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Danton Marcellus
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Posted - 2005.06.24 13:34:00 -
[1]
Planets and moons, gravital pull decided individually for each stellar object works exponentially to slow a ship down and make its hull structural value drop to half due to the integrity being compromized.
Small ships will go near these objects to try and get away from the larger ones and the larger will follow to get their kill. Both hoping they know what kind of moon or planet it was they warped too, heavy G or low G would make all the difference to the capital ship persuer.
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Danton Marcellus
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Posted - 2005.06.26 16:06:00 -
[2]
I was thinking solar flares from the sun and in locations near the sun that would do thermal damage of course. With ships tanking that being able to make their stand better than most there.
Meteor showers would be kinetic, nebulas EM and/or explosive...
It'd be nice to get all these anomalis on the scanners and opting what patch of space to warp to instead of having all the fighting around gates. 
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Danton Marcellus
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Posted - 2006.03.06 14:05:00 -
[3]
Edited by: Danton Marcellus on 06/03/2006 14:08:37 Where did my post on this topic go? 
FFS that was a meter of text covering the suggested change all botched by some shotty forum dysfunction...
In short I'd like to see 'deadlights' solar flares blanking out say constellations at a time, rendering the map tools there useless, effectively making it night there, in favor of a new breed of nocturnal hunters and other critters.
These whiteouts would be visible on the map not via info but as them giving static and would last for anything from a couple of hours to a week.
There that's about it and all I care to re-type.
Remind me about The Maze.
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Danton Marcellus
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Posted - 2006.05.10 02:05:00 -
[4]
Edited by: Danton Marcellus on 10/05/2006 02:07:10
Originally by: Lintaka Ok here are just a few quick ideas for bonus's and such in different environments... EM Nebulas: Electrically charged nebula - Advantage - Any weapons that fire with EM damage do practically nothing (say a laser or EM missile shooting player after you) or increased in damage with extra electrical activity. Disadvantage - EM resistance on armour and shields greatly reduced, trying to shield tank becomes useless as EM hardeners do nothing.. EW warfare limited, impossible to jam or warp maybe due to ships computers being interfered with. (I.e. Caldari Shield Booster vs. Amarr Laser player, Caldari lose defence, Amarr lose offence) Thermal Sun Nebulas: Heat generated off the sun - being too close to the sun - nebulas that form around or near the sun. Advantage - Thermal weapons could be increased in damage with existing heat adding or with exrta heat, thermal weapons dissapate doing less damage. Disadvantage - Thermal resistance on shields and armour greatly reduced, microwaves and x-rays emitted from sun interfere with crystals Explosive Belts (with megacyte) 0.0 Belts or any belt with megactye ore (which is an explosive material) Advantage - Explosive weapons increased in damage Disadvantage - Explosive resistance on Armor and Shields much weaker due to explosive material present
I donĘt know if I hit what you were thinking, but there are a few ideas that came to mind 
Interesting that this was the first entry I see when I came up with this somewhat generic idea of having different areas of space affect your resistance.
Near planets and moons due to gravity you're more vulnerable to EM damage as your shield fluxes. On the plus side ECM suffers interference there too.
Near gates you're more prone to explosive damage as the wormhole contained within the jumpgate strains the hull. On the plus side the same strain is put on your rate of fire, as time seem to be slowing down near the singularity. [so I'm not a sci-fi freak, sounds good enough to me]
Near the sun you're exposed to thermal damage and you're targetting range is cut in half due to solar flares and zero visibility.
Near asteriod belts you're likely to take more kinetic damage as small particles from the rocks keep hammering your armor, when not in combat the automatic repairsystems can handle it fine but once under pressure it becomes a factor. On the upside all guns have a harder time tracking in belt combat as the debris floating around draw attention away from the target.
Near stations, station owners like to mediate between their supposed customers and frown upon combat at their doorstep and will act as ECM Bursts and Target Disruptors at times, breaking the locks of all ships within their targetting radius.
Remind me about The Maze.
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Danton Marcellus
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Posted - 2006.05.22 17:26:00 -
[5]
Originally by: Kage Getsu I have no idea what your engine is capable of, but I would just love to see a fight in the upper atmosphere of a gas giant.
The atmospheric pressure and gravity of the planet will put increasing stress on your ship's structure as you fly to a lower depth. Larger ships will be able to tolerate this better than smaller ships. This can create a situation where large ships can escape from smaller ships just by flying to a depth where the smaller ships cannot survive.
Other features that could be taken into account is electrical storms messing with electronics, gas clouds blocking the "line of sight" of sensors, and strong winds having adverse effects on ships with weak propulsion.
Or rather the opposite with larger ships with greater mass but also larger hollow points will suffer more badly the closer to the atmosphere the ships come, whilst more solid and low mass ships navigate the pull with greater ease.
Hopefully that's the way they'll go when planetary flights come into play, it being frigates only.
Remind me about The Maze.
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Danton Marcellus
Nebula Rasa Holdings
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Posted - 2007.11.13 11:39:00 -
[6]
Some high pressure environments, gravital pull and very instable wormholes would be most welcome as tactical battlegrounds. Added to this a bonus to the now worthless module Reinforced Bulkheads to withstand the strain put on the ship in such an environment.
Should/would/could have, HAVE you chav!
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