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Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1041
|
Posted - 2014.01.08 22:39:00 -
[601] - Quote
Candente wrote:Giving people more ways to defend themselves from ganking is not necessarily a bad thing, if it's about fairness. The same thing can be said not to allow a warp bubble be set up within the effect of a MSI. It shouldn't be used behind an acceleration gate for the same principle.
These should be no brainers no matter how much status quo is to be changed. Looking forward to see the balance changes.
I am much more worrie don the fact aht now you need to be able to kill your target within 32 secodns 9that measn blob) or you need to be in a blaster boat :( "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Erasmus Phoenix
Balls to the Walls No Response
29
|
Posted - 2014.01.08 22:48:00 -
[602] - Quote
Kagura Nikon wrote:Candente wrote:Giving people more ways to defend themselves from ganking is not necessarily a bad thing, if it's about fairness. The same thing can be said not to allow a warp bubble be set up within the effect of a MSI. It shouldn't be used behind an acceleration gate for the same principle.
These should be no brainers no matter how much status quo is to be changed. Looking forward to see the balance changes. I am much more worrie don the fact aht now you need to be able to kill your target within 32 secodns 9that measn blob) or you need to be in a blaster boat :(
It's basically going to kill solo kiting fits, yeah. |

EI Digin
Sniggerdly Pandemic Legion
1648
|
Posted - 2014.01.08 22:49:00 -
[603] - Quote
CCP Fozzie wrote:Like I said, we have a significant set of balance changes currently before the CSM and I'll be sharing those with you very soon as well as going over some of the specific larger scope issues that have been raised.
Very interesting! Can't wait to see those changes.
|

Tuttomenui II
Aliastra Gallente Federation
181
|
Posted - 2014.01.08 23:18:00 -
[604] - Quote
lol, just make it so you can scram the mobile unit itself and have it be the same as scramming the ship trying to use it, but don't document this feature in the description hehehe |

Quinn Corvez
Probe Patrol Polarized.
161
|
Posted - 2014.01.08 23:47:00 -
[605] - Quote
It's poorly thought out mechanics like this that encourage blobbing... Why send one guy in to try in vein to scan a ship down when you can send ten interceptors to warp to every site?!
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Bienator II
madmen of the skies
2407
|
Posted - 2014.01.08 23:57:00 -
[606] - Quote
idea how to make the MSI more interesting: the more mass it hides the easier it is to scan it down. Imagine it would focus signature of everything in range at one point for sensors, creating a larger signature.
if there is too much around it it could even appear on the overview. Would also add another attribute for future, improved versions. (T2 etc) eve style bounties (done) dust boarding parties imagine there is war and everybody cloaks - join FW |

SPIDERS FOR BREAKFAST
Deadly-Black Swagga-Venom
1
|
Posted - 2014.01.09 00:06:00 -
[607] - Quote
This jumping about unit is a great tool to stop them faction warfarers who live in and around sisdeedie and use those annoying faction hoobkills to snag enemy and keep them tackled while flying around the arena at god awful fasty speeds and they stop you from locking too. a slew and horrible way to loss a ship but with this jumping unti and when you drop it you just fly off like you jump off the ride at fair. how cool will this tool be? how mad will those faction warferers be? lol. |

Erasmus Phoenix
Balls to the Walls No Response
29
|
Posted - 2014.01.09 00:08:00 -
[608] - Quote
Bienator II wrote:idea how to make the MSI more interesting: the more mass it hides the easier it is to scan it down. Imagine it would focus signature of everything in range at one point for sensors, creating a larger signature.
if there is too much around it it could even appear on the overview. Would also add another attribute for future, improved versions. (T2 etc)
Interesting. That way you know the decoys, you won't get strong hits on them. could be viable, I suppose. |

Bakkhai
Darkness Industries Nulli Tertius
3
|
Posted - 2014.01.09 00:12:00 -
[609] - Quote
hope this hasn't been asked -
Can you drop an MSI in the middle of a hive of NPC pirates - as a trap? |

Super Space Fighter
Deadly-Black Swagga-Venom
2
|
Posted - 2014.01.09 00:14:00 -
[610] - Quote
Super Chair wrote:The FW community is bringing up a good point about the mobile micro jump unit. With it only costing 1 million isk, you can literally use one of these every solo fight to escape nano long point kiters. This unit will completely destroy the play style of using nano long point kiters since anyone and their dog will have these units available to escape once they are long pointed.
Should the MMJU be available for gangs to jump 100km to catch snipers (or vice vera, snipers jumping 100km to escape/get range) and create all sorts of interesting and fun gang fights? Yes.
Should it be a get out of jail free card for solo pilots in the event they run into a nanolong point kiter with practically no investment? No, absolutely not. Increase the cost of the structure to at least 10 million. This way the unit is still cheap enough for it to be justified in gang use yes expensive enough that solo pilots will have to make a choice about using it. The option will still be there for solo pilots to use it, but at a cost.
If this module stays at 1 million isk i'm literally going to put one in every brawler ship I have because its 0 investment to me for a get out of jail free from nano long point kiters. This will destroy an entire play style if it stays this cheap.
Good!
Don't forget this is an entire play style that can 'get out of jail free' whenever it wants too. Not to mention how annoying it is to be pointed for ever while they try and tickle you to dead.
This is good good good all around. It will be a must in the cargohold of afterburner solo frigs.
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Liang Nuren
Heretic Army Heretic Initiative
4329
|
Posted - 2014.01.09 00:20:00 -
[611] - Quote
CCP Fozzie wrote: That being said, these structures are intentionally provocative so even after this round of adjustments we expect them to be very disruptive to the status quo in a valuable and exciting way.
This is an interesting statement to make. It seems to me that you believe that constantly and dramatically shaking up the game balance of Eve Online with wholly new mechanics is good in its own right; that you don't believe in destructive disruption of the status quo. I can't decide if I think you're shaking it up because you think that the core game design of Eve Online is fundamentally broken, or because you're hoping to use constant chaos to prevent the meta stagnation we saw for so many years. Either way it's pretty obvious that you're heavily betting on the sandbox nature of Eve to cover over the flaws.
I guess the point of this post is to say that I'm deeply concerned by the constant introduction of new mechanics and the whipsaw effect on game balance that comes has come with them. I'm afraid that this kind of cavalier approach to introducing new mechanics just for the sake of shaking things up will lead to a place of exponential chaos and a future outright collapse of the system. I'm also concerned that it may lead to a more mundane demise: a place where the core user base no longer recognizes a future incarnation of Eve as the game they've played for so long.
I don't believe that we need either of these two modules, and I believe they will be disruptive to the game in a way that is destructive.
-Liang Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos Twitter: http://twitter.com/LiangNuren
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Sura Sadiva
Entropic Tactical Crew
1011
|
Posted - 2014.01.09 00:26:00 -
[612] - Quote
Beside the severe issues already pointed out in this thread by everyone there's a bad basic concept behind their design: they override EVE skillsets, advancement and fitting requirements.
I mean: any character, no matter the ship, no matter the trained skill, can spam any of this toys and produce overpowered effect, with a massive multiplier from numbers, far beyond what a specializzed character with a proper ship can do in the same area.
This can be accettable for personal utility tools, like the mobile depots and the tractor unit but becomes gamebreaking when it comes to toys able to heavly mess combat and such. This toys ca be used in the same way and with the same identical consequences by any character able to undock and and any ship witha a cargo; no skill training is required, no ships or fitting, no constraints, no player skill.
Not even a cost in terms of ISK (please don't tell me that 5 mil ISK is a balancement factor).
They will never be "good" or balanced. The only hope is to get them nerfed to the point to be usless.
|

Erasmus Phoenix
Balls to the Walls No Response
30
|
Posted - 2014.01.09 00:39:00 -
[613] - Quote
Sura Sadiva wrote:Beside the severe issues already pointed out in this thread by everyone there's a bad basic concept behind their design: they override EVE skillsets, advancement and fitting requirements.
I mean: any character, no matter the ship, no matter the trained skill, can spam any of this toys and produce overpowered effect, with a massive multiplier from numbers, far beyond what a specializzed character with a proper ship can do in the same area.
This can be accettable for personal utility tools, like the mobile depots and the tractor unit but becomes gamebreaking when it comes to toys able to heavly mess combat and such. This toys ca be used in the same way and with the same identical consequences by any character able to undock and and any ship witha a cargo; no skill training is required, no ships or fitting, no constraints, no player skill.
Not even a cost in terms of ISK (please don't tell me that 5 mil ISK is a balancement factor).
They will never be "good" or balanced. The only hope is to get them nerfed to the point to be usless.
Not only that, but the MSIs will replace the skill of a good d-scanner (or even prober) with the requirement to bring along a whole gang if you hope to land tackle on somebody. Removing a requirement for actual player skill is never a good step to take.
I also agree with the above comments that change for change's sake is not a good idea. Too much shaking up without a clear goal will just shake things to pieces.
Or should I perhaps say that if you shake the sandbox too much, all the sand will come out... |
|

CCP Fozzie
C C P C C P Alliance
8844

|
Posted - 2014.01.09 01:55:00 -
[614] - Quote
Liang Nuren wrote:CCP Fozzie wrote: That being said, these structures are intentionally provocative so even after this round of adjustments we expect them to be very disruptive to the status quo in a valuable and exciting way.
This is an interesting statement to make. It seems to me that you believe that constantly and dramatically shaking up the game balance of Eve Online with wholly new mechanics is good in its own right; that you don't believe in destructive disruption of the status quo. I can't decide if I think you're shaking it up because you think that the core game design of Eve Online is fundamentally broken, or because you're hoping to use constant chaos to prevent the meta stagnation we saw for so many years. Either way it's pretty obvious that you're heavily betting on the sandbox nature of Eve to cover over the flaws. I guess the point of this post is to say that I'm deeply concerned by the constant introduction of new mechanics and the whipsaw effect on game balance that comes has come with them. I'm afraid that this kind of cavalier approach to introducing new mechanics just for the sake of shaking things up will lead to a place of exponential chaos and a future outright collapse of the system. I'm also concerned that it may lead to a more mundane demise: a place where the core user base no longer recognizes a future incarnation of Eve as the game they've played for so long. I don't believe that we need either of these two modules, and I believe they will be disruptive to the game in a way that is destructive. -Liang
I definitely agree that not all change is good, but I would strongly argue that one of the areas of value provided by good changes in a sandbox game is the opportunity for players to explore new forms of gameplay, discover how changes affect their current gameplay, and compete with each other to be the first to capitalize on those new tricks.
In that regard, disruption itself is one of the values provided by a good change to a game.
I also wholeheartedly disagree with your assessment that any of these additions risk causing exponential chaos or making EVE unrecognizable. They are new tools with which to interact with the sandbox (specifically to modify your local environment) and insuring that EVE players have access to a diverse and healthy "toolbox" is at the core of our job as caretakers of the sandbox.
As for specific concerns with the details of these structures, we do think that a lot of the points raised in this thread so far (including many of yours) are extremely valid and we think that the next iteration of the design should go a long way to addressing those specific concerns.
I've been chatting with the CSM about the latest iteration of the design since earlier this afternoon, and things are looking positive from that end so far. Current plan is to give the CSM (especially the North Americans that got off work more recently) some more time to look over and comment on the changes and then if all looks satisfactory I'll bring them to you all in the morning Iceland time.
Have a good night everyone. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
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Erasmus Phoenix
Balls to the Walls No Response
30
|
Posted - 2014.01.09 02:09:00 -
[615] - Quote
CCP Fozzie wrote:Liang Nuren wrote:CCP Fozzie wrote: That being said, these structures are intentionally provocative so even after this round of adjustments we expect them to be very disruptive to the status quo in a valuable and exciting way.
This is an interesting statement to make. It seems to me that you believe that constantly and dramatically shaking up the game balance of Eve Online with wholly new mechanics is good in its own right; that you don't believe in destructive disruption of the status quo. I can't decide if I think you're shaking it up because you think that the core game design of Eve Online is fundamentally broken, or because you're hoping to use constant chaos to prevent the meta stagnation we saw for so many years. Either way it's pretty obvious that you're heavily betting on the sandbox nature of Eve to cover over the flaws. I guess the point of this post is to say that I'm deeply concerned by the constant introduction of new mechanics and the whipsaw effect on game balance that comes has come with them. I'm afraid that this kind of cavalier approach to introducing new mechanics just for the sake of shaking things up will lead to a place of exponential chaos and a future outright collapse of the system. I'm also concerned that it may lead to a more mundane demise: a place where the core user base no longer recognizes a future incarnation of Eve as the game they've played for so long. I don't believe that we need either of these two modules, and I believe they will be disruptive to the game in a way that is destructive. -Liang I definitely agree that not all change is good, but I would strongly argue that one of the areas of value provided by good changes in a sandbox game is the opportunity for players to explore new forms of gameplay, discover how changes affect their current gameplay, and compete with each other to be the first to capitalize on those new tricks. In that regard, disruption itself is one of the values provided by a good change to a game. I also wholeheartedly disagree with your assessment that any of these additions risk causing exponential chaos or making EVE unrecognizable. They are new tools with which to interact with the sandbox (specifically to modify your local environment) and insuring that EVE players have access to a diverse and healthy "toolbox" is at the core of our job as caretakers of the sandbox. As for specific concerns with the details of these structures, we do think that a lot of the points raised in this thread so far (including many of yours) are extremely valid and we think that the next iteration of the design should go a long way to addressing those specific concerns. I've been chatting with the CSM about the latest iteration of the design since earlier this afternoon, and things are looking positive from that end so far. Current plan is to give the CSM (especially the North Americans that got off work more recently) some more time to look over and comment on the changes and then if all looks satisfactory I'll bring them to you all in the morning Iceland time. Have a good night everyone.
Looking forwards to reading them. I'm all for additional tools that bring new options with good balance, but the deployables as originally suggested are far too close to new weapons given specifically to one type of player to be used against another. |

Roosterio
Tactical Knightmare
0
|
Posted - 2014.01.09 02:20:00 -
[616] - Quote
CCP Fozzie wrote:
The Micro Jump Unit mass restrictions are not working on SISI, this is a bug and once fixed capital ships (anything above 1,000,000,000 mass) will not be able to use the MJU.
That mass limit doesn't include freighters or JFs. Why 1 billion and not 800,000,000 or so? Or just do some sort of class restriction instead of random mass limitations.
Are you still intending to allow cloaked ships and HICs with their bubbles up to use them? |

Arthur Aihaken
The.VOID
2738
|
Posted - 2014.01.09 02:28:00 -
[617] - Quote
CCP Fozzie wrote:I've been chatting with the CSM about the latest iteration of the design since earlier this afternoon, and things are looking positive from that end so far. Current plan is to give the CSM (especially the North Americans that got off work more recently) some more time to look over and comment on the changes and then if all looks satisfactory I'll bring them to you all in the morning Iceland time. The CSM does not necessarily represent the majority of the player base, nor all the varying types of gameplay. You proceed with any endorsement that runs contrary to the feedback of your player base at your own peril. The CSM largely endorsed the unannounced changes to the rapid light missile launchers and look how well that's gone over. I'm not necessarily expecting a reply, because both you and Rise have largely chosen to simply comment on feedback that fits your criteria and casually disregard some of the more contentious aspects.
There are fundamental aspects of EVE that are simply broken, and these more than anything else are inhibiting this game. I would rather see CCP take a six month break from new features and address the current backlog of broken of game mechanics that plague EVE. It's a short list, but simply deferring it again and again without making it a priority is costing more players than these new features hope to attract. Continually referencing the challenge as issues with "legacy code" is fast becoming tiresome, and if that's truly the case maybe CCP should track down some of the original programmers to help them deal with it. I am currently away, traveling through time and will be returning last week. |

Priestess Lin
Center for Advanced Studies Gallente Federation
4
|
Posted - 2014.01.09 02:38:00 -
[618] - Quote
Yes, please don't compromise on these excellent new tools to the point of making them ineffectual. The CSMs mostly represent themselves and maintaining the status quo. |

Stalence
Caldari Colonial Defense Ministry Templis CALSF
8
|
Posted - 2014.01.09 02:40:00 -
[619] - Quote
I for one would love to deploy the Mobile Scan Inhibitor inside and outside Faction Warfare plexs. Would be interesting to see fleets on both sides of the acceleration gate mask their compositions and numbers before engagements. I anticipate a lot of scouts meeting untimely ends and a potential for more fights in general as players slide into complexes against unknown odds. |

Erasmus Phoenix
Balls to the Walls No Response
30
|
Posted - 2014.01.09 02:52:00 -
[620] - Quote
Stalence wrote:I for one would love to deploy the Mobile Scan Inhibitor inside and outside Faction Warfare plexs. Would be interesting to see fleets on both sides of the acceleration gate mask their compositions and numbers before engagements. I anticipate a lot of scouts meeting untimely ends and a potential for more fights in general as players slide into complexes against unknown odds.
Except most players aren't going to take unknown odds. There are already far too many things done in FW to avoid fights. MSIs will just result in either the person inside running when they see what's outside, or nobody being willing to warp in without a blob, because of what might be inside. |

Sura Sadiva
Entropic Tactical Crew
1011
|
Posted - 2014.01.09 02:53:00 -
[621] - Quote
Stalence wrote:I for one would love to deploy the Mobile Scan Inhibitor inside and outside Faction Warfare plexs. Would be interesting to see fleets on both sides of the acceleration gate mask their compositions and numbers before engagements. I anticipate a lot of scouts meeting untimely ends and a potential for more fights in general as players slide into complexes against unknown odds.
9 out of 10 people do not engage against unknow odds. The lack of any easonable clue about the enemy numbers a ship type is a major discouraging factor in a game based on open world PvP, severe death penalities and full loot like EVE.
If people susp+¿ect a bait, or simply think you have a back up in the next system will not engage. Go figure is there's an obvious bait deployed in the system.
And go figure the players not wanting or not provided with scouts and all, they can just quit and go to do something else.
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Sura Sadiva
Entropic Tactical Crew
1011
|
Posted - 2014.01.09 03:05:00 -
[622] - Quote
Erasmus Phoenix wrote:Not only that, but the MSIs will replace the skill of a good d-scanner (or even prober) with the requirement to bring along a whole gang if you hope to land tackle on somebody. Removing a requirement for actual player skill is never a good step to take.
Yes, is what I meant. Example:
Range controls and dictation is a major elemnt in EVE combat. It involves player experience, character skills, ship type, fitting and much more. If we add to the game a siongle module that all of sudden delete this allowing overpowered micro jumps this ruin the game. If we make that module not only overpowered but also deployable with no requirements and usable by any number of players and the only requirement is "being able to click it" this overwrite a core game mechanic.
But the real question is: WHY? you don't fix something that is not broken.
I understand it can be hard to master for new players (and also for experienced ones) but is fun, we like it. Is not a console game replacing the core working game mechanics with trivial shortcuts is not the way to go. There're other part of EVE in need of attentions.
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Erasmus Phoenix
Balls to the Walls No Response
30
|
Posted - 2014.01.09 03:14:00 -
[623] - Quote
It's similar to why drone assist is not a fun doctrine to fly for most of the fleet, regardless of its effectiveness - the most fun is had when it's player skill that makes the difference, be it d-scan or manual piloting or managing multiple reppers or decloaking or getting a good warpin or even just knowing how to pick your fights - and these are items which, unless properly balanced, will make some of those skills less important. |

Xaarous
Woopatang Primary.
10
|
Posted - 2014.01.09 03:22:00 -
[624] - Quote
I think adding 'terrain' to this serious spaceships game is a good idea.
I agree that not having character skills tied to it in some ways (either the deployer, the users, or both) is an unusual choice for a game so focused on character progression.
Having said that, I disagree that there's no player skill involved, especially in gangs. Get even 5 guys to use one of these together and see how well their fleet can control their formation and ranges in a combat situation, and this coordination scales poorly as fleet size goes up which (IMHO) is A Good Thing.
If anything, I think using the MJU in combat will demand MORE player skill - from everyone, not just the FC - not less. |

Erasmus Phoenix
Balls to the Walls No Response
30
|
Posted - 2014.01.09 03:33:00 -
[625] - Quote
It depends how you're using it - if you're trying to keep a fleet hidden within one or several, then yes, that requires skill. Placing bubbles for gatecaps arguably would too, if you're trying to catch more than just the gate-to-gate route. But simply layering them around a system as decoys won't, and trying to catch ratters or somebody hiding will go from something requiring skill with d-scan or probes to something that requires luck, repeated warps, or more people. |

Sura Sadiva
Entropic Tactical Crew
1011
|
Posted - 2014.01.09 03:38:00 -
[626] - Quote
Xaarous wrote:I think adding 'terrain' to this serious spaceships game is a good idea.
I agree that not having character skills tied to it in some ways (either the deployer, the users, or both) is an unusual choice for a game so focused on character progression.
Having said that, I disagree that there's no player skill involved, especially in gangs (player != character, in case that wasn't clear). Get even 5 pilots to use one of these together and see how well their fleet can control their formation and ranges in a combat situation; further, this coordination scales poorly as fleet size goes up which (IMHO) is A Good Thing.
If anything, I think using the MJU in combat will demand MORE player skill - from everyone, not just the FC - not less.
Ok, other example: cloacking.
Actually requires:
- Specific training - Specific module and fitting - Specific ship
Have havy limitations:
- cannot use any module - is decloacked by proximity - ship fitting is limited - speed limitations - poor tank and DPS - limited engagment opportunities - targetting delay after decloacking
And more.
MSI not only give cloacking bypassing all the requirements (nothing is required, only having cargo space), not only ignore any penalities... but (as this wasn't already overpowered enough) allow to extend the cloacking to any number of ships around!
it's probably the most overpowered and unbalanced thing ever seen in the MMORPG history.
But, hey, is balanced, it costs 5 milions ISK!
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Erasmus Phoenix
Balls to the Walls No Response
30
|
Posted - 2014.01.09 03:42:00 -
[627] - Quote
Sura Sadiva wrote:Xaarous wrote:I think adding 'terrain' to this serious spaceships game is a good idea.
I agree that not having character skills tied to it in some ways (either the deployer, the users, or both) is an unusual choice for a game so focused on character progression.
Having said that, I disagree that there's no player skill involved, especially in gangs (player != character, in case that wasn't clear). Get even 5 pilots to use one of these together and see how well their fleet can control their formation and ranges in a combat situation; further, this coordination scales poorly as fleet size goes up which (IMHO) is A Good Thing.
If anything, I think using the MJU in combat will demand MORE player skill - from everyone, not just the FC - not less. Ok, other example: cloacking. Actually requires: - Specific training - Specific module and fitting - Specific ship Have havy limitations: - cannot use any module - is decloacked by proximity - ship fitting is limited - speed limitations - poor tank and DPS - limited engagment opportunities - targetting delay after decloacking And more. MSI not only give cloacking bypassing all the requirements (nothing is required, only having cargo space), not only ignore any penalities... but (as this wasn't already overpowered enough) allow to extend the cloacking to any number of ships around! it's probably the most overpowered and unbalanced thing ever seen in the MMORPG history. But, hey, is balanced, it costs 5 milions ISK!
While I agree with your point in general, the MSI is available on d-scan and can be found and warped to, while a cloaked player at a safe is literally impossible to find so long as they stay logged in.
We have to make sure we're being fair if we're to be taken seriously.
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Xaarous
Woopatang Primary.
10
|
Posted - 2014.01.09 04:02:00 -
[628] - Quote
I think comparing cloaking to the MSI is like apples & oranges. They're too different to compare so directly.
If you think of MSIs as ammunition - and since they're one-shot, that's what they are - they're one of the most expensive charges in the game (more than Stealth Bomber bombs, for example, one of the few other systems in the game with an AoE effect and the only expendable one that comes to mind off-hand).
I think it'll be great to see people using these - sometimes effectively, often NOT. When I catch someone still asleep at the wheel inside their MSI bubble, the KillMail will be 10-50m more hefty thanks to those spares you carried, thanks!
I think until we see how easy they are to probe down, etc., it's wrong to assume these are un-counterable. I'd much rather have something I can probe down and scout out than a cloaked AFK guy I can literally do nothing about.
And like I said, I *do* think there's room to tie some skills to these modules should it become clear that not doing so is negatively impacting the game.
Just spit-ballin' here... MJU: 1) Micro jump skill could reduce spin-up time, perhaps half as much as for the fitted module. Since this means it'll be even harder for your fleet to stay together through a jump, it's a mixed blessing. 2) A new skill, or the existing anchoring skill, could improve the activation radius of the MJU - could be the deployer, the activator, or both (AFAIK - maybe there's a tech issue with tying it to the deployer?). Or the spin-up time. Or the jump range. Or the anchor skill could reduce the onlining time. Or... etc. etc. 3) New skill could affect the duration.
MSI: 1) Astrometric Pinpointing skill could affect the scan strength (anchorer's skill reduces it, of course the scanner's skill already effectively increases it) 2) New skill could affect the radius, or duration, etc. |

Chad Wylder
Pator Tech School Minmatar Republic
13
|
Posted - 2014.01.09 04:31:00 -
[629] - Quote
Xaarous wrote:Just spit-ballin' here... MJU: 1) Micro jump skill could reduce spin-up time, perhaps half as much as for the fitted module. Since this means it'll be even harder for your fleet to stay together through a jump, it's a mixed blessing. 2) A new skill, or the existing anchoring skill, could improve the activation radius of the MJU - could be the deployer, the activator, or both (AFAIK - maybe there's a tech issue with tying it to the deployer?). Or the spin-up time. Or the jump range. Or the anchor skill could reduce the onlining time. Or... etc. etc. 3) New skill could affect the duration. Eh, think I'd leave the spin-up time the same for everyone, so fleets can coordinate.
Could probably have a capacitor cost to use though. Like, to activate a MJU you need 50% or more cap, and it uses up 25% of your max cap on activation (when you start the spin-up). Then a skill could reduce the cap used up and/or the cap required for activation. Would also set up neuts as a possible counter.
A skill that increases the activation range would be cool though. Should be on the activator's end I'd think. |

James Amril-Kesh
4S Corporation Goonswarm Federation
8229
|
Posted - 2014.01.09 06:42:00 -
[630] - Quote
Priestess Lin wrote:Yes, please don't compromise on these excellent new tools to the point of making them ineffectual. The CSMs mostly represent themselves and maintaining the status quo. No, the CSM represent those who voted for them. If you didn't vote you don't deserve a say. My EVE Videos |
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