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  • NeilF's Avatar
    Today, 3:07 PM · 65 replies and 1031 views.
    Understood, but I'd suggest some people don't simply like flying ships from A to B and back again, for no real purpose. They might instead prefer to be doing something more involved and interesting with that time? ie: If the game was largely just flying their ship around, I think most people would believe this was the wrong game. Why has ship transportation been implemented at all then if simply flying around shuffling ships is so meaningful and important? ;) ps: Again, I expect the "time wall" created by not allowing Ship Transfer to Engineers could be considered a valid one. But implying because some people don't enjoy flying ships backwards and forwards between an Engineer and a station, over and over, means "it's not the game for them," seems strange and rather harsh to me. Might they not prefer to spend that time mining, or doing missions for example?
  • Ozram's Avatar
    Today, 3:02 PM · 43 replies and 473 views.
    Those changes would make an excellent addition to the game.
  • NeilF's Avatar
    Today, 2:44 PM · 26 replies and 311 views.
    That's not really true IMHO. You'll notice an improvement in load time, and from there on, probably not notice any difference... EDIT: Doh! At least double ninja'd!
  • Ozram's Avatar
    Today, 2:42 PM · 6 replies and 79 views.
    Ozram replied to a thread Cobra weapons in Newcomers Forum
    Rails that far apart? And gimballed bursts? What exactly would you be taking on with that?
  • NeilF's Avatar
    Today, 2:13 PM · 65 replies and 1031 views.
    No one is suggesting it's a significant ("important") issue. People are simply discussion the mechanics behind it... Well, that seems like a problem you need to take away and deal with maybe?
  • NeilF's Avatar
    Today, 2:11 PM · 65 replies and 1031 views.
    Not the best argument. ie: Let's half the speed of all our ships, and improve the game? Surely it's more important what you're doing with your flight time, than the amount of flight time? But if you enjoy shuffling ships/modules around that's fine. How is an Engineer base less popular than a station on the edge of the bubble? I'm sure we can find stations that have a tiny fraction of the traffic of Engineer bases? Sounds tricky to open exploits/issues... It's not about an additional option. It's about moving a single option, up a single level. ie: Move "Ship Transfer" from within/under "Shipyard" up a single level.
  • NeilF's Avatar
    Today, 12:59 PM · 65 replies and 1031 views.
    Yes, and would a local garage allow a million individuals to arrive out of the blue, leave their cars there, for as long as they want, for free... Because each an every engineer will... Your point? :) Stop trying to explain game behaviour with real life analogies. It rarely pans out! It's better to go with what plays best/well...
  • WR3ND's Avatar
    Today, 12:39 PM · 20 replies and 538 views.
    You could grind out the ranks, get them as participation awards, or just enjoy playing the game however you like. So, I guess it's just up to you how you feel about your progression in the game so far. If it's any consolation, I'm sure I put more hours into the game than that before getting an Elite rank.
  • Ozram's Avatar
    Today, 12:22 PM · 132 replies and 2883 views.
    Point is you won't. From the big three on down to Sidey/eagle, it will get crushed with minor effort by a mid tier pvp engineer fit ship. And as for taking cargo from me, a pvp fit won't have any. You are unlikely to take a full ring off any of my shields before your powerplant goes boom. That's not because I'm such a great pilot it's because the difference is severe between a moderately engineered pvp fit ship and any unmodded ship. Also... iEagle? Unmodded iEagle? Yeah... good luck outmaneuvering anything engineered in that, or outrunning it. Also... how should you get to the generator if you can't get through the shields? I have a feeling you don't know what you're talking about.
  • NeilF's Avatar
    Today, 11:59 AM · 65 replies and 1031 views.
    And I bet most garages would happily ship you car to their location if you paid? Fair enough, but surely we're talking about three things... not two?:- 1) Selling/buying ships: Can you buy or sell ships. 2) Ship storage: Can thousands of ships all exist at a single location, even though there's only X landing pads. 3) Ship transfer: Can you ask for a ship to be brought from elsewhere to your current location. I'd see all these three features as unrelated. ie: There's no reason why - should we wish - for those features to be offered in any combination. But at the moment (3) is hidden within (1).
  • NeilF's Avatar
    Today, 11:09 AM · 65 replies and 1031 views.
    The simplest thing would just be to offer the Ship Transfer option irrespective of the Shipyard option. So even if the Shipyard is not available/offered, you can still transfer ships... But it may simply be FD want this Time Pay Wall to exist so CMDRs need to manually shuffle ships around...
  • NeilF's Avatar
    Today, 10:32 AM · 65 replies and 1031 views.
    Yes, you're probably right...
  • Ozram's Avatar
    Today, 9:43 AM · 132 replies and 2883 views.
    If you are under the impression engineers is not a requirement for pvp then I suggest you meet ANY of my medium fit pvp ships in combat against anything non modded. If you can survive ten minutes (because winning is out of the question) without having to wake out or your ship destroyed then I'll concede your point. I'm more than happy to pass you the build and effects first so you can prepare. It will not make a difference. I have fdl, Clipper, FAS and Python (which is basically a pve fit) for you to choose from (against ANYTHING unmodded).
  • NeilF's Avatar
    Today, 9:10 AM · 65 replies and 1031 views.
    A million players could all fly to the same Engineer base, and all dock there? It hasn't got a shipyard? How is that possible? Does it matter? Do we care? So again, the Ship Transfer option is either behind the Shipyard option as a design decision (a time pay wall), or there simply in effect by accident. If it's the former, does it help the game? (I have mixed feelings) If it's the latter, is it worth reconsidering?
  • Ozram's Avatar
    Today, 9:09 AM · 132 replies and 2883 views.
    Not exactly. Certain things, Like jump range can be pure upgrades or even upgrades with downsides that effect combat more than other things (like a distributor draw on jump), but other things like weapons and dirty drives should have definitive drawbacks making a straight A grade thruster viable and a clean drive also desirable). Weapon mods should definitely have drawbacks that are more pronounced with emphasis on either alpha or dot (where A grade is a balanced middle). Armour should focus resistance OR HP, not ever both and with negatives where appropriate (again with the base model being the middle balance). Lightweight should come at the cost of integrity and no other side things. And... no RNG at the shops for any weapons, thrusters or armour related mods. Finally, weapons effects should be unrelated and appropriated separately (perhaps as a powerplay element in space so base players also have access). That's a brief concept of what I'm saying off the top of my head.
  • Ozram's Avatar
    Today, 7:57 AM · 43 replies and 473 views.
    If it is a bobble head I want it to spill when it bobbles.
  • NW3's Avatar
    Today, 7:39 AM · 296 replies and 9712 views.
    True, which is why I said that I didn't "expect to see any changes". I was simply pointing out that we don't need player trading to solve the materials gathering "issue".
  • WR3ND's Avatar
    Today, 7:24 AM · 248 replies and 10673 views.
    Thinking whilst I've had a few, as I sometimes do, of starting an exploration army revolution. Well, you know, leading by example, really, if one might choose to follow along. Anyway, here is a themed introductory song, for starting said execution, even if some might find it rather silly. Don't be wary; it's not scary. Really, there's no need for hesitation. Come and join the exploration nation.
  • NW3's Avatar
    Today, 7:13 AM · 65 replies and 1031 views.
    There's plenty of space to store ships. Currently, all Engineers have planetary bases. Ships can land on planets/moons without needing landing pads. All there needs to be is a large "open air" parking lot to store the ships. Ships can automatically take off and land on planets (when you are in an SRV), so your current ship can fly off to the parking lot, while your new ship flies to a landing pad, so you can engineer/outfit it. The lot would need to be nearby, so that the base's defenses would attack any player that tries to destroy the parked ships. Because some of the engineer bases might not have level ground nearby, not all of the bases would have this facility, but a lot of them could. Actually, I'd like to see "used ship lots" in this game, regardless, so you could buy discounted used ships with non-standard load-outs.
  • NW3's Avatar
    Today, 7:00 AM · 296 replies and 9712 views.
    The problem is, materials are supposed to be difficult to get. Until FD changes their mind, I don't expect to see any changes to that. We don't need player interactions/trading/selling to improve the materials situation. All we need are markets at some stations that let us buy/sell materials. Problem solved. As to player interaction, there need to be more reasons to do things cooperatively: Multiplayer missions, for example. Defending a cargo shipment would be one mission type, but there are lots of untapped possibilities. Of course, there are still probably some multiplayer/connection/networking issues which would need to be addressed for this idea to be viable.
  • Ozram's Avatar
    Today, 6:33 AM · 188 replies and 7377 views.
    I tend to agree, but I don't believe this is what that's about. So far as I understand it exploits will be frowned upon by TAOL and its member groups as well. This is certainly true of CK. more to the point they are referring to rules of engagement in general, so: Playing as the "good guys" they use cops to their advantage, SLFs, and weapons/mechanics that are not broken. Among the nitty gritty you have things like the high wake to be discussed. I think the high wake is fine during a wing fight. I think coming back to the fight after the high wake is not. If you are aligned with a specific power and it affords you advantages at your location, so be it. If you are swapping powers to use that advantage at every CG, that's an exploit. Those issues will be discussed internally and people within the member groups will form a concensus. If I understood incorrectly, someone please correct me.
  • NW3's Avatar
    Today, 6:28 AM · 148 replies and 9479 views.
    Yes, the countdown and tunnel animations do take time, but imo, it seems necessary. The speed up to start countdown is probably mostly for combat escape situations, where it adds drama and challenge. In "normal" situations, I don't see why the countdown couldn't start as soon as you throttle up (without waiting for your ship to achieve maximum velocity). The tunnel animation "loading screen" appears to be required. There's no way that all the all data for the entire galaxy can be stored on your local drive, so it has to be downloaded. When my connection is bad, the tunnel animation sometimes plays for an exceptionally long time, while I wait for the data. Would you prefer to see a "Downloading" progress bar instead? The required bits have to be transferred. Yes, harvesting materials on a metallic planet does sound weird. I've never actually landed on a metallic planet, so I've never encountered that situation.
  • WR3ND's Avatar
    Today, 5:52 AM · 65 replies and 2070 views.
    I've heard they've been used for covering damaged eyes where light interference can sometimes be an issue or while the eye is healing, and for modesty, but yes, also (and perhaps more often) for maintaining low light vision below deck. Either way, I like the stitching and look of the tri-strap eye-patch as well. Cheers.
  • WR3ND's Avatar
    Today, 5:09 AM · 65 replies and 2070 views.
    The angle of the top portion of the strap seems a little off. Seems like it should be meeting the top of the nose bridge and going more over the temple than the middle of the forehead.
  • WR3ND's Avatar
    Today, 4:55 AM · 65 replies and 2070 views.
    I may be wrong, but I'd hazard a guess that they have a different team in general working on these sort of cosmetic items. But anyway, yes, in general I would prefer efforts toward space-legs, worlds with atmospheres, proper and more comprehensive non-telepresence multi-crew options, enhanced exploration mechanics with Commander agency and player immersion instead of catering to the path of least resistance (travel and jump range boosts ad nauseam), and so on. Happy now? :p
More Activity

22 Visitor Messages

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    Thanks for the rep, commander. Cheers!
  2. View Conversation
    Hi there Malc' :-)
    Hope all is good with you?
    I don't play anything like s much as I used to. Because I don't enjoy it that much. Can't get into "Engineers" ....too much RNG action for my taste.
    Hope you are doing well.
  3. View Conversation
    Thanks for the rep, Commander o7
  4. View Conversation
    o7 Aways good Cmdr
  5. View Conversation
    Cheers and same to you.
  6. View Conversation
    Common ground...
    Likewise o7
  7. View Conversation
    Aye Commander. Always.
  8. View Conversation
    Thx for the rep Commander, live long and eat biscuits o7
  9. View Conversation
    Yes, I think we are having a very productive discussion there.
  10. View Conversation
    o7. And I used to live in Derbyshire too many moons ago
Showing Visitor Messages 1 to 10 of 22
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About Riverside

Basic Information

Age
45
About Riverside
Biography:
I reached Combat Elite & lost the urge to kill.
I reached Trade Elite & lost the urge to push those profit margins.
I reached Explorer Elite & my behaviour barely changed.
Location:
Derbyshire, UK, Sol System
Interests:
Elite, Driving, rescuing interesting old cars
Occupation:
Discreet haulage, scavenger & occasional mercenary

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