Upcomming VU (Space ?) - can we please have ?

Joined
Jul 9, 2007
Posts
4,249
Society
Titans of Space
Avatar Name
John Black Knight
Since its been awhile - here a short/tightened list of wishes for the next space vu:

- spaceships are now tierable with tierslots available in the engineering terminal
- shield modules for spaceships are introduced and reduce dmg intake/output where applied
- reactor energy distribution between shields/sub warp/weapons can now be controlled from command center
- power output for each section can be improved to over 100% but will lead to the respective section taking additional damage from inside
- spacecraft engineering profession is used for shield management as well as reactor management
- space mining is introduced and mechs in mothership hangars can now be used on asteroids for added protection of mining operations
- all entropia planets generously receive their own suns and are now part of respective stellar systems - in consequence the universe size gets scaled up by factor 1000 -> subwarp flights between stellar systems now take about 500 hours in a quad - please make sure you fuel apporpriately...
- all planets are now real 3D and it is possible to leave/enter a planet from all directions seamless
- all space la's receive landmakers and can be claimed by players
- iron missions for space mobs are introduced
- wave spawns for all mob types are added around the universe and can be completed to trigger respectively harder waves / higher level mobs - each of those wave spawns leading up to bossmobs in the levelrange of 2000 (space horror queen) to 6000 (robot wartitan ship) and may require teamwork of a number of heavily upgraded motherships to be completed
- a universal galactic mission is added for players to collect rare drops from all space mob wave bosses which will allow to upgrade spaceships to adjusted/improved/modified/augmented/perfected status which will allow higher armorclass as well as higher efficincy in energy consumption/distribution
- transport missions are introduced
- players can create missions as well to set various targets from intercept/bounty/delivery to blockade/claim or defend a space la/etc
- all warp gatepoints can be claimed by players and players controlling a respective warpgatepoint will receive a share of all warpdrive decay generated by passing these as well as be able to pass their own gatepoints at 10% of the regular decay
- spaceships will be enhanced with windows to allow crew viewing outside (video is streamed from outside virtual cameras to display screens on the ships interior server)
- spacestation tp fees / atmosphere entry fees are added to the transport mission pool
- all spaceships now have 2 attack options (switch in engineering terminal) 1. normal hunting mode: with weapon stats & ammo costs as previously / 2. pvp mode: ammo cost reduced to 10%, weapon range is now related to weapon damage and weapon damage will be reduce by 1 per meter of range (400dmg shot will have a range of 400m but will only do 1 dmg at 400m range while doing 250dmg on 150m range, critical hits will double the respective base damage but not increase distance further)
- space pvp ammo costs will be refunded to the victorious party as well as a share of the opposing parties ammo spent
- all planets have received spaceports which include a tp uplink (fee 1ped) to the respective planets spacestation as well as contain public viewing screen to display all spaceships currently docked at the spacestation or parked on the spaceport including if they are flagged as 'rdy for service' or 'idle' and a quicklink to sent a pm/request to the respective spaceships owner
- privateers can now land planetside at parking areas of the respective spaceports
- tp fee from spacestation down to planet has been reduced to 1ped
- tp achievment has been added 'space traveler' and players who have used a station tp more then 1000 times will in future only pay 10pec per tp
- summon function of space ships has been replaced with a notification broadcast - allowing spaceship owners to sent a customized notification to spaceports and 'space data pads'
- a questchain has been added to spaceports to get players used to the new functionality and allows them to receive a 'space data pad' - players can choose when interacting with their pad from which ships they would like to receive notifications
- the warning message for players when entering space has been modified to now enlist all lootable materials currently carried by the player and their respective TT as well as total mu value based on monthly mu
- the same message will be prompted when attempting to use the uplink tp to the spacestation
- all spacestations now contain storage space
- it is no longer possible to transport stackables through space while being offline - when logging out players will be prompted with an info message that their goods are held in the spaceships cargo safe for a period of up to 10minutes afterwards they will be returned to the last spacestation the spaceship was docked at
- all spaceships now have carried weight limitations and exceeding the respective limitations will impact subwarp speed as well as warp capabilities
- weight reduction containers can no longer be stacked inside one another
- player health no longer has an impact on loot distribution when killed in space - loot distribution solely depends on the amount of dmg done to the spaceship which was carring the player
- teamlootsettings now only work planetside
- new feature 'Raid' allows to create 'teams' for space for up to 300 players with an own set of customizable loot settings (none of which allows loot to be sent accross space)
- raids can be saved serverside and can continue to exist even if creator or members are offline
- new materials can be discovered in space mining which allow spaceship upgrades of an even higher efficiency then gold
- torpedo launchers for spaceships are now functional (when the respective torpedo modul I-V is installed) and are accompanied with a conversion terminal allowing explosive ammo to be converted to torpedos in stage I to V (I - 100ped tt , II - 200ped tt, III 400ped tt, IV - 800ped tt, V - 1600ped tt)
- new fuel and ammo types have been added which are more efficient then regular fuel/ammo but are also lootable
- the range of repairtools has been extended to provide advanced options for vehicle structural engineers up to lvl150
- armor requirements have been added for spaceships (lvl100 captain) and armor has been upgraded respectively - each level in captain profession will allow 1 additional percent of shiparmor to be used during combat
- spacecraft turrets now have had damage potential and profession requirements adjusted (armament device I - max damage 300 - requirement 30 gunner hit/dmg, armament device II - max damage 400 - requirement 40 gunner hit/dmg,armament device III - max damage 500 - requirement 50 gunner hit/dmg, armament device IV - max damage 700 - requirement 70 gunner hit/dmg, armament device V - max damage 1000 - requirement 100 gunner hit/dmg)
- avatar loot modifiers (as aquired through gameplay) are now separate for each planet and space
- lootpools are now separate for each planet and space
- a high atmosphere layer on each of the planets allows spaceships to hunt in non-pvp environment, whichever flying/floating beasts the respective planetpartner wants to offer


Be welcome to add your own.
 
- Spaceships should have controls for yaw and fine control of all three of pitch, yaw and roll
 
Floating beasts in upper atmosphere? That sounds fun :) :) :) :)
















#space_flight ~ where pilots advertise to grow their business
 
Some of those are going to much easier to implement than others, so why don't we gather suggestions for a few pages, then rank the ease of implementation and our individual desire for them?
 
- all entropia planets generously receive their own suns and are now part of respective stellar systems - in consequence the universe size gets scaled up by factor 1000 -> subwarp flights between stellar systems now take about 500 hours in a quad - please make sure you fuel apporpriately...

Really???? 500hours in a quad huh? so it will take someone around a year or longer to go from one planet to the other...without using one of your services of course.

This should not happen...the majority of people would not want to be flying in endless space for that long.
Great way to get people to leave the game or just stay on one planet. I get you want to make motherships more viable for transport use then they already are, but this is too much.
 
Really???? 500hours in a quad huh? so it will take someone around a year or longer to go from one planet to the other...without using one of your services of course.

This should not happen...the majority of people would not want to be flying in endless space for that long.
Great way to get people to leave the game or just stay on one planet. I get you want to make motherships more viable for transport use then they already are, but this is too much.

dont forget fuel, i can't recall costs/times but say caly to ark is 5ped fuel for 1 hr flight, well 5ped x 500 hr = 2,500ped fuel + maybe £30 in electric costs to leave pc on
 
dont forget fuel, i can't recall costs/times but say caly to ark is 5ped fuel for 1 hr flight, well 5ped x 500 hr = 2,500ped fuel + maybe £30 in electric costs to leave pc on

Aye, luckily there is over 100 warpcapable ships ingame many of which can carry 50 people at a time - most of which currently sit idle waiting for mindark to fix the current design flaws of space - and are very capable of moving the entire active playerbase of entropia universe to the planets of their choice within minutes.
 
Aye, luckily there is over 100 warpcapable ships ingame many of which can carry 50 people at a time - most of which currently sit idle waiting for mindark to fix the current design flaws of space - and are very capable of moving the entire active playerbase of entropia universe to the planets of their choice within minutes.

but surely your costs will increase, if a warp costs 1k fuel to jump, its not gonna be viable for warp ships either, unless you want warp cost to remain the same? which i wouldn't agree with, warp should have a fuel cost per au (much lower mind you)
 
Increasing space.. absolutely awful idea. Needs to be quite the opposite.

Also selling line breaks for 1 ped each.
 
but surely your costs will increase, if a warp costs 1k fuel to jump, its not gonna be viable for warp ships either, unless you want warp cost to remain the same? which i wouldn't agree with, warp should have a fuel cost per au (much lower mind you)

Warps dont consume fuel they decay the warp drives.
More passengers on average per warpship means that ticket prices due to competition will become cheaper even if mu on warpdrives increases.
 
Since its been awhile - here a short/tightened list of wishes for the next space vu:

- spaceships are now tierable with tierslots available in the engineering terminal
- shield modules for spaceships are introduced and reduce dmg intake/output where applied
- reactor energy distribution between shields/sub warp/weapons can now be controlled from command center
- power output for each section can be improved to over 100% but will lead to the respective section taking additional damage from inside
- spacecraft engineering profession is used for shield management as well as reactor management
- space mining is introduced and mechs in mothership hangars can now be used on asteroids for added protection of mining operations
- all entropia planets generously receive their own suns and are now part of respective stellar systems - in consequence the universe size gets scaled up by factor 1000 -> subwarp flights between stellar systems now take about 500 hours in a quad - please make sure you fuel apporpriately...
- all planets are now real 3D and it is possible to leave/enter a planet from all directions seamless
- all space la's receive landmakers and can be claimed by players
- iron missions for space mobs are introduced
- wave spawns for all mob types are added around the universe and can be completed to trigger respectively harder waves / higher level mobs - each of those wave spawns leading up to bossmobs in the levelrange of 2000 (space horror queen) to 6000 (robot wartitan ship) and may require teamwork of a number of heavily upgraded motherships to be completed
- a universal galactic mission is added for players to collect rare drops from all space mob wave bosses which will allow to upgrade spaceships to adjusted/improved/modified/augmented/perfected status which will allow higher armorclass as well as higher efficincy in energy consumption/distribution
- transport missions are introduced
- players can create missions as well to set various targets from intercept/bounty/delivery to blockade/claim or defend a space la/etc
- all warp gatepoints can be claimed by players and players controlling a respective warpgatepoint will receive a share of all warpdrive decay generated by passing these as well as be able to pass their own gatepoints at 10% of the regular decay
- spaceships will be enhanced with windows to allow crew viewing outside (video is streamed from outside virtual cameras to display screens on the ships interior server)
- spacestation tp fees / atmosphere entry fees are added to the transport mission pool
- all spaceships now have 2 attack options (switch in engineering terminal) 1. normal hunting mode: with weapon stats & ammo costs as previously / 2. pvp mode: ammo cost reduced to 10%, weapon range is now related to weapon damage and weapon damage will be reduce by 1 per meter of range (400dmg shot will have a range of 400m but will only do 1 dmg at 400m range while doing 250dmg on 150m range, critical hits will double the respective base damage but not increase distance further)
- space pvp ammo costs will be refunded to the victorious party as well as a share of the opposing parties ammo spent
- all planets have received spaceports which include a tp uplink (fee 1ped) to the respective planets spacestation as well as contain public viewing screen to display all spaceships currently docked at the spacestation or parked on the spaceport including if they are flagged as 'rdy for service' or 'idle' and a quicklink to sent a pm/request to the respective spaceships owner
- privateers can now land planetside at parking areas of the respective spaceports
- tp fee from spacestation down to planet has been reduced to 1ped
- tp achievment has been added 'space traveler' and players who have used a station tp more then 1000 times will in future only pay 10pec per tp
- summon function of space ships has been replaced with a notification broadcast - allowing spaceship owners to sent a customized notification to spaceports and 'space data pads'
- a questchain has been added to spaceports to get players used to the new functionality and allows them to receive a 'space data pad' - players can choose when interacting with their pad from which ships they would like to receive notifications
- the warning message for players when entering space has been modified to now enlist all lootable materials currently carried by the player and their respective TT as well as total mu value based on monthly mu
- the same message will be prompted when attempting to use the uplink tp to the spacestation
- all spacestations now contain storage space
- it is no longer possible to transport stackables through space while being offline - when logging out players will be prompted with an info message that their goods are held in the spaceships cargo safe for a period of up to 10minutes afterwards they will be returned to the last spacestation the spaceship was docked at
- all spaceships now have carried weight limitations and exceeding the respective limitations will impact subwarp speed as well as warp capabilities
- weight reduction containers can no longer be stacked inside one another
- player health no longer has an impact on loot distribution when killed in space - loot distribution solely depends on the amount of dmg done to the spaceship which was carring the player
- teamlootsettings now only work planetside
- new feature 'Raid' allows to create 'teams' for space for up to 300 players with an own set of customizable loot settings (none of which allows loot to be sent accross space)
- raids can be saved serverside and can continue to exist even if creator or members are offline
- new materials can be discovered in space mining which allow spaceship upgrades of an even higher efficiency then gold
- torpedo launchers for spaceships are now functional (when the respective torpedo modul I-V is installed) and are accompanied with a conversion terminal allowing explosive ammo to be converted to torpedos in stage I to V (I - 100ped tt , II - 200ped tt, III 400ped tt, IV - 800ped tt, V - 1600ped tt)
- new fuel and ammo types have been added which are more efficient then regular fuel/ammo but are also lootable
- the range of repairtools has been extended to provide advanced options for vehicle structural engineers up to lvl150
- armor requirements have been added for spaceships (lvl100 captain) and armor has been upgraded respectively - each level in captain profession will allow 1 additional percent of shiparmor to be used during combat
- spacecraft turrets now have had damage potential and profession requirements adjusted (armament device I - max damage 300 - requirement 30 gunner hit/dmg, armament device II - max damage 400 - requirement 40 gunner hit/dmg,armament device III - max damage 500 - requirement 50 gunner hit/dmg, armament device IV - max damage 700 - requirement 70 gunner hit/dmg, armament device V - max damage 1000 - requirement 100 gunner hit/dmg)
- avatar loot modifiers (as aquired through gameplay) are now separate for each planet and space
- lootpools are now separate for each planet and space
- a high atmosphere layer on each of the planets allows spaceships to hunt in non-pvp environment, whichever flying/floating beasts the respective planetpartner wants to offer


Be welcome to add your own.

LOL!!!:lolup: yeah John this list looks really good for YOU. If they implement these congratulations on winning Entropia Universe. :scared:
 
Strangely I find myself agreeing with Kane (*marks on calendar :rolleyes:*) the OP's list looks very very 1 sided.

I bet casual space-goers would prefer something simple this VU like an opt-in type NO-PvP Flag.
Can only use opt-in if no loots on board quad/sleipnir/avatar(s) and no weapons attached.
Can only be set after entering space and must be set every time entering space.
 
allow boarding and pvp on ships, =)
 
LOL!!!:lolup: yeah John this list looks really good for YOU. If they implement these congratulations on winning Entropia Universe. :scared:

It doesnt really matter which adjustments will be made for space as long as they utilize the professions/skills put in place by mindark in 2011 and/or require mindarks spacecraft upgradesystem - which they undoubtedly will have to at some point -> then any change will look really good for me - no need to feel envy before things actually happen especially since its not like everyone else didnt have the same chance to prepare for the day when mindark actually will do something about space.
The fact that i have been preparing for 5 years for something that hasnt happened yet and might still not happen for awhile - will at some point make a difference.

Independant from that my wishes for space are 'balanced' and do give opportunities and rewards to players from 'noob' to 'expert' - you just have to look at them as a whole and how they would effect one another and not point on a single one forgetting about the others.
Some examples:
- 3D seamless planets will allow to sneak out into space without being spottet allowing players to travel between destinations of the same stellar system (like calypso/foma/crystal palace) at higher safety
- indirectly limiting travels to other systems to warp vessels condenses avatar traffic between planets, leading to more players on any one spacecraft on average which increases the respective spacecrafts defence as their is more players who can repair or man gun turrets while also reducing cost to travel on an individual base
- weight limits for spacecrafts (if implemented right) will lead to some ships focusing on cargo while others perform passenger transports leading to potentially more pirate attention on cargo vessels due to less passengers/weaker defence while still carrying loot worth fighting for
- claimable warpgatepoints will lead to spacecrafts tied up for space battles and guard duties and indirectly allow players of any progress level to prepare an ambush, take over a gatepoint and earn some fees from warpvessels passing through - without even having to mine them
- claimable space la's and cargo missions will lead to conflicts between owners of larger spacecrafts aiming for those missions and in turn involve scouts/spies/interceptors/pirates
- lower ammo cost and the chance to loot it back is the fuel of the above - reducing the expenses to defend or to attack will lead to players solving their difference with a gun much more likely then with support cases
- space mining operations will open up new areas for the fearless miners who prefer high risk to hit something with great mu over hitting tt stuff in non-pvp planetside - this might also lead to a whole new level of cooperation between mining socs, starfleets and pvp socs
- making professions count and valueable will add a great incentive to skilling in space for everyone, not just the high skilled players but also those who like to reclaim their expenses or even turn a profit by chipping out some of their skills. It will also ensure that more spacecrafts will cycle more peds hunting space creatures while decaying a wide variety of tools/weapons.

It all ties together.
 
Just a wee post then? ;)

There are some fabulous ideas there, and of course some contraversial ones that not everyone will agree with. If Mindark would just tap into the vast knowledge and creativity of its player base some amazing things could happen. That's free untapped development potential right there!
 
It doesnt really matter which adjustments will be made for space as long as they utilize the professions/skills put in place by mindark in 2011 and/or require mindarks spacecraft upgradesystem - which they undoubtedly will have to at some point -> then any change will look really good for me - no need to feel envy before things actually happen especially since its not like everyone else didnt have the same chance to prepare for the day when mindark actually will do something about space.
The fact that i have been preparing for 5 years for something that hasnt happened yet and might still not happen for awhile - will at some point make a difference.

Independant from that my wishes for space are 'balanced' and do give opportunities and rewards to players from 'noob' to 'expert' - you just have to look at them as a whole and how they would effect one another and not point on a single one forgetting about the others.
Some examples:
- 3D seamless planets will allow to sneak out into space without being spottet allowing players to travel between destinations of the same stellar system (like calypso/foma/crystal palace) at higher safety
- indirectly limiting travels to other systems to warp vessels condenses avatar traffic between planets, leading to more players on any one spacecraft on average which increases the respective spacecrafts defence as their is more players who can repair or man gun turrets while also reducing cost to travel on an individual base
- weight limits for spacecrafts (if implemented right) will lead to some ships focusing on cargo while others perform passenger transports leading to potentially more pirate attention on cargo vessels due to less passengers/weaker defence while still carrying loot worth fighting for
- claimable warpgatepoints will lead to spacecrafts tied up for space battles and guard duties and indirectly allow players of any progress level to prepare an ambush, take over a gatepoint and earn some fees from warpvessels passing through - without even having to mine them
- claimable space la's and cargo missions will lead to conflicts between owners of larger spacecrafts aiming for those missions and in turn involve scouts/spies/interceptors/pirates
- lower ammo cost and the chance to loot it back is the fuel of the above - reducing the expenses to defend or to attack will lead to players solving their difference with a gun much more likely then with support cases
- space mining operations will open up new areas for the fearless miners who prefer high risk to hit something with great mu over hitting tt stuff in non-pvp planetside - this might also lead to a whole new level of cooperation between mining socs, starfleets and pvp socs
- making professions count and valueable will add a great incentive to skilling in space for everyone, not just the high skilled players but also those who like to reclaim their expenses or even turn a profit by chipping out some of their skills. It will also ensure that more spacecrafts will cycle more peds hunting space creatures while decaying a wide variety of tools/weapons.

It all ties together.

OK let me tell you why I am a bit envious, you get skills related to piloting a ship because you pilot a ship while mobs hit you. I assuming that's what your talking about when you say you spent the last 5 years preparing. I've also spend the last 5 years in space piloting a ship and shooting the hell out of people(almost 7k) and I've gotten shit all for skills related to that. I'm lvl 5 captain so I hope that in order for me to still be relevant in space there isn't a big emphasis put on those skills.

I mean how stupid would it be in order for me to keep doing something I have always done I would need to have the skills that I wasn't receiving for doing that very thing?
 
OK let me tell you why I am a bit envious, you get skills related to piloting a ship because you pilot a ship while mobs hit you. I assuming that's what your talking about when you say you spent the last 5 years preparing. I've also spend the last 5 years in space piloting a ship and shooting the hell out of people(almost 7k) and I've gotten shit all for skills related to that. I'm lvl 5 captain so I hope that in order for me to still be relevant in space there isn't a big emphasis put on those skills.

I mean how stupid would it be in order for me to keep doing something I have always done I would need to have the skills that I wasn't receiving for doing that very thing?

Do you really think i made it to 77 gunner through piloting ?
Do you really think i would rely on a single space profession/skill ? Im highest skilled in all space/mothership related professions, which means i have spent those 5 years piloting more then anyone else, killing more mobs then anyone else and repairing more damage then anyone else - i have also upgraded my ship more then anyone else and worked together with my crew to ensure that they also have higher skills then the crews of other ships/services - this includes me stepping down from some ship tasks to allow other to gain those skills and even in some cases chipping some of my skills out and passing them on.
Being prepared with a mothership doesnt mean that one avatar has high skills - you got to have a large crew capable to perform together.
And when i say i spent 5 years preparing then skilling is only one part of that - aquiring rare drops/ blueprints/ data about the current space and all there is to be found in it is a big part of that as well.

You may not have gotten what i did, but i bet you got more loot for less expenses during those 5 years ;)
 
I've also spend the last 5 years in space piloting a ship and shooting the hell out of people(almost 7k)

What was the average TT return from them ? :D
 
Do you really think i made it to 77 gunner through piloting ?
Do you really think i would rely on a single space profession/skill ? Im highest skilled in all space/mothership related professions, which means i have spent those 5 years piloting more then anyone else, killing more mobs then anyone else and repairing more damage then anyone else - i have also upgraded my ship more then anyone else and worked together with my crew to ensure that they also have higher skills then the crews of other ships/services - this includes me stepping down from some ship tasks to allow other to gain those skills and even in some cases chipping some of my skills out and passing them on.
Being prepared with a mothership doesnt mean that one avatar has high skills - you got to have a large crew capable to perform together.
And when i say i spent 5 years preparing then skilling is only one part of that - aquiring rare drops/ blueprints/ data about the current space and all there is to be found in it is a big part of that as well.

You may not have gotten what i did, but i bet you got more loot for less expenses during those 5 years ;)

OK fine your well rounded :) All I'm saying is there's probably only two people in this entire game that have done more space pvp fighting than me and I would hate to wake up after the next VU and learn that I am no longer equipped to do this. And to also find out that someone that has spent most of their time repairing a MS, flying it around in a mob filed and never PVP'ing is now more equipped to pvp than me would really suck.
 
OK fine your well rounded :) All I'm saying is there's probably only two people in this entire game that have done more space pvp fighting than me and I would hate to wake up after the next VU and learn that I am no longer equipped to do this. And to also find out that someone that has spent most of their time repairing a MS, flying it around in a mob filed and never PVP'ing is now more equipped to pvp than me would really suck.

None of my suggestions takes away from your ability to pvp or your understanding/knowledge about space.
Just because you wouldnt be able to stop a mothership singlehandedly from warping for an extended timeframe without spending more effort doesnt mean you should have been able to do it like it currently works in the first place.
And just because you wouldnt be able to spot that many people flying up from planet anymore doesnt mean you wouldnt be able to spot more people trying to leave a spacestation in an attempt to complete a cargo mission with no crew and only a pilot onboard.
And just because well crewed motherships would be harder to kill doesnt mean that you are off worse considering that you also can team up to 'fish' for a ship full of passengers who actually wouldnt be able to to 'hide' their loot so easily anymore.
You could still argue that you want to fly to other planets without warp, but then its not that hard to find a warpship who doesnt care if you are a pirate or not and many new shipowners will likely look for new alliances to even their odds.
My suggestions are just as good for pirates as they are for passengers and/or service providers.
 
Be welcome to add your own.

I want Space for those that dont agree with non-consensual theft of paid for virtual items.

It wasn't asked for, and it sure isn't popular.
Planet Partners certainly didn't realise that was what would separate them from the existing Calypso playerbase (100% of all of us up until 2010)

And most of all:

I want real in-game repercussions to the psychopaths, sociopaths and kleptomiacs for those that make a living by shooting fish in a barrel / waiting outside of Calypso like spiders monitoring a web.


So, I want a space VU, but I'm pretty sure I want a radically different space VU to you (and Xane and a handful of other people)
 
My perfect space VU would be the deletion of space.

It's clunky, broken, has a terrible ROI for MA to develop on, and hinders the economic development of all PP's.

If anything, leave it as it is and focus on the core activities which drive income for MA (Hunting, Mining, Crafting). Until these are balanced I can't see why MA could or should spend time on Space.
 
just make the warping possible inside the safe zone so we can use mine and everything is fixed warping outside safe zone just make them flee inside or send support case anw I dont understand why we cant warp inside safe zone oh and also fix the speed glitch too

edit: safe zone warp VS no safe zone warp (whit forced agreement to not attack ship that try to warp or risk lossing your account)

I chose safe zone warp
 
Last edited:
Perhaps give PP's the ability to add/develop the regions of space which those planets reside on (that particular server).
 
Aye, luckily there is over 100 warpcapable ships ingame many of which can carry 50 people at a time - most of which currently sit idle waiting for mindark to fix the current design flaws of space - and are very capable of moving the entire active playerbase of entropia universe to the planets of their choice within minutes.

Oh no Johnny boy. The majority of the player base hates space and hates it even more that they are forced to enter lootable PvP if they want travel to other planets. They will be even more pissed if they are forced to pay another player for convince.
I do understand you have invested heavily into space and like usual MA has not lived up to your expectations. Anyway would space not be very expensive to maintain with servers, bugs etc. I doubt our player base would be enough to finance it. I might be complety wrong.
 
None of my suggestions takes away from your ability to pvp or your understanding/knowledge about space.
Just because you wouldnt be able to stop a mothership singlehandedly from warping for an extended timeframe without spending more effort doesnt mean you should have been able to do it like it currently works in the first place.
And just because you wouldnt be able to spot that many people flying up from planet anymore doesnt mean you wouldnt be able to spot more people trying to leave a spacestation in an attempt to complete a cargo mission with no crew and only a pilot onboard.
And just because well crewed motherships would be harder to kill doesnt mean that you are off worse considering that you also can team up to 'fish' for a ship full of passengers who actually wouldnt be able to to 'hide' their loot so easily anymore.
You could still argue that you want to fly to other planets without warp, but then its not that hard to find a warpship who doesnt care if you are a pirate or not and many new shipowners will likely look for new alliances to even their odds.
My suggestions are just as good for pirates as they are for passengers and/or service providers.


Well you've certainly put more thought into your wishlist than I have, if you say it will benefit me as much as it does you then I will take your word for it.
 
If they make space the way you have put it, they better make extra L ships capable of warp travel that players can purchase. I don't care if its L, just as long as its not overly expensive (<500 peds) and can warp....even if it only lets you warp some of the way like how a TP chip does...better than flying forever or paying a fee to a transport owner, who will either make you go on a schedule service which is usually not at the time I like to travel..... or will make you pay extra to go when you want.

Either that or introduce a TP to another planet for a fee...that way it will at least keep the MS owners in check from charging high prices and making the majority of players stay away from other planets.
 
Back
Top