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Chaserx26

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  1. An addition to my first point. A couple times someone on my server has done what he calls inventory maintenance, not sure why, but he ends up dumping all his cargo into space. Each time that consisted of a couple hundred thousand ore and every time he did this it caused massive lag spikes across the server. He says he has learned his lesson so hopefully it will not happen again. But all that additional cargo for people mining, salvaging, or peoples automining fleets is just going to be adding even more strain onto servers. Another point I hope to going the route of it not taking up cargo space at all. A sidenote about the change. I see the logic about changing to a raw/refined types and have no issues with that. I even kind of like it if it means I can get higher percentages. But it definitely needs some refinement imo. Thanks for a great game by the way!
  2. I have two issues/suggestions for the recent changes on beta. First if we are going to be forced to build cargo holds to carry the scrap ore/metal if we want to mine/salvage at the better efficiency then something needs to be reworked. People will need to have massive cargo holds as it is now for large scale mining or salvaging the larger wrecks. I think either the scraps need to go the same route of the material itself, i.e. it does take up any cargo space. Or how much cargo space is given per volume needs to be greatly increased. Second I do not like that I can no longer see how much and the type of material there is in wrecks unless I have the mining system upgrade installed. This is horrible for people that use salvaging over mining. Now if I want to see the information that pertains to salvaging I have to use one of my valuable slots for an upgrade (mining system) that is for meant something I am not even doing. I do not see why salvagers should be punished for a mining issue. I think it should go back to how it was or if you really need to tie it to an upgrade then the scanner upgrade would be more appropriate. Because as a salvager I do use that one so I do not have to be right on top of a wreck to see what it has and decide whether or not to move to and salvage it or not.
  3. Would it be possible to fix the value ranges in regards to the tiers for system upgrades. It is very frustrating to research upgrades to the next tier only to have the value of the upgrade be worse then one of the upgrades you sacrificed. The lowest value on a system upgrade should be higher then the highest value of the tier below. For example I have a legendary generator upgrade that gives 60% generated energy & 39% recharge rate (+30/19 if permanently installed) that I would not use. Because I have an exotic that gives me 82%/34% (+41/17 permanent). Yes the recharge rate is a little better, but not worth it over the generated energy difference. And yes I know I can get a legendary one that will have better stats then the exotic. But each tier is supposed to be better then the previous, otherwise what is the point of the tiers? Another small suggestion, regarding the cargo system upgrade (which also suffers from the above issue). Would it be possible to separate the flat and the percentage cargo upgrades into two separate types of cargo hold upgrades? Each has a specific use depending on what type of ship you are using. But it is also frustrating researching cargo upgrades not knowing if you will receive a flat or percent upgrade (I always seem to get the one I do not want).
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