| Pages: [1] :: one page |
| Author |
Thread Statistics | Show CCP posts - 0 post(s) |

Nequada Lee
|
Posted - 2006.06.06 02:56:00 -
[1]
Tripoli mentioned them in one of the posts...What are they? what do they do? how do they work? thanks
|

F'nog
|
Posted - 2006.06.06 05:34:00 -
[2]
They're drugs that help increase your attributes, and possibly other areas of the game. They aren't in yet, so we can't answer the other questions.
Originally by: Panzer Goddess I podded wrangler, and all I got was this lousy forumban.
|

King Dave
|
Posted - 2006.06.06 14:57:00 -
[3]
i heard some-one say they are to be biult in 0.0 outposts, so hahahah all u empire agent runners, cos we got one up on u
again.
don't speak english... f1, f2, alt-q!
|

Tripoli
|
Posted - 2006.06.07 04:53:00 -
[4]
Originally by: King Dave i heard some-one say they are to be biult in 0.0 outposts, so hahahah all u empire agent runners, cos we got one up on u
again.
 ---
282 of 312 skills trained. |

Joshua Foiritain
|
Posted - 2006.06.07 11:17:00 -
[5]
Originally by: F'nog They're drugs that help increase your attributes, and possibly other areas of the game. They aren't in yet, so we can't answer the other questions.
The ones increasing your attributes arent going to be released (yet), just the ones affecting combat. (Hence the name 'Combat Boosters')
Originally by: King Dave i heard some-one say they are to be biult in 0.0 outposts, so hahahah all u empire agent runners, cos we got one up on u
again.
What you meant to say was they are going to be built in Chemical Refineries which can be deployed at starbases. Whether or not theyll require sov remains to be seen of course. -----
[Coreli Corporation Mainframe] |

Zoltaris
|
Posted - 2006.06.11 18:54:00 -
[6]
Attribute Boosters They should increase an attribute by 1 to 5 pts (depending on booster quality) for 4 hours + 20% (48 min.) / lvl in the biology skill (8 hours total with biology lvl 5)
Combat Boosters They should increase your efficiency in a combat stat (ex: +15% damage to large energy turret) for 4 hours + 20% (48 min.) / lvl in the mnemonics skill (8 hours total with mnemonics lvl 5) there will also be a downside in that you will get a penalty once the boosting time has ended, but not much is known about that penalty, we can expect to get an equivalent penalty as the bonus we had (ex: -15% damage to large energy turret) for 4 more hours
DNA Mutators Not much is known about these as the only info we got was available only in the database at the open beta, is seems to be a way to permute "permanently?" an attribute for another one (ex: -1 charisma -> +1 memory) will it really be permanent, last until you get podded or be limited in time? we don't really know, all that can be said is that it should be limited somehow by the genetic engineering skill (might be a limitation on how many DNA Mutators can be used at once)
Since we haven't had any info about DNA Mutators since beta, we don't even know if they will ever be implemented ingame, but since Combat Boosters are coming with Kali, chances are that Attribute Boosters will follow soon after that
-----
> Order Falcon & Pilgrim |

Femme X
|
Posted - 2006.06.11 20:34:00 -
[7]
How will these boosters be made available to us? Through missions? Through the market? So if you have enough ISK, you can be on attribute boosters 24/7?
|

Zoltaris
|
Posted - 2006.06.12 01:13:00 -
[8]
They will be seeded through new COSMOS constellation, where players will have to harvest new kind of stuff and create the boosters in new POS structures using these new materials, so as it will be 100% in player hands, and that very few players actually bother making COSMOS stuff, it might end with booster costing alot of money, it will then all depend how much other players are willing to pay for these
Of course, if there is a huge demand for boosters and few offer, more players will start to do COSMOS stuff and price will drops until the market stabilize, just as with everything else in eve... -----
> Order Falcon & Pilgrim |

Cayth
|
Posted - 2006.06.13 01:04:00 -
[9]
right, just like tech II stabilized....as in not at all.
|

Phaese
|
Posted - 2006.06.13 01:14:00 -
[10]
I think when it's implemented CCP was aiming for it to be a 0.0 niche (as in, no booster COSMOS constellations in empire space).
|

Aberthain
|
Posted - 2006.06.13 10:38:00 -
[11]
That's one thing that annoys me about this game. I don't care about PVP, so I don't care about these sorts of 'upgrades'.
|

Zoltaris
|
Posted - 2006.06.13 21:46:00 -
[12]
Originally by: Cayth right, just like tech II stabilized....as in not at all.
There are fluctuations, of course, but i would say that the T2 market has been quite stable for a while, then many new player started to play the game while offer stayed the same, the result is an increase in prices of stuff in high demand, until these prices are high enough to get the demand almost equal to the offer
Just take the command ships as an example, they are better than HACs in many ways, right? they cost much more to produce but still, their prices are lower than HACs! why? simply because of demand vs offer, right now, there isn't a lot of players able to fly these things, so there is much more offer than demand, the result of this is that their profit margin is much lower than the profit margin of HACs or other popular T2 frigs, cruisers and barges (something like less than 50% for command ships vs more than 300% on some T2 ships)
When the offer and demand are almost equal, then we can say that the market has stabilized, whatever the prices of the items/ships are -----
> Order Falcon & Pilgrim |

Joshua Foiritain
|
Posted - 2006.06.13 22:23:00 -
[13]
Originally by: Femme X How will these boosters be made available to us? Through missions? Through the market? So if you have enough ISK, you can be on attribute boosters 24/7?
Attribute Boosters arent schedualled for release anytime soon. -----
[Coreli Corporation Mainframe] |
| |
|
| Pages: [1] :: one page |
| First page | Previous page | Next page | Last page |