6.0 Easy, Medium or Hard

:heart_eyes: Be still my heart. Choice and consequence, you cant be everything at once?! I love this. IM good with getting nerfs for advantages elswhere. I certainly dont focus on PVP, and im perfectly happy having less PVP functionality than a pirate or hunter if i can smoke them on earnings and replacing my stuff they stole. This is the beauty of prey and predator relationships… Prey have advantages of being able to eat grass…for example, and are numerous! Predators nust work hard for their meals, but the payoff is good – But a resulting decrease in predators by relation is appropriate.

If we get in a situation where we have a server full of predators, and no grass out in the open, or watering holes for gators to hide that we MUST come out to drink at, then we will be in a bad place.

I have 100% trust in you guys to work with what we are given in an alpha to make it the best possible experience! Game on! (I was kidding about making teh game suck, i make the game work for me no matter what the limitations are. :wink: )

  • Hops

As a fairly new player and coming from games like Rust and Arma2 and 3 Dayz mod, etc. I love the harsh survival.
In general.
Having everything you own in a base or CV… loose it and you really loose something. That kind of excitement is gone a bit with the OCD and autominers. Resources should have real value imo. Losing a cv when you have resources for 50 more in your OCD… you will just throw it in a fight and be like w/e when you loose it. Same goes for dying. Now the game is in aplha and bugs like being stuck in the wall of a vehicle causes about half my deaths, but dying should have consequences in a survival game. So yes, please, more harshness! less hoarding! less protection!
politics and alliances will be more important than ever. Yes people will be screwed over harder too. But you need enemies anyway to keep it interesting… Revenge is sweet etc. :wink:
A problem that Rust (eg) has however; when people have their main base wiped and the enemies beefed themselves up with your resources and is even harder to attack now… people just leave and start over on a server that is freshly wiped. IOW, its deadly for community of a server.
I understand the need for a balance between the two sides of this. But I would enjoy a bit more harshness and challenge very much. I lived on a donator PVE planet for a week and it was the most peacefull experience I ever had in a game… no worries in the world… stash always safe and out of reach, enough on the bank to spawn in extra ships if I lost something… resources available without any threats… boring! I ran back to C7, at least I have the idea there we are not 100% safe… still not very exiting there, but at least the option of losing all exists again :wink:
So I hope the 6.0 additions address this need for excitement a bit, cant wait.

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I would also like to see resources mean something. I think auto-miners should go away on any and all PvE planets this includes donator or otherwise(We still plan to donate for a planet though!). What I would like to see is the mining rate for manually mining increase to compensate for the removal of auto-miners and combined with that I would like to see costs go up for crafting things like combat steel but in addition to their cost the HP and mass go up substantially so that there is less of a requirement to have layer upon layer of combat steel and so that there would be more of a balance between size of ship and amount of thrusters needed to propel the new higher HP and heavier blocks. That last change would really only work if lag shots are substantially reduced.

In my ideal world there would be loot only schematics that need super rare alien resources that could only be found on things like alien freighters in Black hole basically only acquirable in PvP zones. Id like to see things like drone command and control centers that send out drones to mine deposits on PvP planets that can be raided if not protected. You could use those rare alien resources and outfit your mining drones with more armor or faster speeds or even a radar absorbing material to prevent them from showing up HUD. I envision it like like you would with the new armor for players in 6.0 with interchangeable mods. I’d say give those rare components either a timer or each time they are killed they lose a charge on their durability and the people raiding the drones get part of the alien resources used to craft the components. I mean none of this is something HWS can do but I see this game as having so many possibilities.

 Locking OCD on starter and origin will force vets to move away quickly,

allowing new players room. GREAT IDEA !!! Auto miners would give vets
this ability almost immediately. Consider how crowded these playfields will
be otherwise.

I was never a fan of the entire origin system. Players will simply choose what provides
the most advantages. For example Rogue Trader is what many are considering now for
post 6.0 play. Then proceed to play how they choose.

  I would prefer a Race system that locks players into a general faction based on 

planet origin. Reputation rewards could be purchased via faction merchant. Want to be a
trader go do some trading. Want to be a pirate go plunder. A players in game actions
should determine their profession.

Can’t wait to see my Scrapper origin!

I did maximum hard start on Experimental. Masperon with no cheat commands with just the fresh start stuff.

No bike, no gun, no fuel, just survival constructor/o2, t1 drill w/2 bio fuels and no seaweed, barely any plant food on the planet. I was able to do it with 2 deaths but I wasn’t attacked by any players. I think after 4-8 hours I was only level 10, although I wasn’t trying to power level by any means (was playing with the vents and using Logistics POI as a temp base). Obviously having a few hundred ingots to start would have sped up the process immensely.

And on another note, I’m guessing Hunter/Pirate starter will be pvp maybe? :slight_smile:

You realize OCD AND HWS Auto Miners will be disabled right. You will have to use an old fashioned t1 hand drill to get your initial resources.

1 Like

@Booyaah,

Howdy, The OCD will be disabled. Rex hasn’t said anything about the HWS auto miners but as I said the stuff we have set up can be built with the resources of a single drop pod alone.

We’re very excited to start drilling into a new universe!

What would happen if people had already claimed the POIs? I haven’t played 6.0 yet but in 5.x most of the hard starts relied on looting civilian POIs and/or using them as bases.

1 Like

Too early to see what HWS 6 will hold but they can wipe and they can be reset and also they can be indestructible (like licifer). Many options. But if like today, sure, they can be overrun and taken by a player and the benefits lost to all.

And what CV class limit are planned in 6.0? I tired sneaking in the dark like a cat (yeah for a good combat ship i cannot put even 1 light). And for what all this creativity and ship building if i cannot make ship what i want? (not 100k blocks and 100 lights of course). Empyrion go to RIP. IMHO. Again stupied SP and graphics features and again no optimization. Strange but in pre-alpha and alpha 1-3 we can put 100500 turrets and its work, but now only 2 4 6 etc. and laaags.

If devs have a brains - they do a turrets points and attach it to the ship class - for example:

Artilley 10
Plasma 8
Rocket 6
etc
max cup for 5 class ship - 50 for example.

If i want build heavy long range assault ship i can build it with 5 artillery only.
If need fast attack interceptor i put 8 rocket turrets and etc. Now we have ship like a mouse with 34 turrets and ship like a elephant with 34 turrets too. LOL.

2 Likes

Cool ideas.

Guns should be upgraded and down -graded based on ship/base class size, if possible. Class one ships and bases should be more limited. The current gun limit should be applied to class 2 or 3. Class 4 and 5 if possible should sport a couple more guns, doesn’t have to be a lot. As far as origins go they should mean more, with more advantages and disadvantages like CV, base, SV, and HV classes. Possibly resource mining or gold bonuses and origin packages should be more tailored to what they should be doing. Raid-able drones would also be pretty cool too.

If there were no POIs to store stuff in, I’d probably be screwed if I couldn’t get my backpack upon death.

Rexxus shoud just have the meteor spawn rate set to crack addict speed, like 1 per minute with max 50 meteors (at least for the first few days). ppl will be shooting them for XP and that will cause a big fuss for the ppl that need those resources I’d imagine.

You get xp for shooting meteorites?

wait really? You didnt know this achilles?
I feel a “Bugs we all know about in 6.0” thread coming on…

1 Like

I’ve always known you could shoot them but I guess I’ve never seen witnessesd on starter… Everyone is usually level 20 so It wouldn’t make a difference… But at the start it could be a problem I think

Bc everyone usually use SV-bug with in-out planet fly…

The worst idea, I ever see…

This one was patched in 5

I know. But it was very late patch for us. Bc already all got 20th…