Forums » Suggestions

Big things to build

May 13, 2015 Xtopher4 link
A couple of years ago I built a dent and really enjoyed the chanllange of building and all the help I got from many new friends. And the excitment of transporting stuff with pirates after you! There has always been talk of another dent model including pictures a year ago. I so would like to have another challenging big project to build, like the other dent or a station or ??

I also know that many guilds would love to have stations to build, which is something that has been talked about in the past

I know that the coding to make the game more visually interesting and also to make it possible to create what I am suggesting above has been important and has taken a lot of development time. And it has made the game visually stunning! I also notice that things happen faster, jumping seems to take much less time and I am on an EDGE cell connection.

Yes we have received many cool new things, in ships, weapons, missions etc however not much for the building crowd. I know the TGFT is big into building and wants to make a station and having come back I see new guilds dedicated to trident construction, those people will soon have lots of tridents and be looking for new building chanllenge also.

So I would like to vote for some new BIG projects to build :-)
May 13, 2015 Ore link
+1 to more manufacturing. It really doesn't have to be big items for me, but increased scarcity, and give the UIT items that nobody else can build/less scarcity.

For example: IHDPCs Serco/smurfs build 5 a day, while the UIT can build 10. Something to that effect. This should promote more piracy too.
May 13, 2015 biretak link
+1 and +1 Ore But, I think there are more revisions to do before the new dents or bigger things are available
May 14, 2015 Death Fluffy link
More than that, there needs to be a fair amount of manufacturing where the reward is greater than the effort + risk. The only thing that saves trident building is the insurance. Having done the work to build at least three tridents between my own and helping other players I can say that while using a trident in the process speeds it up tremendously, it still sucks. In fact, I would be willing to argue that I had more fun building before I had a trident than I did with one. Rotating what I was doing throughout made it seem much less tedious. The crap methods of either having to drop to and from a dent or cycle through docked XC's is mind numbingly dull vs the thrill of meeting Savet on the other side of the next wormhole. Also the strategy / planning that was needed added to the fun. Stockpiling my FFSA at Verasi O12 while returning to C12 with SS.

The newer players who are capitalizing on the generosity of trident owners to do the bulk of the hauling and farming are really missing out on what made the experience, while insane and painful, interesting and fun.

Right now apart from some simple missions like the beginning of the Hyrdra tree manufacturing costs too much effort to be something that sustains player interest because the reward is so low. Ideally, manufacturing would be trade focused where input of raw materials produces widgets that sell for high profits vs the cost of labor and lesser parts.

I don't really think we need more huge projects. I think we need to have manufacturing at each level of gameplay from the small capacity of an ec to the huge capacity of a trident.
May 14, 2015 biretak link
"The only thing that saves trident building is the insurance"... The silly insurance is the problem. The trident should be reasonable enough to build that the insurance isn't necessary. Also, if it were not insured, the risk of losing it would bring players together to defend it and build the next one to replace it.

The problem with VO is it seems like it's designed NOT to bring players together. Look at conquerable stations... a single person can easily conquer them fairly quickly if nobody shows up. It's just as silly as the insurance on tridents. Are player build stations going to be as easy to conquer or insured? I hope not.
May 14, 2015 Pizzasgood link
"The silly insurance is the problem. The trident should be reasonable enough to build that the insurance isn't necessary."

Yes.
May 14, 2015 abortretryfail link
The problem with VO is it seems like it's designed NOT to bring players together. Look at conquerable stations... a single person can easily conquer them fairly quickly if nobody shows up.

It used to be significantly more difficult to pull that off before a certain nerf cut the turret health down to 20% of what they once were... Defense is essentially irrelevant now compared to how involved it was.
May 14, 2015 Death Fluffy link
@ biretak I agree with everything you are saying about tridents. I just don't expect any meaningful changes on that issue in my lifetime.

As far as the conquerable stations, while I think it's great to have something 'real' for groups to compete over, I think they belong in Deneb. I think the current set up is a comedy. The idea that a manufacturing station would be succeptible to multilpe hostile take overs and still remain functional breaks the believeability of the game for me. Also, low end items should not be exclusively built at the conq stations.
May 14, 2015 Pizzasgood link
The thing people seem to forget about the conq stations is that they're prototypes that were dropped in to test things and give us something to do while the devs flesh things out internally. So of course they're completely nonsensical. Since there is some bigger overarching plan for the finalized implementation, I wouldn't expect any attempts to make them more serious to happen until that plan is ready to go.
May 14, 2015 Dr. Lecter link
The ease with which people forget they're just temporary kludges may have something to do with how long the devs have spent "fleshing things out internally."
May 18, 2015 Tokko Bashalis link
+1 to anything that adds more manufacturing to the game. The devs have stated that manufacturing is deeply rooted in their full concept of the game. At the moment, I still believe manufacturing to be a way more enjoyable way to spend your time while getting a much lesser payout than just npc trading alone.

Manufacturing a TU Mine, for instance, will get me between 10-14million on the market (and this is after "skirting" the line between advertising and spamming on 100 - I wonder how many people's ignore list I'm on...) but if I were to simply trade weapons or commodities between stations I could net 2-4 times that amount. The only reason to manufacture it is to either use it for yourself to derive the value from it or sacrifice credits simply to say that instead of harvesting cash you produced something.

Really, something that is LONG overdue and needs to be in place before any more time is spent on creating more manufacturing content is a freaking marketplace. I'm tired of spamming 100 to make sales and I'm sure other people are tired of it as well... But how else will the player created economy be sustained?!
May 18, 2015 wolfman40 link
+1 need more munufacturing