to re-take the R&D mission, but only once. I don't want to make the free gifts too exploitable.
I have no way of making a mission unavailable for a period of time (like a month) after failure, or I would do that. That's a good idea to consider for future PCC editor improvements, though.
I'll look at creating a separate mission that allows you to re-take the R&D mission, but only once. I don't want to make the free gifts too exploitable.
I have no way of making a mission unavailable for a period of time (like a month) after failure, or I would do that. That's a good idea to consider for future PCC editor improvements, though.
Okay, thanks Incarnate. I don't have a problem as such with failure having consequences, but this (AFAIK) is the only thing in VO that does - for everything else, regardless of failure and/or death, you just get a new ship and try again. So it seemed a bit strange and out of place.
Is this just the first of many missions to bring in consequences?
btw, it's only really exploitable if you can complete it multiple times. If you die with the mine in the designated sector, you haven't gained anything.
Sam.
Is this just the first of many missions to bring in consequences?
btw, it's only really exploitable if you can complete it multiple times. If you die with the mine in the designated sector, you haven't gained anything.
Sam.
Actually locking out a mission for a period of time after success would be an ideal mechanism if it could be incorporated in the mission editor at some point.
Making the launcher exorbitantly expensive would also probably work if one had total access to the item.
Or a very large shopping list for crafting it that required items from deep inside grey or nation space that made stockpiling the ingredients a little more difficult than it is for the Superlight.
Or a very large shopping list for crafting it that required items from deep inside grey or nation space that made stockpiling the ingredients a little more difficult than it is for the Superlight.
samuel: there's a number of ways to exploit a mission that gives you an item, at present, and I have no way of working around them. At some point, when I do, I won't have to be so fascist about mission failure.. for the moment it's a necessity to compensate for the inherent problems. Even if exploit methods are obscure, people always find them :).
In other news, we figured out why the Courier mission isn't permitting people of Dislike UIT faction. Expect a mission editor update in the near future, once I do some more testing.
In other news, we figured out why the Courier mission isn't permitting people of Dislike UIT faction. Expect a mission editor update in the near future, once I do some more testing.