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Hewolf
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Posted - 2005.11.23 23:58:00 -
[1]
I have a some ideas for new skills/structures: and plz foregive any misspellings
* CARGO OPTIMAZATION a skill that will allow more cargo to be carried on any ship. would grant a %age bonus.
* ASTEROID BASE A deployable base that can be placed in any belt, used for either a mining base, or a larger storage area.
* HULL/ARMOR REPAIR SYSTEM A module that allows you to repair BOTH armor and hull at the same time.
That's all for now. if I think of anything more, Ill add it.
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Binary Mind
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Posted - 2005.11.24 09:50:00 -
[2]
Originally by: Hewolf * CARGO OPTIMAZATION a skill that will allow more cargo to be carried on any ship. would grant a %age bonus.
I think that would make freighters alot too big.. they are big enough already
Originally by: Hewolf * ASTEROID BASE A deployable base that can be placed in any belt, used for either a mining base, or a larger storage area.
you cannot do that, if you do, in 2 weeks all asteroid belts would be stuffed with those things and no other could mine anything
Originally by: Hewolf * HULL/ARMOR REPAIR SYSTEM A module that allows you to repair BOTH armor and hull at the same time.
no, too powerfull
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sonofollo
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Posted - 2005.11.24 11:57:00 -
[3]
* cargo optimisation skill - just simply acquire a higher level ie named or the new t2 cargo expander II. That has additional cargo expansion - or train up the next level of industrial i think that adds x% of cargo per skill trained (so in effect already in the game)
* asteroid stations - bad idea tbh - taking ships into the belt would become useless mining barges become useless - the ISK farmers would simply put up these stations in every belt and destroy the game more than MMs do now
Hull armour combined systems could work but ..... would have to have a reduction in regards the amount repaired if x armour repairer repairs 300 per cycle now and another is 300 hull per cycle - the new combined module could be 150 of each to balance things out (but this would also reduce a slot in the low or med end) so would have to be carefully balanced - i think the damage control modules are getting some hull repairing ability anyway so thats the solution
Either that or take a buddy that can be cloaked with cap rehcargers and remote armour or sheild repairers (remote hull repairers would be much appreciated CCP) if in a mission simply warp out if possible get youre buddy ot recharge at a SS with him cloaked adn then head back into it to finish
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Hewolf
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Posted - 2005.11.25 01:12:00 -
[4]
I was thinking for the ships that doesnt have cargo cap bonuses, like the BS & BC.
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Elberet
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Posted - 2005.11.25 02:31:00 -
[5]
/me sees thread. /me hijacks thread.
Remote Environment Scanner
Small, anchorable, yet easily destroyable (about ~10 salvoes from a fully skilled and PvP combat fitted Armageddon) object. Has no single owner. Once placed, any owner can 'link' with the scanner. Depending on skill, pilots may maintain links to a limited number of such scanners. The scanner operates much like a normal ship scanner, but with much more limited radius (around 20,000 km). Activating the scanner and receiving it's results takes 10 minutes, but as opposed to normal ship scanners - and this is this thing's main selling point -, it can be activated from a distance of several light years through FTL comm channels. Basically, it would allow pilots to check for rats/asteroids in the next system without ever having to undock from a station.
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