Current Project Status
Which race do you like most? What do you like - what you don't like? Discuss it here.
posted on November 16th, 2011, 8:02 pm
The Mod won't be dead before
THIS ________________________________________________
• Borg Detector can be boarded too easily (90%)
______________________________________________________
is done. I mean...wtf?
THIS ________________________________________________
• Borg Detector can be boarded too easily (90%)
______________________________________________________
is done. I mean...wtf?
posted on November 16th, 2011, 8:52 pm
yea it was almost completed as we decided to redo a larger portion of the stuff 

posted on November 16th, 2011, 9:28 pm
How is the mixed tech system going to work? And will there be trade stations/ships?
posted on November 16th, 2011, 10:11 pm
TChapman500 wrote:How is the mixed tech system going to work? And will there be trade stations/ships?
OH YES! TRADE STATIONS I WANT!

so will there be trade stations? huh huh? will there huh? in the coming patch?

posted on November 17th, 2011, 5:47 am
we have ideas for different ways of economy and especially trading, but that will require some features we do not have completed yet. Or in short: nope, not in the next patch 
If you have more questions or suggestions on upcoming content or changes, please open up a new topic

If you have more questions or suggestions on upcoming content or changes, please open up a new topic

posted on November 17th, 2011, 9:16 am
Jan wrote:• Borg Detector can be boarded too easily (90%)
all required odf commands for this fix were programmed in FO. what is missing now is that the commands are written in the odfs and then the feature being tested - the easiest part

posted on November 17th, 2011, 1:13 pm
I have a few questions.
How soon can trade be implemented? I noticed in the STA2 Classic mod that it is impossible to have the trade menu visible on the cargo ship even though when the hotkey for the trade menu was pushed, the options were displayed. Also, how soon can one set the 'currency' resource? And will this be possible on a per-faction basis?
Is this like a one-way "boardingPartyStrength" command?
Optec wrote:we have ideas for different ways of economy and especially trading, but that will require some features we do not have completed yet. Or in short: nope, not in the next patch
If you have more questions or suggestions on upcoming content or changes, please open up a new topic
How soon can trade be implemented? I noticed in the STA2 Classic mod that it is impossible to have the trade menu visible on the cargo ship even though when the hotkey for the trade menu was pushed, the options were displayed. Also, how soon can one set the 'currency' resource? And will this be possible on a per-faction basis?
DOCa Cola wrote:all required odf commands for this fix were programmed in FO. what is missing now is that the commands are written in the odfs and then the feature being tested - the easiest part
Is this like a one-way "boardingPartyStrength" command?
posted on November 17th, 2011, 3:28 pm
TChapman500 wrote:I have a few questions.
How soon can trade be implemented? I noticed in the STA2 Classic mod that it is impossible to have the trade menu visible on the cargo ship even though when the hotkey for the trade menu was pushed, the options were displayed.
This has been fixed for the next patch

TChapman500 wrote:Is this like a one-way "boardingPartyStrength" command?
Nope
posted on November 18th, 2011, 10:23 pm
Ehm... ew... trade stations?
Im so gonna pillage those trade convoys if you add them!!
>:(
Im so gonna pillage those trade convoys if you add them!!


posted on November 18th, 2011, 11:02 pm
I would still like to know the details in the ODF command that keeps the detector from being boarded so easily. Is it something like using force fields to block enemy transporters? And can it be used in any vessel/station ODF?
posted on November 19th, 2011, 12:11 am
Why not wait and see?
posted on November 19th, 2011, 2:03 am
Beef wrote:Im so gonna pillage those trade convoys if you add them!!![]()
>:(
that would be a nice new way of smasing your enemeys econ....
Maybe make trade ships cost supply on losing them, after all. they aren't really yours... you just trade with them.
Maybe make the trade station have an "innitiate trade" option, to start trading, and then have all the trade ships that trade with you appear as enemy to the other player, so that they could destroy them to damage your econimy.
How ever i don't think that this should be another free thing, I.E. build this and get free resources. Rather i would have it so you pay so much supply per every 10 minutes, and the resources you gain over that 10 minutes are equivlent to 37% more than what you paid. Then it your trade ships get attacked, you lose resources, and if that keeps happening, eventualy this will either make you break eve in stead of getting ahead, or you'll start to lose resources.
posted on November 19th, 2011, 2:18 am
Last edited by Anonymous on November 19th, 2011, 2:20 am, edited 1 time in total.
Let's stick with the original trade system and hope that there is a way to change the "currency" resource to whatever we want (in this case, to biomatter since the biomatter resource is displayed as supply).
EDIT:
And make it so that the trade doesn't give nearly as many resources as stock A2. It's annoying that within just a few trade cycles, you have enough currency (only stopped by the officer limit) to build a dozen shipyards, build dozens of fleets of ships, and pulverize your enemy.
EDIT 2:
Because the suspense is killing me!
EDIT:
And make it so that the trade doesn't give nearly as many resources as stock A2. It's annoying that within just a few trade cycles, you have enough currency (only stopped by the officer limit) to build a dozen shipyards, build dozens of fleets of ships, and pulverize your enemy.
EDIT 2:
Atlantis wrote:Why not wait and see?
Because the suspense is killing me!
posted on November 19th, 2011, 8:39 am
TChapman500 wrote:Because the suspense is killing me!
But knowing the answers to all these questions now aren't going to make any difference for you. You'll still have to wait for it, and won't be able to actually use that information, or even appreciate how good it is, until you see it in-game.
posted on November 19th, 2011, 8:04 pm
You suggest to give FO a stronger economy focus... well that sounds cool, but not possible at the moment. I think staff has more important things on their todo atm...Styer Crisis wrote:Maybe make the trade station have an "innitiate trade" option, to start trading, and then have all the trade ships that trade with you appear as enemy to the other player, so that they could destroy them to damage your econimy.
Who is online
Users browsing this forum: No registered users and 4 guests