
Dirk Magnum
Royal Hiigaran Navy SCUM.
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Posted - 2009.04.24 21:56:00 -
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Edited by: Dirk Magnum on 24/04/2009 21:57:55 How did I miss this thread? I'd be like a trinity of the good Drs. Frankenstein, Moreau, and Jekyll to this game were I in charge of development tbh. No regard will be given for emoragequits until such time as it is proven conclusively these changes are hurting the game's profitability. Frankly I believe that for everyone driven away another person will be prompted to join in part because of the changes.
Faction ship fixing. Empire faction ships will be looked at on a case by case basis. They shouldn't be better than their nearest T2 counterpart, but some may require boosting in order to be better than meta 3 (Rifter, Maller, etc.) The more exotic stuff like the pirate faction ships are going to get overhauled in a way that plays directly to their strengths. The pirate battleships are mostly okay as-is though.
Battleships will all have a minimal passive shield recharge capable of deflecting incoming fire from up to three decently-fit frigates. Signature tanking is fine, but there should be a point where it should be considered nonsensical for one or two frigates to kill something a hundred times their size without additional support.
Buffer rigs and modules will receive stacking penalties. Remote rep will be nerfed slightly on unbonused ships.
EWar will receive a mechanics change. Not only will there now be four sizes (small through capital) for all EWar modules, but they become less effective when used on ships larger than the size class of the module. Larger modules will of course be more effective against smaller targets. All EWar will also be effective to a larger maximum potential range, and will be able to hit across multiple falloff distances, but in exchange for this the effect becomes reduced for each falloff distance it travels (and it may not hit at all.)
Battlecruisers will receive +1 warp strength (+2 on faction, +3 on T2), and Battleships will receive +2 warp strength (+3 on faction, +4 on T2.) Carriers and Dreadnoughts will receive +5 warp strength (+8 on faction, +10 on T2... and oh yes, there would be faction and T2 cap ships were I in charge; they'd perform similar yet altered functions to their T1 version.) A capital warp core stabilizer which can be installed only on Moms and Titans will give a warp scram resistance effect, but not outright immunity, against infinipoints and bubbles.
Moms will have an array of AOE modules that help or hinder ships within their area of effect. Examples include a POS-like forcefield, localized time dilation to either boost or reduce the speed of all ships inside the bubble, a supercharged warp disruption sphere, and a host of others.
Self-destructing of vessels will now cause AOE damage, scaling up based on the size and tech level of the ship. Self-destructing will mean you must accept the sec status hits associated with damaging non-hostile ships and structures, if applicable.
Sec status hits for ALL types of aggression, except pod killing, will be reduced in low sec space.
Manual flight controls added, for the same reason mentioned by Mutnir. The current flight mechanics would also still be available too of course.
Limited ship skin customization. Emphasis on limited.
A multitude of new ship classes focusing on niche roles that current classes do not or cannot adequately fill. No room left in this post to rehash any of these, but I have posted these ideas in the past. Suicide ships, high sec capital turret platforms, and other assorted special weapon carriers are just some of the things that would be included in this content addition.
Players can now be transported along with their ship in a capital ship corporate hangar.
Assorted tweaks to sovereignty, missions, manufacturing, navigation, and other core features.
Random astronomical phenomena directly effecting navigation considerations and system/region access.
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