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Plekto
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Posted - 2006.03.12 19:49:00 -
[1]
Edited by: Plekto on 12/03/2006 19:54:32 Edited by: Plekto on 12/03/2006 19:48:58 I had a quick idea - one way to make instas less neeeded would be to make the autopilot automatically engage any propulsion mods/mwd/etc that you have on the ship that's enabled.
My biggest gripe with flying around is that even in an Inty with a good MWD on it, there's still almost as long a lag between getting out of warp and manually engaging the MWD and having it wind itself up as there is getting to the gate itself.
Being able to have the autopilot give you maximum speeed - you'd be past any gate-camp in 2-3 seconds with a fast enough ship.
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Maya Rkell
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Posted - 2006.03.12 20:07:00 -
[2]
Edited by: Maya Rkell on 12/03/2006 20:07:16 Untrue.
Even with it comming on automagically, you would still be locked and fired on by snipers. And if you are accelerating with a MWD, your sig has bloomed but you are not moving fast. This gets you killed.
Slowboating is often SAFER against snipers for an interceptor.
Digital Communist> The Jin-Mei are probably more profficient in training for Tofu and Noodles than Spaceship Command |

Plekto
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Posted - 2006.03.12 20:41:00 -
[3]
Well, that could easily be handled by a skill or two. OTOH, human reaction times are slow - so saving a few seconds often IS enough to get you out of harm's way.
Perhaps a new MWD then - doesn't increase your signature radius but costs a lot and eats huge amounts of energy - like the size above it.
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Kaeus
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Posted - 2006.03.12 21:02:00 -
[4]
Edited by: Kaeus on 12/03/2006 21:06:11 Why not add this feature and let the player choose which module, if any, gets activated by the autopilot (be it an AB, MWD, or cloak). Enabling autopilot use would in respective right-click menu, right near activate/deactive. That way, everyone gets what they want.
Personally, I don't favor a new type of MWD that would eat up even more cap without increasing your signature radius. That would add an pointless layer of complexity to the game and be of very limited use.
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Plekto
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Posted - 2006.03.12 21:07:00 -
[5]
Even better idea. This way you could also have it turn on shields and mpdules right when you get out of warp. Currently, the lag between activating your modules and getting out of warp is a huge advantage to the snipers. If your jammers also turned on as well, it would foil their attemtps to lock onto you any faster than they would if you were "creeping" along.
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Mihail d'Amour
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Posted - 2006.03.12 21:29:00 -
[6]
How will people mark cans, how will gankers set up safe spots to warp to? people use instas for a lot more than just getting on top of gates without harassment. why not just move bookmarks off of the server and onto the client for the ones in your folders, and when you warp to it, the destination gets sent to the server. If the issue is storage of the darned things, and lookups each time they are looked at/activated, this would greatly reduce that issue. If we put it in some accessible file on the client, corps could even make them available offline instead of copying them in game.
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Kaeus
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Posted - 2006.03.12 21:39:00 -
[7]
Originally by: Plekto Even better idea. This way you could also have it turn on shields and mpdules right when you get out of warp. Currently, the lag between activating your modules and getting out of warp is a huge advantage to the snipers. If your jammers also turned on as well, it would foil their attemtps to lock onto you any faster than they would if you were "creeping" along.
That would be a bit overpowered, in my opinion. My suggestion's limited only to modules that affect your speed and signature radius. Heck, cloaks might even be overpowered.
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Plekto
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Posted - 2006.03.12 22:50:00 -
[8]
I can see your point. But, like the market/escrow - something has to be done. CCP seems hell-bent on eventually removing all bookmarks in the game, so somesort of workaround needs to be done.
My initial sugggestion months ago was simple - a skill that warps you close to major orbital items - ie not bookmarks or cans or asteriods, but things like ships and gates and so on. Requirements:Navigation 5, Sensors level 5 Every skill level gets you 2km closer to the gate, so at level 5 - mind you this is a level 4-6 skill traiing-wise - would get you 5km from the gate or object. Normal people would train to level 3 or so quite easily - and drop in at a gate 9-10km out. A major lifesaver.
No huge mangling of the system - and it's skill-based, like all mods should be.
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Zarch AlDain
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Posted - 2006.03.13 10:18:00 -
[9]
Originally by: Plekto I can see your point. But, like the market/escrow - something has to be done. CCP seems hell-bent on eventually removing all bookmarks in the game, so somesort of workaround needs to be done.
My initial sugggestion months ago was simple - a skill that warps you close to major orbital items - ie not bookmarks or cans or asteriods, but things like ships and gates and so on. Requirements:Navigation 5, Sensors level 5 Every skill level gets you 2km closer to the gate, so at level 5 - mind you this is a level 4-6 skill traiing-wise - would get you 5km from the gate or object. Normal people would train to level 3 or so quite easily - and drop in at a gate 9-10km out. A major lifesaver.
No huge mangling of the system - and it's skill-based, like all mods should be.
Read all the other threads. This skill would just be another 'time sink' that everyone would train up to 5.
There are other points too like people wanting AFK autopilot travel to be slower than manual travel.
-- Zarch AlDain The Bridgeburners Huzzah Federation
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