Hythos
Sergeant
Reged: 05/09/10
Posts: 148
Loc: USA
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Research, mines, FFA combat
#158696 - 05/09/10 12:29 PM (76.171.112.134)
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Some how, I only now just found out about Neveron. I've figured out the basics, but that's not saying much because the initial tutorials are just that good... I begain Battletech in '87 (at Boy Scout summer camp), and pretty much stopped buying after WizKids purchased the BT/MW rights.
About my thoughts on Neveron - I'm glad to see the traditional, non-dumbed-down content (reference "MW Dark Age" junk) in a multi-player format. I DO understand I'm getting in late in the game compared to what it once was, but that's alright. I'm very familiar with the concept of the web-based free-play / pay-to-play games, and that they're supposed to take many months and years to achieve anything significant - so I understand that mechanic.
However, because of the age of content here and likely decay of message-board infermation (yes, infermation), I haven't been able to find a few specific details...
Research: Again, while I accept these types of games are intended to expand over many days, weeks, months, years in real-time, my first reserach shows it would require 16,000 NAVDays, or 160 days REAL TIME - for my first research. IF the actual answer is "build more research", then fine, I can handle that - provided that 1 RP (Research Point) can be accellerated to, *under normal means*, within a few days or a week, it would be somewhat acceptable. Doesn't seem really fair to take months for the first research, but if that's how it is, then so be it.
Mines: I see minor information about building a mine and do understand that they can fail / run-dry based off RNG. However, I havent' seen anywhere to state if a resource-node is randomly found when claming a new zone, OR, if a mine can be constructed at any zone. I would assume the cost to build a mine may be visible once a harvestable resource zone IS located. With the some-what limited space resulting from being surrounded by dead empires, locating new, potential zones is a choir.
FFA Combat: A few times I've hopped in, I've been put in a hovercraft. Seems as though the objective is to win enough fights to reach #1 spot, then move to an inaccessible area and sit back to let the credits roll in. I sat in the FFA for an hour yesterday fighting 2 other targets, and noticed 2 inactive targets. Is that the name of the game? Just log on and hope that no one else comes by so that you can 'default' to #1 and rake in cash? After you "enter" the FFA, will your unit auto-defend itself? Again, if that's how it works, then so be it.
Attacking other same-faction members: How can I determine if a player is inactive? Most land I see is claimed, and I'm sure much of that is held by inactive players. I'd just assume NOT attack an active player, 'cause they're likely struggling along just as I; and inactive players are, well, in most likelihood, not coming back. I've noticed that adjacent NOOBS are shown as 'same faction' players... Could I assume some form of retailiation could ocurr, whether by other players or NPC's (?) if I were to attack said ally-player? Would I need to drop from the NUB faction in order to attack 'NUB FACTION" targets? And finally, is there any advantage to attacking one in the first place? (IE, salvage structure from buildings, claim the conquored zone?)
I have a few more questions beyond this, though I'll keep searching for more answers and write more another time.
Thanks, Hythos
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mattbuck
Eeyore
Reged: 02/13/04
Posts: 3285
Loc: Nottingham, UK
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Re: Research, mines, FFA combat
[Re: Hythos]
#158697 - 05/09/10 08:41 PM (128.243.253.102)
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Hi Hythos, welcome to Neveron.
Yes, the main answer is to build more research facilities, but also make sure you have enough workers to work in them - to check this, click the empire [tab at the top], then stats [lower on the page] link, I think it's then economic stats.
Mines pop up randomly in zones, you cannot create them.
Well, the cash isn't great, but what you do get is treasure points from killing things, which can be used to speed up your research. At low levels that is much more valuable than the cash.
There are no NPCs in this game, at least not in terms of attacking. There is AI which controls unclaimed units in battle, but it can't initiate battles. I think you can attack other empires in n00b faction, I'm not sure though. As for what it gets you - combat experience, bit of plunder, more zones to build in...
You should try and come to Neveron IRC chat - http://mattbuck.irongalaxy.com/mattbot/ircfaq.html has instructions.
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Edited by ShadowMasterCM (05/10/10 07:50 AM)
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Rodon
Sergeant
Reged: 01/04/08
Posts: 146
Loc: Augusta, Ga
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Re: Research, mines, FFA combat
[Re: mattbuck]
#158698 - 05/10/10 07:44 AM (68.47.123.9)
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Mines are not available on noob island. You cannot find mines until you move to the mainland,(and then it takes a lot of searching to find them).
The idea in FFA is to kill anything and everything. As soon as you reach the top a lot of people try to avoid fighting to accrue money. As I recall you get paid every 20 minutes. FFA also gives out random TP for kills, which can be spent on research. The greatest benefit to me of FFA was to become more familiar with the strengths and weaknesses of units and skills. Does not really teach you much else. Also a good way to kill time at low levels while waiting for something else to do.
Truthfully if you want to succeed in this game get into chat and start talking to people. The learning curve is somewhat high, so the more you hang around in chat the faster you can pick up the tricks.
Luck
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ShadowMasterCM
Captain
Reged: 12/07/05
Posts: 916
Loc: New York
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Re: Research, mines, FFA combat
[Re: Rodon]
#158699 - 05/10/10 08:06 AM (67.246.253.214)
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welcome Hythos
for a new player you have a very good understanding of many of the basics 
Research: Yes even the most basic items do take a bit of effort to complete. the more research buildings created, the faster your empire will be able to complete any item. each successive item after a completed item will require more effort, until the highest level items, like mechs, are reached and take a tremendous amount of reseach to complete. Most people spend literal real life years to complete something mid range like an assault vehichle. Those players have built many Technologly Complexes [TC] and in most cases have also added research doublers [see donation page] to 'speed' things along. Almost every empire needs at least the most basic items researched, so as suggested, playing in the FFA trying to earn some Treasure Points [TP] can help. A treasure point can then be exchanged for Research Points [RP] and applied to any current research item. The exchange rate for TP : RP is .2 x empire level. Some players will only immediately 'use' the TP that they need to, and save the rest of the TP for later when they reach higher empire levels, to get a better rate of RP when cashed in. For example a L10 get 2.0 RP for every TP, where a L2 only gets .4 RP per TP exchanged.
Mines: You got most of the info available on mines figured out or in the above replies. To actually determine if you have any mines in your empires claimed zones, you would go to the Land/Build tab, Mines, Inactive Mines and 'click to show'. if nothing appears, you currently have no mines in your empire. Once you move to mainland, and locate a mine, the rest of the info about them should be apparent from the displayed info. If not, feel free to pop into chat [#neveron_newbies] and ask for help. Mines are meant to be scarce, and can be sold for NCash as well. You can 'sell' the mine, then provide the coordinates of the zone to the 'buyer' after you vacate and receive payment.
FFA: yeah the FFA can get dumbed down from time to time as players are trying to scrape a few TP or Cash from there. There can also be some really challenging moments when there are active players in there actually fcaing off. Its mostly a matter of going there at the right time. Pop into chat and see if there are some people that would join you for a face off in there. Speaking of facing off, there are also some very excellent players that hang in chat that love to play the Arenas. Be sure to check them out as well.
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Hythos
Sergeant
Reged: 05/09/10
Posts: 148
Loc: USA
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Re: Research, mines, FFA combat
[Re: ShadowMasterCM]
#158700 - 05/10/10 09:41 PM (76.171.112.134)
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Groovy, thanks alot guys; I'm quite sure I understand the FFA combat... and, that I shouldn't be concerned with mines.
I've mentioned I've played a few other web-based games that require months and years for their own respective research mechanisms, though I'm a little stuck here...
IE: Quote:
Your current research multiplier is 0%. If this number is less than about 95% you need more residential buildings in your empire to support your research. Your Research Multiplier can be increased above 100% if you are in a Faction. Please see the Faction pages for details.
I have one Empire listed at 0%, and another at 100%. A brief MSG board search shows a small amount of pertinent detail, though is there somewhere that might show the compound calc's? 2.5 : 1 ratio of residents per research seesm too low (0%), and ~4:1 is around 100%; so I assume building 60% more residential in the first should normalize the RP%...
I intend on checking IRC, some time. lol But not tonight. SO; I believe I'm doing the right thing and just need to let it all cook over low heat to build RP for now, and stir the pot in FFA periodically to 'pop the bubbles' for easy TP  Thanks again
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Rodon
Sergeant
Reged: 01/04/08
Posts: 146
Loc: Augusta, Ga
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Re: Research, mines, FFA combat
[Re: Hythos]
#158702 - 05/11/10 07:15 AM (72.10.89.206)
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Yes. You need 4 residential buildings to every worker building of the same size. So 4 pop for every researcher, factory worker, or commercial worker. Some people feel this is not all that important, but I keep my empires as close as possible. If I err, it is on the side of more pop than workers. If you do not have enough workers they are taken from research first, factories second and commercial buildings last.
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