Month: June 2018

Dev Blog

Syndicate Shops and Tokens: Details for Live Patch 3

Greetings Nians!
Live patch 3 brings many changes, most notably the Robot Painting System.
Because this is a big addition to the Syndicate Shop’s selection of goods, we also took this opportunity to reconsider and re-balance some existing item pricing and provide new, improved, ways for players to access more and different content.

Token Sources

Because of the way the world is structured, the way Tokens from assignments work, the potential sources for Tokens follows this model:

Essentially, faction tokens are a PVP-good, which gives them a little more value than what one could achieve running alpha assignments, because of the inherent risk on Beta.  Many have found lucrative ways to stealthily run assignments, and that’s great!  A player does not need to conquer an island, or event an outpost to access these goods.  However, to allow Alpha-players to get factional-tokens for goods sold at the Public Beta Terminals, and for Beta-runners to still have some reasonable way to get universal tokens.  We have introduced the Token Exchanges!

Token Exchanges

Instead of these sources being completely exclusive, and relying purely on sandbox economic forces to get tokens flowing across borders, the Token Exchange provides a way for players to access this content.

An important point to remember is that using the Token Exchange, there is inherent loss.  One would be more efficient using trading, the market, or running the assignments, to get the other Token-type.  As a baseline, we introduce these Exchanges to allow players to have reasonably balanced access to goods, where the trade-off is increased cost to balance against the removal of risk.

The Token Exchanges are located on alpha-only.  Hershfield Main, and Thruhold-Markson Alpha (TMA) Terminals host the Universal-to-factional exchanges.  The 3 outposts on New Virginia, Bellicha, Lenworth, and Cadavaria host each of the factional-to-the-rest exchanges.  We had to disperse these orders among different shops because of a technical detail in the client that prevented the same item to be bought with two different pricing models or orders.  However, it follows nicely with the local NPC’s that have invaded those corners of New Virginia.  We hope this may give New Virginian residents hints to where they may find different NPC-factions to shoot.

New and Updated Syndicate Shop orders

Furthermore we reduced the pricing of ALL AMMO on syndicates shops by half on the NIC price.  These “PVP” ammos were underutilized through Syndicate Shop purchases.  Players often opted to use what they obtain through SAP loot, artifact loot, high-end NPC loot etc.  This includes the “advanced” scanner charges.

Also to further spice up the Robot Paint idea.  The Paint items are seeded on the Syndicate Shops for NIC-only on Alpha, and for Tokens-only on Beta.  The mixture of the factional Tokens required for a paint is determined by the RGB ratio of the color, using each of the faction-Tokens to represent amounts of Red, Green and Blue.  So if you find yourself with a surplus of Tokens but need the NIC, one may opt to purchase their paints using this method instead!

Providing players more choice, and multiple ways to access and explore the content in the game, while maintaining a health economy is a tricky balance, but we hope these changes will move all of this in the right direction, and help us prepare for even more changes down the road.

We are excited to deliver these changes in the next patch today, and hope to see all of you enjoying the new content!

Thank you again for all of your support! 
Many of these changes and features were direct requests from the community.  Your support and feedback is a vital component to improving the game and helping it grow.  We can not thank you all enough for the thoughtful suggestions and requests.

Here is to today’s patch, and many more to come!

-The OP Team

Dev Blog

Paint: An Introduction and Guide

You have asked for Robot Paint since the time before time began, on a server long-ago.
It is with great pleasure that we announce:

Robot Paint is coming to the server!

This is a very new feature and to work with the capabilities of the client as it is currently implemented, some may find this process a bit circuitous.  So to explain, we have assembled the following guide which you may reference:

OpenPerpetuum’s guide on Painting your Robot!

The Color Guide

Because there is no good way to “preview” paints, we will have to rely on the community (that’s you!) to show us what all of your lovely bots look like with all of the different colors!
To give a taste of what you will get, we have assembled a few images to give you an idea of how it might appear on your bot!  (Results may vary!  Weather, daylight, lighting, color balance, etc.)

How To Apply Paint

  1. Purchase a Paint
    • Paint can be purchased for NIC at Hershfield or TMA
    • Or for an assortment of Tokens at any beta terminal.
  2. You must be in a Terminal
    • Not a field terminal.  Docked in a real Terminal.
  3. Put the Paint in the desired Robot’s Cargo
    • The robot must be unpacked (not necessarily “active”).
  4. Right click on the Paint — Click Activate
    • A dialog will appear indicating the consumption of 1 paint (displayed as -1 paint).
    • Right clicking on a stack of paints, in robot cargo, will only use one of the items off the stack.
  5. To Refresh or Show your paint, (re)open the equip window on the robot to which the paint was applied.
    1. At first, the color may not show if you have your equip window open.
    2. Doing anything to cause the equip window to refresh will force the client to re-render the robot, and your color will appear.
    3. You may also undock in the robot and you will see the new color.

How To NOT Apply Paint

  1. You cannot activate paints outside of a Terminal.
    • It does not even present the option to do so.
  2. You cannot activate paints in a storage container, private storage, or any other storage.
    • The “activate” button appears, but will give an error if you try.
  3. Check that you open the correct bot’s cargo before applying paint
    • It is easy to mix up, be careful!
  4. Repackaging your Robot RESETS the color and decay to the Robot’s “natural” (faction) color.


Paints are implemented with a few features that add to the immersion, economy, pve and pvp player experience.

  1. Paints are Consumable.
    • Activating a Paint consumes it.
  2. Paints are lootable, like any item.
    • Carrying paint in cargo will be dropped on death (at same loot-drop chance as anything else).
  3. Robots with any Paint applied to them WILL DROP THAT PAINT on death.
    • At the same loot-drop chance as other loot.
  4. Paints decay (just as your bot’s color did before).
    • Each time you are shot there is a chance you gain some “decay” which is rendered as paint getting worn off over time and damage.

How to Apply Paints (with PICTURES!)

Dev Blog

Month 2: Perpetual Progress

Our next phase of development is already underway and would like to share details of the upcoming patch this weekend, and sneak peek the one coming after.
This Sunday at the regular patch time there are a great number of changes, bug fixes, features, and new content based on our roadmap and your feedback!

Highlights for Patch 2018/06/10


All Mk1 Haulers have been given an increase in cargo sizes by at least 50% to as much as 500%+!
Most are simple increases, however a major change to the nature of how the Scarab operates was introduced to move it into a new role as truly a “Freighter” type hauler.
The Scarab is given an enormous cargo, more tank, but is much slower.  This type of hauler is not something that travels alone, and not without mobile teleports.  The idea was to move the focus away from having a caravan of scarabs to move massive amounts of goods, but to involve more players together in a teamed-activity of combat-escort.  Only one player will be needed to run the hauler, while others will need to actively scout and defend when the Scarab is vulnerable.  We think this will move the logistics-meta into a corp and squad-based activity.  Solo players will still have the Lithus and the other classes to use, all of which will now have greatly expanded cargoes.

Pelistal Mk1s have been given an increase in CPU on all bots, a slight increase to the Waspish’s Accumulator, and increased the optimal range on small missiles.  Based on community feedback, the Pelistal toe-to-toe with other faction variants seemed to under-perform in most cases.  Pelistal is a problematic faction to balance because the weapon system and tanking specialty is unique.  How they perform varies greatly with circumstance, situation, squad composition, and player skill.  We will continue to watch balancing issues carefully to ensure all factions and classes have a place and purpose players can find for them.


Squad payouts have increased the per-participant reward from 2.5% to 5% per participant.  This is only computed after the mission completes, it will not appear in the estimate.  With 10 (max) participants in the mission, you can receive as much as 150% more NIC.


Our content team is proud to introduce a slew of new NPCs to the world to provide new experiences and opportunities to get the goods to fuel the economy!
First the Omega boss-spawns have been greatly increased in their loot potentials, more kernels, more fragments, and don’t forget the high-tech gear they already drop!
To follow up adding low-level Nian-faction spawns to New Virginia  and Hershfield to provide some source of factional material on the starting zones.  These are designed to be soloable at sufficient level of player progression.  We heard you: the spawns are too big, too high level, too fast.  Stepping stones are needed.  Now those are in place!
Further more, the Syndicate NPCs on alpha, specifically some of the mech/Heavy-mech spawns had their fits adjusted to make them more Alpha-player friendly.  Even though the Syndicate npcs may still be more challenging, their loot will reward you for your efforts.
Finally, we now introduce you to William H Bonney, and his band of Rough Riders!


This rogue faction of Syndicate Agents have rebelled and are attempting to control a portion of New Virginia for themselves!  Bonney has stolen the Syndicate’s technology and is said to posses a number of prototypes.  If you take up the call to dispatch these scoundrels, you may reclaim the stolen goods!  More details to be posted the Syndicate News in game!

Beta Changes:

Beta presents great rewards to those that organize and put the effort into leveraging the mechanics and tools of the sandbox to mitigate the risk that Open-PVP zones introduce.  This is the principal of Risk:Reward.  Where it is found to deviate too far in either way, it will be balanced.

Thus we introduce the following changes:

  • Probes will despawn after 8 hours.
  • Interzones Mobile Teleports are smaller, maskier, and will no longer reveal their destination to non-squad members.
  • Assignment return-teleports will last half as long on Beta: 2.5 minutes.

Overall this adds risk, so the reward is increased in-kind:

  • Beta now has island-wide Aura effect that increases ore and harvest yield by +25%.

These changes will make beta more attractive, more active, and borders more permeable.  Remember, just as easily as you can move about, so can your enemy.

What’s Next?











(It’s happening)

Details to follow in the next blog.

See you in game Agent o7

-The OP Team