solarwinds
ISS Navy Task Force Interstellar Starbase Syndicate
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Posted - 2007.01.18 19:52:00 -
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More than 10 things:
1) Lag. Enough said.
2) Drones and fighters need a FoF mode. Let it nerf overall effectiveness, but at least give them a search and destroy mode.
3) Trajectory optimization for drones and missiles to help them hit ships slightly faster than them.
4) Drone AI inprovements.
5) Nanoships. 12km/s my ass. They're going to wind up getting the Huginn nerfed or driving the price through the roof. :( Lets keep speeds realistic. Interceptors are supposed to be fast, but certainly not that fast.
6) The POS/Dreadnought paradigm. A small pack of dreads should get WTFPWND by a large deathstar, not siege away unabated. Instead, with the capital ship HP increase, even the nastiest deathstars are useless against dreadfleets. Start by upping long range damage modifiers to 100x and short range to 35x and see where that brings us.
7) POS warfare period. The Starbase Tactical Officer skill does what now? How about letting POS operators jump into their towers, take control of targetting and EW systems, and focus fire. While your at it, how about letting the operators' gunnery/shield/armor/electronics skills affect the towers' attributes? Siege my towers now, d0uchenozzles. Should be a lot harder to take down a POS. Not in terms of hitpoints, but in terms of how much damage is inflicted upon the hostile dreadfleet.
8) Scaling. Please make big ships even bigger. And make them have roughly the same surface area. The carrier models are totally borked.
9) Capital modules. 5m ISK cruisers should not be able to sensor damp a 2b ISK carrier down to 10 meter lock range and half hour lock times. Powerful capital mods should be able to overcome everything but other capital or POS modules. Using sensor damps on a capital should have 1/10th the effectiveness.
10) Logoffskis should not instawarp. 15 second delay. And it drops the "cloak" when done at a gate. If they haven't been aggressed, then they should instawarp and dissappear immediately. If they have been, then they deserve to die!
11) Logonskis shouldn't work either, same situation. It 50 people log on at the same time, they should enter space 1 every 15 seconds. Queue them up so their trap will result in them streaming in, one at a time, into the middle of a support fleet.
12) Scan probing should take 50% longer. High rank skill bonuses should bring it back down.
13) Mission runners should be given a passkey for deadspace missions that prevents anyone not in their gang from entering until the mission in complete. Normal, non-deadspace missions would be unaffected. Move lots of missions into lowsec deadspace and you'll see far more people out there. You can still get your cheap ganks, just not until the mission is over.
14) The f#cking mail bug.
15) Skill queueing. If it's not possible, dual or multiple skills training (add up the rank to find the total amount of training time) or even just having skills keep training the next level automatically. If it's trained to lvl5, then it should move to the next skill in the list.
Just a few things...
Originally by: Lygos Plus y'know we're the f#cking Inst'l Stahbase Syndicate.
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