HWS Patch Announcement | New Structure Limit system | New Tax system | HWS Marketplace %SALE% feature

How about creating a tax free PvE parking playfield with a hard cap 1 CV per faction that has ECC structures somewhere on the PvP side? Factions are looking for an always on system for refining, so create one away from ECC. A hard cap will prevent overcrowding, and having trader zone and all will keep it active.

Anyway, just a thought.

Don’t quite understand… PvE but still PvP?

For PvP we have that already: the EGS Star in Homeworld Space. It has a Bank zone, a trading zone and more.

For one additional PvE playfield even such a hard cap will be full sooner or later :wink:

And technically I still hear the dev saying that constructor should work, even though the playfield is unloaded :stuck_out_tongue: Have to test this again I guess…

But maybe a new HWS feature can help with that… Orbital Factory? Oh, I didn’t say anything, go on.

Did somebody say Orbital Factory?

Now we are talking, so with this new Orbital Factory ill be able to play only in browser, filling it from OCD. Thats the way to go.

That sounds like a good idea. I was just trying to find a solution for the players who are saying they will continue to park at ECC despite tax increases because of always on refining in constructors.

I don’t get why you would need to do that in ECC space or even on the planet though. Just got to the Peacekeeper orbits or the HQ orbits and make a space station, problem solved! Or if you are cheeky you can make a base 30+ kilometers out in homeworld space, that will run around the clock, too!

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13 hours remaining - what is the result of this discussion now? Which structure limits will become true? And what will happen to already existing structures, if they exceed the new Limits?

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I just want to share a few thoughts about the tax formula, regarding to parking large ships permanently at the ECC, especially EGS HQ.

As Rex does, the problem I see here is that some players are permanently parking large PvP ships at the EGS HQ. Problem with that is that this player’s behaviour slows down performance as well as taking away parking slots for the daily 300+ visitors…

The old tax formula was much too restrictive. But the new one indeed is too less restrictive as we all can see…

So I suggest 2 changes to the tax formula:

  1. Instead of just counting blocks it would make more sense to count ship size (width x length x height). Reason is that a ship can contain very few blocks, for example a non solid cube, but being very large at the same time. Ships with large dimensions take more parking space than ships with small dimensions. The amount of blocks may still be important when it comes to the performance impact of a certain ship, like the amount of lights, thrusters or in total the amount of ā€œdevicesā€ being used.

  2. I would add a day counter to the tax formula. It should be allowed to park a ship there for a short period of time (I am especially thinking about smaller SVs), but if you leave your ship there for more than a few days taxes should increase. So I would add a day counter and add a factor, let’s say ā€œXā€ to the tax formula. Which could look like this:

(tax formula) * X

The structure ID needs to be logged by the server which would count as day 0 (X = 0). Day two would be X = 1, day 3 (X = 2), day 4 is X = 3 and so on…

In the result this means that taxes go higher after a few days if people leave their ships there. There is no workaround, like warping in and out and starting at day zero because the ship ID would be logged and saved for one day.

I could think of different mathematical implementations like the following:

(tax formula) * 10^X

that would mean for example that taxes are rised by the factor 100 (10^2=100) after three days (starting at day 0), by the factor 1000 (10^3=1000) after 4 days, by factor 10.000 after 5 days and so on. When implementing such an exponential function I suggest to add a maximum tax limit as well. Taxes in general should not ā€œhurtā€ a player or be game breaking. But they need to hurt a bit at least after a couple of days if the EGS HQ is abused as a permanent parking space. ā€œHurting a bitā€ is any amount below 5 % of a players total credits I would say, but that’s subjective.

I am aware that this is not a complete solution but at least that would reflect the intention, that we want people to park and stay at ECC/EGS, but not permanently.

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Not very clear if those limits apply to the whole server or if hw and gg will have their own limits (10 bases) still. You said that individual playfields will maintain theis limits, SO the big question is if we will have to remove our defenses and our grounds starting tomorrow or if that remains the same. Will the hardcap be kept the same on those playfields?

Global Limits vs Local Limits

To be honest it is too complex that I could spend too many hours into it for now. And you, the community, just have to check it out I guess to know what works, and what not.
That is the reason why we will iterate over the update and migrate step by step.

So as I wrote there is in general an enhancement coming, taking care also of small factions. This is so far my current potential version:

image

I hope it is self-explanatory if you look and think long enough watching that image.
(it is per faction, not all factions on the server together)

So on critical planets like Golden Globe, Homeworld, Starter etc. nothing will change tomorrow for now directly. But after implementing the above version it might trigger warnings for your structures somewhere else parked in an Orbit.
As written: the local limit works independently from the global limit BUT they still affect each other. It triggers basically always the ā€œwinnerā€.
You will see…

Time limits

On Golden Globe and Homeworld we increase the CV stay time from 9 to 12 minutes as a final change regarding this.
CVs are currently still abused in PvP so there is no improvement for that for now. Have to think about other ways like Gravity or so…

Tax

Thanks for the idea @Shnoofn. Especially the increasing factor per day might be implemented in the future. But in general you could stay 23 hours without getting taxed there.

Thanks for your suggestions / feedback everyone.
There are coming more goodies tomorrow so stay tuned and good night!

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Great news, specially the 5 everything limit for the small factions. And thank you so much for the increase in time limit for the CVs. I’m really greatful =] :raised_hands::clap::clap::clap::clap:

I like it but I believe the per member count is too low. Desperatley too low for some of our players. But maybe I have my maths wrong!

So here we go:

Let’s do some more math to ensure i’m correct on this:
Say GMC starts next season with 10 members. So that would be for svs: 5+(10*1.75)=22.5

22.5 ships sounds nice right? But it still falls significantly below the preferred formula of 3 svs per player. 1 Combat, 1 utility, and maybe 1 garage ship. I’d say Rexx to raise it from 1.75 to 3, or if you feel 3 is to high then at least 2.5 or even 2.25, anything is better than 1.75 that is too low. Whereas I feel bases are also too high. (Let’s not forget that this is a GLOBAL limit we’re talking about, it is across the entire server [with the exception being donator playfields, but as soon as you leave them your ship will become part of the cap).

My main issue with this:
As a PVP faction each of us in GMC normally have one SV for fighting and another for utility. For some of us it is the same with CVs.

Therefore I propose this suggestion:

Faction PVP per member:

  • Base: 1 (or even 0.5 to be honest, we don’t need that many faction bases)

  • CV 2 (so everyone gets the opportunity to have 1 combat ship and 1 utility ship, would save on bases also. [Though once again this could be solved with us making our utility CVs private.]

  • SV 3 (This is a lovely number that was just 1 above your original suggestion. Lots of SVs are needed for PVP factions as we usually have backups ready to go before the fight begins, having a limit of only an extra 1.5 per player is simply not enough for our players who play outside of our donator playfield. As it will affect our operational ability to launch SV assaults. (If 3 is too high then perhaps 2 per player as we can set utility/garage ship to private.)

  • Hovers…i don’t really mind 1.3 per player right now, but in the sake of fairness for our Russian factions who have lots of hovers on PVP playfields and not on donator planets you may wish to up it to 1.5 or 2 hovers per person.

  • I’d also raise the generic faction start values for sv+hv to 7, maybe even 10 so the factions can have spare combat ships in reserve.

GMC could probably mitigate some of this thanks to our donator playfield and by turning ships private, but for communal PVP factions that like to have access for all of their players this patch will punish them for factioning those ships as a result of these lower limits.

Overall if you roll out that table in its current structure I feel that it may do more harm than good to us PVP factions, as the limits are too low for major OPs where we spawn lots of new bps in order to fight with. In the current state we’d have to be on a semi-permanent state of rationing with the limits.

Finally if you DO decide to roll with this version please give everyone fair warnings, as although we look fine according to our registry I fear the Russian players may have issues on GG, may be worth informing them of the new hover limits so they don’t get blindisded. Not sure how many they have there so they may be fine. But in the interest of fairness we should inform them beforehand. @A.F.T @CyIvIpak

I hope my feedback helps, sorry for all of the typing! Thanks for all the hardwork l Rexxus :smiley:

Best regards
Wise.

I like the changes and updated list. However, once again, we are being handicapped by being in a large faction on the big pvp planets. This puts the idea of splitting into smaller factions back on the table.

If you quote me please don’t forget all relevant parts:

Thanks for your feedback. Will consider it.

4 factions drop tanks on GG, we have more members on, but are outnumbered in tanks by 4 to 1. Even if we have the same amount of people on. Really we are outnumbered by any amount over 10. So we split into 3 more factions to offset this problem. This patch was supposed to solve this issue for large factions, but hasnt fixed anything.

TAW thats 1, HPG thats 2, ACP thats 3. So 4 factions vs your 3 in the last fight? Maybe get rid of some miner HVs.

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Another good strategy would be try to not piss off half of the server, that would help a lot not being outnumbered :joy:

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That has nothing to do at all with what im talking about? Hop out of your anger bubble, and figure out what this is about before commenting.

We have the largest faction, and we arent allowed (according to server rules) to split into smaller factions. So we are as limited as your tiny faction on number of vehicles.

Please keep on topic =)