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TheNubCake

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About TheNubCake

  • Birthday 05/12/1982

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    At my PC
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    Games, PC games, gaming, PC gaming... some sleep and food.

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  1. And you could not have explained this in your first post, without the belittling attitude? Sheez...
  2. Well first of, are you offended in any way? Cause it sounds like you are attacking me, just because of a suggestion... And I have no idea what you are talking about... empty space of want? 2x the amount of labor hours? Sorry, I'm gonna need a better explanation for that. I'm suggestion increasing the amout of labor hours we gain per hour, proportionel to the levels. As leveling from 1 > 17, generally dont take a long time, reducing the amount of labor hours per hour for thoose levels wont have any severe impact. And from level 17 and up, the amount becomes the same as we currently have, and only increases further, until it caps out at 75 labor hours per hour at level 50. Since the XP per level increases aswell, that +1 labor hour per hour, per level, is still not something that makes people level 50 instantly. Lets look at low, mid and high level crafting, for leveling purposes... From 15 to 16, you need 1120 xp. Thats 2 traders cutter, and 708 labor hours required to build. With 42 labor hours per hour, that takes just 16,8 hours. With the suggested system, you would gain 40 labor hours per hour, at level 15. So that only increases it to 17,7 hours. From level 35 to 36, you need 3519 xp. Thats 5,7 traders cutter, but lets say 6. It require 2124 labor hours to build 6 traders cutter. With 42 labor hours per hour, that is 2,1 days worth of labor hours, required to go from 35 to 36. With my suggestion, at level 35, you would gain 60 labor hours per hour. So it would take about 1,5 days, to go from 35 to 36. From level 49 to 50... requires 6668 xp. Thats 10,8 traders cutter, so lets say 11. That is 3984 labor hours, and with 42 per hour, its 3,8 days to reach level 50. With suggested system, you gain 74 labor hours per hour at level 49, so that reduces to 2,2 days. The extra time it takes to reach level 17, is as said, hardly noticeble, and the higher levels only really see a bigger reduction near the end, but it never reaches a 50% reduction. But all of this, is just numbers I came up with. It dont HAVE to be 75 at level 50, or 50 at level 25... But there is still need for more labor hours per hour, considering how much that actually require labor hours already, and more is surely to come. And as I said, big enough clans already have the hours to pump out SoL's several times per week. But it is not ONLY about thoose ships... there is more to the game than only SoL's. Right now, the limited hours severely limits what people can do. If you want to level crafting, then you gotta avoid wasting hours on anything else. Same deal if you want to make upgrades. Or if you want to get resources from your production buildings, well there goes the hours. Currently, this really only benefit traders, yet they simply sell the resources to NPC's instead of crafting sub components and sell thoose to crafters. Also, my suggestion is not something that have to be a permanent thing, but could be done for testing purposes only. We are in a early access alpha afterall, and only way to actually see the effects of something, is to implement it for a period of time. And as I also mentioned, it dont have to be the numbers I came up with. I just picked thoose, cause I like to divide/add with 5. It could start with 35 at level 1, and cap at 65 instead, if thats what the testing showed to be best.
  3. Considering how fast it is to go up in levels early on, I cant really see how this is making it 2 times longer... With this method, already at level 17, you are getting the exact same LH per hour, as we do now. Sure, it does increase the time it takes to make lower level ships (if a crafter sits with 0 labor hours), but we are talking about few hours here, not days. Excep. Brig, with current LH/h, takes about 1,5 days of LH to build. With the above method, that rises to just 1,7 days of LH. Ofcourse, thats when its about making ships to be used, and not just for leveling. if we look at leveling and just goes with best XP per LH anyway, wich I believe is the traders cutter with 1,73 xp per LH. But I'll use the Traders Lynx here, since its possible to craft from level 1. And keep in mind, a new crafter/player starts with a bank full of labor hours. Currently, it require 254 LH to build, and with 42 LH/h, that is about 5,8 hours worth of LH. With suggested method, that would require 9,4 hours worth of LH. Although this seem like a lot, that single ship yields 418 xp, wich pushes you to level 3 if I remember correct... From there, you can start making traders cutter, and still use the bank of LH you began with. To sum it up, with the initial starting labor hours, you can make 1 traders lynx and 2x traders cutter. Thats a total of about 1648 crafting XP, wich brings you just a drop away from level 7... you can use the remaining 50ish LH, to prepare for the next craft, and push you over level 7. Thats level 7 with just the starting labor hours. Now with the suggested system, you would gain 32 LH/h at level 7. So 24 hours later, you have 768 LH, wich is enough to make another 2 traders cutter, wich brings you up to level 9. Another 24 hours later, and you are now level 11. It really dont increase the time it takes to reach level 17 by a whole lot, and from there it just gets better from what we currently have. Also, its not really about being able to make more ships, because if a clan wants to deploy a SoL every 2 days, they most likely can do that, with enough members and crafting levels. But clan crafters, from what I understand, is already more than busy with pumping out ship after ship and have plenty of people helping them do so. So this is aimed more at thoose who do not have such luxery, nor wish to be part of a huge clan with commitments to PvP and such.
  4. I wrote a post on the steam forums about crafting and labor hours, but figured it would be better to post it here as a suggestion. Post #7 http://steamcommunity.com/app/311310/discussions/1/368542585861403392/ To me, this seems more resonable and its even rewarding higher level crafters wich might make it more attractive to build lower ranked ships cheaper for new players, while still being able to craft the higher ranked ships. It also leaves more room to actually use the production buildings for own purpose. Just my 2 cents.
  5. +1 for this idea, as an additional option to gain new BP's and higher quality upgrades. Specially thoose upgrades that we can not craft.
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