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Swamp Ziro
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Posted - 2006.02.28 20:10:00 -
[1]
I seen them mentioned again and again to come with "Kali" but nowhere I've found is their nature explained... I looked around for a while, but couldn't find any info..
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pshepherd
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Posted - 2006.02.28 20:15:00 -
[2]
Edited by: pshepherd on 28/02/2006 20:15:28
i believe the boosters are designed to temporarily give a bonus to a certain attribute, with penalties against others.
e.g. +3 perception, but -1 to everything else.
============== This is a sig O RLY? - Imaran I've only done 4 hours of Tools for 2D graphics, give me a few weeks and i'll be cool, really. |
HippoKing
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Posted - 2006.02.28 20:22:00 -
[3]
another possible is a drug that will give you a tempory boost to a certain skill - for example adding 10% to large hybrid damage for one hour
sigs of the 23/24/25 hijack just as well -eris yarrrr, i shall retake my sig -HippoKing Not a chance, our 1337 sig haXx0r sk1llz are too powerful! - Wrangler Ho-Ho-Hooooooo, Merry Saturday!11 - Immy Yo ho ho and a bottle of BReeEEEEeee.... - Jacques ARRRRRRchambault Stop spamming with "QFT" >:|. - Teblin
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Gierling
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Posted - 2006.02.28 20:43:00 -
[4]
They are going to make you win at combat if you are willing to Grind PVE instances, much like Ninja's use of potions in FF11.
Its a stupid idea and it shouldnt be implemented.
PRoposal to fix blobbing and make Charisma useful.
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DEVILSENIGMA
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Posted - 2006.02.28 20:45:00 -
[5]
Originally by: Gierling They are going to make you win at combat if you are willing to Grind PVE instances, much like Ninja's use of potions in FF11.
Its a stupid idea and it shouldnt be implemented.
I just look at them at the implant version of t2 ammos. e.g: one implant would give you increased damage but reduce your ship speed...and this implant effect would carry over multiple ship types/races. --- Eve Database | Coldfront Community Coldfront Come in and feel the chill |
Nyphur
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Posted - 2006.02.28 20:53:00 -
[6]
Originally by: Gierling They are going to make you win at combat if you are willing to Grind PVE instances, much like Ninja's use of potions in FF11.
Its a stupid idea and it shouldnt be implemented.
Or you could just buy them, thereby stimulating an economy that includes people who like PVE.
Eve-Tanking.com - For the ultimate tanking spreadsheet and resources. |
Boonaki
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Posted - 2006.02.28 21:01:00 -
[7]
Lots of possibilities, nothing set in stone.
I'd like to see something very temporary, although I imagine the effects will be limited to combat related skills Fear the Ibis of doom. |
Wanoah
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Posted - 2006.02.28 21:04:00 -
[8]
I suspect that they will work like temporary implants. I don't know, though, as I don't think anyone has posted any real information on them other than that they are back on the drawing board. the fact that they are called combat boosters now, rather than just plain boosters like they used to, suggests that they will give you bonuses like the hardwiring implants, e.g. +5% velocity, +6% ROF, +100% I-Win button, etc.
Please resize image to a maximum of 400 x 120, not exceeding 24000 kbs, ty - Cortes P.S. Total area size was a little over too |
Slink Grinsdikild
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Posted - 2006.02.28 21:39:00 -
[9]
Originally by: Nyphur
Originally by: Gierling They are going to make you win at combat if you are willing to Grind PVE instances, much like Ninja's use of potions in FF11.
Its a stupid idea and it shouldnt be implemented.
Or you could just buy them, thereby stimulating an economy that includes people who like PVE.
Whether you buy combat booster with ISK that was grinded for or personally grind to get them really doesn't make any difference. Hopefully these won't become mandatory..
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GigaIndy
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Posted - 2006.02.28 21:40:00 -
[10]
Originally by: Nyphur
Originally by: Gierling They are going to make you win at combat if you are willing to Grind PVE instances, much like Ninja's use of potions in FF11.
Its a stupid idea and it shouldnt be implemented.
Or you could just buy them, thereby stimulating an economy that includes people who like PVE.
Lols Owned.
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Rendill
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Posted - 2006.02.28 21:42:00 -
[11]
COuld be good, could be disastrous - need to be implemented very carefully
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Gonada
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Posted - 2006.02.28 21:53:00 -
[12]
Ohh ya!
now we can have alchemists in game to make the "potions/drugs"
better yet, maybe we can get new unique items, like the spear of Uberness, i can affix it to my incursis for ramming damage, or better yet, a "poison" that rusts ships, when i ram them.
god i can oly hope they introduce the new races" trollingons, and the infamous light elves.
/sarcasm on
-I don't necessarily agree with everything I say.-
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Foomanshoe
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Posted - 2006.02.28 22:09:00 -
[13]
back in the day, one of the devs said they were to be temporary attribute boosters so that pvp'ers could get the benefits of implants without the investment of implants (so they could get podded and no biggy just take more drugs).
I guess they didnt like the concept or couldnt figure out how to impliment it so they are changing it?
Hope its an attribute booster so training is faster. _______________________________________________ Deadspace For Dead space!
Originally by: Oveur
To the nerfmobile!
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lofty29
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Posted - 2006.02.28 22:12:00 -
[14]
Everyone Buy Boosters.
When they are released will be the day that all us serpentis killers get more isk than them lame sansha + gurista ones. ---------------------------
Originally by: Wrangler I see boobies!! \o/
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HippoKing
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Posted - 2006.02.28 22:12:00 -
[15]
Originally by: Wanoah I suspect that they will work like temporary implants. I don't know, though, as I don't think anyone has posted any real information on them other than that they are back on the drawing board. the fact that they are called combat boosters now, rather than just plain boosters like they used to, suggests that they will give you bonuses like the hardwiring implants, e.g. +5% velocity, +6% ROF, +100% I-Win button, etc.
my corp calls the BPO on the last one
sigs of the 23/24/25 hijack just as well -eris yarrrr, i shall retake my sig -HippoKing Not a chance, our 1337 sig haXx0r sk1llz are too powerful! - Wrangler Ho-Ho-Hooooooo, Merry Saturday!11 - Immy Yo ho ho and a bottle of BReeEEEEeee.... - Jacques ARRRRRRchambault Stop spamming with "QFT" >:|. - Teblin
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Dark Shikari
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Posted - 2006.02.28 22:17:00 -
[16]
I think they'll be like +10% large projectile damage for 2 hours... etc.
[23] Member: Official Forum Warrior
What's with the blue robots? Click my sig.
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j0sephine
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Posted - 2006.02.28 22:19:00 -
[17]
There's currently two versions of boosters in the item database.
* skill modifiers: boosts ship-relevant attribute like turret tracking or rate of fire by small bit, for short amount of time. The higher the bonus, the shorter the time... e.g. the 'lowest' 2% extra damage effect lasts for ~15 mins, while the 'best' 10% version lasts 60 sec.
* attribute modifiers: similar, but increases character's attribute by 5-10 points for ~4 hours depending on the 'tech level' of booster.
(details can be viewed in jide's item inventory under skills & accessories -> implants -> boosters)
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DenBrown
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Posted - 2006.10.08 10:03:00 -
[18]
READ THIS!
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