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1. Into the Void: Next-Gen Warp Drive - in Player Features and Ideas Discussion [original thread]
A heavy revision has been overdue for three weeks, and I've finally completed most of it. I've gone through a lot of my previous posts to correct some numbers. If you see inconsistencies, let me know and I'll fix them in the post and try to clear ...
- by Kotorr Vepar - at 2007.08.20 23:36:00
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2. Super POS - in Player Features and Ideas Discussion [original thread]
Correct me if I'm reading this wrong, but one super/huge/system POS being built in a system will prohibit any more or other control towers from being constructed and anchored? If so, how would it counter systems that currently hold multiple large...
- by Kotorr Vepar - at 2007.07.30 03:24:00
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3. NPC income and expenditure - in Player Features and Ideas Discussion [original thread]
Washell did a pretty good job of explaining it. The faucet/drain analogy applies not just to money, but resources, with the exception of T2 BPOs. I'd say we're experiencing broad deflation in most market sectors. You can buy more with your isk no...
- by Kotorr Vepar - at 2007.07.24 21:28:00
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4. Into the Void: Next-Gen Warp Drive - in Player Features and Ideas Discussion [original thread]
Originally by: Washell Olivaw Is that actually something we want? While it may be annoying to travel 30 jumps, it also gives you the feeling of a large universe. It also keeps operations of corps localized. For some types that wouldn't ma...
- by Kotorr Vepar - at 2007.07.24 04:31:00
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5. Into the Void: Next-Gen Warp Drive - in Player Features and Ideas Discussion [original thread]
Originally by: flapie 2 Yeah well i think there is finaly a grip on what is comming in and going out of the place based empire spaces atm, in the past i heard something about making your own littel empire with gate guns and destructable ga...
- by Kotorr Vepar - at 2007.07.24 03:15:00
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6. Into the Void: Next-Gen Warp Drive - in Player Features and Ideas Discussion [original thread]
Originally by: flapie 2 err besides i did some diggin on the market online ... ever hear of jump portals ?? i think that about the same only then its in group form. And a lot easyer. Of course, but that's completely different. It doesn...
- by Kotorr Vepar - at 2007.07.23 06:12:00
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7. Into the Void: Next-Gen Warp Drive - in Player Features and Ideas Discussion [original thread]
Your post made sense just fine. It's overwhelming because I tried to cover everything that could be incorporated into the game with a new warp-drive. I probably shouldn't have done that. You're right this is a lot like another game or add-on, ...
- by Kotorr Vepar - at 2007.07.23 05:13:00
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8. Smuggling and the narcotics trade - the future? - in Player Features and Ideas Discussion [original thread]
I'd expand it beyond drugs. What about hazardous materials? There's no real use for them as it is. You can't develop or employ bio-weapons. There's no hazardous byproduct that could contaminate regions. There's no demand for hazardous material tra...
- by Kotorr Vepar - at 2007.07.23 04:03:00
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9. Into the Void: Next-Gen Warp Drive - in Player Features and Ideas Discussion [original thread]
Edited by: Kotorr Vepar on 23/07/2007 03:46:39 Here's a Caldari Warship concept and hypothetical attributes. It doesn't include how many rigs nor the calibration stats. I have the rest of the Caldari combat ship attributes, but only hull desig...
- by Kotorr Vepar - at 2007.07.23 03:46:00
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10. Subsystem Targeting: Simplified - in Player Features and Ideas Discussion [original thread]
Originally by: Angelus Xenotov Oh, now that's a good idea, only if the subsystem regenerates to 'barely useable' and still needs repairs. Subsystems should automatically repair after some period of time. How long, I don't know. Obvio...
- by Kotorr Vepar - at 2007.07.16 02:50:00
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11. Subsystem Targeting: Simplified - in Player Features and Ideas Discussion [original thread]
Originally by: Angelus Xenotov Edited by: Angelus Xenotov on 14/07/2007 21:40:41 It should be down to like 1%, so the subsystem remains useable, but rubbish. Removing a subsystem entirely just begs for griefplay. Forgot to mention, p...
- by Kotorr Vepar - at 2007.07.15 03:40:00
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12. Subsystem Targeting: Simplified - in Player Features and Ideas Discussion [original thread]
Originally by: Acidictadpole It would be necessary imo. Because you would find people who will just specialize in taking out people's propulsion and leaving them there, waiting for them to eject then taking the ship themselves. I think ...
- by Kotorr Vepar - at 2007.07.14 04:37:00
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13. Into the Void: Next-Gen Warp Drive - in Player Features and Ideas Discussion [original thread]
I'll try to answer all your questions, Acidictadpole. Q1: The new ships would work at full capacity in deep space, but would current ships be no match for them? A1: Current ships wouldn't be equipped with the new warp-drives so they'd be incapab...
- by Kotorr Vepar - at 2007.07.14 04:29:00
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14. Subsystem Targeting: Simplified - in Player Features and Ideas Discussion [original thread]
Originally by: Acidictadpole In space repair will be necessary too. Maybe a time based on board system repair that repairs x / y damage over time. (x being total amount, y being amount of damaged (or total) subsystems. This can be increas...
- by Kotorr Vepar - at 2007.07.14 03:28:00
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15. Into the Void: Next-Gen Warp Drive - in Player Features and Ideas Discussion [original thread]
Originally by: Gnord Technobabble aside, the current warp drives, if the maximum warp velocity was sustained, is actually EXTREMELY fast as it is. You could literally warp to a local star system within a few hours already, if you had a con...
- by Kotorr Vepar - at 2007.07.13 06:18:00
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16. Into the Void: Next-Gen Warp Drive - in Player Features and Ideas Discussion [original thread]
Originally by: Spei Prodetor Great idea and all but (and i may have missed it) how would you handle combat between current TQ ships and the new ships =) They would be greatly over powered in their current form vs a variety of current ships...
- by Kotorr Vepar - at 2007.07.13 03:34:00
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17. Subsystem Targeting: Simplified - in Player Features and Ideas Discussion [original thread]
That's one way of doing it, Draekas. I think the main concern would be how low the shield, armor, and hull hp get when the subsystems finally start going offline. It can't be too early, but it can't be too late. With Seiji's method, you have some...
- by Kotorr Vepar - at 2007.07.04 06:22:00
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18. Subsystem Targeting: Simplified - in Player Features and Ideas Discussion [original thread]
That's a great way to handle the damage distribution. Subsystem targeting certainly has its place in piracy, but I think it has a strong place elsewhere too. If you just want to disable and bypass a gang if your gang needs to get to a certain pla...
- by Kotorr Vepar - at 2007.07.04 03:06:00
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19. Subsystem Targeting: Simplified - in Player Features and Ideas Discussion [original thread]
I agree that the easiest implementation would be to only use the three subsystems of high, med, and low slot damage, but to limit it simply to online or offline is a bit too simple. It also doesn't adequately allow players to impair the ship's abi...
- by Kotorr Vepar - at 2007.07.03 18:21:00
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20. Into the Void: Next-Gen Warp Drive - in Player Features and Ideas Discussion [original thread]
Originally by: Verkieg Is this thread sticked somewhere? 'Cause it should be. I don't see this implemented soon, so it should stick there on top for the devs to see it. Thanks. I've got the stats for the rest of the Caldari combat ...
- by Kotorr Vepar - at 2007.07.03 03:10:00
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