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Akhual
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Posted - 2006.03.19 20:27:00 -
[1]
Edited by: Akhual on 19/03/2006 20:33:13 In development at the moment -
"Gas Cloud Harvesting - New Mini-Profession
Harvesting gas clouds will come into play with Combat Boosters as a main resource for their creation (as where minerals are used for ships & modules or ice materials are for player owned structures)."
Is this going to work the same as buffs? ie, potions?
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Sir Juri
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Posted - 2006.03.19 20:28:00 -
[2]
I loath the idea of "potions" I really do... hmm im alittle worried now yes I am! 
Im a noob, bear with me :P |

Krulla
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Posted - 2006.03.19 20:31:00 -
[3]
Originally by: Sir Juri I loath the idea of "potions" I really do... hmm im alittle worried now yes I am! 
Damnit. I would so freakin' hate this.
Anyone who has tried PvP in WoW will see what I mean. 1 on 1s there are basically decided by who has more potions active, or who has a healing potion up his sleeve.
Respect the Domi. Or else.
SIG HIJACK!!11 RAWRR!!1- IMMY
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Sir Juri
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Posted - 2006.03.19 20:33:00 -
[4]
yeah its a bit scary if it will be like this -"who has most potions" then I dont know they better let me NOS there potions supply!!!
Im a noob, bear with me :P |

Akhual
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Posted - 2006.03.19 20:33:00 -
[5]
Apparently these potions come with very severe side effects...
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Full Impact
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Posted - 2006.03.19 20:34:00 -
[6]
Edited by: Full Impact on 19/03/2006 20:34:58
Originally by: Krulla
Originally by: Sir Juri I loath the idea of "potions" I really do... hmm im alittle worried now yes I am! 
Damnit. I would so freakin' hate this.
Anyone who has tried PvP in WoW will see what I mean. 1 on 1s there are basically decided by who has more potions active, or who has a healing potion up his sleeve.
So you're saying PvP in Eve isn't decided by who has more modules active, or who has a shield booster/armor repairer (inc drones) hidden up their sleeve?
Edit: Forgot the mandatory  "A fool finds no pleasure in understanding but delights in airing his own opinions" |

Sir Juri
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Posted - 2006.03.19 20:39:00 -
[7]
Originally by: Full Impact Edited by: Full Impact on 19/03/2006 20:34:58
Originally by: Krulla
Originally by: Sir Juri I loath the idea of "potions" I really do... hmm im alittle worried now yes I am! 
Damnit. I would so freakin' hate this.
Anyone who has tried PvP in WoW will see what I mean. 1 on 1s there are basically decided by who has more potions active, or who has a healing potion up his sleeve.
So you're saying PvP in Eve isn't decided by who has more modules active, or who has a shield booster/armor repairer (inc drones) hidden up their sleeve?
Edit: Forgot the mandatory 
thats not same thing as "potions" lol really it isnt I loath the idea of "potions" I dont think/ I hope this combat boosters will be more like what you said then "potions" yes "potions"=ebil=bad=boring=my god have to restock "potions" now all the time *sigh* 
Im a noob, bear with me :P |

Na Jenton
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Posted - 2006.03.19 22:40:00 -
[8]
Edited by: Na Jenton on 19/03/2006 22:41:54 to understand how imba potions are in most games, imagine this. in your cargo hold, you can have a modules named BOOMSTICKtm that takes up 5 cargo space and costs 1 million isk to buy. in the middle of combat, you activate this (from your cargo hold) and it gives you +30% to all shield resistances. then you activate one thats a T2 damage mod. and then an afterburner. and then you get more "potions" that give you extra range. extra targetting. etc...
so suddenly, you go from a normaly fitted raven into a ship with 14 effective midslots and 14 effective low slots. er... bad example... you would lose either way... 
i'm assuming that the "negative effects" will be similiar to T2 ammo. for example,
"missile spammage factor 2 booster"
+20% damage to all missiles.
due to the time you spend leaning on your "stop engines" button to yell "boom headshot," -80% cap recharge.
"sniper factor 2 booster"
+25% range to all railguns
due to the massive ammount of digital squinting required by the effects of this drug, you get -80% tracking speed.
etc, where the bonus is weighed by a greater negative, making boosters very strategic and selective.
EDIT: durn arrows...
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Destable
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Posted - 2006.03.20 00:34:00 -
[9]
Don't know where I read it, or how many years ago, but could have sworn I read that the "negative" side effects of some kinds of boosters would be permanent reduction in attributes.
Basically, by abusing drugs, you risk dumbing down your character.
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Joshua Foiritain
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Posted - 2006.03.20 01:55:00 -
[10]
Originally by: Destable Don't know where I read it, or how many years ago, but could have sworn I read that the "negative" side effects of some kinds of boosters would be permanent reduction in attributes.
Basically, by abusing drugs, you risk dumbing down your character.
The attribute enhancing booster place holders have a temp reduction in certain attributes while another is boosted.
Ie -5 Will and +8 perc.
I assume Combat Boosters will have similair penalties, i just hope they wont be as worthless as T2  -------
[Coreli Corporation Mainframe] |

Valea Silpha
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Posted - 2006.03.20 02:06:00 -
[11]
Edited by: Valea Silpha on 20/03/2006 02:07:50 Hopefully they will have effects like 5% tracking/damage against 5% range/falloff whatever ... nothing TOO uber, but enough of an advantage so that the uber dedicated pilots get a slight boost.
In my mind they work thusly:
Implant Slot 10: Combat Stim Injector
You load it with a 'damage' charge in station. When in space you hit the hot-key and for 5 mins ? 10 mins ? you get the damage boost and whatever penalty. The objective being that you can only use the specifically for combat and have to re-fit in station between uses. If you hit the button too early, you are boned and loose the effect without getting any use, but choose the right moment and you might get a battle winning advantage. It also means you can't combine them with omega implants for insanely boosted effects.
What do you think ?
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