That limit was put in place to help combat inflation by artificially restricting how much money could be in the market. It also allowed them to more easily control the credit:RB conversion prices. Further the ability to buy credits from other players with RB caused more people to buy RB. Since...
Rate of removal from the system.
With a singular currency you need to keep inventing ways, and trying to incentivize the use of those ways, to burn the currency out of peoples pockets.
Using the crafting materials themselves as the currency means they get burned out of the system naturally...
That differs from person to person.
For some people its a matter of principle. They would rather play a game they can pick up at any time, or one that they have bought and owned and can play anytime. They may lose interest in 1 month, they might put it down for 6 months, but its always...
Under the idea being discussed, using the gear within its intended purpose/factory configuration would not incur durability loss.
Thematically you could say that the materials used in the gear are so good that using it at the base output it was made for the thing will outlive you before wear...
Don't forget Pulse (aka blasters) and Beam weapons.
Also do not forget there are plenty of cases where a energy weapon like a Beam Cannon was better against armor then a conventional ballistic weapon. While bad against Energy Shields with ballistics better against energy shields.
Pay an initial cost, with a supplementary cash shop where you can buy extra cosmetics. This means that there is a larger initial sum from sales to fund further development. Instead of trying to rely on just tricking players to buy from the cash shop via restrictions.
I got to talking about Tinkering in the discord chat and during the discussion a interesting idea popped up from @LunaCee the idea (well after it evolved a bit over the discussion) is this:
Gear in general does not suffer from durability loss.
However by using a Tinkering system you can "break...
In 1.6 Elite Ranks are basically extra levels with a group of 6 randomly selected stat increases, including module stats.
1.6 Tinkering was just the standard MMO +1 enhancement system. With pay 2 win tinker tools.
Honestly I would not mind seeing Tinkering in Ember, specifically the concept...
I don't think the ability to swap components would hurt the resource hunt, largely because you can use other areas to consume resources as well.
You could make turret weapon systems customizable, allowing you to build custom turrets that get called down by the ability.
You can make disposable...
Maybe you should put in a little museum that players can visit and one of the exhibits happens to be "the evolution of the Thumper, the modern mining tool of reapers" or perhaps have during the tutorial one of the NPCs in the background is recieving THMPR Training and calls down the wrong...
If we work within a constraints system the more powerful ("OP") abilities could cost more in CPU/Power compared to other abilities, or we could make it so that you can scale the output of abilities, so that the more powerful you make the ability the more drain it puts on your systems.
Other...
I personally want something in the ballpark of 4 or 5 rarities, and a good number of materials.
I miss the 8 or so various crystite hybrid materials we had early on in the CBT.
Not to mention it feels better finding that rare material with that interesting name thats really good for what you...
Clan weapons and Clan Dojo expansion, the more members in the clan the more resources were consumed for a given research.
They also eventually put in resources that decay over time and vanish on you, but those are annoying as all hell.
Come to think of it, a barter economy built around resources is also a bit more resistant to botting. As it will be harder for them to farm up large amounts of mined materials of any true value.
I had one issue with the female engineer:
The exposed leg had no battleframe supports. That really threw me off. Here you have this heavy armor, with a heavy device on the right arm, with the right leg completely unsupported. All the weight would have been placed on that right unsupported leg...
Well part of Marks plans is a risk vs reward when it comes to mining. That is you can keep going deeper, the fight gets tougher, but you dig more into the rare or high purity ore.