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theRaptor
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Posted - 2004.11.17 12:35:00 -
[31]
When I first read about EVE I thought something like this was possible. But it was just someone going a bit overboard describing the ship manufacturing business. But something like an implant for a ship would be cool. Do you use a +2% speed modification or a +2% cap? Or do you trade a turret slot for a missile slot? Have lots of little options that don't have a huge effect on a ship, but give more uncertantity to "oh he is flying an X, I will use X, Y and Z module and kill him easy".
Or even a modification that changes a ship bonus, so someone could have a blasterscorp if they wanted to ;) Add in a skills (engineering or mechanic based) to limit the amount and power of mods, and the older characters would have something to play with instead of needing CCP to release new ships every few months.
Of course just like implants you really don't want to lose that rare mod, so now you are more inclined to pay a pirate if he has you warp scrambled.
Please, please have something like this in Kali CCP ;)
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theRaptor
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Posted - 2004.11.17 12:35:00 -
[32]
When I first read about EVE I thought something like this was possible. But it was just someone going a bit overboard describing the ship manufacturing business. But something like an implant for a ship would be cool. Do you use a +2% speed modification or a +2% cap? Or do you trade a turret slot for a missile slot? Have lots of little options that don't have a huge effect on a ship, but give more uncertantity to "oh he is flying an X, I will use X, Y and Z module and kill him easy".
Or even a modification that changes a ship bonus, so someone could have a blasterscorp if they wanted to ;) Add in a skills (engineering or mechanic based) to limit the amount and power of mods, and the older characters would have something to play with instead of needing CCP to release new ships every few months.
Of course just like implants you really don't want to lose that rare mod, so now you are more inclined to pay a pirate if he has you warp scrambled.
Please, please have something like this in Kali CCP ;)
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Jot Hawkes
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Posted - 2004.11.17 12:43:00 -
[33]
Hmmm..... What if these "kits" added a slot.... at the cost of 10% of your CPU and grid!?
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Jot Hawkes
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Posted - 2004.11.17 12:43:00 -
[34]
Hmmm..... What if these "kits" added a slot.... at the cost of 10% of your CPU and grid!?
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Toran Mehtar
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Posted - 2004.11.17 12:43:00 -
[35]
I do like the idea of custom ships, I just think that there is not enough room to manouveur with a slot here and there.
One idea I had a long time ago was to make ships more personal and individual, so that the loss of a ship meant more than just isk. One way I thought of doing this was to have special custom packs that you could only use one of on each ship, that could not be removed, and confered some sort of unique bonus. This may just be a slight boost to speed or damage, but would be above and beyond what you could normally do.
One way I thought of making this interesting was to not know what affect any given pack would have on an individual ship, so it's hard to predict what you're getting. I'd also make them very hard to get hold of, maybe just from officers 
All just ideas though, and I think there are much more important priorities right now.
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Toran Mehtar
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Posted - 2004.11.17 12:43:00 -
[36]
I do like the idea of custom ships, I just think that there is not enough room to manouveur with a slot here and there.
One idea I had a long time ago was to make ships more personal and individual, so that the loss of a ship meant more than just isk. One way I thought of doing this was to have special custom packs that you could only use one of on each ship, that could not be removed, and confered some sort of unique bonus. This may just be a slight boost to speed or damage, but would be above and beyond what you could normally do.
One way I thought of making this interesting was to not know what affect any given pack would have on an individual ship, so it's hard to predict what you're getting. I'd also make them very hard to get hold of, maybe just from officers 
All just ideas though, and I think there are much more important priorities right now.
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Gary Goat
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Posted - 2004.11.17 13:01:00 -
[37]
Giving a ship another slot would make it unbalanced so how about instead of just giving it the extra slot convert a slot from the another slot bank. Say ships only have room for a certain number of slots so if u want an extra high slot, u have to convert a med or low slot for the purpose.
This way things might be a bit more balanced as the ship will have the same amount of slots as its un-modded counterparts and it would also make ppl think long and hard about modding because if u choose wrong then your ship might suck big time. U might convert a low slot to a high slot and then find u cant fit enough rcu's to fit that extra turret. 
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Gary Goat
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Posted - 2004.11.17 13:01:00 -
[38]
Giving a ship another slot would make it unbalanced so how about instead of just giving it the extra slot convert a slot from the another slot bank. Say ships only have room for a certain number of slots so if u want an extra high slot, u have to convert a med or low slot for the purpose.
This way things might be a bit more balanced as the ship will have the same amount of slots as its un-modded counterparts and it would also make ppl think long and hard about modding because if u choose wrong then your ship might suck big time. U might convert a low slot to a high slot and then find u cant fit enough rcu's to fit that extra turret. 
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allmus
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Posted - 2004.11.17 13:02:00 -
[39]
Edited by: allmus on 17/11/2004 13:12:50 how about a permantant cap battery installed into the ship's hull, it wouldn't take anything from the ship(power or cpu's) and it would give 1/2 the bonus of the item installed(as it's hardwired into the ship's hull, it doesn't perform 100%)
u would need the item u want to put in the ship, all ship's can put upto 3 items in them, but u would only be allowed to fly one of these modifide ship's with a skill(x15 training speed) 1 item for lvl 1 2 items for lvl 3 3 items for the max lvl5
no high slot's or active modules would be allowed to be put in(so no extra button needed) this would add extra tracking/damage/armor/shields/powercore/cap's/cap recharge rate/speed or a combination of any of the above.
i'd love to have a mammoth with 1 extra expander cargo1 installed on the hull to give that little bit extra, or a rifter with a damage mod on the hull, or a indy ship with a WCS on so u never forget to put it on.
so to round it all up. having the abilty to install a always active module on a ship which give's it an edge over others in the same type ship. you would need the item u want installed, and a new skill that will allow you to fly the modifide ship, the skill level tell's you how many onboard modules u would be allow to fit to fly it. you can install a maxium of 3 modules on a ship, agents fit them on to the ship for you, the skill needed to fit and fly the ship's has an insane SP ammount. the item u install only gives 1/2 of it's bonus to the ship, but requires no powercore or cpu ammounts. added module ship's would get mass incrased accordingly, and sig rad too, no oversizing would work, and if u uninstall a module on a ship, the module get's destroyed and the ship get's 10% damage on hull. the agent asks for a large ammount of money to install the module, and each agent would only install their type of modules(i.e a power expert agent can't install a tracking mod)
EDIT... also an extra bit, lvl1 agent's could only modify frigates, lvl2 agents cruisers and below, lvl3 agents BS's and below, and the new lvl4 agents would be the only ones to be able to modify every tech1/tech2 ship in the game. also the prices between the lvl agents change aswell
this post was funded by Quafe now available in minmatar red. try our new product. Quafe's caldari version "press missiles 4TW" limited sales offer before the next universal improvement |

allmus
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Posted - 2004.11.17 13:02:00 -
[40]
Edited by: allmus on 17/11/2004 13:12:50 how about a permantant cap battery installed into the ship's hull, it wouldn't take anything from the ship(power or cpu's) and it would give 1/2 the bonus of the item installed(as it's hardwired into the ship's hull, it doesn't perform 100%)
u would need the item u want to put in the ship, all ship's can put upto 3 items in them, but u would only be allowed to fly one of these modifide ship's with a skill(x15 training speed) 1 item for lvl 1 2 items for lvl 3 3 items for the max lvl5
no high slot's or active modules would be allowed to be put in(so no extra button needed) this would add extra tracking/damage/armor/shields/powercore/cap's/cap recharge rate/speed or a combination of any of the above.
i'd love to have a mammoth with 1 extra expander cargo1 installed on the hull to give that little bit extra, or a rifter with a damage mod on the hull, or a indy ship with a WCS on so u never forget to put it on.
so to round it all up. having the abilty to install a always active module on a ship which give's it an edge over others in the same type ship. you would need the item u want installed, and a new skill that will allow you to fly the modifide ship, the skill level tell's you how many onboard modules u would be allow to fit to fly it. you can install a maxium of 3 modules on a ship, agents fit them on to the ship for you, the skill needed to fit and fly the ship's has an insane SP ammount. the item u install only gives 1/2 of it's bonus to the ship, but requires no powercore or cpu ammounts. added module ship's would get mass incrased accordingly, and sig rad too, no oversizing would work, and if u uninstall a module on a ship, the module get's destroyed and the ship get's 10% damage on hull. the agent asks for a large ammount of money to install the module, and each agent would only install their type of modules(i.e a power expert agent can't install a tracking mod)
EDIT... also an extra bit, lvl1 agent's could only modify frigates, lvl2 agents cruisers and below, lvl3 agents BS's and below, and the new lvl4 agents would be the only ones to be able to modify every tech1/tech2 ship in the game. also the prices between the lvl agents change aswell
this post was funded by Quafe now available in minmatar red. try our new product. Quafe's caldari version "press missiles 4TW" limited sales offer before the next universal improvement |

Phoenix 888
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Posted - 2004.11.17 13:02:00 -
[41]
To be honest raptor I thought that when i Subsribed.
I also thought you would be able to find shipwreaks in space, salvage and repair them for unique one off rare real life type situations - lol
maybee im just asking too much
If only i worked at EVE......
Boy would things be different :) :) :)
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Phoenix 888
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Posted - 2004.11.17 13:02:00 -
[42]
To be honest raptor I thought that when i Subsribed.
I also thought you would be able to find shipwreaks in space, salvage and repair them for unique one off rare real life type situations - lol
maybee im just asking too much
If only i worked at EVE......
Boy would things be different :) :) :)
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Phoenix 888
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Posted - 2004.11.17 13:21:00 -
[43]
Cool idea allmus - i never thought of it quite like that.
I think that people are beginning to get the idae :)
Just want too add a litte unpredictable realisim into this game.
Its good at the moment but it could be GREAT with just a little thought from our friends the programmers.
I think that eventaully we will all get bored unless it is possible to have more input into customising our own ships to make them truly uniquie to us.
Ahhhh My Gold crow with extra Mid slot and x modifation is my favorite little baby !!
Watch out EVE here I come !!!!
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Phoenix 888
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Posted - 2004.11.17 13:21:00 -
[44]
Cool idea allmus - i never thought of it quite like that.
I think that people are beginning to get the idae :)
Just want too add a litte unpredictable realisim into this game.
Its good at the moment but it could be GREAT with just a little thought from our friends the programmers.
I think that eventaully we will all get bored unless it is possible to have more input into customising our own ships to make them truly uniquie to us.
Ahhhh My Gold crow with extra Mid slot and x modifation is my favorite little baby !!
Watch out EVE here I come !!!!
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Artegg
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Posted - 2004.11.17 13:24:00 -
[45]
Personally i love this idea.
For all the people out there complaining about balancing do you not think that this will make the game a little bit more intresting. When you engage a ship you will not know exactly what you are up against it would at a extra amount of suprise to the game.
Personally i think that this is one of the best ideas i have seen on the forums.
If you see a orange coloured taranis that means not your average taranis and you bloody leg it. At the same time i would like to see other modules that do not take up a slot but might increase the sensor strenght like a sensor upgrades pack which does not need a slot because it is a booster for your ships built in computer.
Now i think i am dreaming a bit to much but oh well you can live in hope.
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Artegg
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Posted - 2004.11.17 13:24:00 -
[46]
Personally i love this idea.
For all the people out there complaining about balancing do you not think that this will make the game a little bit more intresting. When you engage a ship you will not know exactly what you are up against it would at a extra amount of suprise to the game.
Personally i think that this is one of the best ideas i have seen on the forums.
If you see a orange coloured taranis that means not your average taranis and you bloody leg it. At the same time i would like to see other modules that do not take up a slot but might increase the sensor strenght like a sensor upgrades pack which does not need a slot because it is a booster for your ships built in computer.
Now i think i am dreaming a bit to much but oh well you can live in hope.
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Phoenix 888
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Posted - 2004.11.17 13:46:00 -
[47]
Thats the idea Artegg - anyone with a little imagination can see that this type of custom gaming will make EVE unpredictable and playable all day and nite without ever getting boring :)
How long can you mindlessly mine asteroids ?
Or run the same missions over and over ?
We need EVE to kick it up a nocth !!
and im not talking about just new graphics and ships
Lets make this game REAL
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Phoenix 888
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Posted - 2004.11.17 13:46:00 -
[48]
Thats the idea Artegg - anyone with a little imagination can see that this type of custom gaming will make EVE unpredictable and playable all day and nite without ever getting boring :)
How long can you mindlessly mine asteroids ?
Or run the same missions over and over ?
We need EVE to kick it up a nocth !!
and im not talking about just new graphics and ships
Lets make this game REAL
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Aramoro
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Posted - 2004.11.17 13:47:00 -
[49]
Good Ideas:
1) Repainting your ships , a great idea in general. 2) Being able to convert the slots on your ship to do something else. I.E. convert a turret slot into a missle slot. Just to add some colour to the ship loadouts. 3) Ship varients like a Thorax-A and a Thorax-B one does Blasterax and one has more long range capability. Slighty diffrent stats but effectivly the same ship.
Bad Ideas:
1) Anything which allows you to modify the number of slots on a ship. If Eve has taught you nothing it should be that people will copy success. If people find they can stick an extra mid slot on a Raven and it makes it better, everyone will. Not many people will go out in thier suboptimal Ravens because if they meet an upgraded one they'll be in trouble. It doesn't even add any of the much vaunted realism. The ships are all supposed to have been designed by the military over decades of design time by hundereds of designers. The concept that they missed the fact that you could just bolt more things on is silly. War breeds nessecity so it's safe to assume that these are pretty upto date machines working at peak performance.
Aramoro
[S]tateCorp - "We are the Presscorp" |

Aramoro
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Posted - 2004.11.17 13:47:00 -
[50]
Good Ideas:
1) Repainting your ships , a great idea in general. 2) Being able to convert the slots on your ship to do something else. I.E. convert a turret slot into a missle slot. Just to add some colour to the ship loadouts. 3) Ship varients like a Thorax-A and a Thorax-B one does Blasterax and one has more long range capability. Slighty diffrent stats but effectivly the same ship.
Bad Ideas:
1) Anything which allows you to modify the number of slots on a ship. If Eve has taught you nothing it should be that people will copy success. If people find they can stick an extra mid slot on a Raven and it makes it better, everyone will. Not many people will go out in thier suboptimal Ravens because if they meet an upgraded one they'll be in trouble. It doesn't even add any of the much vaunted realism. The ships are all supposed to have been designed by the military over decades of design time by hundereds of designers. The concept that they missed the fact that you could just bolt more things on is silly. War breeds nessecity so it's safe to assume that these are pretty upto date machines working at peak performance.
Aramoro
[S]tateCorp - "We are the Presscorp" |

allmus
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Posted - 2004.11.17 13:48:00 -
[51]
it does add a element of surprise into a game that's always great.
but also, it have an ulterier motive, if i could, i'd put 2 extra tracking mod's onto a tempest or typhoon and then they would be less gimped(gimped - hit with the nerf bat of doom)
i'd like to point out that balancing is all well and good, but if you have the money(isk) and the skill's trained(x15 multi would be very long training to max out) i think u should be able to give ur ship an edge over the rest.
also, remembering that my version of phienix 888's idea WOULDN'T allow for activaved modules like any weapons, major armor/shield tanking modules, the med slot tracking modules, or anything else that u have to press to turn it on. the modules that i'm on about are the ones like... power dia's/reactor powercore/mirco aux powercore/damage mod's/the low slot tracking mods/always on shield hardeners and armor hardeners/cap batteries, rechargers,and relays/armor and shield extenders/warp core stab's/nanofibre and overdrive speed mods/cargo expanders..... and others that when u put on ur ship, give ur ship the bonuses without turning them on and using cap's to keep them going. this would effectively increase the ship's performance more, and would keep the attack power somewhat the same(although u would be able to put damage mod's on)
this post was funded by Quafe now available in minmatar red. try our new product. Quafe's caldari version "press missiles 4TW" limited sales offer before the next universal improvement |

allmus
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Posted - 2004.11.17 13:48:00 -
[52]
it does add a element of surprise into a game that's always great.
but also, it have an ulterier motive, if i could, i'd put 2 extra tracking mod's onto a tempest or typhoon and then they would be less gimped(gimped - hit with the nerf bat of doom)
i'd like to point out that balancing is all well and good, but if you have the money(isk) and the skill's trained(x15 multi would be very long training to max out) i think u should be able to give ur ship an edge over the rest.
also, remembering that my version of phienix 888's idea WOULDN'T allow for activaved modules like any weapons, major armor/shield tanking modules, the med slot tracking modules, or anything else that u have to press to turn it on. the modules that i'm on about are the ones like... power dia's/reactor powercore/mirco aux powercore/damage mod's/the low slot tracking mods/always on shield hardeners and armor hardeners/cap batteries, rechargers,and relays/armor and shield extenders/warp core stab's/nanofibre and overdrive speed mods/cargo expanders..... and others that when u put on ur ship, give ur ship the bonuses without turning them on and using cap's to keep them going. this would effectively increase the ship's performance more, and would keep the attack power somewhat the same(although u would be able to put damage mod's on)
this post was funded by Quafe now available in minmatar red. try our new product. Quafe's caldari version "press missiles 4TW" limited sales offer before the next universal improvement |

Phoenix 888
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Posted - 2004.11.17 13:50:00 -
[53]
Heres another little idea :)
If an upgraded ship is ever destroyed it drops the expensive module/engineering kit - this kit can be used by whoever can get to the can first
Now youve got a real insentive to kill that special upgraded Custom ship
Wouldnt that kick ass !!!!
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Phoenix 888
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Posted - 2004.11.17 13:50:00 -
[54]
Heres another little idea :)
If an upgraded ship is ever destroyed it drops the expensive module/engineering kit - this kit can be used by whoever can get to the can first
Now youve got a real insentive to kill that special upgraded Custom ship
Wouldnt that kick ass !!!!
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Phoenix 888
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Posted - 2004.11.17 13:54:00 -
[55]
Aramoro
I dont want to make upgrade kits hard to get hold of but i would like to see them coming from agents like implants.
Unlike implants however i would like to see 100's of different types of kits so the chances of people copying is very remote indeed
What do you think ???
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Phoenix 888
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Posted - 2004.11.17 13:54:00 -
[56]
Aramoro
I dont want to make upgrade kits hard to get hold of but i would like to see them coming from agents like implants.
Unlike implants however i would like to see 100's of different types of kits so the chances of people copying is very remote indeed
What do you think ???
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xplosiv
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Posted - 2004.11.17 13:59:00 -
[57]
omfg just stop it now, n more lag causing features for carebears are permited beyond this point.
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xplosiv
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Posted - 2004.11.17 13:59:00 -
[58]
omfg just stop it now, n more lag causing features for carebears are permited beyond this point.
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allmus
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Posted - 2004.11.17 14:02:00 -
[59]
having upgrade kit's might be hard. putting a dozen of so agents to installed them for you for a price would be better, and everyone could upgrade the cruisers if they wanted(lvl2 agents can be attanded from completing the new player "10 mission" introduction to eve and getting ur standing increase at the end. also battleship's and tech2 ship's needing lvl3 and 4 agents would make them rarer, and also give the agentrunners an extra income(as they had the standing to talk to the agents, they could offer there services out for a price)
having kit's would be a mistake though, can u imagne the market with those kit's, it would be crazy, and also, where would they drop? u couldn't get npc's to sell them, as someone would try and buy them all and resell at 5x the value. best thing i think is if it's offered as part of an agent system(maybe even using the loyalty points instead of isk) it would make them more rarer, more sortafter, and wouldn't floor the markets(also a good way to waste loyalty points too)
this post was funded by Quafe now available in minmatar red. try our new product. Quafe's caldari version "press missiles 4TW" limited sales offer before the next universal improvement |

allmus
|
Posted - 2004.11.17 14:02:00 -
[60]
having upgrade kit's might be hard. putting a dozen of so agents to installed them for you for a price would be better, and everyone could upgrade the cruisers if they wanted(lvl2 agents can be attanded from completing the new player "10 mission" introduction to eve and getting ur standing increase at the end. also battleship's and tech2 ship's needing lvl3 and 4 agents would make them rarer, and also give the agentrunners an extra income(as they had the standing to talk to the agents, they could offer there services out for a price)
having kit's would be a mistake though, can u imagne the market with those kit's, it would be crazy, and also, where would they drop? u couldn't get npc's to sell them, as someone would try and buy them all and resell at 5x the value. best thing i think is if it's offered as part of an agent system(maybe even using the loyalty points instead of isk) it would make them more rarer, more sortafter, and wouldn't floor the markets(also a good way to waste loyalty points too)
this post was funded by Quafe now available in minmatar red. try our new product. Quafe's caldari version "press missiles 4TW" limited sales offer before the next universal improvement |
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