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Thread Statistics | Show CCP posts - 1 post(s) |

herot
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Posted - 2006.06.23 23:59:00 -
[31]
Originally by: The Enslaver Why the hell should empire materials be involved at all?
I thought the aim was to create self-sufficient 0.0 entities..
V..
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Karazaan
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Posted - 2006.06.24 00:15:00 -
[32]
I remember reading or hearing one of the dev say: "If that does'nt create global conflict, we really don't know what will...". It was about that but specifics was'nt given.
So up until now, we could have alliances just doing stuff in their corner and having a kind of: "don't bug us, we don't bug you" approach to politics.
Now THIS will be interesting to see, one needed material in each corner of the galaxy.
I mean even the largest of alliance won't be able to hold them all... 
Trading? Negociating? Just plain BloodBath(tm) ?
Eve, forged in fire. |

Joshua Foiritain
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Posted - 2006.06.24 00:34:00 -
[33]
Originally by: The Enslaver Why the hell should empire materials be involved at all?
I thought the aim was to create self-sufficient 0.0 entities..
I was wondering that too, CCP keeps telling us its about 0.0 and how they want to make alliances/0.0 corps independant and still they keep chaining us to empire... -----
[Coreli Corporation Mainframe] |

Arkanor
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Posted - 2006.06.24 01:09:00 -
[34]
Perhaps they should just make them kill you if you overdose  ________
Originally by: kieron rabble, Rabble, RABBLE, RABBLE RABBLE RABBLE!!!111elevenone
Sig certified HAC proof...woo for crappy puns |

Rexthor Hammerfists
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Posted - 2006.06.24 01:17:00 -
[35]
is there even a reason to have some notproducable things in eve still? - Purple Conquered The World, We the Universe.
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Noriath
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Posted - 2006.06.24 02:24:00 -
[36]
I don't think these boosters are a good idea at all. Why the hell should taking a pill make your shield work better?
It puts defenders on an even bigger disadvantage because the agressors can just stay home if they get slammed with negative sideeffects and pick the times to atack for when their boosters are working really nicely.
On top of that it makes the game even more about who is using the best equipment, and not about strategy and weighing advantages against disadvantages right...
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Aeaus
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Posted - 2006.06.24 02:45:00 -
[37]
Originally by: Noriath I don't think these boosters are a good idea at all. Why the hell should taking a pill make your shield work better?
Chance Based... Violates Roleplaying... Chains Alliances to Empire... Potential "I Win," Stituations...
My Guides (Recomended Reading) |

Active1313
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Posted - 2006.06.24 02:47:00 -
[38]
hmm, have not seen these questiosn posed yet....Are they stackable? Can I take the Blue Booster twice hoping for an improved result, knowing the disadvantges might increase as well? Or can I take multiple types of boosters at the same time and get multi effects across the board.....If there is one to increase a stat that was decresed as a side effect from another booster get raised......
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Maya Rkell
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Posted - 2006.06.24 03:57:00 -
[39]
tbh, seems a lot like "pop the pill, if you get good results you're competitive and can go out hunting, if you get bad just log for the evening"
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Darielle Crux
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Posted - 2006.06.24 04:02:00 -
[40]
Originally by: kieron Do you take the red pill...
Nah. Reds ain't selling good no more these days mate, except among the rich and mighty. Normal people want to forget now, forget all this crap about the Fed and democracy and freedom to vote the same corrupt clowns all over again. Amnesia, that's what the masses want, not speed or being sharp'n'awake. Got Blue Pills or Sooth Sayers? I'll buy all the Blue Pills you've got, just name your price. Red Pills, 's only good for pop stars and rich kids, and I ain't got none of them among my clients. |

mazzilliu
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Posted - 2006.06.24 04:38:00 -
[41]
Good, I was getting tired of my crash 
Will these 0.0 COSMOS areas be like the 0.0 complexes?
I mean to say, will they be static and farmable by the local alliance or can any bum with the will to do so find some? ---------
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Malthros Zenobia
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Posted - 2006.06.24 06:11:00 -
[42]
Originally by: Noriath I don't think these boosters are a good idea at all. Why the hell should taking a pill make your shield work better?.
Because of the same reason you can plug a chip into your brain and magically be more charming?
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Varis
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Posted - 2006.06.24 06:26:00 -
[43]
Originally by: Maya Rkell tbh, seems a lot like "pop the pill, if you get good results you're competitive and can go out hunting, if you get bad just log for the evening"
Makes sense to me - remember that the controlling unit for the ship is the pod-pilot - the capsule interface uses the human brain and body as regulators for the ship.
Basically these combat boosters are making the human mind/body do overtime work in some areas - and consequently the related ship functions will do overtime as well...
yeah, its a bit of a stretch at times, but for the most part it sits well for me.
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xeom
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Posted - 2006.06.24 06:48:00 -
[44]
from reading the back storys and such i always thought boosters would give you better training time a for a while =\
Or mabye these are differen't
CCP where are our t2 shield power relays? |
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Chribba
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Posted - 2006.06.24 07:14:00 -
[45]
Can we expect to see a mining booster pill? Eg +20% yield -20% cargo?
[ Monitor this Thread ] |
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MOOstradamus
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Posted - 2006.06.24 08:19:00 -
[46]
Edited by: MOOstradamus on 24/06/2006 08:20:46
Will there be a specially created GANK pill for those play sessions when a pilot just wants to cause as much grief & mayhem as possible in his local low-sec system 
And what about the MORNING AFTER pill for those pilots having been 'raped' the previous night by either CONCORD or pirates 
MOOCIFER Emerald/Alpha Oldtimer |

Vaslav Tchitcherine
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Posted - 2006.06.24 08:50:00 -
[47]
Not happy about following that lovely post from MOOstradamus, but whatever.
Quote: tbh, seems a lot like "pop the pill, if you get good results you're competitive and can go out hunting, if you get bad just log for the evening"
This is exactly my worry.
Also, which random bonus or penalty you receive will likely determine which ship you have to fly that day, rather than having it be personal or tactical choice.
Rather than giving +20% in something, how about having the boosters raise or lower skill levels by one notch? "Damn, I forgot how to fly my HAC..." 
v. v. swag
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Ralitge boyter
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Posted - 2006.06.24 09:01:00 -
[48]
I hope that the bad effects can if taken often enough last longer then the good once.
This would mean that players would not just risk short term but also longer term health.
I am like most a little worried that this is going to be the mandatory thing and by the sound of it this will be what the main alliances will be fighting the next few wars over...
------------------------------------------- Should you disagree with me, well I guess that is because I disagree with you. If you have a problem with that please feel free not to tell me. |

Di Jiensai
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Posted - 2006.06.24 10:27:00 -
[49]
Hi,
Good place to drop some ideas for boosters? Same layout as Hammers post 1 bonus 4 neagatives :
1) Mad Cow +15% Increase to all Weapons Damage -2 active tagrets -2 active tagrets -2 active tagrets -2 active tagrets
2) Rabid Rabbit +30% Max Speed -10% overall Damage -10% range -20% sensor range -40% max Speed
3) "The Larch" +20% Armor -30% Max Speed -20% Sensor range -20% Sensor range -30% Rato of fire
4) Hopping Hippo +30% Ship agility -20% Sensor Strength +1 Automaticly aquired random target every minute +1 Automaticly aquired random target every minute +1 Automaticly aquired random target every minute
5) Betsy Bee +2 Controled drones -1 Controled drones -1 Controled drones -10% Drone Damage -15% Drone Speed
6) Merry Mole +50% Mining yield -50% Shield Capacity -50% Armor -50% cargo space -50% Cap recharge
7) Kinky Kangaroo +200% Warp Speed -100% normal speed -20% Cargo space (jettison some or stop moving, your call) -50% Cap Capacity +50% cap recharge -20% Cargo space
8) Tranquil Tiger +100% Jamm Strength and range -20% Damage -20% rate of fire +200% weapon reload time -100% speed and self scrambled
ok, no more time 'nugh now. there's more where that came from, just ask  --- The Story of the Big-Bad-Nos-Domi and the Brutix Selfproclaimed last instance on Rightousness Issues |

DanMck
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Posted - 2006.06.24 11:13:00 -
[50]
more unbalanced ships and with riggning even more time fitting out your ship 
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Yarrmageddon
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Posted - 2006.06.24 11:20:00 -
[51]
I was so glad when I thought I escaped the buffing madness of other MMOs by signing up for EVE.
Of course it's going to be percieved as required, operating below the optimum is not something people are comfortable with.
Plus it makes combat less of a thinking and more of a luck thing. You never know if your opponent is using any of these boosters.
Plus the 'if it works out bad I'll log' thing sounds very plausible to me.
This brings back that old fear-the-patch-feeling™ I had every few months when I was wasting money on SOE.
------------------------- This space is for rant. |

Jim McGregor
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Posted - 2006.06.24 11:36:00 -
[52]
Originally by: Chribba Can we expect to see a mining booster pill? Eg +20% yield -20% cargo?
I would smile if a hardcore pvp'er got +20% mining yield and -20% shield/armor boost from one pill. 
--- The Eve Wiki Community Portal | Eve Tribune |

xplosiv
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Posted - 2006.06.24 11:49:00 -
[53]
Edited by: xplosiv on 24/06/2006 11:52:10 worst idea ever.
ATM the way they are described they are extreamly pointless for any 1 to use. unless you have a 1 in 100 chance of suffering 1 of the penaltys and 1 in 400 chance of suffering all 4. no one is going to use em.
imagine it you got your raven, go pvp and set a blue pill 1 off.
great u think 20% extra boost. get into pvp and your sat looking at that penalty ready out saying -20% capacitor before you relise it your cap have ran dry. granted for the 120 seconds you could tank you could't be touched, but your ravens already borderline capicitor now also under pressure of maybe 1 large nost gave way stright away.
now imagine that with all 4 penaltys.
not only that if you do get a penalty like that you then have to put up with it for 6 hours. ok so time to log off play the eve ccg maybe?
on the other side of the coin. if they do have 1 in 100 penaltys they are going to be hugely overpowered. if u need agent parts that means empire carebairs make tons off selling extreamly high demand items. if they are 0.0 only some super alliance and it's friends are gona move in and strangle supply, either for themselfs to give them a huge edge in pvp or just to get stupidly rich.
and yet again for standered pvp it's another stealth advantage. you see a -10 guy in 0.1 you move in. you see he has t1 guns and t1 drones compared to your t2 setup. you atack. you discover not only has he got armor implants he also has a insane tank that repairs twice as much as you do in 1 burst.
as i can't see you putting in the i win button for pvp i would guess these combat boosters will fall into the earlier i aint using them and i doubt any 1 else will catagory.
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Denrace
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Posted - 2006.06.24 12:11:00 -
[54]
Why give something thats supposed to be useful a PENALTY?!
Like with T2 ammo (which is stupid), get rid of the penalties.
Instead of 20% bonus + possible awful side effects..
why not use:
5% bonus + nothing else
This way, they wont gimp your ship into oblivion like T2 ammo does.
There is no need for stupid penalties...its STUPID!
I foresee this to end up being a useless venture where making the booster is pretty crap, difficult, timeconsuming and unprofitable.
Lets hope its not!

Den ________________________________________
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Olivin
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Posted - 2006.06.24 12:15:00 -
[55]
1. Why the hell only 0.0 COSMOS involved? Why not 0.5, and low sec? I thought we been promised with some use of current COSMOS system apart of useless BPC's and mindless camping.
2. Can we expect COSMOS skills will be required for the manufacturing process? I hope so!
3. Why Empire commodity? Why not all this COSMOS junk from the Hacking and Arheology plexes?
4. Manufacturing process is not interesting at all. It should be restricted to the COSMOS areas or to the pirate faction labs.
Olivin
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HippoKing
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Posted - 2006.06.24 12:25:00 -
[56]
I personally hate the idea of it being totally chance based.
"My enemies are attacking. *Gulp*. Holy ****, I just got the 3% chance that I get -50% caps. *Kaboom*. **** boosters, I am not entrusting my entire success to a roll of a dice".
(incidentally, this is why I don't like current ECM)
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Phelan Lore
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Posted - 2006.06.24 13:24:00 -
[57]
Originally by: Kylania We want boosters to be a bonus rather than a required PvP component.
If something gives a bonus it'll be required. That's just how the min/maxers think. 
Originally by: Maya Rkell tbh, seems a lot like "pop the pill, if you get good results you're competitive and can go out hunting, if you get bad just log for the evening"
If implemented like this, combat boosters will just be another isk/time sink and will make the game unfun. See above.
I could accept a boost that works for 1 fight (5-10 mins) and has a limit of once per day or something.
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MOOstradamus
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Posted - 2006.06.24 14:14:00 -
[58]
Originally by: Maya Rkell tbh, seems a lot like "pop the pill, if you get good results you're competitive and can go out hunting, if you get bad just log for the evening"
The situation as described makes me like this concept even more - so thanks
Chance based variables 4tw \o/
MOOCIFER Emerald/Alpha Oldtimer |

Dhin Xar
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Posted - 2006.06.24 14:28:00 -
[59]
Maybe once they finish these they can finally look at the *29* page Amarr thread in the Ships forum. |

HippoKing
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Posted - 2006.06.24 15:15:00 -
[60]
Originally by: MOOstradamus
Originally by: Maya Rkell tbh, seems a lot like "pop the pill, if you get good results you're competitive and can go out hunting, if you get bad just log for the evening"
The situation as described makes me like this concept even more - so thanks
Chance based variables 4tw \o/
die tbh 
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