| Author |
Thread Statistics | Show CCP posts - 19 post(s) |

Owen Levanth
Federated Deep Space Explorations
2
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Posted - 2013.09.17 17:44:00 -
[1] - Quote
Introduce a ship/module capable of randomly jumping you to the sun of a nearby system.
Joke option: Introduce at least two related skills, one which reduces the needed fuel down to 50% at level 5 and one which extends the range of the jump.
Hey, if it is to much randomness, let the pilot choose a direction. The jump then throws you randomly to a system along the way. For programming ease, just let the variance of the jump be half of the range, so a range of 5 lightyears randomly jumps you to a system inside a cone 5 lightyears long and 2,5 lightyears wide.
Why?
Sometimes I just don't want to know where I'm going, I just want to explore. |

Owen Levanth
Federated Deep Space Explorations
6
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Posted - 2013.09.29 13:34:00 -
[2] - Quote
Bad idea of the day:
A new class of weapons: Indirect fire weapons.
Good: Incredible damage, incredible range, AOE-effect Bad: Bad tracking, has all the drawbacks of missiles and turrets, ammunition is really high in volume, skill-intensive
Essentially they would be somewhere in the middle between direct-fire weapons and missiles.
The Amarr would get:
Tachyon-Burst Emitter
Shoots a ball of distorted space-time. Fucks everything up real good.
The Caldari would get:
Graviton-Cannon
Shoots out a concentrated ray of gravitons, which creates a black hole-like distortion at the target zone. The wildly fluctuating gravity in the affected area rips everything apart.
The Gallente would get:
Antimattter-Artillery
Exactly what it says, with a nice add-on: The protective shell around the contained antimatter is a complex network of shield-emitters alternated with explosives and additional matter stuffed around it. When the shell hits, the advanced on-board AI detonates the explosives to destroy the shield-emitters and to disperse matter and antimatter almost homogenous into the environment. Which then is followed by a large matter-/antimatter annihiliation reaction. A world-shattering kaboom.
The Minmatar would get:
Machine Trasher
After trying to reverse-engineer a stolen Tachyon Burst Emitter, the Minmatar somehow ended up with this monster instead: It shoots out rifts in space-time so large, it even disables warp drives as additional AOE-effect for a short time. Overall, this monster needs more fitting as the other three and its ammunition takes the most volume, but its effects are so violent it stops all warp drives (friend and foe) in the affected area. The target area is also larger and the damage lower then with the other three types.
Just something I thought about today. 
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Owen Levanth
Federated Deep Space Explorations
9
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Posted - 2013.10.03 20:36:00 -
[3] - Quote
Add T3 weapons.
For the next day, since it's late where I am right now and I'm impatient:
Give us micro jump drives for smaller ships! Or at least cruiser-sized ones, since most frigates are fast enough to make a MJD tactical nonsense. Also what about T2 MJDs? 20% more jump range and 20% less base cooldown could be appropriate. |

Owen Levanth
Federated Deep Space Explorations
9
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Posted - 2013.10.05 19:59:00 -
[4] - Quote
Introduce capital and supercapital sized rats. Send them through NullSec and against POSes. (So that these new super-incursions can't just be ignored or they scour entire constellations clean from player-owned structures.) Capital rats can enter LowSec and swarms of BS rats can enter even HighSec. Roaming BS-gangs will attack POS in HighSec, roaming capitals in LowSec. And to make it not to hard on empire-denizens, local faction NPC-fleets will slowly fight back, so worst case, you'll just have to hid behind your POS-shield until help arrives.
****, already more then one-line. Well, maybe next time it works.  |

Owen Levanth
Federated Deep Space Explorations
14
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Posted - 2013.10.10 18:08:00 -
[5] - Quote
Black Ops bridges transport every ship in a 500km radius, including cloaked enemy ships. Missiles in flight and drones are also transported. |

Owen Levanth
Federated Deep Space Explorations
14
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Posted - 2013.10.10 18:27:00 -
[6] - Quote
Oh, another bad idea I just had:
Add a new crystal-type for laser-weapons: Graviton Crystal. It emits a stream of gravitons instead of photons and changes the ray color to some sort of greyish-black. Damage output is changed to 20% Thermal 20% EM and 60% Kinetic. (The crystal can't change how a laser works, it just partially replaces photons and stuff with gravitons, thus you get a weapon that works still a little bit like a laser, but also damages targets by pulling them apart.) |

Owen Levanth
Federated Deep Space Explorations
15
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Posted - 2013.10.12 16:59:00 -
[7] - Quote
Red Teufel wrote:Random Comet destroys stations and everyone's assets inside.
Random "Dark Planet" moves into system, releases hordes of void krakens, everything gets eaten. |

Owen Levanth
Federated Deep Space Explorations
22
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Posted - 2013.10.15 21:27:00 -
[8] - Quote
Cyaron wars wrote:Make Jita 0.0 sec status system for one day without any notification.
Also add a black hole with the related attribute changes for W-Space like shenanigans. |

Owen Levanth
Federated Deep Space Explorations
23
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Posted - 2013.10.19 10:44:00 -
[9] - Quote
Azrael Dinn wrote:Syphon units...
Syphon units which can syphon of of other syphon units, including others like themselves. Syphon all the way! |

Owen Levanth
Federated Deep Space Explorations
25
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Posted - 2013.11.09 00:11:00 -
[10] - Quote
New idea for T3 BC/BS: Spinal mount - weapon ships.
BCs get one, T3-battleships get two spinal mounted weapons with incredible damage output, but with a slow cycle. Every race would get an aprobiate weapon: Amarr gets huge ****-off tachyon-lasers, Gallente get a gigantic neutron-blaster, Caldari a rather large railgun and the Minmatar get the largest autocannon ever.
Those highly specialised weapons would do roughly twice the damage of a normal XL-sized weapon, with the twice the loading times and weapon cycles.
To make room for those giant-ass weapons the T3-battleships would have roughly the EHP of a T2 BC and the T3 BC roughly the EHP of a T2 cruiser. Also no spinal ship would have more then 4 HighSlots for the BS and 3 HighSlots for the BC and also at least -1 Med- / LowSlot across the board.
The glassiest of glass cannons! |

Owen Levanth
Federated Deep Space Explorations
32
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Posted - 2013.11.29 10:06:00 -
[11] - Quote
New ammo! Quantum charges for Hybrids (EM/Kinetic) and Graviton crystals for laser weapons (Kinetic/Thermal). |

Owen Levanth
Federated Deep Space Explorations
113
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Posted - 2014.04.20 11:49:00 -
[12] - Quote
"Easter Egg"-Torpedo Launcher.
Uses a type of ammuntion called "Giant Easter Egg". |

Owen Levanth
Federated Deep Space Explorations
117
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Posted - 2014.04.22 15:32:00 -
[13] - Quote
DetKhord Saisio wrote:Corraidhin Farsaidh wrote:DetKhord Saisio wrote:NPC Bounty payment upon destruction of NPC Capsule, not the ship. So you have to lock down/point/kill each npc pod to receive isk, or the npc pods warp away and you get no bounty payment. My understanding was that NPC's aren't in pod's hence the capsuleers massive advantage over them... Understood. So use a different term instead of Capsule. Blah blah blah insert some relevant role-player-based (RP) explanation of why non-player characters do not have capsule/pod access. Maybe financial or because it is highly-secretive technology, limited access to capsule technology is provided to qualified individuals. Maybe more storyline is later released stating how some pirate factions managed to reverse engineer the cloning tech and retrofitted discarded (read faulty) hydrostatic capsules with a psuedo-transneural burning scanner. Continuing in that RP vein, those pirate factions have yet to obtain sufficient technology to replicate FTL communications, which causes sync errors in the cloning process. Therefore, retrograde capsule access is granted to only the highest levels of pirate faction command, further complicating the process of bounty collection. In order to collect these NPC bounties, the frozen corpse and their unique belongings are required. Due to this new capability by non-player characters, the bounties accrued are quite extensive. Although the same bounty system for capsulers applies to npc pods ("The bounty payout is roughly 20% of the value of all destroyed objects (ships, modules, cargo, implants"), faction commanders are often showered with isk for completing certain tasks. The trick is preventing them from warping.
Only works if you reduce the number of rats by 10, multiply bounties by 10 and overhaul the rat-AI to be a lot more vicious. CCP, do this please! |

Owen Levanth
Federated Deep Space Explorations
126
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Posted - 2014.04.30 09:30:00 -
[14] - Quote
Reverse incursions: Everywhere with Sansha Rats, including Stain, fleets of the great empires turn up to shoot everything.
All rats replaced by NPC-T3s and capitals. No bounties, but lots of expensive loot. |

Owen Levanth
Federated Deep Space Explorations
130
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Posted - 2014.05.01 17:05:00 -
[15] - Quote
A rig for drone damage. Just having a rig for sentry drones alone seems silly.
Why not give normal drone users a rig, too? More options are always good. |

Owen Levanth
Federated Deep Space Explorations
149
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Posted - 2014.05.20 15:07:00 -
[16] - Quote
Alexei Stryker wrote:Anna Karhunen wrote:Give Nestor a cloak. A big red cloak with stylished "S" in it. Give Nestor a clock
Give Nestor a rock. |

Owen Levanth
Federated Deep Space Explorations
201
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Posted - 2014.07.14 11:02:00 -
[17] - Quote
Trin Javidan wrote:Smartbomb (damage) riggs/ mods! Cause is only weapon system without!
Normal drones don't have a damage rig, either (only sentries). So: Drone damage rig, please! |

Owen Levanth
Sagittarius Unlimited Exploration
350
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Posted - 2014.11.18 18:13:44 -
[18] - Quote
Cyno-less jump drives. |
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