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Post Re: Basing: skill ceiling and introduction to new players
Oh my goodness... OK wait wait... Before I get excited.

Please Post This In Developer's Notes.

Please make a News Post about it.

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Fri Aug 28, 2015 10:13 pm
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Post Re: Basing: skill ceiling and introduction to new players
MasterTrader wrote:
Oh my goodness... OK wait wait... Before I get excited.

Please Post This In Developer's Notes.

Please make a News Post about it.


Fri Aug 28, 2015 10:16 pm
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Post Re: Basing: skill ceiling and introduction to new players
That is awesome. Definitely want that ingame.

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Sat Aug 29, 2015 1:12 am
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Post Re: Basing: skill ceiling and introduction to new players
Really nice addition *thumbs up*

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Sat Aug 29, 2015 1:29 am
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Post Re: Basing: skill ceiling and introduction to new players
anilv wrote:
Then people have not been PvPing you enough. :P

Regardless of what the role of PvP is in SS, we are currently specifically discussing PvP. Your objection is on the grounds that experienced players will have a PvP advantage. I'm pointing out that this is not only to be expected, but also to be desired. You WANT a skill curve in PvP.



Im not to sure i agree with this. The skill curve is just way to great. I would much rather if a lvl 50 stood at least a tiny little chance against my lvl 3k in pvp, would add a WHOLE lot more pvp to the game. The power curve is way to ridiculous in this game right now. As it is right now you cant really engage in real pvp for at least a couple months while you get your lvl up then make creds to get the gear for pvp.

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Sat Aug 29, 2015 6:50 am
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Post Re: Basing: skill ceiling and introduction to new players
SI wrote:
MasterTrader wrote:
SI wrote:
Here is a little preview of a change I mentioned earlier, I'm curious to hear thoughts on it.
[Image Remove for quote]
With slots that are unlimited equip, it will stop showing the empty slot after 1 is equipped.


Definitely a step in the right direction. Do this on ships too!


Thats happening as well :)
Image
This is a preview of what the starter zebu looks like with it. As ship tech goes up it throws a few more categories in. Having a little roadblock with the ship inventories, but the base ones are 100% complete unless I get any more feedback or someone finds a bug.



Amazing, good job.

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Sat Aug 29, 2015 6:51 am
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Post Re: Basing: skill ceiling and introduction to new players
SodaPop wrote:
This ship template-style inventory is one of the biggest helps to new players I've ever seen.

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Sat Aug 29, 2015 8:13 am
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Post Re: Basing: skill ceiling and introduction to new players
That looks amazing SI. Get it ingame on reset :D

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Sat Aug 29, 2015 8:15 am
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Post Re: Basing: skill ceiling and introduction to new players
heylo wrote:
That looks amazing SI. Get it ingame on reset :D


If possible, make it a toggle option that defaults to on as well.

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Sat Aug 29, 2015 8:20 am
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Post Re: Basing: skill ceiling and introduction to new players
And do something about weapons being utter trash compared to super items/missiles! :D

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Sat Aug 29, 2015 9:55 am
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Post Re: Basing: skill ceiling and introduction to new players
SI wrote:
Here is a little preview of a change I mentioned earlier, I'm curious to hear thoughts on it.
Image
With slots that are unlimited equip, it will stop showing the empty slot after 1 is equipped.


I would like to make one suggestion here. The unlimited equip slots (damps specifically) don't make it disappear on bases when one is equipped, give bases an empty damp slot for each damage type.


Sun Aug 30, 2015 3:57 am
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Post Re: Basing: skill ceiling and introduction to new players
ELITE wrote:
heylo wrote:
That looks amazing SI. Get it ingame on reset :D


If possible, make it a toggle option that defaults to on as well.


!!

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Sun Aug 30, 2015 4:36 am
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Post Re: Basing: skill ceiling and introduction to new players
ShawnMcCall wrote:
SI wrote:
Here is a little preview of a change I mentioned earlier, I'm curious to hear thoughts on it.
Image
With slots that are unlimited equip, it will stop showing the empty slot after 1 is equipped.


I would like to make one suggestion here. The unlimited equip slots (damps specifically) don't make it disappear on bases when one is equipped, give bases an empty damp slot for each damage type.



This looks good! :) I would prefer if the item icons where shown in the list though (like the zebucart one), but that's minor tbh.

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Sun Aug 30, 2015 6:01 am
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Post Re: Basing: skill ceiling and introduction to new players
A few things I saw in this thread and another deserve some more discussion.

The entire resist re balance proposed by Si is a good idea as long as it has appropriate numbers but there are some other small changes that can be made to close up the gap between different experience levels while also still rewarding that experience.

When you come down to it BvB is all about that 1% advantage over the combined DPS/HPS of the other team at top tier. At the lower end of the spectrum it is typically random as to whether or not your galaxy will be any good or not because, like Enk was saying, you simply do not have the knowledge of your capabilities.

I'll preface this by saying I have been inactive for quite some time and from what I can read much of my base knowledge around BvB and PvB is very outdated, please correct me so we can get the good ideas discussed.

Niche Kits
Paladin had what I thought was a brilliant idea of creating kits with less aug slots but specific inbuilts to compensate. This would allow teams to create niche kits like DPS and HPS at the lower end without using up those oh so expensive augs that everyone else is looking for. These inbuilts would not gain any sort of benefit from Station Tweaking so would not be able to compete in a competitive atmosphere where combat might be imminent but it would allow for the casual defense of a system that otherwise might have been a walk in the park for a single MCing individual looking to ruin a few days.

Omni-Dampener
I believe it was Enk with the idea of dumbing down the tedious aspect of bases in the dampener category. Basically just give the option to make a single dampener to condense things down a bit if you plan on making them all anyways. I am sure there are benefits to this that I cannot wrap my sleep deprived brain around at the moment but I really liked the suggestion when I saw it.

Reducing the gap between base aug techs
Similar to SI's idea to close the gap with resistance let's look at doing the same with base augs. The same arguments apply to this, that we don't want to make Achillies/Spirit augs so small of a combat increase that they are not worth it but at the same time I don't think it would be a bad idea for SS as a whole to allow the use of lower tech augs in general setting and only apply the best gear for serious galaxies or BvB situations. We are about to enter into a period of hopefully exponential growth with a new, poor and inexperienced player base coming into the game, we need to be ready to allow them to grow without that complete turn off of having their galaxy wiped because they did not have the top end gear. Again, experienced players who are in a BvB situation, especially if I understand the current rules correctly, cannot short their kit type or aug types if they want to hold a galaxy but new players who might not be worth that much effort or expense can get away with the lower end options and still be fairly safe.

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Fri Oct 30, 2015 4:17 am
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Post Re: Basing: skill ceiling and introduction to new players
I miss this game and base building. : (


Wed Nov 04, 2015 11:22 pm
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