Pages: 1 2 [3] 4 5 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 3 post(s) |

Toran Mehtar
|
Posted - 2004.11.05 13:38:00 -
[61]
Originally by: Dameon Blackthorne Cargo Management: Increases cargo pickup range by 20%/level Speed Ammo Loading: Decrease the time it takes to reload ammo.
These would not be feasible. These actions are performed 100% by your ship, so if they were to be modified, it would have to be modules that changed these attributes. I think the rest are pretty cool, though.
--Dameon Blackthorne
What, and other things aren't performed 100% by your ship ? Are you trying to tell me you put on a space suit, head outside and throw torps at the enemy ? Hey, I bet once you've run out of torps you float round the back and give your ship a push for that extra 5% velocity navigation gives.
If there's a number, a skill can change it.
To the original poster, all good ideas, but I'd say you've got a good few years worth of content there. I'm sure CCP will get around to most of them eventually.
|

Toran Mehtar
|
Posted - 2004.11.05 13:38:00 -
[62]
Originally by: Dameon Blackthorne Cargo Management: Increases cargo pickup range by 20%/level Speed Ammo Loading: Decrease the time it takes to reload ammo.
These would not be feasible. These actions are performed 100% by your ship, so if they were to be modified, it would have to be modules that changed these attributes. I think the rest are pretty cool, though.
--Dameon Blackthorne
What, and other things aren't performed 100% by your ship ? Are you trying to tell me you put on a space suit, head outside and throw torps at the enemy ? Hey, I bet once you've run out of torps you float round the back and give your ship a push for that extra 5% velocity navigation gives.
If there's a number, a skill can change it.
To the original poster, all good ideas, but I'd say you've got a good few years worth of content there. I'm sure CCP will get around to most of them eventually.
|

Kaeten
|
Posted - 2004.11.05 13:43:00 -
[63]
it would be cool for more skills on subjects. Like the weapon speciliaztion. Thats gonna be a blast to learn. Cant w8 till i get that large blaster up to 5  ___________________________________ Gallante Gallante Gallante Gallante Gallante Gallante Gallante Gallante Gallante Gallante Gallante Gallante |

Kaeten
|
Posted - 2004.11.05 13:43:00 -
[64]
it would be cool for more skills on subjects. Like the weapon speciliaztion. Thats gonna be a blast to learn. Cant w8 till i get that large blaster up to 5  ___________________________________ Gallante Gallante Gallante Gallante Gallante Gallante Gallante Gallante Gallante Gallante Gallante Gallante |

Nafri
|
Posted - 2004.11.07 03:13:00 -
[65]
Originally by: Dameon Blackthorne Cargo Management: Increases cargo pickup range by 20%/level Speed Ammo Loading: Decrease the time it takes to reload ammo.
These would not be feasible. These actions are performed 100% by your ship, so if they were to be modified, it would have to be modules that changed these attributes. I think the rest are pretty cool, though.
--Dameon Blackthorne
same goes for armor hp and so
amd i really like the reload time skill
lasers have their cap reduction skills, other weapons should get their reload time skill Wanna fly with me?
|

Nafri
|
Posted - 2004.11.07 03:13:00 -
[66]
Originally by: Dameon Blackthorne Cargo Management: Increases cargo pickup range by 20%/level Speed Ammo Loading: Decrease the time it takes to reload ammo.
These would not be feasible. These actions are performed 100% by your ship, so if they were to be modified, it would have to be modules that changed these attributes. I think the rest are pretty cool, though.
--Dameon Blackthorne
same goes for armor hp and so
amd i really like the reload time skill
lasers have their cap reduction skills, other weapons should get their reload time skill Wanna fly with me?
|

Directive
|
Posted - 2004.11.07 22:53:00 -
[67]
Originally by: Nafri lasers have their cap reduction skills, other weapons should get their reload time skill
And/or skill which increases a weapons clip size by 5%.
|

Directive
|
Posted - 2004.11.07 22:53:00 -
[68]
Originally by: Nafri lasers have their cap reduction skills, other weapons should get their reload time skill
And/or skill which increases a weapons clip size by 5%.
|

Nafri
|
Posted - 2004.11.08 00:04:00 -
[69]
Originally by: Directive
Originally by: Nafri lasers have their cap reduction skills, other weapons should get their reload time skill
And/or skill which increases a weapons clip size by 5%.
also an good idea Wanna fly with me?
|

Nafri
|
Posted - 2004.11.08 00:04:00 -
[70]
Originally by: Directive
Originally by: Nafri lasers have their cap reduction skills, other weapons should get their reload time skill
And/or skill which increases a weapons clip size by 5%.
also an good idea Wanna fly with me?
|
|

S'Daria
|
Posted - 2004.11.08 01:22:00 -
[71]
Ooo...good idea. How about this:
79. Missile Bay Ammo Management: Increases maximum capacity of missile bays by 5% per level.
80. Capacitor Booster Management: Increase maximum capacity of capacitor boosters by 5% per level.
81. Projectile Ammo Management: Increases maximum capacity of projectile turrets by 5% per level.
82. Hybrid Ammo Management: Increases maximum capacity of hybrid turrets by 5% per level.
How about those?
|

S'Daria
|
Posted - 2004.11.08 01:22:00 -
[72]
Ooo...good idea. How about this:
79. Missile Bay Ammo Management: Increases maximum capacity of missile bays by 5% per level.
80. Capacitor Booster Management: Increase maximum capacity of capacitor boosters by 5% per level.
81. Projectile Ammo Management: Increases maximum capacity of projectile turrets by 5% per level.
82. Hybrid Ammo Management: Increases maximum capacity of hybrid turrets by 5% per level.
How about those?
|

S'Daria
|
Posted - 2004.11.08 01:28:00 -
[73]
From this thread:
Here are some leadership based skills (Willpower and Charima skills, yeah):
82. Mining Operation Command: +2% yield to mining turrets to all in gang members per level.
83. Convoy Operation Command: +5% cargo capacity to all gang members per level.
|

S'Daria
|
Posted - 2004.11.08 01:28:00 -
[74]
From this thread:
Here are some leadership based skills (Willpower and Charima skills, yeah):
82. Mining Operation Command: +2% yield to mining turrets to all in gang members per level.
83. Convoy Operation Command: +5% cargo capacity to all gang members per level.
|

Andy DT
|
Posted - 2004.11.08 08:59:00 -
[75]
Edited by: Andy DT on 08/11/2004 09:03:58 Or what about
80. High slot rigging (5x) The abbility to change mods/guns in high slots in space
81. Medium slot rigging (5x) The abbility to change mods in medium slots in space
82. Low slot rigging (5x) The abbility to change mods in low slots in space
The new placed mods/guns would be 60 secs off-line, and would also require 95% cap to put them online.
Every rigging skill would reduce the off-line time with 10% per level.
83. Capacitor modbooster (or any other name). Reduce 5%of the capacitor needs to put a module online and reduces 10% of capacitor consumption when doing so.
|

Andy DT
|
Posted - 2004.11.08 08:59:00 -
[76]
Edited by: Andy DT on 08/11/2004 09:03:58 Or what about
80. High slot rigging (5x) The abbility to change mods/guns in high slots in space
81. Medium slot rigging (5x) The abbility to change mods in medium slots in space
82. Low slot rigging (5x) The abbility to change mods in low slots in space
The new placed mods/guns would be 60 secs off-line, and would also require 95% cap to put them online.
Every rigging skill would reduce the off-line time with 10% per level.
83. Capacitor modbooster (or any other name). Reduce 5%of the capacitor needs to put a module online and reduces 10% of capacitor consumption when doing so.
|

Aitrus
|
Posted - 2004.11.08 10:34:00 -
[77]
Originally by: S'Daria
83. Convoy Operation Command: +5% cargo capacity to all gang members per level.
Wouldn't work unless they change gang skills so they apply globally. Imagine being in a convoy, and you get separated from the group. suddenly the bonus doesn't apply to you, and your cargo is overfilled (giving you some nasty ingame error if I recall correctly) and you're stuck.
|

Aitrus
|
Posted - 2004.11.08 10:34:00 -
[78]
Originally by: S'Daria
83. Convoy Operation Command: +5% cargo capacity to all gang members per level.
Wouldn't work unless they change gang skills so they apply globally. Imagine being in a convoy, and you get separated from the group. suddenly the bonus doesn't apply to you, and your cargo is overfilled (giving you some nasty ingame error if I recall correctly) and you're stuck.
|

S'Daria
|
Posted - 2004.11.08 13:55:00 -
[79]
Originally by: Andy DT Edited by: Andy DT on 08/11/2004 09:03:58 Or what about
80. High slot rigging (5x) The abbility to change mods/guns in high slots in space
81. Medium slot rigging (5x) The abbility to change mods in medium slots in space
82. Low slot rigging (5x) The abbility to change mods in low slots in space
The new placed mods/guns would be 60 secs off-line, and would also require 95% cap to put them online.
Every rigging skill would reduce the off-line time with 10% per level.
83. Capacitor modbooster (or any other name). Reduce 5%of the capacitor needs to put a module online and reduces 10% of capacitor consumption when doing so.
I'm not sure it'll be a good idea to be able to change your modules while in space. Seems a little unbalacing.
Although being able to change your crystals on lasers would be a good idea I think. If they were to work just like "reloading ammo" then I don't think they would be unbalacing. So how about this:
84. Laser Crystal Management: Reduces the time necessary to change laser crystals in space by 5% per level.
|

S'Daria
|
Posted - 2004.11.08 13:55:00 -
[80]
Originally by: Andy DT Edited by: Andy DT on 08/11/2004 09:03:58 Or what about
80. High slot rigging (5x) The abbility to change mods/guns in high slots in space
81. Medium slot rigging (5x) The abbility to change mods in medium slots in space
82. Low slot rigging (5x) The abbility to change mods in low slots in space
The new placed mods/guns would be 60 secs off-line, and would also require 95% cap to put them online.
Every rigging skill would reduce the off-line time with 10% per level.
83. Capacitor modbooster (or any other name). Reduce 5%of the capacitor needs to put a module online and reduces 10% of capacitor consumption when doing so.
I'm not sure it'll be a good idea to be able to change your modules while in space. Seems a little unbalacing.
Although being able to change your crystals on lasers would be a good idea I think. If they were to work just like "reloading ammo" then I don't think they would be unbalacing. So how about this:
84. Laser Crystal Management: Reduces the time necessary to change laser crystals in space by 5% per level.
|
|

S'Daria
|
Posted - 2004.11.08 13:57:00 -
[81]
Originally by: Aitrus
Originally by: S'Daria
83. Convoy Operation Command: +5% cargo capacity to all gang members per level.
Wouldn't work unless they change gang skills so they apply globally. Imagine being in a convoy, and you get separated from the group. suddenly the bonus doesn't apply to you, and your cargo is overfilled (giving you some nasty ingame error if I recall correctly) and you're stuck.
I would think if that happened you just autodrop the cargo that you can't fit into your hold, just like if you had cargo in your hangar as you changed modules.
|

S'Daria
|
Posted - 2004.11.08 13:57:00 -
[82]
Originally by: Aitrus
Originally by: S'Daria
83. Convoy Operation Command: +5% cargo capacity to all gang members per level.
Wouldn't work unless they change gang skills so they apply globally. Imagine being in a convoy, and you get separated from the group. suddenly the bonus doesn't apply to you, and your cargo is overfilled (giving you some nasty ingame error if I recall correctly) and you're stuck.
I would think if that happened you just autodrop the cargo that you can't fit into your hold, just like if you had cargo in your hangar as you changed modules.
|

Juan Andalusian
|
Posted - 2004.11.08 15:18:00 -
[83]
Gank Battleships - 5% more damage vs Battleships
Gank Pod - 5% more damage vs Pods
Gank Cruiser - 5% more damage vs Cruisers
Gank Frigate - 5% more damage vs Frigate
Game "Mechanics" Specialisation - 5% increase chance that target will get session change bug during jump/docking attempt.
Camp Specialisation - 10% increase singature resolution and 5% optimal range while camping.
  heh i was a bit bored.
**Pain is meant to be felt** |

Juan Andalusian
|
Posted - 2004.11.08 15:18:00 -
[84]
Gank Battleships - 5% more damage vs Battleships
Gank Pod - 5% more damage vs Pods
Gank Cruiser - 5% more damage vs Cruisers
Gank Frigate - 5% more damage vs Frigate
Game "Mechanics" Specialisation - 5% increase chance that target will get session change bug during jump/docking attempt.
Camp Specialisation - 10% increase singature resolution and 5% optimal range while camping.
  heh i was a bit bored.
**Pain is meant to be felt** |

S'Daria
|
Posted - 2004.11.09 03:11:00 -
[85]
Originally by: Juan Andalusian Gank Battleships - 5% more damage vs Battleships
Gank Pod - 5% more damage vs Pods
Gank Cruiser - 5% more damage vs Cruisers
Gank Frigate - 5% more damage vs Frigate
Game "Mechanics" Specialisation - 5% increase chance that target will get session change bug during jump/docking attempt.
Camp Specialisation - 10% increase singature resolution and 5% optimal range while camping.
  heh i was a bit bored.
You are silly. 
|

S'Daria
|
Posted - 2004.11.09 03:11:00 -
[86]
Originally by: Juan Andalusian Gank Battleships - 5% more damage vs Battleships
Gank Pod - 5% more damage vs Pods
Gank Cruiser - 5% more damage vs Cruisers
Gank Frigate - 5% more damage vs Frigate
Game "Mechanics" Specialisation - 5% increase chance that target will get session change bug during jump/docking attempt.
Camp Specialisation - 10% increase singature resolution and 5% optimal range while camping.
  heh i was a bit bored.
You are silly. 
|

S'Daria
|
Posted - 2004.11.11 02:55:00 -
[87]
From this thread:
85. Weapon Conservation: Reduces Power guid requirements for Turrets by 5% per level.
|

S'Daria
|
Posted - 2004.11.11 02:55:00 -
[88]
From this thread:
85. Weapon Conservation: Reduces Power guid requirements for Turrets by 5% per level.
|

Phoebe McCeres
|
Posted - 2004.11.11 23:13:00 -
[89]
Originally by: S'Daria Although being able to change your crystals on lasers would be a good idea I think. If they were to work just like "reloading ammo" then I don't think they would be unbalacing. So how about this:
84. Laser Crystal Management: Reduces the time necessary to change laser crystals in space by 5% per level.
Huh? When I switch crystals in space on my laser weapons, it happens almost instantly...
|

Phoebe McCeres
|
Posted - 2004.11.11 23:13:00 -
[90]
Originally by: S'Daria Although being able to change your crystals on lasers would be a good idea I think. If they were to work just like "reloading ammo" then I don't think they would be unbalacing. So how about this:
84. Laser Crystal Management: Reduces the time necessary to change laser crystals in space by 5% per level.
Huh? When I switch crystals in space on my laser weapons, it happens almost instantly...
|
|
|
|
|
Pages: 1 2 [3] 4 5 :: one page |
First page | Previous page | Next page | Last page |