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Eva d'Ray
Amarr
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Posted - 2010.03.15 21:49:00 -
[1]
It would be more realistic when jettisoned containers (jetcan) would expire ownership instead of destroying themselves.
More 'realistic' as I never left an explosive charge with my jetcan, but still they explode after 2 hours. Must be Amarr crap, lot's of shiny silver and but crappy metal.
A ęsetĘ timer in seconds, so you can decide on how long you want the cans ownership to be yours before it turns blue and everyone can loot it.
For miners then there will be less people able to tempt them in shooting at a can flipper, for mission runners they can make people happy by leaving the lower level missions (or if nuts, lvl4 missions) loot available for everyone.
I could imagine that in certain Cosmos missions I would set timer very low, and the higher the mission level is, the higher the set timer.
This would also solve a problem of people trying to lure new players in opening a jetcan and getting shot.
Of course adding the option to 'add an explosive charge' besides a timer would also be more realistic to the current situation (and acknowledge it's crappy Amarr metal). :)
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Karin Dazzle
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Posted - 2010.03.15 22:00:00 -
[2]
like this idea!
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Logan Brownskin
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Posted - 2010.03.16 01:43:00 -
[3]
Sounds good. More realistic then the current setup if you ask me.
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Jerid Verges
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Posted - 2010.03.16 06:37:00 -
[4]
I don't see why not. If you're not going to loot a wreck or grab a container after a certain amount of time well why not?
The only thing I would add, is that if a can has stuff put inside it or stuff taken out, the timer resets.
Nothing would **** of jetcan miners more then this timer otherwise.
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Eva d'Ray
Amarr
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Posted - 2010.03.16 08:03:00 -
[5]
Originally by: Jerid Verges I don't see why not. If you're not going to loot a wreck or grab a container after a certain amount of time well why not?
The only thing I would add, is that if a can has stuff put inside it or stuff taken out, the timer resets.
Nothing would **** of jetcan miners more then this timer otherwise.
I like your suggestions. It's a good addition.
I do remember the times I tried to break my own record of jetcans long looong time ago, to see how many you can fill before the 1st one went pop.
These days with Orca's and lots of multi-hauler accounts, your suggestion makes it more realistic that a jetcan refreshes it's timer with every new load you put it.
Thanks.
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HeliosGal
Caldari
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Posted - 2010.03.16 09:52:00 -
[6]
been saying this for years, and make them probable when they get to thiks stage to Signature - CCP what this game needs is more variance in PVE aspects and a little bit less PVP focus, more content more varied level 1-4 missions more than just 10 per faction high sec low sec and 00 |
demorias
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Posted - 2010.03.16 10:06:00 -
[7]
I realy like this. The only thing wich worries me is the reason why can's pop in the first place.
I don't like the idea of heaving a few hundred cans laying around in a belt and neither does the server :)
There should always be an automatic timer by default set to explode and destroy the can in say, 2 hours this timer could be set to a lower or higher setting by the owner of the can with a max of say 5 hours.
Maybe a second timer to expire the ownership of the can set by default lets say 1 hour, also with an option to lower or raise it.
My 2 cents... :)
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GIGAR
Caldari Domini Umbrus
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Posted - 2010.03.16 10:26:00 -
[8]
Actually, this is a brilliant idea. Easy to clean up other peoples mess in a salvager boat :D --------------------------
Originally by: Akita T Actually, GIGAR is right.
Wtf?
Originally by: Akita T Well, at least sort of. A little bit. Conceptually speaking.
That's more like it. |
Eva d'Ray
Amarr
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Posted - 2010.03.16 10:30:00 -
[9]
Edited by: Eva d''Ray on 16/03/2010 10:29:56 Good point Demorias, about the numbers of wrecks and cans impacting the server load.
People will jet less cans and I know in my personal use, I would set the timer for example in Cosmos missions, really short. Seeing 100's of wrecks hanging around is just not working.
Probably more impact on a lower server load then I can imagine right now, but I have the feeling it will be a lot when attended to this suggestion wisely, without unbalancing gameplay.
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Istvann
Minmatar Order Reliance and Belonging
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Posted - 2010.03.16 12:31:00 -
[10]
I like this idea to a degree. What would you consider a fair amount of time for the timer? 30 mins? Hour? 2 Hours? My concern is this; make the time too small and you risk not being able to clear an area fast enough to even get your salvage boat and salvaging in a BS isn't fun. I used to do it and hated it. There are some missions that take awhile before you can get to the point of being able to salvage....talking solo of course.
Missions for instance like Mordus Headhunters-two rooms with many ships. Angel Extravaganza and The Blockage. Lots of ships and lots of rooms. It isn't always time efficient to clear a room then salvage it...rinse and repeat.
So I ask again, what do you consider a fair amount of time for the abandon?
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Gayunti
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Posted - 2010.03.16 12:50:00 -
[11]
me likes timer idea for both jetcan as wrecks.
I would put the timer in seconds 0-7.200 and let people decide themselves. Working the same way you set the 'Orbit' function.
Current on Jet Cans is 7.200s (2hrs) so I would leave it that not to confuse people. Wrecks I would also give the standard 7.200s
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Eva d'Ray
Amarr
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Posted - 2010.03.17 10:43:00 -
[12]
What Gayunti says seems to be logical timers, Istvann.
I think it's up to the situation you are in.
Most people in these topic ask for fancy stuff that needs to created, I just ask for an improvement on a current situation where the programmers can use existing tools and adept them without unbalancing.
I hope this get the attention it deserves.
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Mon Ami
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Posted - 2010.03.19 10:39:00 -
[13]
^^ good one
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Finn McCaan
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Posted - 2010.03.21 08:47:00 -
[14]
Edited by: Finn McCaan on 21/03/2010 08:48:43 how about cans last for their usual 2 hours but only the first hour is in 'owned mode' - you could then use your timer to reduce this by a percentage (or increase it), Or some permutation of this.
really all cans should become abandoned for a period before they pop (maybe last 10 mins?).
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Eva d'Ray
Amarr
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Posted - 2010.03.24 10:31:00 -
[15]
Edited by: Eva d''Ray on 24/03/2010 10:31:14 I have moved this with some of the feedback gained here, to the CSM board. http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1290073
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