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1. Sticky:[December] Module Tiericide - Warp Disruption Field Generators - in Player Features and Ideas Discussion [original thread]
How about more script variance 1) Classic infinity-point 2) Scrambling script so that scrambling range can be balanced separately 3) point strength in the scale of the upcoming capital point and better range or ship speed to compensate.
- by Megarom - at 2015.11.05 11:28:54
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2. Sticky:Jump Fatigue Feedback - in Player Features and Ideas Discussion [original thread]
TLDR; Get rid of the exponential fatigue build up. The decay speed already limits the sustained speed to 0.1 LY/minute. That is enough. [Longer post will be edited in]
- by Megarom - at 2015.08.12 19:30:38
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3. Sticky:[Phoebe] Long Distance Travel Changes - updates! - in Player Features and Ideas Discussion [original thread]
CCP Greyscale wrote: Megarom wrote: Couple of questions for Grayscale The big general one: Why is there any need for the fatigue math do more than limit the sustained speed to 0.1? Smaller more specific ones, but: 1. Why so complicated ...
- by Megarom - at 2014.10.17 07:33:00
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4. Sticky:[Phoebe] Long Distance Travel Changes - updates! - in Player Features and Ideas Discussion [original thread]
Marlona Sky wrote: Great post about timers. Maybe there is so better way to solve the unique challenges of designing territory/infrastructure control system for a 24/7 global online game. Maybe that better way doesn't have timers in the expl...
- by Megarom - at 2014.10.11 09:46:00
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5. Sticky:[Phoebe] Long Distance Travel Changes - updates! - in Player Features and Ideas Discussion [original thread]
Couple of questions for Grayscale The big general one: Why is there any need for the fatigue math do more than limit the sustained speed to 0.1? Smaller more specific ones, but: 1. Why so complicated model when a simple model satisfies the m...
- by Megarom - at 2014.10.10 22:30:00
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6. Sticky:[Phoebe] Long Distance Travel Changes - updates! - in Player Features and Ideas Discussion [original thread]
CCP Greyscale wrote: Note that, because ranges multiply together for fatigue purposes, one 10LY jump is *substantially* less fatiguing (multiply by 11) than two 5LY jumps (multiply by 36). Yeah, kinda. I you 1)jump 5 2)wait 5 3)jump 5 4...
- by Megarom - at 2014.10.09 18:15:00
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7. Teleportation Change - in Player Features and Ideas Discussion [original thread]
Marlona Sky wrote: Megarom wrote: I also fear that the change you proposed is simply not feasible due to it's drastic effect on logistics and trade everywhere outside high-sec. I have mentioned many times that the way logistics, trade and ...
- by Megarom - at 2014.02.28 18:05:00
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8. Teleportation Change - in Player Features and Ideas Discussion [original thread]
Marlona Sky wrote: You can't aggress capitals in a pos shield and a jump route has many alternative routes to avoid enemies who would aggress them. So they can easily avoid this kind of counter play and not be slowed down. Fixing that would...
- by Megarom - at 2014.02.28 15:28:00
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9. Teleportation Change - in Player Features and Ideas Discussion [original thread]
While reading up on this issue I'm gravitating towards the idea that the fact that the problem with teleportation isn't so much the fact that it is so powerful, but the fact that it lacks counterplay. If the capital fleet wants to move 5 midpoints...
- by Megarom - at 2014.02.27 20:40:00
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10. CCP Rise, you are my only hope - in Player Features and Ideas Discussion [original thread]
Alvatore DiMarco wrote: ... Four favorite ships? Amongst his favourite ships are such diverse....
- by Megarom - at 2013.06.12 11:06:00
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