Chade2009-08-27 22:50:03
Afk until highly neurotic at least then.
Anisu2009-08-27 23:05:43
Someone actually suggested insanity for aethercraft? WTF, it is meaned to be more appealing then when it was released, not drive everyone away from it again.
Tervic2009-08-27 23:06:55
QUOTE (Xenthos @ Aug 27 2009, 03:49 PM) <{POST_SNAPBACK}>
I'm talking about sociopathic+.
How do you even -get- that high? I have to stop at neurotic/highly neurotic.
Chade2009-08-27 23:10:14
QUOTE (Anisu @ Aug 28 2009, 12:05 AM) <{POST_SNAPBACK}>
Someone actually suggested insanity for aethercraft? WTF, it is meaned to be more appealing then when it was released, not drive everyone away from it again.
Not actual insanity. Just something which affects aetherships, so the longer you're locked into a module the greater the chance you have of failing an action. Wouldn't affect normal gameplay when you unlocked and would diminish through not being locked into a module.
Xenthos2009-08-27 23:12:12
QUOTE (Tervic @ Aug 27 2009, 07:06 PM) <{POST_SNAPBACK}>
How do you even -get- that high? I have to stop at neurotic/highly neurotic.
Usually happens during events when they force you to do stuff in insanity areas for a very long time. Also, if you're hunting on Astral with people who have circlets/medallions, by the time they get to highly neurotic you're edging into sociopathic.
Daganev2009-08-27 23:15:04
crazy idea #2315
There is a balance which exists betwen the empath grid and the gun turrets.
The more you use the guns, the less you can use the empath grid, and the more you use the empath grid the less you can use the guns...
There is a balance which exists betwen the empath grid and the gun turrets.
The more you use the guns, the less you can use the empath grid, and the more you use the empath grid the less you can use the guns...
Shaddus2009-08-27 23:22:36
QUOTE (daganev @ Aug 27 2009, 06:15 PM) <{POST_SNAPBACK}>
crazy idea #2315
There is a balance which exists betwen the empath grid and the gun turrets.
The more you use the guns, the less you can use the empath grid, and the more you use the empath grid the less you can use the guns...
There is a balance which exists betwen the empath grid and the gun turrets.
The more you use the guns, the less you can use the empath grid, and the more you use the empath grid the less you can use the guns...
so if you get hurt badly, you can't fire the guns to protect yourself while the empath is healing things?
You already fail randomly if your module is damaged. nothx.
How about this? Repeated ranged attacks after a while give your ship a sort of "deepwounds" type damage, that you have to heal at a gnome trader ship. They take... dust to heal your ship. Each ship charges different prices to do work on your ship, depending on size and amount of damage.
This deepwounds damage can slow down the balance on modules or maybe make them more likely to take damage.
Razenth2009-08-27 23:26:45
How about we don't do anything and see what happens in the next two weeks.
Zalandrus2009-08-27 23:34:11
QUOTE (Razenth @ Aug 27 2009, 07:26 PM) <{POST_SNAPBACK}>
How about we don't do anything and see what happens in the next two weeks.
That sounds the most sensible. See what effects the changes just put in place actually have in the long term
Daganev2009-08-28 00:09:44
QUOTE (Shaddus Mes'ard @ Aug 27 2009, 04:22 PM) <{POST_SNAPBACK}>
so if you get hurt badly, you can't fire the guns to protect yourself while the empath is healing things?
You already fail randomly if your module is damaged. nothx.
How about this? Repeated ranged attacks after a while give your ship a sort of "deepwounds" type damage, that you have to heal at a gnome trader ship. They take... dust to heal your ship. Each ship charges different prices to do work on your ship, depending on size and amount of damage.
This deepwounds damage can slow down the balance on modules or maybe make them more likely to take damage.
You already fail randomly if your module is damaged. nothx.
How about this? Repeated ranged attacks after a while give your ship a sort of "deepwounds" type damage, that you have to heal at a gnome trader ship. They take... dust to heal your ship. Each ship charges different prices to do work on your ship, depending on size and amount of damage.
This deepwounds damage can slow down the balance on modules or maybe make them more likely to take damage.
Brave Sir Robin ran away.
Bravely ran away, away!
When danger reared its ugly head,
He bravely turned his tail and fled.
Yes, brave Sir Robin turned about
And gallantly he chickened out.
Bravely taking to his feet
He beat a very brave retreat,
Bravest of the brave, Sir Robin!
He is packing it in and packing it up
And sneaking away and buggering up
And chickening out and pissing off home,
Yes, bravely he is throwing in the sponge..
Anisu2009-08-28 09:02:31
QUOTE (Chade @ Aug 28 2009, 01:10 AM) <{POST_SNAPBACK}>
Not actual insanity. Just something which affects aetherships, so the longer you're locked into a module the greater the chance you have of failing an action. Wouldn't affect normal gameplay when you unlocked and would diminish through not being locked into a module.
Still a load of BS to restrict access to a part of the game for a period of time, want aetherhunting to be more interesting, let aetherbeasts give afflictions from 1-2 'rooms' away. Also better method of tracking player ships, possible by seeking for crew members so the ship names do not get constantly changed.
And of course keep watching xp and gold gains for a while and make minor adjustments to balance them.
Gero2009-08-28 09:15:43
Aetherspace is still way too easy to earn xp from, honestly. I may crash a bunch, mostly because of my own error rather than difficulty, However I pull in way more exp than I lose.
Anisu2009-08-28 09:34:05
QUOTE (SerenGuard Gero @ Aug 28 2009, 11:15 AM) <{POST_SNAPBACK}>
Aetherspace is still way too easy to earn xp from, honestly. I may crash a bunch, mostly because of my own error rather than difficulty, However I pull in way more exp than I lose.
Erm the gaining way more xp then loosing is in every form of xp grinding. Be it astral, undervault, influencing, aethercraft.
BTW, influencing is even easier and does not require you to gain access to an expensive ship and a crew. The problem of to much xp is just a matter of tweaking the xp (making critters stronger is not a solution because nobody can go toe to toe with an elemental in the same room no matter what the ship, if anything making that possible but the critter move faster so it can keep up with your ship would make it harder)