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DeathMiner
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Posted - 2005.02.05 18:39:00 -
[1]
Our corp went and did a 10/10 Angel Complex in our aliance space, and we are doing very well, only having lost 1 raven and 1 hauler out of the entry pilots.
However as we start get deeper the gates start stopping people who dont have certain skills....
The third tier gate was electronics (lvl 4 required)... The four tier requires logic (not sure of required lvl)... The fifth tier requires warp drive operation (lvl 3)...
These restriction based on skill seems a little off... How does a gate tell what skills you have, and why should the lvl you have in a skill really matter when doing a complex....
To me this seems a little restrictive, espically as it dosent appear to be documented anywhere, so as a result the group has pilots removed without warning and ending up uderpowered in the next tier, leaving a larger chance of being destroyed....
DeathMiner
[ 2005.04.19 04-51-57 ] (combat) Your Tachyon Beam Laser I perfectly strikes thebold's Luxury Yacht, wrecking for 1100.9 damage. |

Kyle Caldrel
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Posted - 2005.02.05 18:47:00 -
[2]
thats stupid imo. If you LIVE/have the key and can get to the gate, you deserve to go thru
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Dargon Starjammer
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Posted - 2005.02.05 19:44:00 -
[3]
ok this seems extremly wierd.
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Viceroy
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Posted - 2005.02.06 13:28:00 -
[4]
Sounds like a great addition imo.
Quote: These restriction based on skill seems a little off... How does a gate tell what skills you have, and why should the lvl you have in a skill really matter when doing a complex....
Say there's some sort of puzzle at the gate that you need to solve via logic? Or the gate is borked and you need to hotwire it via electronics? Maybe the gate doesn't have enough power left so you have to optimize your warpdrive via WarpDriveOperation?
Either way, sounds interesting and nice. -
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Lord Anubis
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Posted - 2005.02.06 13:32:00 -
[5]
same here i like it
You cant beat Death But you can make the bastard work hard for it
wtb Jerek Zuomi's Insignia |

Garramon
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Posted - 2005.02.06 16:53:00 -
[6]
It sounds alright to me, as long as they put some RP explantion behind it. Viceroy did a great job IMHO. ------------------------------------------------
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Bob ThePlumber
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Posted - 2005.02.06 20:28:00 -
[7]
those are all pretty basic skills imo, if you dont have those, what are you doing in a 10/10 Angel complex?
-BTP If at first you don't succeed, Destroy all evidence that you even tried.
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Bad'Boy
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Posted - 2005.02.06 20:30:00 -
[8]
Originally by: Viceroy Sounds like a great addition imo.
Quote: These restriction based on skill seems a little off... How does a gate tell what skills you have, and why should the lvl you have in a skill really matter when doing a complex....
Say there's some sort of puzzle at the gate that you need to solve via logic? Or the gate is borked and you need to hotwire it via electronics? Maybe the gate doesn't have enough power left so you have to optimize your warpdrive via WarpDriveOperation?
Either way, sounds interesting and nice.
well, why all should have it....let the ones who have it fix the gate for the grup..
B.A.D.B.O.Y.: Biomechanical Android Designed for Battle and Online Yelling
"Bad Boys,Bad Boys, what you gonna do, what you gonna do when WE come for yoU"
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Sabahl
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Posted - 2005.02.06 23:16:00 -
[9]
Originally by: DeathMiner Our corp went and did a 10/10 Angel Complex in our aliance space, and we are doing very well, only having lost 1 raven and 1 hauler out of the entry pilots.
More to the point, how far did you get and what was it like? Did you make it to the end?
I saw that forcefield on long range scanner and decided to wait a while before we tried it.
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F'nog
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Posted - 2005.02.07 00:14:00 -
[10]
We made it to the end, but didn't have enough pilots who could get through to final tier to bother continuing. Up until then it was pretty easy, though we had a lot of pilots. The first tier was probably the toughest of the ones we completed. The fifth would have been the hardest, had we been able to do it.
One thing though, which may be a bug: the turrets in the first tier respawned almost instantly. This wasn't really a bad thing, as they had bounties and dropped some useful ammo, but it was a real pain having to defend the haulers from them.
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