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Purple Whale
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Posted - 2006.06.18 23:28:00 -
[31]
Originally by: Xrak Once you have done a complex, that character should not be able to enter the same complex for 2 weeks for a 10/10, 1 week for a 5/10 and 1 day for a 1/10.
and while we are at it, lets make it so a character can only use mining lasers, guns and drones for a max of 2 hours every 2 weeks. Oh yeah and 2 weeks isnt long enough for the complex entry, change it to 4 weeks or two months imo, or how about entry to a 10/10 complex only once every year, that would work. also missions, you can only run missions, for level 4 missions you can only run one a day, for level 3 two a day, level 2, 4 a day, level 1, 8 a day. Lets also limit how much playing time you can spend playing EVE a day, 4 hours a day sounds good, then we can all be equal because most people can get about 3-4 hours a day playing.
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The Enslaver
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Posted - 2006.06.18 23:49:00 -
[32]
Edited by: The Enslaver on 18/06/2006 23:49:15
Originally by: Lienzo 1)Kill the grinders.. if you can. Generally once a group is able to start grinding 10/10s they will retain absurd wealth.
Read my post, that would solve this one.
Quote: 2)All complexes should require keys from halfway across the galaxy. Wait.. halfway would be empire. All complexes should require keys from the other sides of the galactic cluster.
Alternately, make pods drop complex keys. Every member of a gang should have to have a key. Also, complexes could have more subgates which filter by ship category so you can have worthwhile challenges for non-battleships. Or make the overhead cost of passkeys commensurate with the reward.
20% profit margins are entirely adequate. The overhead costs on npcing are far far too low, almost like easy money. It should at least require t2 ammo after a certain point. NPCs should pick primaries and npc towers need doubled range.
This doesn't decrease combat downtime for real pvpers, it just forces the one's with realistic income down to using cruisers for skirmish pvp. Scrap in the lootcan could contain some refinable recovery of minerals if necessary.
Ever done 0.0 plexes? Requiring everyone to have the key etc etc just isn't viable. Or needed, if the complexes change location... --------
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The Enslaver
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Posted - 2006.06.18 23:50:00 -
[33]
Originally by: Xrak Once you have done a complex, that character should not be able to enter the same complex for 2 weeks for a 10/10, 1 week for a 5/10 and 1 day for a 1/10.
Such restrictions go against the very nature of EVE... So, nope... --------
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The Enslaver
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Posted - 2006.06.18 23:51:00 -
[34]
Originally by: Marcus Starr Complexes should not show up on the map or the overview. Their locations should be moved to a different system every time they're run through, but not in a system with sovereignty by another faction unless it's a 1/10 to 4/10.
Funny, almost as if someone had already said something along those lines --------
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Plutoinum
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Posted - 2006.06.18 23:52:00 -
[35]
Edited by: Plutoinum on 18/06/2006 23:54:33
Originally by: The Enslaver However, the perfect solution - the way they were originall intended - having it so when they spawn, they can be killed once - after which they dissapear, and after their timer, respawn somewhere else at random. Also remove the DED deadspace reports from the map.
Two birds with one stone - it means the plexes are more evenly distributed, and it provides one hell of a nice chunk of exploration material... You could truely make a living from exploration.
I'd like to see that. It gives more people a chance and it would stop dumb farming with alts at the same place and time each day, but require people to move around to find a complex and bring the complex running ships to that location. That should be interesting.
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The Enslaver
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Posted - 2006.06.18 23:52:00 -
[36]
Originally by: Krogort Why not simply instance those complex ? And add some sort of timer so a player can't run them all day long...
Not that roleplay but it would prevent the race after each DT imo.
Uh...
Also goes against what makes EVE what it is. How would people be able to fight over the complexes if they were instanced? --------
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Ab Initio
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Posted - 2006.06.19 00:24:00 -
[37]
Personally I think that regions should be permanently unbalanced. Just as in r/l some real estate is worth more than others. This can be due to:
* Local Ores. * Local Complexes. * Station Type (NPC/Outpost). * The actual geography of the region (see A-1 and the systems off it for example).
Regions like Fountain should be a hot bed for constant fighting because of the available resources :)
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Sovy Kurosei
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Posted - 2006.06.19 01:11:00 -
[38]
Once a complex is destroyed it should remain destroyed. A new one would be built after X amount of time in another system. Better yet, instead of having a friendly "Warp to me!!" beacon it should be scanned out. ___________________
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Malthros Zenobia
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Posted - 2006.06.19 01:17:00 -
[39]
Originally by: HippoKing I'd also make all the plexes pretty much impossible to solo. Maybe make 1/10 and 4/10 soloable in their respective t2 ship type with excellent skills and fitting. Make all the others require a group of some description. If you want the stuff, you damn well work as a team (not huge raid-style gangs, I'm thinking 5 people max for the toughest plexes, normally 2-3)
You do realize that if you make a plex hard to solo in say, a t2/faction fitted AF, it's going to take alot more t1 frigs.
And I like the challegne in running a 2-3 in an AF, havent tried a 4 in an af yet, it looks fun yet painful.
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Amerame
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Posted - 2006.06.19 01:20:00 -
[40]
Having them pop randomly like officers would be cool. It would also be cool that all races get complexes of all levels. As to make them more common, bad idea, what makes them valuable is that they are rare, if there's a complexe in every 0.0 system you'll get a faction BS fully fitted deadspace cheaper than an HAS.
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Malthros Zenobia
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Posted - 2006.06.19 01:21:00 -
[41]
Originally by: Agent Kenshin OH and while im at it when do we get to make our own deadspace complexes??
What kinds of mods with the MC rats drop, and will the bounties be any good?
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Marcus Starr
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Posted - 2006.06.19 01:23:00 -
[42]
Edited by: Marcus Starr on 19/06/2006 01:23:11
Originally by: The Enslaver
Originally by: Marcus Starr Complexes should not show up on the map or the overview. Their locations should be moved to a different system every time they're run through, but not in a system with sovereignty by another faction unless it's a 1/10 to 4/10.
Funny, almost as if someone had already said something along those lines
Sorry, missed some posts including yours , but the more the better. Also think their location in space with player sovereignty is necessary too.
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