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1. Interaction with Dust 514 Players - in Player Features and Ideas Discussion [original thread]
With the start of the whole walking in station design. I think that we should be able to interact avatar to avatar with the Dust 514 players. This would be another tie-in point between the two games, and it would give the Dust guys something to do...
- by Kaopoon - at 2011.08.31 03:43:00
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2. Mass Ship Request - in Player Features and Ideas Discussion [original thread]
Since even the mose well thought out design gets flamed, I am going for quantity over quality T3 or Tier 2 Destroyer - I think these ships need some love, and I really want to see a caldari missile ship like the cormorant use to be Heavy Dr...
- by Kaopoon - at 2010.11.18 03:15:00
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3. Siege Platforms - in Player Features and Ideas Discussion [original thread]
I have mixed feelings about the ship type. For the longest time I have wanted a tug boat/ platform combo. The idea being that the tug boat has no fittings and is only used to transport platforms. A twist to this concept is anchorable platforms, bu...
- by Kaopoon - at 2010.11.18 02:13:00
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4. Siege Platforms - in Player Features and Ideas Discussion [original thread]
Purpose Bring Siege Modules to empire. This is the general Siege Module item type, so Triage and Industrial Core as well. This is not an attempt to bring capitals to empire. It is a method of bringing in siege modules, at a significant penalty, ...
- by Kaopoon - at 2010.11.18 01:49:00
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5. Industrial Command Ship - in Player Features and Ideas Discussion [original thread]
I was looking at the numbers last night and decided that this ship probably would end up with little to no flight time. It does not provide any feature that would make it useful. Instead I agree that a combat/indy boosting ship would be nice. Bas...
- by Kaopoon - at 2010.11.09 12:41:00
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6. Industrial Command Ship - in Player Features and Ideas Discussion [original thread]
To build on the original idea; with max skills, two strip miners, and the cycle reducing command module, this ship would be indended to have a per min yield between a Corvetor and a Hulk. Also, based on some other forum ideas, I think that the ca...
- by Kaopoon - at 2010.11.09 04:11:00
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7. Industrial Command Ship - in Player Features and Ideas Discussion [original thread]
The intent is not to out-mine a hulk, or out-boost an Orca. It is a middle ground ship. Since I didnt mention anything about defense I dont see how you can flame me for that. And the reason I find the Orca mis-classified is that it doesnt require ...
- by Kaopoon - at 2010.11.09 03:54:00
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8. Industrial Command Ship - in Player Features and Ideas Discussion [original thread]
First I would like to start by saying that the Orca is mis-classified in the market, it should have the heading Industrial Command rather than Capital Industrial, it is a command ship not a capital. Now for a new ship. The Orca is the Fleet Comma...
- by Kaopoon - at 2010.11.09 03:36:00
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9. Ship Boarding and Dust 514 - in Player Features and Ideas Discussion [original thread]
A new twist to the old idea, hire mercs to board ships. Players can defend thier ship with thier own mercs, crew, and passengers. Crew strength is based on ship's hull value. Passenger strength is based on thier description. Mercs must board ship ...
- by Kaopoon - at 2010.09.24 04:00:00
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10. Sub-Capital Ships - in Player Features and Ideas Discussion [original thread]
Why do we have Orcas, they are just empire worthy Rorquals. These ships are not intended to greatly out class existing ships, but to make existing ships more viable for some players. I am sure lots of players want to fly capitals, but are overwhel...
- by Kaopoon - at 2010.09.23 23:43:00
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11. Tech 3 Industrial Ship - in Player Features and Ideas Discussion [original thread]
I was thinking that anchoring would promote fleets of platforms being installed in high sec. Leaving them unanchored would make it too risky to leave them parked in highly populated areas.
- by Kaopoon - at 2010.09.23 23:35:00
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12. Sub-Capital Ships - in Player Features and Ideas Discussion [original thread]
To respond to the topic on unbalance: Compare the escort carrier to the Dom, the escort carrier has an additional 50% bonus to drone strength, but no turrets, which i believe is a balanced trade-off. The addition of large logistics modules gives ...
- by Kaopoon - at 2010.09.23 02:49:00
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13. Sub-Capital Ships - in Player Features and Ideas Discussion [original thread]
These are a class of ships that work like the Orca does to the Rorqual. Each class takes a capital ship, strips away a portion of its super power and makes it able to fly in empire space. They would be larger than battleships, and require lots of ...
- by Kaopoon - at 2010.09.23 02:16:00
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14. Tech 3 Industrial Ship - in Player Features and Ideas Discussion [original thread]
Deployment and module bonuses If deployment is used, each platform would have to be considered independently when calculating module bonus. To illustrate this need, a simple calculation of a hauler is used. Consider a tug with four hauling platfor...
- by Kaopoon - at 2010.09.23 02:14:00
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15. Tech 3 Industrial Ship - in Player Features and Ideas Discussion [original thread]
Tug Boat and Platforms Tug Boat This is comparable to the base hull of a strategic cruiser. The main difference being that it can be undocked with no platforms attached. The Tug has no hi, mid, or low slots but does have medium rig slots. When th...
- by Kaopoon - at 2010.09.23 02:08:00
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