Pages: 1 :: [one page] |
|
Author |
Thread Statistics | Show CCP posts - 1 post(s) |
Aurelius Valentius
Amarr Imperial Academy
|
Posted - 2011.07.22 04:28:00 -
[1]
Edited by: Aurelius Valentius on 22/07/2011 04:36:35 New Ships - Don't need any at this time.
*instead*
Revamp Existing Ships that need it [already being addressed] Reskin/V3 update [also being done]
How to make new ships w/o new models or skins: 1. NEW RIGS! 2. NEW MODULES! 3. NEW SKILLS! -more- 4. NEW Slot layouts! 5. and so on...
...these are ways the game has that doesn't require [major] Art Department involvement.
Please people consider this when you suggest a "NEW" ship at ever thought that crosses your mind.
If anything we should have CCP start to remove some hulls to keep the amount of ships and updates within reason.
I for one would like to see more variable on the ships uses, and not have it stuck to a hull/art, but have it as rigs/modules and skills
New rigs and modules = bonues/abilities = new skills to train = veteran players have something to do, and new people have new paths to new goals, and the ships have more diversity in use and that means that tactical and strategic uses become LESS predictable and we get less "cookie-cutter" and more "custom/surprise" fits that work.
Just my two ISKies after seeing more "wouldn't it be cool IF CCP [insert new ship] did this!" - NO it wouldn't...
Ranks: 23. Aurelius Valentius 9h 27m 56s Daily Avg. 78. Aurelius Valentius 289d 2h 22m Time Online.
CCP Please: 1. Fix Broken Features/Game 2. Missile Turrets 3. Update Ships Models and Skins |
Marv Laffoon
|
Posted - 2011.07.22 06:10:00 -
[2]
New high sec capitals with special doomsdays that can instapop entire L4s. Carriers in high sec and new fighters with strip miners. T3 BCs that are immune to all forms of ewar, align in under a second, warp cloaked and instapop nulsec belt rats. T3 recons that can cyno any ship anywhere in the universe (also WH space and highsec)
That's about it.
|
Aurelius Valentius
Amarr Imperial Academy
|
Posted - 2011.07.22 08:05:00 -
[3]
Originally by: Marv Laffoon New high sec capitals with special doomsdays that can instapop entire L4s. Carriers in high sec and new fighters with strip miners. T3 BCs that are immune to all forms of ewar, align in under a second, warp cloaked and instapop nulsec belt rats. T3 recons that can cyno any ship anywhere in the universe (also WH space and highsec)
That's about it.
Your sarcasm is strong with epic fail... if you serious, you need to quit EVE.
One of the worst decisions CCP ever made was the way super-caps where put in, anything bigger than a BS [combat wise] should be seriously nerfed in numbers...
1 Titan per Alliance, 1 Mom/SC per Member Corp [flagships], and dreads and carriers should be limited in numbers as well... BS should be the mainstay of any fleets [imho] and I think alot of people may feel this the game lost something when they came in such large numbers.
CCP should have realized that once the players had unlimited unlimited numbers only controlled by resources and time that the player base would build unlimited numbers of them [and form conga lines with them amoung other things].
I would support some removals of pointless ships and a return to less is more. Ranks: 23. Aurelius Valentius 9h 27m 56s Daily Avg. 78. Aurelius Valentius 289d 2h 22m Time Online.
CCP Please: 1. Fix Broken Features/Game 2. Missile Turrets 3. Update Ships Models and Skins |
Cedo Nulli
|
Posted - 2011.07.22 08:29:00 -
[4]
You mad bro ?
Such artificial limitations would be no good, 1 titan per alliance .. fine make 1001 a few guy alliances then. 1 mom per corp .. fine 100001 1man corps then.
If you were to smack in some "you need X members before you can get the titan blabla" you still could roll over that with alts and people jumping corps/alliances.
It aint much of a sandbox if you glue all the toys in place.
|
Marv Laffoon
|
Posted - 2011.07.22 08:30:00 -
[5]
Asking for ships to be removed is about as stupid as asking for new ships. Carriers are fine the way they are. Dreads need a boost and by boost I mean a new role. Supercarriers are fine the way they are but lack a natural predator. From what I've gathered CCP is going to fix this by giving the underpowered Black Ops a SC killer role.
Better stack up on those Widows while they're cheap.
|
|
CCP Navigator
C C P C C P Alliance
|
Posted - 2011.07.22 08:35:00 -
[6]
Moved from Ships & Modules
Navigator Lead Community Representative CCP Hf, EVE Online
|
|
Meditril
|
Posted - 2011.07.22 15:43:00 -
[7]
Give us T3 Frigates!
|
Hawk Firestorm
|
Posted - 2011.07.22 15:46:00 -
[8]
All ships have/had a role but that's not the problem.
The problem is corp/alliace/gang sizes which break eve mechanics so they don't function and you need to be flying a planet to have a hope in hell.
|
lordlulzs
|
Posted - 2011.07.22 19:32:00 -
[9]
Originally by: Cedo Nulli You mad bro ?
Such artificial limitations would be no good, 1 titan per alliance .. fine make 1001 a few guy alliances then. 1 mom per corp .. fine 100001 1man corps then.
If you were to smack in some "you need X members before you can get the titan blabla" you still could roll over that with alts and people jumping corps/alliances.
It aint much of a sandbox if you glue all the toys in place.
A Sandbox is no longer a sandbox when certain ships do not have any other viable counters other than more of that same type.
But hey, if you really really like super capitals online, who am I to judge...
just remove ewar immunity and things will become hilarious..
|
Zylaphone
|
Posted - 2011.07.22 19:36:00 -
[10]
Originally by: Aurelius Valentius New Ships - Don't need any at this time... ...How to make new ships w/o new models or skins: 1. NEW RIGS! 2. NEW MODULES! 3. NEW SKILLS! -more- 4. NEW Slot layouts! 5. and so on...
Sounds really rad. Have any actual ideas? I mean, I can get with it, I really can. I like the idea of making things more versatile, but please suggest some new rigs/mods/abilities instead of putting down the people who want new ships.
I'll throw something out there myself, but I have a feeling it will be gunned down: Mods that modify the number of hardpoints a ship has. A skill that determines how many you can fit, and perhaps reduce potential drawbacks from using them. Also a mod that does the inverse. EG:
Make a mid/low slot mod that adds a turret hardpoint. Make a mid/low slot mod that adds a launcher hardpoint. Make a high slot mod that requires a turret hardpoint that adds a mid/low slot to the ship. Make a high slot mod that requires a launcher hardpoint that adds a mid/low slot to the ship.
These new mods would have drawbacks, much in the way rigs do. A turret/launcher placed in the "new" highslot could have a penalty to PG/CPU needed, the same for the "new" mid/low slot items. Suppose the penalty is 10%, so each level in a new related skill could reduce it by 2% to 0% at level 5 (much like rigging).
Could also make rigs that add high/mid/low slot to a ship, with the drawbacks being reduction in PG/CPU for the ship.
These ideas would make ship fittings INCREDIBLY diverse, as you couldn't really expect what any ship would have. Could also be a little OP, and lead to some very broken loadouts. Dunno, what do you guys think?
|
|
Solhild
|
Posted - 2011.07.22 20:44:00 -
[11]
Originally by: Zylaphone
Originally by: Aurelius Valentius New Ships - Don't need any at this time... ...How to make new ships w/o new models or skins: 1. NEW RIGS! 2. NEW MODULES! 3. NEW SKILLS! -more- 4. NEW Slot layouts! 5. and so on...
Sounds really rad. Have any actual ideas? I mean, I can get with it, I really can. I like the idea of making things more versatile, but please suggest some new rigs/mods/abilities instead of putting down the people who want new ships.
I'll throw something out there myself, but I have a feeling it will be gunned down: Mods that modify the number of hardpoints a ship has. A skill that determines how many you can fit, and perhaps reduce potential drawbacks from using them. Also a mod that does the inverse. EG:
Make a mid/low slot mod that adds a turret hardpoint. Make a mid/low slot mod that adds a launcher hardpoint. Make a high slot mod that requires a turret hardpoint that adds a mid/low slot to the ship. Make a high slot mod that requires a launcher hardpoint that adds a mid/low slot to the ship.
These new mods would have drawbacks, much in the way rigs do. A turret/launcher placed in the "new" highslot could have a penalty to PG/CPU needed, the same for the "new" mid/low slot items. Suppose the penalty is 10%, so each level in a new related skill could reduce it by 2% to 0% at level 5 (much like rigging).
Could also make rigs that add high/mid/low slot to a ship, with the drawbacks being reduction in PG/CPU for the ship.
These ideas would make ship fittings INCREDIBLY diverse, as you couldn't really expect what any ship would have. Could also be a little OP, and lead to some very broken loadouts. Dunno, what do you guys think?
Your ideas are great. How about the ability to put low power modules onto any higher power slot?
How about a new variant of each ship with an extra rig slot, perhaps more calibration?
We could even have a physically enhanced model of our current ships, e.g. rifter/freki. Expanding ship models like this is presumably less work intensive than making entirely new ships? Plus, I'd love to see a few more variants of the ships we know already.
|
|
|
|
Pages: 1 :: [one page] |