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Joshua Foiritain
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Posted - 2005.06.23 01:30:00 -
[1]
Quite some time ago Zrakor mentioned he was going to look into the loot navy ships dropped ruing missions. Due to their tag being worth less then pirate bounties of equal strength they where supposed to drop more loot to compensate.
Havent heard anything about it since.
Navy Cruisers have always been dropping more loot then pirate cruisers but i personally cant say ive really seen a diffrence in Bs or Frigate loot.
Any news? 
[Coreli Corporation Mainframe] |

Bleakheart
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Posted - 2005.06.23 10:32:00 -
[2]
Hey, just did my first L4 in a couple weeks last night and it was the Rogue Slave Trader. Nothing really special or plentiful fell out of the AN Gamma frigs or the BS from the times before, so it looks like they're pulling someone's chain. 
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Zrakor
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Posted - 2005.06.23 10:56:00 -
[3]
Edited by: Zrakor on 23/06/2005 10:58:16
We don't have any plans of beefing up the rewards of the Navy ships this patch, but we did beef up the rewards of pirate mission running a bit. A few changes worth mentioning:
1) NPC navy tag offers more widely available. 2) New implant-giving important mission sequences added, more for the pirate agents than Empire. 3) Pirate implant offers implemented, these are of course only available for pirate agents, but for the non-pirate players out there you can still acquire them by killing officers in 0.0. 4) Running pirate missions will no longer directly affect your standing with CONCORD, however killing CONCORD officers in missions will of course still affect this standing (but there is always the decline option for those missions). 5) Running pirate missions will no longer destroy your standing with all Empire factions, instead it mainly just affects the direct rivals of the pirate faction you're working for and their allies. 6) We're lowering the bounties on big pirate complex rats (such as battleships) to limit the ISK cash cow that is high-level agent and complex running. Navy tag bounties remain unaffected with this change however, so that is in a sense a boost to pirate agents.
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Joshua Foiritain
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Posted - 2005.06.23 11:12:00 -
[4]
Zrakor, you are my hero  All we need now is pirate ganking people with a -5 standing towards them 
[Coreli Corporation Mainframe] |

X'Alor
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Posted - 2005.06.23 15:59:00 -
[5]
I love the navy kill missions. I wish I got them every single mission.
My biggest reason is for all the basic loot.
that loot is my lifeblood to mining. I don't care about the no bounties on them. I don't care about the ISK bonus. I do my missioning as a form of mining and I mine with my guns and recycle with my builder.
I absolutely love how the navy kill ships all drop a can even if it's all basic. I'm good with basic this basic that basic ship scanners.
not to mention they tend ot have 3 or 4 more basic items than your typical drop can.
And hate to point out that most the navy missions have bigger spawns and more ships ontop of all the basic loot.
And i don't even mind having to loot what looks like 100+ cans in space after some the 5 spawns missons
Absolutely lov'em.
Glad they happen about 50% of the time with who I run.
Zrakor, any plans for like a 10 or 15 spawn navy kill mission? 
Heck gimme a 20 spawner, I don't care if it takes me a day to loot it. 
sorry, one can dream.
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Kvazimodo
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Posted - 2005.06.23 16:17:00 -
[6]
Originally by: X'Alor
Zrakor, any plans for like a 10 or 15 spawn navy kill mission? 
Gallente armada 12 spawn places alredy ? 
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JimmySav
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Posted - 2005.06.23 16:33:00 -
[7]
are the pirate implants actually in the game yet?
are they offered as missions rewards or as offers? Or important Storyline misison rewards?
Jim'll Fix it For You. ( and you and you!)
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Trinelise
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Posted - 2005.06.23 16:40:00 -
[8]
Edited by: Trinelise on 23/06/2005 16:41:21 Will they replace regular implants. I got almost 500k lp with my archangel agent , but have yet to get an implant mission. So if they replace regular implants I will not get any anyway.
edit: yes , I do important missions.
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Zrakor
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Posted - 2005.06.23 16:40:00 -
[9]
Originally by: JimmySav are the pirate implants actually in the game yet?
are they offered as missions rewards or as offers? Or important Storyline misison rewards?
Not on Tranquility no. All the changes I mentioned above are still waiting for the next patch to get to TQ.
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Zrakor
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Posted - 2005.06.23 16:46:00 -
[10]
Originally by: X'Alor
Zrakor, any plans for like a 10 or 15 spawn navy kill mission? 
quote]
If you are referring to the old kill missions (non-deadspace), then no plans no. We've basically dropped the concept of old kill missions, and will gradually morph the current ones into deadspace format.
However, we're certainly looking at adding in more heavy-spawn deadspace missions, like the extravaganza ones. Right now we've mainly been focusing on the COSMOS agents-in-space, but after the patch we'll have more time to look at the generic mission content.
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Zrakor
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Posted - 2005.06.23 16:51:00 -
[11]
Originally by: Trinelise
Will they replace regular implants. .
Nope the pirate agents will still dish out regular implant offers.
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Trinelise
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Posted - 2005.06.23 16:57:00 -
[12]
Originally by: Zrakor
However, we're certainly looking at adding in more heavy-spawn deadspace missions, like the extravaganza ones. Right now we've mainly been focusing on the COSMOS agents-in-space, but after the patch we'll have more time to look at the generic mission content.
oh , thank you. Pirate agents don't have any of those right now (at least mine don't) and I have been drooloing when my mates tell about their extravaganza missions in empire :-D

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X'Alor
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Posted - 2005.06.23 18:23:00 -
[13]
Thank you Zrakor
I'll never scabble at a can drop full of basic loot.
but that's prolly just me.
Good'ay, thanks again.
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Amthrianius
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Posted - 2005.06.23 19:48:00 -
[14]
One thing
In normal pirate mission deadspace vs the empire faction they are against e.g. the retribution mission for the arch angel's vs minmatar
If you attack the ships and structyres you need to to complete the mission you lose about 3% standings twoards minmatar
Thats as much as important missions for this common mission, it seems linked with deadspace as when you destroy the same ships in non-deadspace you dont take the huge hit
Will this also be fixed in the next patch? (note its not only this mission its all deadspace against empire factions) ---------------
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JimmySav
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Posted - 2005.06.23 21:42:00 -
[15]
im still a little unclear.. the rat implants..will they be mission rewards or pirate offers for LP?
Jim'll Fix it For You. ( and you and you!)
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NoS Dingo
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Posted - 2005.06.24 11:26:00 -
[16]
Originally by: Zrakor Edited by: Zrakor on 23/06/2005 16:51:41
If you are referring to the old kill missions (non-deadspace), then no plans no. We've basically dropped the concept of old kill missions, and will gradually morph the current ones into deadspace format.
Why are 99% of deadspace mission such that they land you 20km from the swarm? Why can't we have the same distance choices as normal warp? Surely I am not the only person that thinks landing 15 to 20km from a swarm is rather **** and gives bugger all options for mid/long range setups. We all like a challenge, but why serve us up on a silver platter?
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Joshua Foiritain
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Posted - 2005.06.24 12:00:00 -
[17]
Originally by: NoS Dingo
Originally by: Zrakor Edited by: Zrakor on 23/06/2005 16:51:41
If you are referring to the old kill missions (non-deadspace), then no plans no. We've basically dropped the concept of old kill missions, and will gradually morph the current ones into deadspace format.
Why are 99% of deadspace mission such that they land you 20km from the swarm? Why can't we have the same distance choices as normal warp? Surely I am not the only person that thinks landing 15 to 20km from a swarm is rather **** and gives bugger all options for mid/long range setups. We all like a challenge, but why serve us up on a silver platter?
I think its because eve NPC's are morons, people could use abs and mwds ti float out of their weapons range and snipe em off 1 by 1 while the NPC's just sat there clueless waiting for their doom.
Solution? Nerfing the players of course by forcing them to do deadspace missions so that snipering because difficult/immpossible and forcing them to tank. Makes sense right? 
I like the way Ds missions look, though instant aggro groups at 20km from warp in indeed is a pain in the ass.
[Coreli Corporation Mainframe] |

X'Alor
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Posted - 2005.06.24 14:31:00 -
[18]
solo = you on a plate
group = them on a plate + easy looting.
not saying you must group but it flip flops if you do.
I do wish that they would change the aggro only one pilot affect. Makes things way to easy. They always lock and focus fire on first one thru or shoots first.
Maybe if they would refocus on the one who is the damage dealer or if they are shot by another ship while they are focusing on first ship they change to who is shooting them. I dunno but something does need a change there for sure.
to easy for a group to take advantage of that and leads to invalid ship setups all in the sake of mission ganking cash cowing. Raises hand ... guilty. Heck some our ships don't even use repairers of any kind in lvl 4 missions.
As far as the moronic NPC's. well when they allowed EW use ...... they got even dumber.
Anyone else having fun ruining NPC BS guns with the disrupters. 
The AI of the NPC's is something I hope they continue to improve and expand. as opposed to removing EW on dumb NPC I hope they can continue to add and adjust the NPC AI.
Not sure how hard it would be for them to program some counter methods for them for certain modules being activated on them.
All NPC are programmed, once enguaged, to approach target and orbit at their preprogrammed optimal range orbit and shoot till dead or target is dead. A tracking disrupter will ruin that ship and remove almost all damage done by it.
Not sure how but if they can set up something like module x is used on any npc they react to it while it's activated.
Examp: the disrupter again, they get hit with it then they react by cutting their preprogrammed orbit 50%.
the other thing that bugs me is NOS on NPC and NPC not using NOS. You can remove their entire cap capacity(not that much in most cases) and they continue to MWD, AB, shoot, repair, boost. they should be dead in the water and dieing hard and fast. But not the case.
Maybe if they gave the NPC a much bigger supply of capacitor capacity that once emptied ...... they do what supposed to, shut down and die.
recharge rate npc cap might cause serious lag, I dunno. if so then just give them bigger cap capacity per ship size than we get and no recharge.
Also when we NPC or mission, we count on our recharge rate, I suggest some new NPC's that use a nos or nuet. immagine if they had one of them little MWD buggers that came in and hit ya with two small nos.
The idea of an NPC BS nos ....... shutters.
Dang it Josh, you can get me going on the AI thing.
I hope they do expand on that for sure. That would really make thing interesting and make a less of a division between the PvP community and the PvE community.
grrrr and I really was gonna make a point not to post today.
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