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chekaria
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Posted - 2003.06.24 04:52:00 -
[1]
So your a new player and you decide to make a researcher. You go through the process to make the best scientist you can make. You enter the game and find out that you should have made a Miner since you will never be able to solo rent a slot in a lab ANYWHERE, EVER, to research your own personal creation to add to the EVE universe. Please put factories and labs on a per job basis. The factory or lab should be released to the public immediately upon completion of the job it is working on. Limit BP research to sensible periods of time per run and restrict reups of that BP and Person in that LAB facility so that others can use them as well. This should eliminate the lack of space and allow everyone to make and research to their hearts content.
Pirates are by and large very unpopular with MOST existing governments. The comparison with ages past in the days of sail are striking. Most pirates had to operate from areas that were totally lawless. If a government found that place they would destroy it if possible. Military (naval) forces were often on active anti piracy patrols and convoy escort and port protection duties in the FRONTIER areas since NO pirates ventured into civilized areas at all! I propose that those leaning to piracy have to live with their choice. Jump gates are manned stations and should NOT allow pirates use in civilized areas period. On the frontier perhaps they can bribe the jump crews but even then they should pay heavily. DEVs say realisticly they cannot attack pirates for being pirates but I promise you governments would ACTIVELY pursue pirates in a system like PASSARI where pirates are engaged in wanton slaughter and they would maintain a naval garrison to continue the peace they enforced. A pirates life should be REAL hard. If it isnt and it doesnt look like it is then why be a law abiding citizen?
Inventory in another station should not require your presence to buy or sell. If you have 5 units of zydrine 30 jumps away you should be able to put it on the market and get rid of it. Pods should disappear after the player enters a station and is granted a new starter ship. Starter ships should be packable and hideable in the asset list to allow clean up. Starter ships should be transportable in an INDY so they can be brought to the station of your choice. Help us clean up the assets list.
A game exploit by pirates is to use graphics/load time/network lag at the end of warps and the reorientation of the ship that just finished warping to allow them to kill people freely. Providing for this by maintaining that the warp bubble has not closed until the warping ship is ready to fight and is still invulnerable would at least prevent this tactic from being FREE kills where the pilot cannot even think about trying to leave or fight.
Finally, if you cannot change the factory/lab situation then put the system into the game to allow players to build stations so we can build our own labs and factories. How about opening up the game a little and letting us PLAY! Where is the game my box promises? lets go!
Thank you
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Aralis
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Posted - 2003.06.24 11:30:00 -
[2]
I agree with all te problems and almost all the solutions.
I don't think a per job basis for factories is right. I just think people should be restricted in how many they can have. Probably my favourite suggestion (which I put elsewhere) is that there be a skill for factory renting. Say allowing you to rent 3 (maybe 5) factories per skill level you have. (Make it one of those unused social skills.)
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Ruffles
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Posted - 2003.06.24 11:48:00 -
[3]
There should be a solution inplace to player pirates.
CCP have already pointed out if you aren't in good faction standings with pirates, you will be fired on when approaching their stations. So the mechanism is there to fire on player pirates in empire space. WHY ISN'T IT WORKING??
I agree completely, pirates should not have access to Empire facilities except perhaps through smugglers, etc. They SHOULD NOT be given free reign of everywhere!
Sadly, I have been mentioning this exact point for at least 3 weeks. No comments anywhere else about it. Guns at the gates was a nice starting sign, but you are so limited when warping to places, you are a sitting duck most times. I would dearly love to see a warp-to range menu, so you could set a default of say 175km, then you could use your scanners range of 200km to see if it is safe to short-warp the remaining distance. Otherwise that scanner range is mostly pointless, and its back to the same PK issue that exists in every other game. You are killed before you have loaded to even react.
Its a hard one to approach on one front if you think about it. If it was made that attackers couldn't target a ship comming out of warp, much like you can't target whilst decelerating, you have another potential issue raised.
Personally it would probably be better to start loading the area you are warping to during warp - so when it slaps you there, it doesn't have to sit and load all the cargo containers they probably have thrown into space. (PS - Please allow different scanner modes, All, Combat, Drones, so that they show only the types you are interested in on the hud/scanner).
Link factory rentals to the number of Factory managers a Corp has, and limit the number of factory managers a corp can have to XX%. That way there is a limit to the number at least.
Edited by: Ruffles on 24/06/2003 11:50:59
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Sushanta Mog
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Posted - 2003.06.24 11:48:00 -
[4]
Yes I agree with Aralis. -------------- When you have exhausted all possibilities, remember this - you haven't. ------------------ (Thomas Edison) |

Phoibos
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Posted - 2003.06.24 11:58:00 -
[5]
A skill for factories and labs would be great.
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Ulfar
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Posted - 2003.06.24 21:56:00 -
[6]
They are there they just don't do anything. Oh and while we are on the subject how about making trade skill work.
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