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Thread Statistics | Show CCP posts - 9 post(s) |

Erotic Irony
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Posted - 2006.03.08 15:30:00 -
[121]
Keeping in mind that most items mentioned outside of In Testing and In Development are little more than brainstorming at this point we shouldn't be too excited. Nevertheless, there are some dynamic, if not completely novel, ideas.
While I can't speak for Mechwarrior, overloading weapons and heat management sound promising. Armored Core 4 did it with aplomb. I wonder if the Devs are using that as the model?
UI improvements, particularly in gangs is especially timely. A Guild Wars style calling system or filtered gang combat log would be excellent too for webbers and disruptors. Also it could mean the end of tags in the overview.
Not much on improving pirate agent functionality though. 
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David Sinclair
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Posted - 2006.03.08 17:52:00 -
[122]
Originally by: Oveur Just to point out, this is not some form of long-term queue thing, this is a next-skill thing or next-level-in-same-skill thing. I'd also like to point out that it's the far least likely of the two.
Yeah, a "next skill to train" or having the skill rollover to the next-level-in-same-skill would be really nice. There's been a several times when a skill would finish at an inconvienient time, like the middle of the night. If it rolled over to the next point or I could give it a "next-skill-to-train", I wouldn't have to micromanage the skill point gain to time it so I would be on-line when the skill finished.
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Orree
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Posted - 2006.03.08 18:10:00 -
[123]
Originally by: Hllaxiu
Originally by: KilROCK
Quote: Heat - The ability to overload your modules
Fleet warps in, 4 apoc with tachyon II automaticly pop up.. WTF? 
EVE would actually have alpha strikes in it!
As long as it's not the Klingon alpha strike, I'll be happy. lol
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Adonis 4174
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Posted - 2006.03.08 18:39:00 -
[124]
Originally by: Oveur I'd argue with sub-system targetting that the ship needs to actually be large enough for you to target anything "sub" in it.
Wouldn't that be down to the relative size of the gun and the module?
Same way you have a chance to miss a small ship with a big gun, there should be a (bigger) chance to miss the module even if you hit the ship. Thus a small laser might be able to knock out the guns on that frigate but using a capital laser to do it will be almost impossible.
----- Caldari battle chef
I was a geek before it was cool |

Hans Roaming
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Posted - 2006.03.08 19:03:00 -
[125]
Quote: Upgradeable Outposts
The current Outposts are just the beginning to world domination. They should be upgradeable, both internally (services etc.) and externally (defenses).
Awesome although right now I think the internal services being able to be upgraded would be an amazing start.
As for defenses I wonder if an outpost could say come with some power and CPU and as the POS guns seem to have a shield and armour you'll just be able to add those outside an outpost. Of course the outpost would then require fuel to keep those defences running and you might want to make upgrading the reactor part of one of the services upgrade. A difficult balance as you want to make them destroyable but still confer some advantage, maybe require a constellation to have sov before being able to deploy them?
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