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1. Prototyping new ships ingame - Don't just hand them out! - in Player Features and Ideas Discussion [original thread]
We're getting a new ship (class) soon so this bring up something I've been thinking about a long time: How about prototyping a ship first rather than seed (or a more appropriate term: flood) the market with BPO. It makes sense from the role play...
- by Garett McAndrew - at 2007.08.09 17:21:00
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2. Advanced POSsibilities - Long Range fun - in Player Features and Ideas Discussion [original thread]
A thread on General discussion about a belt spawn around a POS made me think a bit about it... What if a POS-Manager can do something besides hauling, producing and (maybe later) control close range weapons? It does not have to be powerful, just ...
- by Garett McAndrew - at 2007.01.13 04:15:00
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3. More Destroyers please - in Player Features and Ideas Discussion [original thread]
I think I would love to see faction destroyers, somewhere in between tier 1 and tech-2 maybe? They are kinda missing, since we have faction vessels for frigates, cruisers and battleships. Yes battlecruisers don't have a faction vessel either but ...
- by Garett McAndrew - at 2006.12.23 19:55:00
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4. Tech 2 transports and bridging the gap from indy to freighter - in Player Features and Ideas Discussion [original thread]
Originally by: Reggie Stoneloader In conclusion, transport ships are lame. I don't agree, I love my Viator, very nice AFK-Speedhauling with some defenses for high-sec-empire. :-)
- by Garett McAndrew - at 2006.08.15 22:06:00
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5. Tech 2 transports and bridging the gap from indy to freighter - in Player Features and Ideas Discussion [original thread]
So they created the carrier/titan class. If your statement was true that would never been happened because "CCP had every opportunity to make the T2 transports bigger ships". And they are intended to make risky operations easier, POS-business is ...
- by Garett McAndrew - at 2006.08.15 22:02:00
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6. Tech 2 transports and bridging the gap from indy to freighter - in Player Features and Ideas Discussion [original thread]
Originally by: Maya Rkell Aye, the T2 industrials are not bigger for very good reasons. The gap here is IMO not the bigger size, so it's just moving the discussion into the wrong direction. The proposal isn't even bigger. It is differe...
- by Garett McAndrew - at 2006.08.15 21:28:00
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7. Medium size industrial vessel, *slightly* more cargo and more roles. - in Player Features and Ideas Discussion [original thread]
Ok, I see your point, some modules are overpowered, you have yet to say which though (besides the refining module) and why (especially on a low yield rate refining). However: Imagine this, there is an advertising module which delivers messages. C...
- by Garett McAndrew - at 2006.08.12 21:10:00
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8. Medium size industrial vessel, *slightly* more cargo and more roles. - in Player Features and Ideas Discussion [original thread]
Originally by: Maya Rkell then there are the bigger transports which are just tougher, not bigger. This statement is contrary to your first statement, hence my feedback. Anyway, I don't see those roles in danger. It is not as tough and...
- by Garett McAndrew - at 2006.08.12 17:27:00
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9. Medium size industrial vessel, *slightly* more cargo and more roles. - in Player Features and Ideas Discussion [original thread]
Originally by: Maya Rkell T2 industrials deliverately don't have much more cargo capacity than their T1 counterparts. This is NOT coincidence. T2 indies have roles, T1 don't have roles, so actually there is no counterpart. Actually,...
- by Garett McAndrew - at 2006.08.12 15:40:00
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10. Medium size industrial vessel, *slightly* more cargo and more roles. - in Player Features and Ideas Discussion [original thread]
Problems: Well balancing in general might be *very* hard. We don't want freighters to lose their role, but it has to be good enough that a transport pilot wants to use it when it is useful without sacrificing the transports/industrials completely....
- by Garett McAndrew - at 2006.08.12 13:09:00
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11. Medium size industrial vessel, *slightly* more cargo and more roles. - in Player Features and Ideas Discussion [original thread]
System Scanning Array (uses 2 GPSes): Allows the ship to scan entire systems for ships Range: 360¦ 10AU 90¦ 20AU Scancycle: 360s per moon within range (un)anchoringtime: 60s Requirements: Similiar to systemscan requirements So we've had some ci...
- by Garett McAndrew - at 2006.08.12 13:07:00
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12. Medium size industrial vessel, *slightly* more cargo and more roles. - in Player Features and Ideas Discussion [original thread]
Edited by: Garett McAndrew on 12/08/2006 13:14:53 Jump-Drive-Module (one GPS): Allows the vessel to jump to a location (2nd GPM would increase the range by 50) Reason: Well sometimes you need to transport things very fast. Might have seriou...
- by Garett McAndrew - at 2006.08.12 13:02:00
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13. Medium size industrial vessel, *slightly* more cargo and more roles. - in Player Features and Ideas Discussion [original thread]
The main point of this idea: It is not "uber" as you folks say, you have to carefully prepare the ship for your needs. Whatever you want to do, it has downsides due to special purpose modules (see below a list of possible modules). But there is a ...
- by Garett McAndrew - at 2006.08.12 12:59:00
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14. Medium size industrial vessel, *slightly* more cargo and more roles. - in Player Features and Ideas Discussion [original thread]
Edited by: Garett McAndrew on 12/08/2006 13:11:36 Introduction: We have freighters as big cargo ships like sea vessels on planets (with water or other liquids) and we have the trucks. The thing that is missing is the railroad, high capacity...
- by Garett McAndrew - at 2006.08.12 12:57:00
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