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Trelennen
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Posted - 2005.11.06 21:07:00 -
[31]
Originally by: dabster
Originally by: keepiru Sure they can, its caled mineral requirements :P
Or, component requirement in this case ^^
That doesnt help. Worst example is ofc cap-rechargers that cost a few hundred k to build, they sell for 15mill+ anyway ;)
Yeah, and CCP has a non negligeable role here: market prices are determined by offer and demand. Demand is determined by players, offer is partly set by CCP for T2, as they seed limited amounts of BPOs, which means by limiting the production they force the price to go up, at least up enough for demand (price) = offer (the higher the price, the less demand for it, 'cause for many it won't worth it if the price is too high, thus reducing effective demand).
Summary: CCP fix the production cost (mineral requirements), and fix the maximum offer (limitation on BPOs number). As they usualy add new BPOs when player base (and thus global demand) is growing, they are the one who really determine the price of the items (given the items are useful, of course, even them can't make a crapy item like a cap/shield flux sell for much, even by limiting the offer, simply 'cause there is no demand - but the can change the items to make them useful and then increase the demand, like they're doing with damage controls).
Quote: dont fly what you cant afford to lose, always have it insured, make sure you can replace it before you take it into 0.0 or any potentially kaboomish situations.
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infused
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Posted - 2005.11.06 21:13:00 -
[32]
mmmmmmmmmmmmmmmmmmmmmmmmm explosive damage crystals... <3
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Keven
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Posted - 2005.11.06 21:20:00 -
[33]
Originally by: infused mmmmmmmmmmmmmmmmmmmmmmmmm explosive damage crystals... <3
They need to tell me how you can make xplosive laserz. Il'l mod my laserpointer then, and blow up my neighbors car.
hes got - 6 sec status i swear!
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SeeD IX
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Posted - 2005.11.06 22:11:00 -
[34]
LOL the scariest thing is that the S size crystals have the same stats as M (obviously an accident as it says size = 2) I almost **** myself after reading that : ) 4em 20exp damage on an S crystal mmmm. lol.
Originally by: Ikvar The Vengeance NEEDS to be nerfed. It's ability to die FAR outclasses ANY OTHER SHIP IN THE GAME! One time, I engaged one and it went down in seconds, any other AF that can do that? Not r
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Crellion
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Posted - 2005.11.06 23:44:00 -
[35]
Hmmmm initially I was inclined to say: "wtf leave them as they are in t1 and just up the dmg a fair bit" as somebody else said above... But perhaps there is a good idea here:
Make them very high req, say you hav to have the guns spec to 5 and a minimum of L of the same type of gun spec to 1 even if you want to use the S charges. Also sniper 5 control bursts 5 rapid 5 etc etc. THEN you can give them a 15%-20% extra dmg divided equally between all 4 dmg types (or something like em-expl round and kin-therm round to chose from for each range cutting down available ranges to half)! So that CCP says if you are a top gunner you can cause hurt to any ship irrespective of what their tank gap is. This will take away the argument that only launchers are usefull against any ship and also take away the whines like "boo hoo my lasers cant kill armour" "boo hoo my railguns only kill armour and thermal kinetic are the most tanked types etc etc...."
So you simply know if the other guy is really trained you cant avoid getting hurt :) just an idea and feel free to flame.
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Keven
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Posted - 2005.11.06 23:52:00 -
[36]
Originally by: Crellion Hmmmm initially I was inclined to say: "wtf leave them as they are in t1 and just up the dmg a fair bit" as somebody else said above... But perhaps there is a good idea here:
Make them very high req, say you hav to have the guns spec to 5 and a minimum of L of the same type of gun spec to 1 even if you want to use the S charges. Also sniper 5 control bursts 5 rapid 5 etc etc. THEN you can give them a 15%-20% extra dmg divided equally between all 4 dmg types (or something like em-expl round and kin-therm round to chose from for each range cutting down available ranges to half)! So that CCP says if you are a top gunner you can cause hurt to any ship irrespective of what their tank gap is. This will take away the argument that only launchers are usefull against any ship and also take away the whines like "boo hoo my lasers cant kill armour" "boo hoo my railguns only kill armour and thermal kinetic are the most tanked types etc etc...."
So you simply know if the other guy is really trained you cant avoid getting hurt :) just an idea and feel free to flame.
No need to flame where a simple "Get lost in space plz!" is sufficient.
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Crellion
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Posted - 2005.11.06 23:59:00 -
[37]
Originally by: Keven
Originally by: Crellion Hmmmm initially I was inclined to say: "wtf leave them as they are in t1 and just up the dmg a fair bit" as somebody else said above... But perhaps there is a good idea here:
Make them very high req, say you hav to have the guns spec to 5 and a minimum of L of the same type of gun spec to 1 even if you want to use the S charges. Also sniper 5 control bursts 5 rapid 5 etc etc. THEN you can give them a 15%-20% extra dmg divided equally between all 4 dmg types (or something like em-expl round and kin-therm round to chose from for each range cutting down available ranges to half)! So that CCP says if you are a top gunner you can cause hurt to any ship irrespective of what their tank gap is. This will take away the argument that only launchers are usefull against any ship and also take away the whines like "boo hoo my lasers cant kill armour" "boo hoo my railguns only kill armour and thermal kinetic are the most tanked types etc etc...."
So you simply know if the other guy is really trained you cant avoid getting hurt :) just an idea and feel free to flame.
No need to flame where a simple "Get lost in space plz!" is sufficient.
Thank you I have always enjoyed constructive criticism. Perhaps we ll get achance at some point to discuss the finer points from F1 to F8, c u soon :)
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