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Crakachunky
Demon-War-Lords Fatal Ascension
20
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Posted - 2014.01.31 00:11:00 -
[1] - Quote
I keep coming back every time I notice something so might as well keep it to one thread from now on
1. Include a variations tab for all implants to make it easier to browse the associated upgrades from the show info panel 2. You re-named the capacitor skills, make sure the relevant implants get there names changed to match 3. move module icons and descriptions from every entry in the group market tab to the top and replace the now free space with the main bonuses and drawbacks for said module (with those little icons from the attributes panel next to them) 4. the icons in the attributes panel for ECM modules should be colour coded to match the larger ones 5. in PI after clicking any structure there should be a drop down menu in the panel that lists every structure of the same type that is also on the same planet 6. there should be an option to select the opaque level when something is pinned 7. EVERYTHING should be pin'able 8. tone down the flash on the pod 9. the radial menu approach selection should set align speed like keep at range and orbit selects distance 10. filter system for the map that shades out elements that don't apply i.e. systems X,Y,Z amount of jumps from current system; only show, null, low, high sov; only show specific security rating; systems with station with X station service 11. allow ALL panel columns to be right-click disabled or enabled 12. allow the fittings panel to be expandable (only along the diagonal if you need to keep the panel positions in line) 13. make an option that automatically blocks people who post the same message in local more than X amount per minutes 14. or incorporate code that detects if a message is 50% or more similar to the last and doesn't allow it to be posted for X amount of seconds 15. personal wallet divisions 16. allow structures to be compared using the.......... compare tool! 17. TBA |
Crakachunky
Demon-War-Lords Fatal Ascension
20
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Posted - 2014.01.31 17:35:00 -
[2] - Quote
GAMEPLAY + DESIGN FEATURES:
DESTRUCTIBLE STATIONS Station Capture: 1. When a station is captured, all goods/characters belonging to anyone outside the controlling alliance should be viewable (via hierarchy menu) by the alliance executive corporate directors, but only when the station is fully repaired
Station Destruction: Attack Destruction: 1. If an alliance decides to destroy a station all goods/characters are transferred to the one of the defending alliances three nearest stations as pre-selected by an alliance member with the correct roles
Self Destruction: 1. A station may be self destructed from a fully repaired state but it should have a 48 hour timer on it, capture of station during this period turns off the timer. all goods/characters from the destroyed station are sent to one of the controlling alliances three nearest stations as pre-selected by an alliance member with the correct roles
Misc: 1. Station wrecks must be infinite in HP, must require a lot of salvaging to completely decommission, wreck graphic should shrink extremely slowly as this happens 2. if a character is currently on line in a station that is about to be destroyed then he/she should be sent to the pre-selected station 3. If one of the destroyed options is selected above I imagine the effective 'teleportation' mechanic to visualise as follows.... before the station explosion, the station ejects a magnitude of pod and station sections akin to part of it dissembling, the resulting sections should then cyno jump to the selected refuge station effectively surrounding it (although maybe not near the docking area) and proceed to slow-boat and dock in a staggered effect |
Crakachunky
Demon-War-Lords Fatal Ascension
20
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Posted - 2014.01.31 18:03:00 -
[3] - Quote
ADDITIONAL STATIONS Mega Stations 1. one per constellation, allows docking of super-carriers, carriers/dreads and jump/standard freighters only, other ships may be transferred to hangar but not undocked
Colossal Stations 1. one per region, allows docking of titans, super-carriers and jump/standard freighters only, other ships may be transferred to hangar but not undocked
Misc 1. when destroyed using previously mentioned mechanic select capitals (30 or so maximum) that are actually present are ejected (no segments) and cyno'd to selected station to re-dock. please note that this is for visual effect and all capitals within station should move at point of destruction 2. if an alliance reaches it's last Colossal or Mega station and it is not captured then contents should be teleported to the nearest such station in the closest low-sec region |
Maldiro Selkurk
CHEMO IMMUNO RESISTANT VIRUS type X
138
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Posted - 2014.02.01 00:45:00 -
[4] - Quote
There are posts called "Little Things", you should be posting these in those posts. Yawn,-á I'm right as usual. The predictability kinda gets boring really. |
Crakachunky
Demon-War-Lords Fatal Ascension
20
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Posted - 2014.02.02 23:13:00 -
[5] - Quote
NEW SHIPS Orion Class 1. a super dreadnought that costs as much as a normal dread does now (current dreads should swap build requirements with carriers and become cheaper), must siege to use weapon (timer length TBA) 2. the ships one and only weapon is a smaller doomsday type weapon (fuel bay capacity and activation cycle length TBA) 3. 1/4th - 1/8th damage output compared to regular doomsday 4. capable of fielding drones as well 5. the purpose is to be a throw away answer to combating super-capitals 6. the vastly superior alpha (comapred to regular weaponry) means less are used at once to pick off targets |
Crakachunky
Demon-War-Lords Fatal Ascension
20
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Posted - 2014.02.03 16:38:00 -
[6] - Quote
DEPLOYABLE'S: Telemetry Scanner 1. a remote scanner that can be placed in any null or WH system (all timers TBA) 2. the scanner obtains the following information: -number of ships in space in a system (ship type is concealed but everyone picked up is assigned a code i.e. ALPHA-45) -which gates are being activated by which ship is shown -ship standings compared to standings of FC 3. may only be deployed when in a fleet 4. scanner information is relayed to the FC 5. range is region limited 6. can be placed by anyone in fleet
Misc 1. allows active defence fleets to patrol space and keep an eye on entrances/exits, pipes or important systems but negates the need to camp 2. allows roamers to keep an eye on fleets chasing them/make an informed decision on fleet direction tactics or have "eyes" in specific systems that don't show up in local |
Crakachunky
Demon-War-Lords Fatal Ascension
24
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Posted - 2014.02.07 18:29:00 -
[7] - Quote
NEW FLEET SET-UP: Fleet Commander 1 per fleet 1. Region wide bonuses via Titan
Group Commander 5 per fleet commander 1. Constellation wide bonuses via T2 Carrier
Wing Commander 5 per group commander (25 total) 1. System wide bonuses via T2 Battle-Ship
Squad Commander 5 per wing commander (125 total) 1. Grid wide bonuses via T2 Battle-Crusier
Fleet Member 10 per squad commander (1250 total) 1.
Fleet Total 1406
WORK IN PROGRESS |
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