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

Sarmaul
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Posted - 2006.03.05 22:16:00 -
[1]
Edited by: Sarmaul on 05/03/2006 22:16:33
Quote: Seamless Map - Combat Organization Project
We want to intergrate the full map with the pilots view and zoomed out tactical view, adding the 3-d solar-system view, up to the new map view, all in one seamless zoom. We then tie into this the Activity map, the new Exploration and improved System scanning which is then fully 3-d.
Quote: New Gang System - Combat Organization Project
The new gang system features a hierarchial structure, with broadcast messages, waypoints, navigation abilities and objectives.
gogogogogogo
removed. -Capsicum (Sarmaul's #1 fan) |

Meridius
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Posted - 2006.03.05 22:18:00 -
[2]
Quote:
Modifications or Modding
Enable players to utilize Modifications (Mod's) to upgrade sub-systems of their ship or modules.
I need new pants, stat _ __
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KilROCK
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Posted - 2006.03.05 22:20:00 -
[3]
Edited by: KilROCK on 05/03/2006 22:20:53 the modification part will tear pvp eve a new ass........
As for the scanning part in 3d.. how about they fully remake the probing coding when that comes out -_-
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jamesw
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Posted - 2006.03.05 22:21:00 -
[4]
Originally by: Meridius
Quote:
Modifications or Modding
Enable players to utilize Modifications (Mod's) to upgrade sub-systems of their ship or modules.
I need new pants, stat
OMFG
"jamesw's Modified Assault Dominix"  --
Latest Vid: Bobbing for Xelas |

KilROCK
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Posted - 2006.03.05 22:24:00 -
[5]
Quote: New Gang System - Combat Organization Project The new gang system features a hierarchial structure, with broadcast messages, waypoints, navigation abilities and objectives.
That sounds nice.
Quote: Salvaging - New Mini-Profession
Salvaging will be mostly used to harvest ingredients to manufacture Tech I and Tech II mods for both modules and ships. You salvage Wrecks, which are created on destruction of player and npc ships instead of cans. You will remove loot from wrecks as usual, but to salvage the additional ingredients you require Salvaging equipment and skills.
Your ship blows up and about 10 morons come by and start raping your ship wreckings LOL 
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ElCoCo
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Posted - 2006.03.05 22:24:00 -
[6]
Edited by: ElCoCo on 05/03/2006 22:25:24 nvm, missread  |

j0sephine
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Posted - 2006.03.05 22:27:00 -
[7]
I wanted the salvaging to be part of game for loooooooong time. ^^;
(just picture the number of thieves humping dread and freighter wrecks after a big battle o.O;
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j0sephine
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Posted - 2006.03.05 22:29:00 -
[8]
omgomgomgomg read the drawingboard, too
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KilROCK
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Posted - 2006.03.05 22:31:00 -
[9]
Edited by: KilROCK on 05/03/2006 22:35:12
Quote: Skill Training - Queue or Dual training
Well, geez. I'm taking a 3 month vacation when that comes out? Lol
Quote: Heat - The ability to overload your modules
Fleet warps in, 4 apoc with tachyon II automaticly pop up.. WTF? 
Quote: Asteroid belts as hidden environments - Exploration
That sounds kinda stupid... doesn't really say anything about npcing in 0.0..
Quote: System-wide Asteroid belts
New environment of asteroid belts spanning a whole solar-system.
Ouch, a whole day of mining arkonor with a never ending belt...
Quote: Player Structures - "Housing"
It would richen the EVE universe and provide a simple player owned structure which could be introduced early for players to get into the player owned structure tree. However, usually opens up more cans of worms than it closes.
Woot 
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ArcEnCiel
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Posted - 2006.03.05 22:32:00 -
[10]
can i have all of your babies?   
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jamesw
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Posted - 2006.03.05 22:42:00 -
[11]
Quote: Heat - The ability to overload your modules
Yess!
Anyone else think that Nosferatu's should be hot Hot HOT!!?? --
Latest Vid: Bobbing for Xelas |

jamesw
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Posted - 2006.03.05 22:43:00 -
[12]
btw... the thread title is pure magic. sums up the content perfectly   --
Latest Vid: Bobbing for Xelas |

Tiuwaz
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Posted - 2006.03.05 22:44:00 -
[13]
wow just wow awesome stuff in there
Originally by: Oveur ****! Lets nerf it!
To the nerfmobile!
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Hllaxiu
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Posted - 2006.03.05 22:46:00 -
[14]
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! --- Our greatest glory is not in never failing, but in rising up every time we fail. - Emerson |

SengH
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Posted - 2006.03.05 22:51:00 -
[15]
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!
yes but it would undo the 25% hp increase if we could just overload our modules and repair them when we got back to stn.
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Nyphur
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Posted - 2006.03.05 22:54:00 -
[16]
Edited by: Nyphur on 05/03/2006 22:54:06
Originally by: Meridius
Quote:
Modifications or Modding
Enable players to utilize Modifications (Mod's) to upgrade sub-systems of their ship or modules.
I need new pants, stat
Damn, me too.
Eve-Tanking.com - For the ultimate tanking spreadsheet and resources. |

LWMaverick
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Posted - 2006.03.05 23:00:00 -
[17]




OMFG YES!!1111111
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Matrices Reborn
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Posted - 2006.03.05 23:06:00 -
[18]
Why would we have alpha strike again?
 
 

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KAIZOKU SAMURAI
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Posted - 2006.03.05 23:07:00 -
[19]
In the words of Sherlock Holmes... "The game is afoot."
This should prove to be VERY interesting.
============================= I stared Death in the eye and said, "You'll be leaving alone." What fear have I with my Sigma-Grade Clone? |

Virida
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Posted - 2006.03.05 23:09:00 -
[20]
All players can make our own mini station? O.o Interesting idea, an small solo station 
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Selim
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Posted - 2006.03.05 23:11:00 -
[21]
omg ____________
Originally by: hired goon Imagine if you were having sex but the girl turned into Margaret Thatcher just as you were approaching climax. That's why we hate WCS.
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Hllaxiu
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Posted - 2006.03.05 23:11:00 -
[22]
Originally by: Matrices Reborn Why would we have alpha strike again?
 
 

An "Alpha Strike" in Battletech (where the term originated to my knowledge - I've only heard it in mech games, SFB/SFC and here) is firing all weapons on your mech with out regard to heat build up. It'd basically be used to annihilate an opposing mech (your mech would have some issues after overheating). --- Our greatest glory is not in never failing, but in rising up every time we fail. - Emerson |

Kyguard
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Posted - 2006.03.05 23:14:00 -
[23]
Quote: ...broadcast messages..
That'd be the best feature tbh. "Comrades, one last fight for the motherland! Chaaaarge!" All in a russian accent, crazy 
-|-
Join LFC, become someone, become family. |

Grimpak
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Posted - 2006.03.05 23:14:00 -
[24]
Originally by: KilROCK
Quote: Heat - The ability to overload your modules
Fleet warps in, 4 apoc with tachyon II automaticly pop up.. WTF? 

now seriously, how about an overdrive mode? For example, the tachy apoc in overdrive mode has tachyons that shoot farther, faster and hit harder, BUT they start to fill in this lil' "heat" bar that shows up near the cap indicator.
50%, the apoc is in optimal
75%, the apoc starts to act queasy and the tachys start to fail their atempt to shoot.
90%, you start to see your ship's core a bit red-ish
100%, ship goes b00m.
or for example, with the AC's/howies
in overdrive mode you can shovel lot more ammo in it and increase the RoF.
...ofc that you run the risk of seeing the gun going *POP*, and you lose a bit of your armour while you're at it.
or even better, the rails/blasters. Overdrive mode and you get better tracking and RoF. But that means the gun can also reach critical point and the gun releases a powerfull EMP thru the ship severing her badly.
or...
...I could come up with lots of situations. ----------------
Originally by: Abdalion Shoot him ingame if you don't like this person. If you do like him, go mine veldspar with him.
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Cade Morrigan
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Posted - 2006.03.05 23:16:00 -
[25]
Quote:
Modifications or Modding
Enable players to utilize Modifications (Mod's) to upgrade sub-systems of their ship or modules.
I don't really understand what this implies...
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Grimpak
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Posted - 2006.03.05 23:16:00 -
[26]
Originally by: Hllaxiu
Originally by: Matrices Reborn Why would we have alpha strike again?
 
 

An "Alpha Strike" in Battletech (where the term originated to my knowledge - I've only heard it in mech games, SFB/SFC and here) is firing all weapons on your mech with out regard to heat build up. It'd basically be used to annihilate an opposing mech (your mech would have some issues after overheating).
MW4. Nova cat with full rack of ER-PPC's. Fire 'em all->"WARNING: heat level critical. Shutting down."->sitting duck ----------------
Originally by: Abdalion Shoot him ingame if you don't like this person. If you do like him, go mine veldspar with him.
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Selim
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Posted - 2006.03.05 23:16:00 -
[27]
Edited by: Selim on 05/03/2006 23:18:28 Now I know why I love eve, because stuff is constantly in planning. Of course, alot of these things were planned for Exodus...
I can only hope that these come in, especially queue training.
Oh and salvaging = me flying in a salvage ship to pf-346 ____________
Originally by: hired goon Imagine if you were having sex but the girl turned into Margaret Thatcher just as you were approaching climax. That's why we hate WCS.
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Hllaxiu
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Posted - 2006.03.05 23:21:00 -
[28]
Originally by: Kyguard
Quote: ...broadcast messages..
That'd be the best feature tbh. "Comrades, one last fight for the motherland! Chaaaarge!" All in a russian accent, crazy 
I think the voice overs for the commander units in Dawn of War are better for that. 
Hey... we can even have the special abilities on the battlecruisers! I bet a tech 2 battlecruiser would last all of 2.5 seconds after it activated "Word of the Emperor"! --- Our greatest glory is not in never failing, but in rising up every time we fail. - Emerson |

Nyphur
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Posted - 2006.03.05 23:23:00 -
[29]
Oh god I love eve. Here comes a second account guys. Damn you.
Eve-Tanking.com - For the ultimate tanking spreadsheet and resources. |

KilROCK
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Posted - 2006.03.05 23:25:00 -
[30]
apoc structure peels off like a banana under the pressure!  
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Nyphur
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Posted - 2006.03.05 23:29:00 -
[31]
Originally by: KilROCK apoc structure peels off like a banana under the pressure!  
Off topic but I freakin' love your sigs.
Eve-Tanking.com - For the ultimate tanking spreadsheet and resources. |

Yarek Balear
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Posted - 2006.03.05 23:34:00 -
[32]
Originally by: Kyguard
Quote: ...broadcast messages..
That'd be the best feature tbh. "Comrades, one last fight for the motherland! Chaaaarge!" All in a russian accent, crazy 
Playing way too much Cod2 !!!
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Foulis
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Posted - 2006.03.05 23:41:00 -
[33]
Originally by: Grimpak
or for example, with the AC's/howies
in overdrive mode you can shovel lot more ammo in it and increase the RoF.
...ofc that you run the risk of seeing the gun going *POP*, and you lose a bit of your armour while you're at it.
or even better, the rails/blasters. Overdrive mode and you get better tracking and RoF. But that means the gun can also reach critical point and the gun releases a powerfull EMP thru the ship severing her badly.
or...
...I could come up with lots of situations.
I think it would be cooler if ACs and Howis just jammed, and you had to either use a remote rep (sub targeted) or go to station to fix it. ---- I <3 Taranis
Cake > Pie - Imaran
Originally by: CCP Hammer Boobies
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Nafri
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Posted - 2006.03.05 23:48:00 -
[34]
Originally by: j0sephine I wanted the salvaging to be part of game for loooooooong time. ^^;
(just picture the number of thieves humping dread and freighter wrecks after a big battle o.O;
Lifewire will be one happy man 
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Corair
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Posted - 2006.03.05 23:53:00 -
[35]
This makes me happy in my pants. --------
I would love to change the world, but they won't give me the source code. |

Xio2
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Posted - 2006.03.06 00:06:00 -
[36]
Ok..if they make ships where it takes a maxed out crafter with +5 crafting impalnts to produce an awesome ship, im going to be flat out ****ed off. SWG anyone? Pleaaaase by god dont do that! -------------- now this is the way a sig should be Xio2 |

Benglada
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Posted - 2006.03.06 00:42:00 -
[37]
Originally by: KilROCK
Quote: New Gang System - Combat Organization Project The new gang system features a hierarchial structure, with broadcast messages, waypoints, navigation abilities and objectives.
That sounds nice.
Quote: Salvaging - New Mini-Profession
Salvaging will be mostly used to harvest ingredients to manufacture Tech I and Tech II mods for both modules and ships. You salvage Wrecks, which are created on destruction of player and npc ships instead of cans. You will remove loot from wrecks as usual, but to salvage the additional ingredients you require Salvaging equipment and skills.
Your ship blows up and about 10 morons come by and start raping your ship wreckings LOL 
lol @ macro salvagers.. imagine 20 chinese macroers following atuk around 24/7 :D ---------------------------
Originally by: Wrangler Unfrtinately you dnot get to vote.. 
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Foulis
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Posted - 2006.03.06 01:14:00 -
[38]
Originally by: Xio2 Ok..if they make ships where it takes a maxed out crafter with +5 crafting impalnts to produce an awesome ship, im going to be flat out ****ed off. SWG anyone? Pleaaaase by god dont do that!
Most likely you will be able to modify your ship one way, but it will reduce it's stats in another. (Say an increase in shields at expense of cap, or armor, or something) ---- I <3 Taranis
Cake > Pie - Imaran
Originally by: CCP Hammer Boobies
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Khonsu
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Posted - 2006.03.06 02:06:00 -
[39]
Originally by: Grimpak 50%, the apoc is in optimal
75%, the apoc starts to act queasy and the tachys start to fail their atempt to shoot.
90%, you start to see your ship's core a bit red-ish
100%, ship goes b00m.
Now imagine a lag spike or CTD...  
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Ante
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Posted - 2006.03.06 02:11:00 -
[40]
Edited by: Ante on 06/03/2006 02:14:30
Quote: Skill Training - Queue
WHY!?!?! It just promotes laziness and stupidity. If people are too thick to set long skill training when they're going to be away that's their problem. First real step towards catering to dummies since I've been in the game. EDIT: dual training is a different aspect to skill queueing. Just needed to clarify which I don't like.
Quote: Heat - The ability to overload your modules
Ugh. Please don't.
Quote: Player Structures - "Housing" It would richen the EVE universe and provide a simple player owned structure which could be introduced early for players to get into the player owned structure tree. However, usually opens up more cans of worms than it closes.
So long as we can destroy them, they don't have POS turrets for defense and they are not buildable in 0.5+.
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Grimpak
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Posted - 2006.03.06 02:55:00 -
[41]
Originally by: Khonsu
Originally by: Grimpak 50%, the apoc is in optimal
75%, the apoc starts to act queasy and the tachys start to fail their atempt to shoot.
90%, you start to see your ship's core a bit red-ish
100%, ship goes b00m.
Now imagine a lag spike or CTD...  
hehe... realy, a module overdrive mode would be nice ----------------
Originally by: Abdalion Shoot him ingame if you don't like this person. If you do like him, go mine veldspar with him.
|

Zero Omega
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Posted - 2006.03.06 03:25:00 -
[42]
I'm in love with most of it.
Though if sub system targeting and heat come thats gonna be a hell of a lot of work to get it in a balanced form without screwing combat over. --- Liberate Khanid! Stop the oppression of Khanid II and put a true Khanid on the throne! |

DigitalCommunist
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Posted - 2006.03.06 03:42:00 -
[43]
I may be a cynical bastard, but even I know when you get excited.. and this ain't it. You are quoting features which were mentioned on more than one occasion, and rely heavily upon good implementation for success.
Compared to the complexity of this with your standard overview, its likely to be bug ridden for at least 6 months. So like, chill out k?
Purchasing Complex Fullerene Shards, contact me ingame. |

Kel Shek
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Posted - 2006.03.06 04:14:00 -
[44]
Originally by: Grimpak MW4. Nova cat with full rack of ER-PPC's. Fire 'em all->"WARNING: heat level critical. Shutting down."->sitting duck
I remember in an earlier Mechwarrior.. full rack of beam lasers was it? alpha strike, BAM one less leg on the enemy.
I think as mentioned, alot of these things are far enough off, and dependant on exactly how they are implemented, that its not worth getting TOO excited about.
but, the future of the game should be good! alot to look forward to, in time.
~~~~~ To see a World in a Grain of Sand And Heaven in a Wild Flower Hold Infinity in the palm of your hand And Eternity in an hour ~~William Blake |

Drigan
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Posted - 2006.03.06 04:48:00 -
[45]
My friend feels overheating would suck because you got cap to worry about already and he doesn't want heat modules and skills.
I feel this would be cool, another thing to manage in battle. Instead of firing all 8 guns, you gotta manage like 3 guns at a time. Being king of dps would just take you out of the battle faster! People wanted an ability to target modules, but EVE combat is pretty fast for that to be effective. So overheating is probably the next best thing.
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mamolian
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Posted - 2006.03.06 04:53:00 -
[46]
Twinned Jumpdrive Structure - Starbases
A structure, which allows you to twin together jumpdrive structures from Starbases.
Now thats somthing i want.. the ability to jump from a pos/outpost all the way out on the edge of the universe, to another pos a few jumps from empire..
Caaammaaaan ccp give us the ability to have player stargates that can take huge chunks off our travel time ;P
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Ishquar Teh'Sainte
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Posted - 2006.03.06 06:09:00 -
[47]
As DigitalCommunist said ...
i'd rather see a proper implemention of less features, than a run for uber-micromanagment / uber-complexity ...
if you add to much complexity too fast you'll screw up everything - don't wanna know what computational problems will arise with the implemention of "modul-warfare" ...
balancing issues are another problem - /me fears the modified armor tank bs with no shields and enhanced cap recharge  _________________________________________
Originally by: Skellibjalla Life is a garden of perceptions. Pick your fruit.
Originally by: Tool - Hush I can't say what I want to,even if I'm not serious.
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Xio2
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Posted - 2006.03.06 06:18:00 -
[48]
yeah..if it gets too complex i might have to run back to WoW where all i had to do was hit people with a stick.  -------------- now this is the way a sig should be Xio2 |
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TomB

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Posted - 2006.03.06 06:58:00 -
[49]
Originally by: KilROCK As for the scanning part in 3d.. how about they fully remake the probing coding when that comes out -_-
That's being done.
. |
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TomB

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Posted - 2006.03.06 07:06:00 -
[50]
Originally by: mamolian Caaammaaaan ccp give us the ability to have player stargates that can take huge chunks off our travel time ;P
You already have the Titan 
. |
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KilROCK
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Posted - 2006.03.06 07:08:00 -
[51]
Edited by: KilROCK on 06/03/2006 07:08:45
Originally by: TomB
Originally by: KilROCK As for the scanning part in 3d.. how about they fully remake the probing coding when that comes out -_-
That's being done.
"with improvements in usage and functionality."
Woot, And 24 hours ban for double posting. Don't ban me 
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SengH
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Posted - 2006.03.06 07:19:00 -
[52]
TomB are flagships gonna be t2 BS or BFS? You guys hinted at it being a BFS E-ON but I dont see any mention of advanced leadership skills or the promised upgrade to the leadership functions of T1 BCs, in the new in development / drawingboard pages.
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TomB

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Posted - 2006.03.06 07:25:00 -
[53]
Originally by: SengH TomB are flagships gonna be t2 BS or BFS? You guys hinted at it being a BFS E-ON but I dont see any mention of advanced leadership skills or the promised upgrade to the leadership functions of T1 BCs, in the new in development / drawingboard pages.
BFS, you mean BCS? All I can tell you is they will nice ships to fly in.
. |
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SpaceDrake Storyteller
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Posted - 2006.03.06 09:15:00 -
[54]
Tom, BFS = Big Fracking Ship.
And yes, the pants are gone. Long gone. RIP pants. -------------- What good are actions if there's no one to tell the tale afterward?
Player of the character "Andre Ricard". |

Shin Ra
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Posted - 2006.03.06 09:23:00 -
[55]
Are CCP seriously considering locking certain 0.0 stargates or having sentry guns at them and can I have some of whatever your smoking
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Grimpak
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Posted - 2006.03.06 10:22:00 -
[56]
Edited by: Grimpak on 06/03/2006 10:22:35
Originally by: Kel Shek
Originally by: Grimpak MW4. Nova cat with full rack of ER-PPC's. Fire 'em all->"WARNING: heat level critical. Shutting down."->sitting duck
I remember in an earlier Mechwarrior.. full rack of beam lasers was it? alpha strike, BAM one less leg on the enemy.
large beam lasers. they don't create that much heat, but they have great range, altho the RoF makes them more of a sniper weapon.
I always had fun popping out the head out of the mechs instakill ----------------
Originally by: Abdalion Shoot him ingame if you don't like this person. If you do like him, go mine veldspar with him.
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Twilight Moon
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Posted - 2006.03.06 10:50:00 -
[57]
Edited by: Twilight Moon on 06/03/2006 10:51:54
Originally by: SengH TomB are flagships gonna be t2 BS or BFS? You guys hinted at it being a BFS E-ON but I dont see any mention of advanced leadership skills or the promised upgrade to the leadership functions of T1 BCs, in the new in development / drawingboard pages.
Why would the commander of a fleet put himself in the largest target the fleet has? Look at modern warfare....you dont see any of the commanders on the front lines in the biggest, most pimped out tank they can get their hands on...
----
The heat thing.....I love it btw CCP. That would rock, and give a fair bit more diversity to ship setups. (and make Gankageddon extremely scary)
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Arderich
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Posted - 2006.03.06 11:04:00 -
[58]
Ship Sub-system Targetting However, combat is far too short for this kind of tactical decision-making
Heat - The ability to overload your modules However, combat is still too short for this kind of tactical decision-making.
I think this are the two most important statements on the drawingboard. Tactical decision-making? No more calling a first target that blows up in seconds?
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Lefia
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Posted - 2006.03.06 11:08:00 -
[59]
All I can say about this is, "WOOOT!"
Thank you, that is all.
Originally by: hired goon ------------------------------------------------ I agree with every point and counter point that has been brought up in this and every other argument ever had. |

sloany
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Posted - 2006.03.06 11:11:00 -
[60]
Edited by: sloany on 06/03/2006 11:12:18
Originally by: Ante
Quote: Heat - The ability to overload your modules
Ugh. Please don't.
Signed.
You'd think the advanced starship weapons of the day wouldn't have heat problems that result in the loss of your ship. Maybe damage the turret in question, but even that's lame, and belongs in games like Mechwarrior where it works, not eve.
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Slink Grinsdikild
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Posted - 2006.03.06 11:18:00 -
[61]
First thing that popped into my head: BALANCING NIGHTMARE. 
If Overheating is a trade off that provides more damage for a short period with the chance of your guns exploding, we'll have even more random factors that dominate the outcome of PvP. Everyone will use overheating as much as possible, because nobody actually cares if the lose a gun or two - the added DPS will be worth it. PvP in any online game has always been about min/maxing, if you die 2 seconds after your opponent does then you've won the fight.
The current situation with ECM being a roll of the dice is worst enough already.
Skill queuing for the lose.
All that other stuff sounds like visual fluff to me.
Guess I'm just a "the bottle is half empty" kind of person. 
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cytosci1
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Posted - 2006.03.06 11:23:00 -
[62]
I read that two days ago. Now i cant sleep at night....   
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Cecil Montague
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Posted - 2006.03.06 12:25:00 -
[63]
Quote: Heat - The ability to overload your modules
Warning heat level critical
Flush coolant, flush coolant! Oh wait, this isn't my atlas. Oh F..BOOM
"There is no such thing as an effective segment of totality." - Bruce Lee |

Vehestian
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Posted - 2006.03.06 12:34:00 -
[64]
Originally by: Grimpak
Originally by: Hllaxiu
Originally by: Matrices Reborn Why would we have alpha strike again?
 
 

An "Alpha Strike" in Battletech (where the term originated to my knowledge - I've only heard it in mech games, SFB/SFC and here) is firing all weapons on your mech with out regard to heat build up. It'd basically be used to annihilate an opposing mech (your mech would have some issues after overheating).
MW4. Nova cat with full rack of ER-PPC's. Fire 'em all->"WARNING: heat level critical. Shutting down."->sitting duck
I hated that SO much ...hitting F over and over to recover when some Daishinooob comes by and takes out a leg or rips an arm off with LBX cannons. Novel idea in EVE though. Would definitely change the face of PVP.
About being able to have my own personal station...that's just sweet.
Next thing they'll have is player marriages
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SengH
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Posted - 2006.03.06 12:45:00 -
[65]
Edited by: SengH on 06/03/2006 12:45:45 Stone Rhino(Behemoth) pwns all...
Clan Ghost Bear 4tw. Think Marauder MkII arms combined with a mad cat chassis + jump jets for super pwnage... alpha strikes 1 shotted Atlases... That thing was a beast.
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spurious signal
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Posted - 2006.03.06 12:50:00 -
[66]
Quote: Full Planetary Interaction
Planetary RTS or other hybrid game form. Yarr. The long-term crazy professor phase of planetary interaction.
ROFL 
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Grimpak
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Posted - 2006.03.06 13:13:00 -
[67]
Originally by: SengH Edited by: SengH on 06/03/2006 12:45:45 Stone Rhino(Behemoth) pwns all...
Clan Ghost Bear 4tw. Think Marauder MkII arms combined with a mad cat chassis + jump jets for super pwnage... alpha strikes 1 shotted Atlases... That thing was a beast.
heh my fave in MW4 was still the mad cat mkII tho.
90ton assault mech with jumpjet capability
used to fit that thing with clan gauss and clan LRM20's for long range pling.
still that remembers me when I saw a full LRM20 vulture unloading time and time again in a guy.
..poor bastard was always falling to the ground ----------------
Originally by: Abdalion Shoot him ingame if you don't like this person. If you do like him, go mine veldspar with him.
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Dematone
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Posted - 2006.03.06 13:26:00 -
[68]
Originally by: Grimpak
Originally by: KilROCK
Quote: Heat - The ability to overload your modules
Fleet warps in, 4 apoc with tachyon II automaticly pop up.. WTF? 

now seriously, how about an overdrive mode? For example, the tachy apoc in overdrive mode has tachyons that shoot farther, faster and hit harder, BUT they start to fill in this lil' "heat" bar that shows up near the cap indicator.
50%, the apoc is in optimal
75%, the apoc starts to act queasy and the tachys start to fail their atempt to shoot.
90%, you start to see your ship's core a bit red-ish
100%, ship goes b00m.
or for example, with the AC's/howies
in overdrive mode you can shovel lot more ammo in it and increase the RoF.
...ofc that you run the risk of seeing the gun going *POP*, and you lose a bit of your armour while you're at it.
or even better, the rails/blasters. Overdrive mode and you get better tracking and RoF. But that means the gun can also reach critical point and the gun releases a powerfull EMP thru the ship severing her badly.
or...
...I could come up with lots of situations.
Activate all your 8 BS guns in overdrive mode, 5 seconds lag, and your ship goes... bigbaddabooom. :) I can see dead pepole whining already!
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Maya Rkell
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Posted - 2006.03.06 13:37:00 -
[69]
"Modifications or Modding" - "T3"? (aka corp branded)
Heat - meh. Subsystem targeting - yea, but not at the expense of frigates.
Digital Communist> The Jin-Mei are probably more profficient in training for Tofu and Noodles than Spaceship Command |

Nyphur
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Posted - 2006.03.06 13:40:00 -
[70]
Originally by: Maya Rkell "Modifications or Modding" - "T3"? (aka corp branded)
I remember Wild Rho posting that idea. Best idea I've seen in a long time, to be perfectly honest. I hope that goes through but they did say archeology will be a base for future tech levels.
Eve-Tanking.com - For the ultimate tanking spreadsheet and resources. |

SengH
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Posted - 2006.03.06 13:45:00 -
[71]
Originally by: Grimpak
Originally by: SengH Edited by: SengH on 06/03/2006 12:45:45 Stone Rhino(Behemoth) pwns all...
Clan Ghost Bear 4tw. Think Marauder MkII arms combined with a mad cat chassis + jump jets for super pwnage... alpha strikes 1 shotted Atlases... That thing was a beast.
heh my fave in MW4 was still the mad cat mkII tho.
90ton assault mech with jumpjet capability
used to fit that thing with clan gauss and clan LRM20's for long range pling.
still that remembers me when I saw a full LRM20 vulture unloading time and time again in a guy.
..poor bastard was always falling to the ground
Stone rhino had 3xClan Gauss with (18.5T of ammo) 2x ER PPCs + jumpjets. A direct alpha strike on the torso takes out almost any other mech due to the localized dmg. The variant without jumpjets had 4x ER Clan MLAS + 4xER PPCs + 2x LRM20s+ 2xMRM 20s + Arrow IV.... in addition to having over 100+ points of armor on every location and the torso had 200+. Granted your top speed was only 40km/h but anything that did get within range was toast.
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Maya Rkell
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Posted - 2006.03.06 13:49:00 -
[72]
Originally by: Nyphur
Originally by: Maya Rkell "Modifications or Modding" - "T3"? (aka corp branded)
I remember Wild Rho posting that idea. Best idea I've seen in a long time, to be perfectly honest. I hope that goes through but they did say archeology will be a base for future tech levels.
Mm. My favoured T3 would actually be corp-branded modules which traded off one stat on a module for another.
But Im really NOT sure on the "mods" idea, tbh.
Digital Communist> The Jin-Mei are probably more profficient in training for Tofu and Noodles than Spaceship Command |

Grimpak
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Posted - 2006.03.06 13:51:00 -
[73]
Originally by: SengH
Originally by: Grimpak
Originally by: SengH Edited by: SengH on 06/03/2006 12:45:45 Stone Rhino(Behemoth) pwns all...
Clan Ghost Bear 4tw. Think Marauder MkII arms combined with a mad cat chassis + jump jets for super pwnage... alpha strikes 1 shotted Atlases... That thing was a beast.
heh my fave in MW4 was still the mad cat mkII tho.
90ton assault mech with jumpjet capability
used to fit that thing with clan gauss and clan LRM20's for long range pling.
still that remembers me when I saw a full LRM20 vulture unloading time and time again in a guy.
..poor bastard was always falling to the ground
Stone rhino had 3xClan Gauss with (18.5T of ammo) 2x ER PPCs + jumpjets. A direct alpha strike on the torso takes out almost any other mech due to the localized dmg. The variant without jumpjets had 4x ER Clan MLAS + 4xER PPCs + 2x LRM20s+ 2xMRM 20s + Arrow IV.... in addition to having over 100+ points of armor on every location and the torso had 200+. Granted your top speed was only 40km/h but anything that did get within range was toast.
ouch ----------------
Originally by: Abdalion Shoot him ingame if you don't like this person. If you do like him, go mine veldspar with him.
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j0sephine
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Posted - 2006.03.06 13:52:00 -
[74]
"Subsystem targeting - yea, but not at the expense of frigates."
Could be easily avoided by giving sub-systems separate signature radius (say 10x smaller than the ship "carrying" them) ... makes sense as these are sub-parts of the target, and actually gives frigates another, distinct role in combat (actually being able to knock out the systems of larger ships, something that large weapons aren't good at lacking the precision and all)
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Forsch
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Posted - 2006.03.06 13:54:00 -
[75]
Originally by: j0sephine "Subsystem targeting - yea, but not at the expense of frigates."
Could be easily avoided by giving sub-systems separate signature radius (say 10x smaller than the ship "carrying" them) ... makes sense as these are sub-parts of the target, and actually gives frigates another, distinct role in combat (actually being able to knock out the systems of larger ships, something that large weapons aren't good at lacking the precision and all)
Frigate squad, attack the first 1400mm Howitzer on the left side. Go, go, go! 
________________________________________________________________
- Forsch
Defender of the empire
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TJ Balboa
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Posted - 2006.03.06 13:57:00 -
[76]
Edited by: TJ Balboa on 06/03/2006 13:59:25
Originally by: Ante
Quote: Skill Training - Queue
WHY!?!?! It just promotes laziness and stupidity. If people are too thick to set long skill training when they're going to be away that's their problem. First real step towards catering to dummies since I've been in the game. EDIT: dual training is a different aspect to skill queueing. Just needed to clarify which I don't like.
No, it encourages people not to be a slave under the game. Might decrease login traffic aswell. This benefits you as much as anybody else... Or perhaps you are thinking that your elite intelligent ways at setting an alam clock are going to get you a huge advantage in game?
Originally by: sloany You'd think the advanced starship weapons of the day wouldn't have heat problems that result in the loss of your ship. Maybe damage the turret in question, but even that's lame, and belongs in games like Mechwarrior where it works, not eve.
Hightech weapons does not stop people to try and squeeze out as much performance as possible, besides mechwarriors weapons are hightech aswell, no? If you make it work in eve it works there as well. If you dont want to endanger your mods an ship more than necessary then don't play with overheating, simple enough.
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Dematone
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Posted - 2006.03.06 14:03:00 -
[77]
No way, they can not make your ship go boom.
Something I could imagine... as soon as a critical level is hit, a core meltdown prevention system kicks in, rendering your entire ship useless for a certain period of time, for example say by disabling all your modules and your warp drive.
To make battles take longer, nothing but lower hit-chances would be required. But a drawback which comes to mind soon is, that you would probably need 10 BS to kill another BS while it is approaching a gate, even if it is webbed...
How to solve the module-specific targeting is quite simple, I think. Why not just split up the armor platings to each module, or some modules share a certain plating area over themselves. E.g. sensors and shield generator are plated with one plate. As soon as this plate is destroyed, the structure of these modules is very vulnerable, because there is only structure left. When the structure of that module is destroyed, it is actually destroyed, and will not work any more, and needs repairing at a station.
The same would apply to shields. But I think shields should only be split up to FRONT, REAR, TOP, BOTTOM. Below the shields you have some different armor platings, but not too many either, or it would get way too sophisticated to control.
Another problem that comes into play here is the shooting position, and the current alignment of the target ship. How should you shoot the warp core, if it is on the rear of the ship which is actually directly approaching you with its front turned to you. What will happen then? Will it just hit the front, or tell you "can not shoot the warp core, it is hidden by another part of the target ship!"?
A nice aspect would be "tracking speed" then. If a ship is orbiting you, and you want to hit the sensors, which you know are on the bottom side of this ship, and the shield boosting array is right behind it, you would usually hit the sensor boosters, as tracking speed of your turret can keep track of the ship and the module you are targeting. But as soon as your turret can not keep track, it will hit the shield array in this case (or the shield or armor which is protecting it - for example, if there is still shield, you will be lucky, as it is the same shield you need to destroy anyway for advancing to YOUR INTENDED module's armor plating).
Of course you will not always hit the module "area" you wanted to. The skill "targeting precision" (or similar) will improve the chance to actually hit.
What makes me advance to the next thing, MANEUVERS. We all know them, but they got removed, and I bet they will never make it in - but I will mention them here though. To get to shoot a certain module, you will need a meneuver, to get, as example, from above the ship, to below it.
These thoughts are just basic ideas, and are supplied AS IS. There is no guarantee there is any technical possible way to implement them. And I doubt most of these ideas will ever make it into the game. But I think, ideas are there to be discussed. And discussing ideas - even bad ones - leads to new ideas.
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Grimpak
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Posted - 2006.03.06 14:05:00 -
[78]
Originally by: Forsch
Originally by: j0sephine "Subsystem targeting - yea, but not at the expense of frigates."
Could be easily avoided by giving sub-systems separate signature radius (say 10x smaller than the ship "carrying" them) ... makes sense as these are sub-parts of the target, and actually gives frigates another, distinct role in combat (actually being able to knock out the systems of larger ships, something that large weapons aren't good at lacking the precision and all)
Frigate squad, attack the first 1400mm Howitzer on the left side. Go, go, go! 
"omega team - take out the guns; alpha team - take out the engines."
 ----------------
Originally by: Abdalion Shoot him ingame if you don't like this person. If you do like him, go mine veldspar with him.
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E'rdeh
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Posted - 2006.03.06 14:19:00 -
[79]
nice read, gives you the needed kick to log in again and again :)
some thoughts i had -
- wing leader modules should be usable on any ship. so the enemy always has to guess which one is the commander - think about the strategic opportunities.. and im not thinking about the current uber +5% shield resistance to everyone, but something lesser, like ceptor wingcommander has speed boosters for max 10 ships in his wing. if hes taken out, that wing is slower. etc etc etc.
- with the previous idea: some graphical target highlighting would be great. wing leader targets most feared enemy scorp, and a reddish blinking arrow appears on top of that on your own overview.. aka "on your raptor windscreen"
- modified modules sounds so good. if a corp holds mag stab 2 BPO (BPC?) and finds this old relic single-item Jovian Goodshot Mekanism from a COSMOS complex, and combines em, and gets Your-Corp-Name-Here Magnetic Stab II... its not about the slightly better stats, its the pride of flying your own corp item! its the pride of making history in eve, its the exitment of 10+ variations of mag stabs on market to fit...
--
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Eyeshadow
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Posted - 2006.03.06 14:23:00 -
[80]
Originally by: Nyphur
Originally by: Maya Rkell "Modifications or Modding" - "T3"? (aka corp branded)
I remember Wild Rho posting that idea. Best idea I've seen in a long time, to be perfectly honest. I hope that goes through but they did say archeology will be a base for future tech levels.
I look forward to flying my "Frickin Modified Megathron" tbfh 
My Latest Vid (16/02/06) |

Nyphur
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Posted - 2006.03.06 14:43:00 -
[81]
Originally by: Eyeshadow
Originally by: Nyphur
Originally by: Maya Rkell "Modifications or Modding" - "T3"? (aka corp branded)
I remember Wild Rho posting that idea. Best idea I've seen in a long time, to be perfectly honest. I hope that goes through but they did say archeology will be a base for future tech levels.
I look forward to flying my "Frickin Modified Megathron" tbfh 
Nice name ;). The mods I'd be making would be to do with resistances, if at all possible. I wouldn't mind killing my speed or shields or turret damage or any of that for more resistances or armour or a higher repair rate. I'd reverse-engineer a Deimos for a few inefficient runs of a bpc (which is how it will work when implemented, as I understand it), mod it to have higher resistances and build a few "Pillowsoft's Tanked Deimos" for mission runners and such.
Eve-Tanking.com - For the ultimate tanking spreadsheet and resources. |

Grey Area
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Posted - 2006.03.06 15:04:00 -
[82]
Edited by: Grey Area on 06/03/2006 15:06:43 Modding...
This was always a golden opportunity missed in my opinion.
Here's how I would have liked it to work.
When you research a BP, you could choose to research ME or PE as you do now, but ALSO ANY STAT of the module you were trying to make.
So, you would research (for example) CPU on a Raven...or powergrid on an Apoc...or range on a warp scrambler....ok, you get the idea...the increase would be small, but random.
The penalty would be that another random stat would be lowered by another, different random amount. Whilst there would be no limit to the amount you could research a single stat, repeated research would incur a "breakpoint" chance. So, to use the example above...the Raven at first research would yield a BP for a Raven with 1% more CPU (Woohoo) but 1% less cargo (Boooo). Second time you get another 0.5% CPU, but you lose 2% Powergrid. Third time you get another 2% CPU, but lose 0.5% CAP...Fourth time you LOSE 10% CPU. Or your cargo capacity is halved. Basically, as you research more often, there is a chance that something disastrous happens. It wouldn't ALWAYS be fourth time, but the risk of "breaking" something would increase the more often you researched your BP...and of course, your BP might already be very nice (say you had it up to an extra 10% range on a warp scrambler...putting it through another research run could result in a warp scrambler with 11% range...but that costs 400 cap to activate....). The chance of breaking the BP would NOT be known to the players.
Researching ME and PE should have similar penalties, but allow more iterations before real danger is encountered. Skills in research would reduce the chance of something breaking. It was this part that made me think of the idea...eventually if you keep trying to make something faster and for less resources, something breaks.
Whilst I admit this would bring confusion (because all "Ravens" would no longer be equal any more) I also think it would allow for real variety, both in terms of what was made and the prices charged for it...do you want "Brand X" Raven with the normal shield at just 95 mill, or do you get a HyenaCorp Branded Raven, with 10% extra (but a smaller cargo hold, and a lower speed) for 130 mill?
It may of course, be something that the database could not handle, as it woudl effectively turn one "class" of items into separate items. I don't know how the database is structured, so I don't really know
Just a thought. Or the ravings of a diseased mind, you decide.
Monty Pythons spoof of the EVE Forums; Palin: "Is this the right room for an argument?" Cleese: "I've told you once." |

Professor McFly
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Posted - 2006.03.06 15:15:00 -
[83]
I'd be happy enough if a production corporation could stamp its name permanently in the ship/module's Show Info somewhere. Even better if it could stamp its logo on the side of the ship  __________________ Retard's handbook |

Grey Area
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Posted - 2006.03.06 15:32:00 -
[84]
Originally by: Professor McFly I'd be happy enough if a production corporation could stamp its name permanently in the ship/module's Show Info somewhere. Even better if it could stamp its logo on the side of the ship 
But wouldn't it be more satisfying if said item was somehow different BECAUSE you made it, rather than just because you sribbled on it with a magic marker?
Monty Pythons spoof of the EVE Forums; Palin: "Is this the right room for an argument?" Cleese: "I've told you once." |

Kammie
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Posted - 2006.03.06 15:51:00 -
[85]
Originally by: Grimpak
Originally by: Forsch
Originally by: j0sephine "Subsystem targeting - yea, but not at the expense of frigates."
Could be easily avoided by giving sub-systems separate signature radius (say 10x smaller than the ship "carrying" them) ... makes sense as these are sub-parts of the target, and actually gives frigates another, distinct role in combat (actually being able to knock out the systems of larger ships, something that large weapons aren't good at lacking the precision and all)
Frigate squad, attack the first 1400mm Howitzer on the left side. Go, go, go! 
"omega team - take out the guns; alpha team - take out the engines."

this would be so awesome :P
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Faedan Pain
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Posted - 2006.03.06 16:57:00 -
[86]
Originally by: Grimpak
MW4. Nova cat with full rack of ER-PPC's. Fire 'em all->"WARNING: heat level critical. Shutting down."->sitting duck
Heh, I cant even begin to count how many times I heard that :) I think I actually shoot better through the screen distortion that occurs when you are overheated
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StarLite
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Posted - 2006.03.06 17:06:00 -
[87]
O M * G .. Someone gimme a tissue!! Too late... /me changes pants ___________________________________________________
This sig is guarded by SigGuard(c) This sig was hijacked by SigBusterÖ - Wrangler Wrangler nerfed my HiJack and all I got was this gold colour :( -Capsicum I am a lawyer for SnigguardÖ, we will be in touch - Cortes |

Sangxianc
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Posted - 2006.03.06 17:12:00 -
[88]
I never want to play another game ;/
- Do not deny yourself experience of that which lies beyond, behind the sun, in the world they call unpeopled. |

Christopher Multsanti
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Posted - 2006.03.06 18:28:00 -
[89]
Edited by: Christopher Multsanti on 06/03/2006 18:28:24 Well imo this has been needed for a long time. The number of different types of ships in Eve (although growing) is still very tiny when compared to the number of players.
When you come across someone you can instantly tell from their ship what sort of fitting they will have and if you can take them.
There are balance issues but adding lots more different types of cruisers frigates, inties, HACS....etc etc or having the ability to mod you ships can only be a good thing.
I hope for the day I encounter someone find out what ship they are in and then have to look it up and have no knowledge of what they might have fitted. Jumping into the unknown FTW!
The Dread Killers |

Nathan Grey
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Posted - 2006.03.06 18:52:00 -
[90]
"Twinned Jumpdrive Structure - Starbases
A structure, which allows you to twin together jumpdrive structures from Starbases."
OMG! Not only did the freighter's jumpdrive eat the warpgate god... but the warpgate god had a twin brother!!! ----------------------------------
Industrialist. I build it. You buy it. You break it and buy another one. Market domination through ingue ferrogue. (I did this and could have stopped it.)
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Madadh Alluidh
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Posted - 2006.03.06 19:43:00 -
[91]
Originally by: SengH
Stone rhino had 3xClan Gauss with (18.5T of ammo) 2x ER PPCs + jumpjets. A direct alpha strike on the torso takes out almost any other mech due to the localized dmg. The variant without jumpjets had 4x ER Clan MLAS + 4xER PPCs + 2x LRM20s+ 2xMRM 20s + Arrow IV.... in addition to having over 100+ points of armor on every location and the torso had 200+. Granted your top speed was only 40km/h but anything that did get within range was toast.
Whaa? What Stone Rhino have you been piloting? The Rhino mounts 2 Gauss rifles, 2 large pulse, and 1 small pulse.
And how the heck can you fit four ER PPCs and 4 20 racks AND an arrow IV? The Naga weighed in at 80 tons, mounted a pair of Arrow IVs, moved at the speed of a snail, and had no extra room on it.
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SengH
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Posted - 2006.03.06 20:45:00 -
[92]
Originally by: Madadh Alluidh
Originally by: SengH
Stone rhino had 3xClan Gauss with (18.5T of ammo) 2x ER PPCs + jumpjets. A direct alpha strike on the torso takes out almost any other mech due to the localized dmg. The variant without jumpjets had 4x ER Clan MLAS + 4xER PPCs + 2x LRM20s+ 2xMRM 20s + Arrow IV.... in addition to having over 100+ points of armor on every location and the torso had 200+. Granted your top speed was only 40km/h but anything that did get within range was toast.
Whaa? What Stone Rhino have you been piloting? The Rhino mounts 2 Gauss rifles, 2 large pulse, and 1 small pulse.
And how the heck can you fit four ER PPCs and 4 20 racks AND an arrow IV? The Naga weighed in at 80 tons, mounted a pair of Arrow IVs, moved at the speed of a snail, and had no extra room on it.
Thats the Ghost Bear variant with ER PPCS instead of the pulse. For the other variant, dropping the jumpjets and reducing it from 18T of Gauss ammo(you'll never use that much ever), you then reduce the engine and you'll free up ~ 55-60T worth of space while still having 2 Gauss and 4Tons of ammo and massive ammounts of armor. Modify to use your fav equipment... it'll all come together and fit. Killing off the jumpjets frees up a massive amt of space along with reducing the engine. Heck if your top speed is 57km/h (face it your not gonna be winning any speed records) might as well just go the slowest possible and annhilate everything that comes inrange.
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David Sinclair
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Posted - 2006.03.06 21:23:00 -
[93]
Originally by: Twilight Moon Why would the commander of a fleet put himself in the largest target the fleet has? Look at modern warfare....you dont see any of the commanders on the front lines in the biggest, most pimped out tank they can get their hands on...
Where does the Admiral of a Carrier Task Force sit? (Hint: He's not on board one of the tankers)
Quote: Player Structures - "Housing"
It would richen the EVE universe and provide a simple player owned structure which could be introduced early for players to get into the player owned structure tree. However, usually opens up more cans of worms than it closes.
I'd really like to see this. POS's are currently incredibly expensive. Making them more friendly to folks that don't have quite that level of resources would be really nice. Even just a "Personal Starbase" that only you could dock to would be fun...
Quote: Twinned Jumpdrive Structure - Starbases
A structure, which allows you to twin together jumpdrive structures from Starbases.
This would also be very cool, alliances could set up their own backdoor jump gate systems...
Quote: Exploration
Utilizing the Improved System Scanning and Seamless Map to enable exploration for various hidden locations in the EVE universe such as normal encounters, Deadspace and Gas Clouds. Includes "Escalating Paths" which allows you to find further bookmarks to hidden locations, where the encounters and rewards escalate. Features locations for Archeology, Hacking, Gas Cloud Harvesting and Salvaging in addition to general encounters.
Will this include the current "islands" that are on the big map? There are a couple sections, in addition to the Jove empire that don't seem to be connected to the rest of the galaxy...
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Pesadel0
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Posted - 2006.03.06 21:26:00 -
[94]
Not to be an arse, but half of this features were promised in Exodus ^_^.
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Ante
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Posted - 2006.03.06 23:15:00 -
[95]
Originally by: TJ Balboa No, it encourages people not to be a slave under the game. Might decrease login traffic aswell.
CCP hasn't even mentioned that there's a problem with login traffic, but of course it would decrease login traffic! People wouldn't have to log in for months, so they wouldn't!
Originally by: TJ Balboa This benefits you as much as anybody else... Or perhaps you are thinking that your elite intelligent ways at setting an alam clock are going to get you a huge advantage in game?
There are lots of threads on the forums suggesting ways to train skills without having to structure your life around it, which interestingly, have nothing to do with "elite intelligent ways at setting an alarm clock". Might care to read some if you're having troubles working out a relatively simple system like skill training.
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Shibby DoWa
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Posted - 2006.03.06 23:18:00 -
[96]
Originally by: Ante
Originally by: TJ Balboa No, it encourages people not to be a slave under the game. Might decrease login traffic aswell.
CCP hasn't even mentioned that there's a problem with login traffic, but of course it would decrease login traffic! People wouldn't have to log in for months, so they wouldn't!
so ccp would get Ç10 a month and it doesn't cost them any bandwidth? win.
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SunTzuRaven
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Posted - 2006.03.06 23:51:00 -
[97]
Quote: Salvaging - New Mini-Profession
Salvaging will be mostly used to harvest ingredients to manufacture Tech I and Tech II mods for both modules and ships. You salvage Wrecks, which are created on destruction of player and npc ships instead of cans. You will remove loot from wrecks as usual, but to salvage the additional ingredients you require Salvaging equipment and skills.
There's no place that I can be, since I found Serenity.... One of the main motivators of playing recently, been watching firefly and after every episode I have to put in a good hour of eve. Ships leaving behind burned out (sorta recoverable) husks rather then just plain popping and becomming a can would be nice.
God commands you to do the kirby dance!!! <("<) <( ")> (>")> Pink is teh bestest! |

Outa Rileau
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Posted - 2006.03.07 00:01:00 -
[98]
Edited by: Outa Rileau on 07/03/2006 00:01:09
Originally by: Meridius
Quote:
Modifications or Modding
Enable players to utilize Modifications (Mod's) to upgrade sub-systems of their ship or modules.
I need new pants, stat
0.o
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Tido Maliyu
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Posted - 2006.03.07 00:02:00 -
[99]
Originally by: Meridius
Quote:
Modifications or Modding
Enable players to utilize Modifications (Mod's) to upgrade sub-systems of their ship or modules.
I need new pants, stat
I already went through my 3rd pair    --------------------------
Draximus Cane: wheat barley kill anything? are you oats of your mind? I corn belive you just said that, rice I' |

Ante
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Posted - 2006.03.07 03:37:00 -
[100]
Originally by: Shibby DoWa
Originally by: Ante
Originally by: TJ Balboa No, it encourages people not to be a slave under the game. Might decrease login traffic aswell.
CCP hasn't even mentioned that there's a problem with login traffic, but of course it would decrease login traffic! People wouldn't have to log in for months, so they wouldn't!
so ccp would get Ç10 a month and it doesn't cost them any bandwidth? win.
CCP has said before that they don't want it to be a race to 100m sp. I believe Kieron said that. I also recall a Dev saying that they want people to play. Skill queueing of any sort is counter-productive towards these goals.
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Kldraina
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Posted - 2006.03.07 05:18:00 -
[101]
Edited by: Kldraina on 07/03/2006 05:24:16 I imagine that with module targetting, the high slots would be easier to hit than the medium slots, and the medium slots would be easier to hit than the low slots.
Regarding the personal POS, I would hope it would be easier to maintain that a normal POS, either because it requires restocking less often (and with less resources), or because it is possible to get it restocked without needing a player (yourself or other) to do the hauling. Part of the trouble of keeping a POS up, is the inability to have strangers keep it stocked for you.
Edit: I imagine that the addition of module targetting would require a rework of the damage penetration system (the system for determining when damage penetrates the shields). Likely, targetting a specific module would increase the chance of penetrating the ships defenses, and make penetrating shots hit the module instead of structure. |

Atlanton Marcus
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Posted - 2006.03.07 05:22:00 -
[102]
Edited by: Atlanton Marcus on 07/03/2006 05:21:49
Originally by: Kldraina I imagine that with module targetting, the high slots would be easier to hit than the medium slots, and the medium slots would be easier to hit than the low slots.
Just making Warp Core Stabilizers as easy to hit as a side of a barn will make a lot of people happy...I would imagine.
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Lifewire
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Posted - 2006.03.07 17:23:00 -
[103]
Quote: Salvaging - New Mini-Profession
Salvaging will be mostly used to harvest ingredients to manufacture Tech I and Tech II mods for both modules and ships. You salvage Wrecks, which are created on destruction of player and npc ships instead of cans. You will remove loot from wrecks as usual, but to salvage the additional ingredients you require Salvaging equipment and skills.
About time...nice!
Forum:http://www.tundragon.com/forum/ Movies:http://www.tundragon.com/pub/eveclips Killboard:http://www.tundragon.com/
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New Pants
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Posted - 2006.03.07 21:32:00 -
[104]
Originally by: Nyphur Edited by: Nyphur on 05/03/2006 22:54:06
Originally by: Meridius
Quote:
Modifications or Modding
Enable players to utilize Modifications (Mod's) to upgrade sub-systems of their ship or modules.
I need new pants, stat
Damn, me too.
Finally, people are asking for me. I feel so wanted. I love this game.
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Shibby DoWa
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Posted - 2006.03.07 21:43:00 -
[105]
Originally by: New Pants
Originally by: Nyphur Edited by: Nyphur on 05/03/2006 22:54:06
Originally by: Meridius
Quote:
Modifications or Modding
Enable players to utilize Modifications (Mod's) to upgrade sub-systems of their ship or modules.
I need new pants, stat
Damn, me too.
Finally, people are asking for me. I feel so wanted. I love this game.
lmao  
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Sky Hunter
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Posted - 2006.03.07 22:16:00 -
[106]
Edited by: Sky Hunter on 07/03/2006 22:18:31 Most of new changes will make game newbie un-friendly and far too complicated.
I mean cmon...even now we see some of the great ships with expirienced pilots. Now what will happen if someone gets his hands onto some uber ship mods that act like 'more modules?'. Go around and harvest kill-mails? Rather makes PvP too expensive and too hard for anyone who is only starting to learn.
EDIT:
Originally by: Atlanton Marcus Edited by: Atlanton Marcus on 07/03/2006 05:21:49
Originally by: Kldraina I imagine that with module targetting, the high slots would be easier to hit than the medium slots, and the medium slots would be easier to hit than the low slots.
Just making Warp Core Stabilizers as easy to hit as a side of a barn will make a lot of people happy...I would imagine.
Dont be happy. Imagine yourself a Tempest with rack of 1400 IIs hitting you causing total disruption of your tackling systems Or better yet...armor systems?
I mean cmon...we will surely see '3-BS-gank-squard', where the first few volleys and then you can do whatever you want with your opponent.
Same goes for capital ship warfare....hit dread navigation/armor systems and its going nowehere and tanking nothing.
-=-
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TJ Balboa
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Posted - 2006.03.07 23:21:00 -
[107]
Originally by: Ante
Originally by: TJ Balboa No, it encourages people not to be a slave under the game. Might decrease login traffic aswell.
CCP hasn't even mentioned that there's a problem with login traffic, but of course it would decrease login traffic! People wouldn't have to log in for months, so they wouldn't!
Yes ofcourse! People would never log in because everybody knows that the only reason to to pay Ç10 a month is to have numbers increase on a server somewere! The rest of the game is boring anyway.
Really I don't understand why you are so against it. Encourages people to become stupid and lazy? hehe, I can't think of anything that is less demanding on your brain or lazy than sitting by a computer and log in to a online game.
Personally I don't care much but it would be a welcomed addition. I wouldn't train faster, only alowing me to train small skills when I dont have the ability to log in and change. Sp as sp so that wouldn't matter to you either.
Come up with some better reasons that I haven't thought of and I might be convinced that skill queing is a bad idea.
Now, to the rest of you: Saying that you dont like an idea just because you have imagined a senario were ccp have totaly ****ed up the ballance is a bit strange. Overheating modules for example can be a crap feature but if ccp made it awesome, it would be awesome, wouldn't it?
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Vicarrah
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Posted - 2006.03.08 00:32:00 -
[108]
For those who fancy continuing the Battletech portion of this thread in a place better suited, go here
Vicarrah Tahiri |
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Oveur

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Posted - 2006.03.08 11:59:00 -
[109]
Originally by: Maya Rkell "Modifications or Modding" - "T3"? (aka corp branded)
Heat - meh. Subsystem targeting - yea, but not at the expense of frigates.
No, it's not really Tech 3 ... well, kind of. Still not.
I'd argue with sub-system targetting that the ship needs to actually be large enough for you to target anything "sub" in it.
Captain: "Hit that frigates shield rechargers!"
Gunner: "Aye Aye Sir!"
Gunner: "Succesfull hit Sir! We took out the shield recharge sub-systems Sir!"
Captain: "And the rest of the ship with it ..."
Senior Producer EVE Online
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Oveur

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Posted - 2006.03.08 12:01:00 -
[110]
Originally by: TJ Balboa Edited by: TJ Balboa on 06/03/2006 13:59:25
Originally by: Ante
Quote: Skill Training - Queue
WHY!?!?! It just promotes laziness and stupidity. If people are too thick to set long skill training when they're going to be away that's their problem. First real step towards catering to dummies since I've been in the game. EDIT: dual training is a different aspect to skill queueing. Just needed to clarify which I don't like.
No, it encourages people not to be a slave under the game. Might decrease login traffic aswell. This benefits you as much as anybody else... Or perhaps you are thinking that your elite intelligent ways at setting an alam clock are going to get you a huge advantage in game?
Originally by: sloany You'd think the advanced starship weapons of the day wouldn't have heat problems that result in the loss of your ship. Maybe damage the turret in question, but even that's lame, and belongs in games like Mechwarrior where it works, not eve.
Hightech weapons does not stop people to try and squeeze out as much performance as possible, besides mechwarriors weapons are hightech aswell, no? If you make it work in eve it works there as well. If you dont want to endanger your mods an ship more than necessary then don't play with overheating, simple enough.
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.
Senior Producer EVE Online
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Oveur

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Posted - 2006.03.08 12:04:00 -
[111]
Originally by: Grey Area Edited by: Grey Area on 06/03/2006 15:06:43 Modding...
This was always a golden opportunity missed in my opinion.
Here's how I would have liked it to work.
When you research a BP, you could choose to research ME or PE as you do now, but ALSO ANY STAT of the module you were trying to make.
So, you would research (for example) CPU on a Raven...or powergrid on an Apoc...or range on a warp scrambler....ok, you get the idea...the increase would be small, but random.
The penalty would be that another random stat would be lowered by another, different random amount. Whilst there would be no limit to the amount you could research a single stat, repeated research would incur a "breakpoint" chance. So, to use the example above...the Raven at first research would yield a BP for a Raven with 1% more CPU (Woohoo) but 1% less cargo (Boooo). Second time you get another 0.5% CPU, but you lose 2% Powergrid. Third time you get another 2% CPU, but lose 0.5% CAP...Fourth time you LOSE 10% CPU. Or your cargo capacity is halved. Basically, as you research more often, there is a chance that something disastrous happens. It wouldn't ALWAYS be fourth time, but the risk of "breaking" something would increase the more often you researched your BP...and of course, your BP might already be very nice (say you had it up to an extra 10% range on a warp scrambler...putting it through another research run could result in a warp scrambler with 11% range...but that costs 400 cap to activate....). The chance of breaking the BP would NOT be known to the players.
Researching ME and PE should have similar penalties, but allow more iterations before real danger is encountered. Skills in research would reduce the chance of something breaking. It was this part that made me think of the idea...eventually if you keep trying to make something faster and for less resources, something breaks.
Whilst I admit this would bring confusion (because all "Ravens" would no longer be equal any more) I also think it would allow for real variety, both in terms of what was made and the prices charged for it...do you want "Brand X" Raven with the normal shield at just 95 mill, or do you get a HyenaCorp Branded Raven, with 10% extra (but a smaller cargo hold, and a lower speed) for 130 mill?
It may of course, be something that the database could not handle, as it woudl effectively turn one "class" of items into separate items. I don't know how the database is structured, so I don't really know
Just a thought. Or the ravings of a diseased mind, you decide.
This is not "Modding" that you are talking about, this is Research.
Modding is on the "manufacturing" side. You use mods to modify your ships. Think of it like implants, except these have nice penalties on them.
Senior Producer EVE Online
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Oveur

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Posted - 2006.03.08 12:06:00 -
[112]
Originally by: David Sinclair
Originally by: Twilight Moon Why would the commander of a fleet put himself in the largest target the fleet has? Look at modern warfare....you dont see any of the commanders on the front lines in the biggest, most pimped out tank they can get their hands on...
Where does the Admiral of a Carrier Task Force sit? (Hint: He's not on board one of the tankers)
 
Senior Producer EVE Online
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Wild Rho
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Posted - 2006.03.08 12:09:00 -
[113]
Whatever you change please for the love of god DON'T put sentries in 0.0.
0.0 Defence should come from players getting off their backsides and fighting for the resources they want to claim, not just setting up some sentry guns and treating the area like 1.0.
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Oveur

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Posted - 2006.03.08 12:13:00 -
[114]
Originally by: Wild Rho Whatever you change please for the love of god DON'T put sentries in 0.0.
0.0 Defence should come from players getting off their backsides and fighting for the resources they want to claim, not just setting up some sentry guns and treating the area like 1.0.
You know, it might just be me, but I think there is a reeeaaaalllly big (yet subtle) difference between providing minimal defenses and putting a death star besides your Outpost.
And I don't mean their size.
Senior Producer EVE Online
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Azuriel Talloth
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Posted - 2006.03.08 12:14:00 -
[115]
Please read my signature Oveur, it makes no sense the way it is now!
Oh and most of these planned changes look awesome - particularly the Gang change  _______________ CCP Please rename "Warp Disrupt Probes" to "Interdiction Spheres" |

Wild Rho
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Posted - 2006.03.08 12:16:00 -
[116]
Aye but the problem is if the defences are weak the defeners will whine that they are pointless (especailly if they are destructable). If they are super powered then they make the defenders nearly untouchable (as a frig pilot the idea of having sentries insta popping me during an attacks not a happy one.
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Captain Merkin
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Posted - 2006.03.08 12:30:00 -
[117]
Originally by: Wild Rho Edited by: Wild Rho on 08/03/2006 12:16:52 Aye but the problem is if the defences are weak the defenders will complain that they are pointless (especailly if they are destructable). If they are super powered then they make the defenders nearly untouchable (as a frig pilot the idea of having sentries insta popping me during an attacks not a happy one.
Either way there is going to be alot complaining from one side or the other and it makes frigates alot less effective given that they have no chance at all of tanking sentry fire.
ai sentry and frig no mix good Rho Proving natural selection and Charles Darwin wrong since 1981.
The Kamikaze pilot
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Molgan Ngay
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Posted - 2006.03.08 12:34:00 -
[118]
Originally by: Oveur
Edit: "Pimping" might be a word for this too 
Unpimp ze auto!
Inspirational source?
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Phoenicia
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Posted - 2006.03.08 13:37:00 -
[119]
Overall I¦d have to say OMG WTF BBQ?! (in a very positive sense)
Two things: 1- (serious) Will the player housing, if implemented, be deployable together and around stations? Cause I¦d just love a little ¦corp city¦ around our home station. 2- (perhaps a little bit teenzieweenzie overpowered) Will the overdrive function mean that in the case of missile launcher we get the option to "fire all remaining"? - - - - - - - - - - - - - - - - - - - - - - - - The mods keep removing my siggies so all I get is this stupid text. |

jukriamrr
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Posted - 2006.03.08 14:30:00 -
[120]
Well all this certainly brings back old memories...
Mechwarrior II and Mechwarrior:Mercenaries where you could actually see the first Clan dropship in approach. 
Oh and "Warning, ammunition level critical", "Warning, Heat level critical" and especially "Shutdown sequence overidden" might be a powerful source of inspiration to REDO THE EVE VOICE!  
Oh and the music too... anyone still using those old CDs just for the music on it?
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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?
President Huzzah Federation
Be all you can be, join the Huzzah Armed Forces today! |
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