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Thread Statistics | Show CCP posts - 26 post(s) |

Capitano Rivel
Imperial Academy Amarr Empire
2
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Posted - 2012.05.11 03:19:00 -
[1] - Quote
I actually enjoy the duel-room concept of NCNs it gives assaults some veriety for those of us who don't collect civs. :3
Has the option that both sides be turned into battleship sites be brought up? Or have no ship restrictions on either. Perhaps make one side sniping targets (antems) and one side DPS targets (aguas)?
I remember one of the best part about assaults in ISN was the competition between the cruisers and battleships.
Another option that I think would be really amazing and creative with the NCNs is to not just have finishing the sites activate the gates...
BUT
Have one sides triggers, trigger waves in the OTHER side. Nothing too complicated but enough so that it would be fun. :)
OH and remove a room ~~~
Keith Planck~~~~~~~ |

Capitano Rivel
Imperial Academy Amarr Empire
3
|
Posted - 2012.05.11 06:12:00 -
[2] - Quote
If I were to only see 1 thing in the next short-term fix, it would be this...
#1 Keith Planck Posted: 2012.04.30 07:29
Currently OTAs are very noob unfriendly, and not just because of the jamming and dps. The on site Maras are extremely difficult for anything but a shiny fleet with several Alpha ships to kill. Having the hacking array so far away from fleet warp in and out of rep range makes the only logical hacker an out of fleet frigate. This is a chore to say the least as it is extremly easy for the hacker to get destroyed and you need at least 2 hacks to get through the site.
I propose that the hacking site each be moved to 50kms from the fleet warp in and 25kms from each other. What will this do you ask? This will allow ships inside the fleet to fit a hacker and a prop mod and STAY WITHIN REP RANGE. Advanced fleets will still ignore hacking but it will be much more noob friendly to hack the sites.
On a side note* It's funny how fast my thread was shot down, now all the same people are coming back and suggesting it as a possible fix.
Keith |

Capitano Rivel
Imperial Academy Amarr Empire
3
|
Posted - 2012.05.11 21:50:00 -
[3] - Quote
An idea I don't think has been brought up yet is turn incursions into some sort of a "daily" or "weekly" mission set up.
-Buff incursion payouts so they are an extremely fast way to make ISK. -Limit the number of sites you can run.
To go into some detail of how this might work: -Each week you could pick up say *20* incursion tokens from some sort of mechanic. -When you hit a gate, 1 token is removed from your inventory (the same way DED keys work), no matter what site your entering. ?Why no matter what site your entering? Larger sites give more payout and therefore would have potential more isk, but less isk/hr. A pilot could judge how often they would be running incursions and do sites based on that. (A pilot that plays only once or twice a week would go to vanguards.)
Tokens would be non-tradable of course since different sites would assign the tokens/keys different values.
At first it may seem a bit complicated but most of the mechanics that would be used are already in game, also the threat of losing a token if you D/C or warp out would help stabilize the community slightly. Lemme know what you guys think :3 |

Capitano Rivel
Imperial Academy Amarr Empire
3
|
Posted - 2012.05.11 22:14:00 -
[4] - Quote
Herr Ronin wrote:Capitano Rivel wrote:An idea I don't think has been brought up yet is turn incursions into some sort of a "daily" or "weekly" mission set up.
-Buff incursion payouts so they are an extremely fast way to make ISK. -Limit the number of sites you can run.
To go into some detail of how this might work: -Each week you could pick up say *20* incursion tokens from some sort of mechanic. -When you hit a gate, 1 token is removed from your inventory (the same way DED keys work), no matter what site your entering. ?Why no matter what site your entering? Larger sites give more payout and therefore would have potential more isk, but less isk/hr. A pilot could judge how often they would be running incursions and do sites based on that. (A pilot that plays only once or twice a week would go to vanguards.)
Tokens would be non-tradable of course since different sites would assign the tokens/keys different values.
At first it may seem a bit complicated but most of the mechanics that would be used are already in game, also the threat of losing a token if you D/C or warp out would help stabilize the community slightly. Lemme know what you guys think :3 That will simply not work, People run incursions as a Career or to farm them, Now limiting them to 20 sites per week is the worst idea i have come across in this thread, Not only that this is not a "Short Term" Fix that Affinity wish's for, I for one would not run incursions if this came into the game.
Pretty sure you'd get by with less then 3 tokens Ronin But the exact number of tokens wasn't the point.
Perhaps it could be solved by allowing you to keep your tokens if certain mechanics took place. Mechanics that only 'shiny' fleets (people who invest in incursions) would be able to accomplish. But then your getting away from short-term fix of limited number of sites and into deeper things. |

Capitano Rivel
Imperial Academy Amarr Empire
3
|
Posted - 2012.05.12 04:45:00 -
[5] - Quote
Inucrsion Short-Term fix thread is evolving...
dada dada daa daaa
CONGRATULATIONS your Incursion Short-Term fix thread has evolved into high vs null sec trolling thread.
http://mlfw.info/f/4753/ |
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