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Thread Statistics | Show CCP posts - 0 post(s) |
otea mai
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Posted - 2009.03.01 10:56:00 -
[61]
THIS IS WHAT I MISS in EVE! Great post, plz make this happen!
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falcn
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Posted - 2009.04.25 11:00:00 -
[62]
/signed Great idea.
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Uzume Ame
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Posted - 2009.04.25 11:08:00 -
[63]
/signed, people (casual/semicasual) will be able to use implants on 0.0 with this more usually
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Yakius Warkar
Minmatar Industrial Limited New Eden Commonwealth
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Posted - 2009.05.31 05:55:00 -
[64]
Edited by: Yakius Warkar on 31/05/2009 05:55:04 really like the idea.
oh man e.v. was an awesome game back then.
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King Rothgar
Death of Virtue MeatSausage EXPRESS
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Posted - 2009.05.31 10:00:00 -
[65]
I like the idea, it would make using good implants in 0.0 much more practical. It would also boost low sec piracy by making people eject in order to save their pod, thus I can steal their ship if I'm quick on deactivating guns.
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steave435
Caldari SniggWaffe
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Posted - 2009.05.31 12:39:00 -
[66]
Awesome idea, target get a higher chance to get their expensive pod away, and the attackers get a chance to secure a free ship if they notice fast enough, everyone benefit. With 1 single change, you boost both survival for targets, encouraging more people to go there, and boost profit for the attackers, making it easier to use piracy/pvp as an actual profession that you can make a living off rather then just something you do for fun while you make money by running missions, mining, manufacturing or whatever to pay for that fun. A side effect of that is that less PVPers will be doing those things, which means profit margins increase for miners and manufacturers aswell. It helps alot of people, doesn't hurt anyone, and you still have access to the old eject effect aswell, so all in all, AWESOME idea.
The only possible modification I'd consider would be to add something to encourage people to eject earlier to create a balance between the increased chance of saving your pod and the increased risk of the attacker managing to take your ship. This could be something like giving people the ability to choose in what direction they want to be ejected and how far in that direction they want to go, obviously with a max possible distance, and how badly damaged your ship is would be a modifier to the accuracy of the ejection. If you eject immedietly when you're still at full shields, you have very good accuracy and can be almost certain you'll land where you wanted to (for example, you got stuck outside the shields of your POS, so now you want to direct the ejection towards the tower so you get protection from the shield), but the more damage you take, the more likely it is that you will go too far, passing trough the pos shield and out again on the other side, or not far enough, not reaching the pos shield, or the course is set slightly wrong, making you go land at the desired distance, but still not in the safety of the shield. Same thing would apply if you're in a 0.0 bubble and want to avoid that second bubble off to your right when you eject. This could be calculated by first adding up your max amount of HP in all 3 layers, and then doing the same with your remaining hp and comparing those to add a modifier to the accuracy. If you don't like chance based mechanics, you could instead make it so that your max ejection range decrease as you take more and more damage.
The result would be that the target need to make a tactical choice between ejecting early, making sure he gets his pod where he want it, but giving the attackers a higher chance of stealing his ship (so that the target does not get insurance), or ejecting late, making it more risky since he might end up going to the wrong place, or not be able to go far enough, but increasing the chance of getting his insurance and not giving the enemy a free ship.
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4THELULZ
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Posted - 2009.05.31 15:56:00 -
[67]
/signed for epic win
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Fon Revedhort
Monks of War United Legion
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Posted - 2009.06.01 04:04:00 -
[68]
lol that's awesome.
I want it now! ---
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Katarlia Simov
Minmatar Cowboys From Hell
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Posted - 2009.06.01 06:18:00 -
[69]
Yeah this is a great idea. Finally there would be a reason to eject, and a method of saving your pod. Brilliant.
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Turelus
Caldari 22nd Black Rise Defensive Unit
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Posted - 2009.06.01 08:13:00 -
[70]
Sounds like a cool idea, I don't do 0.0 warfare but I can see how this would be useful to those that do and doesn't sound horribly broken in any way.
/signed
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Aastarius
Caldari
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Posted - 2009.06.01 10:46:00 -
[71]
Most definitely supported.
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King Rothgar
Death of Virtue MeatSausage EXPRESS
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Posted - 2009.06.01 12:02:00 -
[72]
Wonder if the devs are paying attention to this. Anyways, I'm not sure choosing an eject direction is really practical (too clumsy of an interface) but altering distance/speed based on your ship's current condition is a good option.
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steave435
Caldari SniggWaffe
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Posted - 2009.06.03 11:18:00 -
[73]
Originally by: King Rothgar Wonder if the devs are paying attention to this. Anyways, I'm not sure choosing an eject direction is really practical (too clumsy of an interface) but altering distance/speed based on your ship's current condition is a good option.
If it's clumsy or not would depend on how well it's designed :)
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Ranvaldy
Amarr
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Posted - 2009.06.03 11:54:00 -
[74]
Edited by: Ranvaldy on 03/06/2009 11:54:52
Originally by: AshtarDJ
2. Most of Eve space is 0.0. If you lose your ship inside a bubble, you have an average of 0.001% chance of getting your pod out. That kinda makes the whole "pod in ship" idea pretty pointless. Might aswell just kill the pod with the ship. Remember that even tho this idea give you a chance of getting your pod out of a fight, you still need to get your pod home safe...
Couldnt agree more /signed idea also + Also confiscating ships would be LEGEN---(wait for it)----DARY YARR PIRATE YARR
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McEivalley
Fallen Angel's Blade.
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Posted - 2009.06.03 12:01:00 -
[75]
/signed
Insert clever remark where?? |
Cebraio
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Posted - 2009.06.03 13:28:00 -
[76]
/signed
I'd like to see a pod launcher rig/(high-)module for the job.
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Lifelongnoob
Caldari Final Conflict UK Ethereal Dawn
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Posted - 2009.06.03 16:14:00 -
[77]
signed
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BenjaminBarker
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Posted - 2009.06.03 17:04:00 -
[78]
Cut the self destruct timer to 60 seconds, add a double confirm to trigger it, and eject the pod instantly (with 5km/s? velocity in a random direction).
An unprepared fleet will have to stop firing, eject a pilot, wait out a 30 second session timer and board the ship in order to steal it before it explodes. For real drama (or more lag petitions), make the pilot who boards the ship also have to disable the self destruct. A prepared fleet (or one who already lost a pod) will have to warp in the pod and board the ship in time to get it.
Pros: Cowards/Honorless Sc um have a chance at escaping in their pod and destroying their ship - but doing so gives their opponents a chance at the ship.
Cons: Cowards can't self destruct without risk. (Not sure it's a con - but there will still be complaints) Lag will be a huge factor in this. If you know you are going down in a lagfest, ejecting (with self destruct) is probably perfectly safe. I seriously doubt it will be a minor change to the mechanics to maintain a self destruct timer after an eject.
I'm really only thinking about this on the capital/supercap level, where a 2 minute self destruct means anything. For smaller fights lag will be less of an issue and this could be more interesting. Unfortunately in the few fights I've been in where a pilot bails ship before it goes down, it took us a lot longer then 60 seconds to be able to board the ship.
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