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Thread Statistics | Show CCP posts - 4 post(s) |
O'nira
United System's Commonwealth
18
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Posted - 2014.07.03 04:51:00 -
[121] - Quote
Komodo Askold wrote: - Making BH's missile friendly. Right now no system effects help missiles (excepting Wolf-Rayets, partially), and BH's in particular are negative towards them. Giving BH's bonuses to, let's say, missile max speed and explosion velocity (or perhaps even explosion radius too) would make them shine on there. They could be systems where Caldari POS could be really good... if they get updated to not needing CPU to use their launchers (and thus not losing their weapons when entering reinforced mode), which by the way I think would be very reasonable. It would also help the Phoenix.
Pulsar increase your sig radius wich directly helps missiles, phoenix is a complete monster in a pulsar since it gets easier to hit with it and it also increases the shield hp wich makes the resist and lots of mid slots insanely powerful.
i'd like to be able to swap out clones with a rorqual, it doesn't have to be a rorqual just about kinda of pos mod or structure or whatever really. I would just like to be able to switch to cheap clone so i can go and pvp without worrying over my clone and this wouldn't have be a wh only type thing, this would only increase pvp everywhere as long as you can't jump to it and only can swap clones when you are the location i don't think it will do anything bad to the game.
i'd like to have some systems with dual statics or even triple statics, just something for the top corps to fight over - systems with dual statics should be rare, like 5-10 total systems with it. (this could be a bad idea as well since it would make defense easier)
Ice belts in whs would be cool, especially if its a green anom like the ore sites are.
i like the name the system with a TCU idea
i'd like sig Ids to stay after dt, i simply close the static right before dt to not have to deal with it atm but i would prefer if i didn't have to.
i'd like it if poses started degenerating shields once they are offline, this would make players possibly want to shoot at them for easy pos mods/pos killmails wich would reduce the huge amount of space trash in whs. it also just makes no sense that the shield is operational if both the force field is not and the tower itself is offline. this might be hard to do since the pos code is such a mess.
i'd like people not showing up in local until they lose the jump in cloak |
Keriana Natinde
The 0rigin Illusion of Solitude
0
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Posted - 2014.07.03 06:06:00 -
[122] - Quote
More unknown and random effects like: - All or at least some WHs have random static. Sometimes it leads to lowsec and sometimes to C4 etc. - Increase random factor of time and mass of WHs. One day wh stays up only 4 hours, other day 24 h. Anyway you could tell status either from info or graphics. - Similar escalation what kspace combat sites and anoms randomly give. Rare thing but it gives you secret site location from another wh. Timer has to be much longer than 24h, maybe one month as finding correct hole is difficulty. Loot should be worth the effort. Maybe new type sleeper mods or ghost site type things. - Random things happen when you pass WH. Passing through randomly could offline one/some of your mods or possibly even destroy. Passing trough could drop you random place in system or even to different system sometimes. - C4 should have random kspace exit - Possibility to separate probe and dscan |
Darren Fox
NorCorp Enterprise No Holes Barred
41
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Posted - 2014.07.03 07:11:00 -
[123] - Quote
I just want to give +1 to some little things that are annoying:
-Split Dscan and Probe scan. Two windows please -Hotkey for Dscan analyze -Move Probe analyze and recall probes further away, or make it harder to chose the wrong botton. Too often I have recalled drones due to insufficient levels of caffeine in the morning..
Then I have some more: -More hotkeyes for scanning in general. I would love to be able to scan for a long time without inducing carpal tunnel syndrome.. |
Komodo Askold
No Code of Conduct Fluffeh Bunneh Murder Squad
161
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Posted - 2014.07.03 08:02:00 -
[124] - Quote
Wow, I'm really liking several ideas...
jonnykefka wrote:Other little things:
More unknowns: Not necessarily turning all sleeper sites into Quarantine Areas, but at least having spawn trees, so you can get different things at any given wave, e.g., "do we get the neuting wave or the dps wave?" Makes things a little more interesting without being completely unpredictable.
More unknowns: Sleepers where you don't expect them. "decoy" WH sigs that are in fact sleeper traps. Better than sleepers spawning on WHs at random because it doesn't make logistics miserable hell.
More unknowns: Little unexpected behaviors. Random and/or rare pop-ups in some sites. Mysterious ships that appear and then vanish before you can kill them, as some missions have. NPC local broadcasts surrounding some events, like a new hole spawning or a new combat site. Or better yet, things that respond to player kills.
Give us some ******* mysteries, we came here for the unknown. I'm really liking this. And about the first idea, it's a system that could also be used to refresh PVE in K-space (sites, missions...).
chickenandbiskets wrote:The little things? Lol how could everyone miss the fact that sleepers still don't have moving turrets? I mean great hulls in all but the Lasers and missiles still appear out of thin air (well space) usually several km from the ship itself. On top of that introduce sleeper version of mods by way of fragmented sections of blueprints in order to make a complete BP or something to that effect. That way the wormhole community can have its own monopoly on something in the game besides fun. Yup, I don't know how could I forget about the moving turrets and missile launchers! They do deserve it and could provide models for these new Sleeper modules... I've always thought those big badass particle cannons Sleeper battleships have at their broadsides could look awesome as actual moving turrets, and their missile launchers to be some kind of revolver-action, cylindrical one (I'm looking at this Sleeper's cylinder located on its upper back, poiting towards the camera).
O'nira wrote:Pulsar increase your sig radius wich directly helps missiles, phoenix is a complete monster in a pulsar since it gets easier to hit with it and it also increases the shield hp wich makes the resist and lots of mid slots insanely powerful. Well, you've got a reasonable point... although sig radius also help turrets and drones, and pulsars don't benefit armor missile boats. I still think, however, that POS missile launchers should not need CPU (only powergrid) so Caldari POS could actually be used. |
Janeway84
Masters Of Destiny Pride Before Fall
82
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Posted - 2014.07.03 10:00:00 -
[125] - Quote
More roaming c4 connectors
pulsar can get a buff to target painter , missiles, drones
would be cool with a pos mod that can remot repair armor, shield or hull for those that dont have many friends online or displaced their rep mods.
maybe give some new effects to wormholes using some of the new mods like micro jump drives etc.. stuff that where introduced after the wh expansion?
Give marauders +2 warp strenght when outside of bastion mode
Give marauders 100% more range to smart bombs?
Give loki more capacitor,
new sig should only show when you put probes out or when logging in?
Maybe new graphics for wh, like show if ship is on the other side of the wh the graphics could display a little change on the wh fx?
Make sleepers not so static, have them roam around a little or orbit wormholes after X amount of time after wh has been gridded or something?
Offline pos structures shouldnt have shields on..
Make T3 industrial ships mining ships, battleships
Make wh loose mass twice more if more ships jump in at same time rather than one at a time?
maybe add sleeper site structure that can be blown up or hacked to recieve t3 components needed for higher end t3 ships like t3 battleships?
More new music
wh with wh effects that boost industry could be intresting, maybe adding new resources ?
i heard rumours that there was gonna be a 5th subsystem back in the day
Maybe having a new type of bookmarks fleet bookmarks?
Give t2 bs faster warp speed
maybe give warp disruptors +2 scram if you overheat them? and scrams get extra 7000 m range when you overheat and +3 strenght?
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HerrBert
V0LTA Triumvirate.
408
|
Posted - 2014.07.03 11:37:00 -
[126] - Quote
(FOCUS BERT THIS IS YOUR MOMENT FOOOCUS)
I cast complicated Synapsis and Drugs: Wormhole Changes:
-Lift C4 Space from the Unsocialpocket -¦ = Dualstatics / Random Highsec connection but for the Love of Bob keep the Cap Limitations
Reason: C2 Masterrace needs a hole to upgrade without having to force people to fly Capitals
- PvE Randomness making organized Players earn more then 7b an Hour = The static Spawning of Escalations waves and Reinforcment waves made it to predictable, also the limited amount of ECM Warfare makes the PvE expierence very limited and not really RISKY
Reason: Dear CCP your sleepers are broken, the exploitation for VAST AMOUNTS of MONEY is already happening while Contentwise it ranks behind Incursions
- The ability to Instantly track opening wormholes is AMAZING = Honestly when I was sieging I just warped a crashing crew to the new hole and crashed it .. **** the fleet on the other side .. if they cant force a hic through as soon as the open right?....
Reason: Took waaaaay too much of ********* Surprise away from Wormholes
- The Game of MASS = The Game of Mass is my favorite Mechanic about Wormholes, essentially being the backbone of EVERY encounter... sadly its too easy, MORE STAGES and higher deviation
Reason: Make it hard YO!
- The Miner (aka Poor mans food) = Many low class dwellers already enjoy the occasional Highsec miner that dips his toe in a C2 Mining site... sadly there is no real "incentive" for miners to go deeper (ICE would be a good example). YES there are "better" belts in the Highclass Systems but "are they better" or just having more of the same **** ... (Where are the tier sized ores like condensed Veldspar)
Reason: Increasing other "activities" in Wormhole Space and hmaking use of the upcoming crius expansion for wormholes
- REMOVE THE ******* HACKING GAME FROM RELIC/DATA Sites
JUST DO IT! Like really KILL It.....or show me the Number that Can Looting has increased since its implementation
Reason: Do i really need to tell you how bad it is? Here a hint.. i have more Fun playing Minesweeper
And my favorite and this is really gonna make some people ... Dafuq?
- GIMME A 5th Propulsion Subsystem ... for MicroJumpDrive and make it 50km and the rest are Skilllevels .. soo per level 10Km...birthing a new breed of T3 ...
Reason: Fights should be not on the Hole ... they should utilize the entire grid.
Edit: The Camper = Basicly the Orca but Slimmer... you cant store as much 10k m-¦ for Ammo and maybe 3 cruiser Hulls, it has a refitting option and a Fleet hangar of 2000m-¦. It also has the nice Blackops Feature of moving faster when cloaked and should be in the BS - Size Hull family.
Reason: I LOVE CAMPING My mind does not reflect my corp ... it just shows you what they care about... The Pontiff of Wormholes --áhttp://www.youtube.com/user/HerrBertism Jibbychiggawooooow - CSM 9 Corbexx
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Zara Arran
Aperture Harmonics No Holes Barred
83
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Posted - 2014.07.03 11:44:00 -
[127] - Quote
People might get angry with me for this one but... oh well.
Why are sleepers not affected by the system effect? If you take a system and use the advantages, you should also deal with the fact the sleepers have these advantages too. |
HerrBert
V0LTA Triumvirate.
408
|
Posted - 2014.07.03 11:46:00 -
[128] - Quote
Zara Arran wrote:People might get angry with me for this one but... oh well.
Why are sleepers not affected by the system effect? If you take a system and use the advantages, you should also deal with the fact the sleepers have these advantages too.
Coming from a C6 Magnetar thats BALLSY :) My mind does not reflect my corp ... it just shows you what they care about... The Pontiff of Wormholes --áhttp://www.youtube.com/user/HerrBertism Jibbychiggawooooow - CSM 9 Corbexx
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Moth Eisig
Soliloquy Against Death
49
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Posted - 2014.07.03 15:19:00 -
[129] - Quote
The good--
- Split D-scan and Probe scan windows
- Sigs keep the same designation until they despawn
- Sleeper wave trees
- Roaming sleeper gangs
- Doable but difficult content for solo covops frigs. One of the most fun things I've tried in a wormhole has been trying to solo the 3BS initial spawn C5 relic/data sites in a Helios, but I was just barely breaking even with bookmarking the site and coming back to loot my wrecks from the times the turrets got lucky hits in after it despawned.
- Separating the recall probes and analyze buttons or making it harder to press the wrong one (I do this all the time, just think how hard it must be for DBRB...or maybe I should just never be a Titan pilot)
- Blackhole effect redo (I too like the industry ideas)
- Fewer cans in data/relics
The bad--
- Double statics/kspace connections for C4s. As they are, c4s are great for small groups that can't compete with the numbers that show up frequently in other WH classes. The poorer isk/hour due to site difficulty and the difficult logistics are a fair trade off for the seclusion and create a unique play space. Although I do like the idea of maybe giving *some* higher class wormholes double statics.
- Delayed local when jumping into k-space. If you want zero effort kills go join CODE.
The Ugly--
- T3 rebalance. It might not be pretty, but can we please just get it over with?
- Wormhole/ship mass adjustments and variability. Maybe a small scaling (like how wormhole effects scale in different classes) addition to the total mass limits of wormholes but not to the mass per jump? Would make collapsing holes harder and more dangerous and also make battleships more viable, especially in higher classes. A lot of people seem to think this needs fiddled with, but there doesn't seem to be much consensus on how.
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Moonlit Raid
State War Academy Caldari State
191
|
Posted - 2014.07.03 19:33:00 -
[130] - Quote
Supercaps have a small chance of creating (and disappearing into) W space wormholes when activating jump drives. The created wormhole has enough mass for a couple jumps of the ship that created it but spawns in a random location in the two solar systems. If brute force isn't working, you're just not using enough. |
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Verisimilidude 001
Future Corps Sleeper Social Club
3
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Posted - 2014.07.03 20:13:00 -
[131] - Quote
My little things:
-Split D-Scan and Probe windows. -Keybind for D-scan (For the love of Bob)
Not-quite-so-little things: -You should not appear in local when zoning into K-space from a WH until you land on grid with a gate or a station.
I would metaphorically set fire to an orphanage for this change. "Sorry your parents didn't love you!" *WHOOSH!* |
ArmEagle Kusoni
Knights of Nii The 20 Minuters
34
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Posted - 2014.07.03 20:17:00 -
[132] - Quote
Pff, finally at the end. It would dhelp if people actually kept the discussion on point; W space LITTLE things.
My truly little thing: - A hotkey for jumping wormholes, just like jumping a stargate, preferrably the same (I think it's d?). I got this under the attention of some CCP staff through Twitter once. You'd think a real little hting like this would have made it in by now.
Not really little: - Assuming our (small corp's) feeling about them is right; fix loot from relic/data cans. Playing the minigame takes a long time and the reward is much less than simply running more sites. At least the scatter mechanic is gone. But there's a compete imbalance in you needing a group to clear the site and then having a minigame for just one player, relatively taking ages. We reluctantly run these sites now because they're useless. - What's the point of the low end gas sites (minor, token, etc)? It's not worth anyone's time to mine them, especially with the risk involved. And they clog up the list of signatures. Not having sig ids change over DT would help with the clogging though. - The personal storage is nice. But I'd actually like to give specific other people access to my storage so I could use it between alts. Basically the only other option is to have my own tower, but corp permissions still make that hard also. + Same for when you introduce a personal SMA.
(ps. THANK YOU for the editing draft system here!) |
Cylin Rath
14
|
Posted - 2014.07.03 22:07:00 -
[133] - Quote
I'm not sure how 'little' it is but I would really like to repackage ships at a POS in a ship assembly array or similar structure/deployable. It would definitely make moving holes so much better. |
Jack Miton
Rolled Out
3483
|
Posted - 2014.07.03 22:49:00 -
[134] - Quote
Zara Arran wrote:People might get angry with me for this one but... oh well.
Why are sleepers not affected by the system effect? If you take a system and use the advantages, you should also deal with the fact the sleepers have these advantages too. they used to get effected by some but not others. was inconsistent so it all went away.
I dont think they should be. would make it almost impossible to run sites in a magnetar, and really damn easy in a pulsar. Stuck In Here With Me:-á http://sihwm.blogspot.com.au/ Down the Pipe:-á http://downthepipe-wh.com/ |
Rroff
Questionable Ethics. Ministry of Inappropriate Footwork
674
|
Posted - 2014.07.03 23:26:00 -
[135] - Quote
Jack Miton wrote:Zara Arran wrote:People might get angry with me for this one but... oh well.
Why are sleepers not affected by the system effect? If you take a system and use the advantages, you should also deal with the fact the sleepers have these advantages too. they used to get effected by some but not others. was inconsistent so it all went away. I dont think they should be. would make it almost impossible to run sites in a magnetar, and really damn easy in a pulsar.
Hah yeah the sig bloom + armor debuff is hilarious for escalations it also bugged out POSs pretty badly if it was applied to everything - not sure if I've still got the screenshot of the management screen with the pulsar effect affecting a domi POS in a C5 pulsar but it was kind of funky.
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Zara Arran
Aperture Harmonics No Holes Barred
85
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Posted - 2014.07.04 07:37:00 -
[136] - Quote
Come on guys... it is an idea that shouldn't be implemented without tweaking it. The idea is that if you choose a system for its affect, it is odd that you have the advantages of that while running sites, but not the disadvantages. There should be changes made to make it more equal. But sleepers being not affected by it at all is also not equal over all effects... |
Sandslinger
NorCorp Enterprise No Holes Barred
165
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Posted - 2014.07.04 09:21:00 -
[137] - Quote
Zara Arran wrote:Come on guys... it is an idea that shouldn't be implemented without tweaking it. The idea is that if you choose a system for its affect, it is odd that you have the advantages of that while running sites, but not the disadvantages. There should be changes made to make it more equal. But sleepers being not affected by it at all is also not equal over all effects...
To be honest it just makes PVE in some systems insanely overpowered, In such a way that jumping people in sites in those systems becomes nigh on impossible for a regular wh size crew. Don't need more reasons to get even larger =).
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HerrBert
V0LTA Triumvirate.
410
|
Posted - 2014.07.04 11:29:00 -
[138] - Quote
Chitsa and I were bullshitting around about me sperging some opinions like i always do....but during that process we may started coming up with a new type of PvE...
While Chitsa said in his proposal something about "Special" Loot from sleepers in terms of modules, i highly disagreed with being .. just another Pay to Win Mechanic within Wormholes and would just increase Iskies but then again.
Eve already has a really wierd Exploration Mechanic, many have tried in Nullsec. Its the one where you jump through Systems in between RedCrosses and you get one Escalation after another until you hit the end with an X-Type Dropping Thingy. it's a fun game if you are not the current resident of that region and have to go through dangerous terretory.
Now lets get this into Wormholes? Well some minor changes would be implied and scaling needs to be definitly adjusted, but the general Idea goes like this:
- Timer for Exploration: Many Wormhole Residents have prooven to be in Wormholes for the Longrun, so they actually manage to see the same system twice. Yes it takes time, but within a 3 Month period you can travel alot of Wormholespace. So instead of a 24Hour Deadline you have a 3 month Period of finding that system, to continue that "Exploration Quest".
Now how would the challenge be shaped? This is an interesting question and definitly needs looking at but it should keep the theme of the Class it was started in while the actual quest leads you across all of new eden (High/ Low / Null / Wormhole Classes 1-6). So if you start your Arc in a Class 5 you can expect a "Core Garrison" Type Event in the Destination system (no matter which part of space it occupies). This would also mean that Sleepers are starting to venture into new eden, while only be accessable for Wormholers as the Defense Frontier, it gets supplemented by the Lore of the First Pilots of New Eden to explore wormholes themself.
The glorious thing about it, while there is nice loot to be gotten, as you do the Class 6 / 5 arcs you will need a group enviroment to do them, almost like a minor expo crew. So you have the challenge of logistics and capital moving "maybe".
Now the problem of a 3 month window would be to keep track of the missions in the individual player journals, this could be addressed by "Corp Exploration Journal", so that an unlocked mission goes there for everybody to follow up on the progress and goals (Location for example). Also a notification once a corp member enters a target system would be nice.
Just checking in the Class 2 Arc would be doable in a Drake.. :D
So what would be the endgame? Well this is where i can only give you my imagination which will exceed CCPs Budget but .. hey one can dream. What if in the end your Corp has a super narrow time window (24 hours) to gain access to a "Class 7" (the wormholers version not the CCP one) Sleeper dreadnaught... *Squuuueeeeeeeeel*
But yeah the incentive to venture out to these sites definitly needs to be higher then the loot payout of a core garrison type event (Special Loot??????) "otherwise this idea would sound pretty stupid like... NOW YOU CAN SHOOT SLEEPERS IN DIFFERNT PLACES... for one site... yeah no..."
Of course your corp in time aquires more access to those missions ... so you have 10 - 20 destinations... My mind does not reflect my corp ... it just shows you what they care about... The Pontiff of Wormholes --áhttp://www.youtube.com/user/HerrBertism Jibbychiggawooooow - CSM 9 Corbexx
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Chitsa Jason
Narwhals Ate My Duck. Narwhals Ate My Duck
1269
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Posted - 2014.07.04 11:42:00 -
[139] - Quote
Thats definitely not a small thing but I approve it :) Burn the land and boil the sea You can't take the sky from me |
Kalel Nimrott
1086
|
Posted - 2014.07.04 13:08:00 -
[140] - Quote
Revert back the "I can see all sigs without launching probes bullshit", please. Brasil, decime qu+¬ se siente / tener en casa a tu pap+í / Te juro, que aunque pasen los a+¦os / nunca nos vamos a olvidar / Que el Diego te gambete+¦ / que Cani te vacun+¦ / que est+ís llorando desde Italia hasta hoy |
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Undermine Dahl
Revenant Tactical Ineluctable.
0
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Posted - 2014.07.05 11:00:00 -
[141] - Quote
So you could say my corp is part of the smaller gang groups (don't mind the alliance they never come to W-space...yet..) we generally roll with about 15-20 people including scouts.
1) Make the sigs not appear on the probe scanner unless someone has active probes out and is scanning. I think this is good as it takes away "free intel" but still allows for the intel to be there just you need to do a little extra. I believe this is a good median between a full delay on sigs showing and how it is now although you could even do that the sig pops up after 5-10 minutes without probes but you can get it within 10 seconds of hitting the probe button. it will allow our scouts to find targets easier and it will hopefully give us a few more ganks and such. keep wh space scary :)
2) More random k-space. exits and entrances We live in a c4>c3 and dont really mind not having more then one static. thats just fine. we don't have anything against having a random null or low into our hole as it just brings more content and it does not nerf anything that we do that I can see. it will also make c4 space less of a pain to live in as I know a few people that live in c4>c4 and they will generally find their own wh back before they find a k-space.
3) Moving WHs I saw this one before and it seems kind of hilarious. it would only be cool if it was very very rare as otherwise it would become a pain. and it would be most funny if it moves around at about 2000m/s but always stays withing about a hundred km from its starting point. maybe the other side does not move or moves slower. I can just imagine a fleet jumping through and being all spread out. this could be used as a tactic as well especially for covops groups. but I can see this will cause some hate so if it gets implemented it would need to be very very rare. It would also make wh space even more different from k-space in that some gates move around :)
4) Make ore sites scannable and add ice belts take the place of current ore anoms Im not really an industry guy but I know a few and for them do go mining we generally close of the exits because its just too easy for a cloaky to jump in. check Dscan then log on his saber character or get a friend and jump in and warp to the site. Im not really sure what the effects of ice in w-space would be but one thing I can see is even less dependence on k-space as then fuel can be completely produces in w-space (I think as I said im no industry guy) and this would be a huge thing for c4>c4 or other places that never really get an easy HS. this could also be a specific thing for affects such as a black hole affect that it spawns more indy sites (not my idea it was in the thread before as well)
5) Downtime sig IDs I dont personally play too much around this time but its just annoying for people that already have a half hour in their playtime that the server is down it. it will just make it easier for them and wont affect really anyone else that I can think of. Its just making it hard for one tz while not affecting any other people. I just believe that this makes no sense. as most wormholes have life less then 24 hours it does not effect late eu and early us but effect right in the middle. if there is a reason for this please im all ears.
6) Split probe scanner and Dscan This is just an easy life improvement. Its nice to be able to check Dscan while scanning a system
so here are my first few ideas. please keep up the good work, its nice to see someone looking out for w-space and being active about it. not everything I have just said comes just from me so please don't be anoyed if i re said some things its just I find these all good ideas. keep the thread going guys and feel free to reply for clerification.
Fly free, Undermine |
Vukae Dhoul
EVE University Ivy League
1
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Posted - 2014.07.06 07:44:00 -
[142] - Quote
Just one to add that I haven't seen (apologies if it has been mentioned):
The ability to repair and repackage (heat) damaged or broken modules in a CHA/PHA. |
Epigene
Z3R0 Return Mining Inc. Illusion of Solitude
40
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Posted - 2014.07.06 11:38:00 -
[143] - Quote
Thanks for creating this thread, much of what is suggested here is relatively minor, I take that as a sign that WH in general is still well balanced. Having said that, here are some thoughts
1. Meaningful deployables. I wrote some time ago about WH generators. Basically, you plop down a "C2" generator and a new hole spawns. 1 / system, dies after e.g. 2 hours and its fairly expensive. Other meaningful deployables could be mobile anom / sig generators for various types. Of course, nothing is as simple as that, it requires thought. But it would go in-line with CCP's desire to make players more "in charge" of their environment.
2. Put the ore sites back into signatures. I personally do not mine but with the new compression array, WHs could be more lucrative for industrial corps. Mining however is too dangerous, especially in holes with many connections. We _want_ industrial corps in WH space. Each indy corp has a few scouts, a few site runners and a few guys who want to PvP. The concept of EVE / WH space being all PvP is not sustainable in the long run.
3. Add value to "lower tier" WHs. Without PI, C1 and C2 life becomes unsustainable. The fuel prices are the same as for a C6 but the income is pitiful. And PI... see below.
4. Fix PI. Not WH specific but the clickfest to manage a planet is asinine. Its much more mental torture than part of a game. Everyone loves the ability to make ISK without danger but it likely caused thousands of carpal tunnel syndromes already.
5. Hauler balance. What happened to the whole concept of "trade-off" in ship balance? A warp-stabbed Epithal is near invulnerable. How did that slip past the CSM 8 (was it CSM 8?). The idea of dedicated PI bays is neat but there has to be a consequence for maxing its cargohold.
6. Moon mining, yes, its a low / nullsec thing. But we have nullsec Planets, why not moons? Don't make it a big thing, 1 moon / system with limited resource layer. It would give WH corps more incentives to roam, evict and move their homes. It would give smaller corporations more staying power and reasons to fights (and to evict others). How about scaling it reversely: The most valuable moons go into C1/2? Now that would get some activity in those neglected places (I am not entirely serious about that)
5. C1-4 Escalations. C5-C6 have escalations, why not the other WHs? Instead of a Cap to initiate, use a BS to do so in C2-C3 and a BC in C1. Spawn a couple of battleship rats, maybe scram to make it more dangerous.
6. Alliance / corp based market place. SugarKyle recently wrote about the role of Alliances. Basically, allow corporations and alliances to generate tradehubs out of POS-es. The access to the market is defined by the access to the POS (in WH space thats pretty limited, I know) and the the volume can not exceed the dedicated hangar. But it would allow corps / alliances to sell to their members directly instead of using some complicated spreadsheet and it would allow WH alliances to put up markets inside their holes / in k-space for their alliance mates. And in Wormhole space, nobody pays taxes, of course.
7. Hack towers. There must be a thread somewhere but WH space has too many dead towers sitting around. A dead tower should be "hackable", then take it down and with you. It cleans up space, removes (to some extent) the defense against invaders and could generate a little cottage industry of WH divers who make ISK from it (and hence become targets).
8. Balance hacking sites. I don't know what most people do but we don't even bother with hacking our Data and Relic Sites. To run them (C4) needs a team, its not efficient to hack the containers, it is much more efficient to run the next anom or signature. We would do it if they contained something more valuable (even if it was rare).
Thats it for now. I am sure I can think of more later.
www.splatus.wordpress.com-á |
Joran Sothos
The Nexus 7's
3
|
Posted - 2014.07.06 12:02:00 -
[144] - Quote
Serendipity Lost wrote:corbexx wrote:Serendipity Lost wrote:No specific idea. Just a word of caution. There are several ideas in here that will make it much easier for larger folks to wonk up on smaller groups. If WH changes are to benifit one group over the other (larger vs smaller in this case) I would hope the CSM and CCP can see the wisdom in leaning toward aiding the smaller groups. If I recall correctly, the point of WH space is to avoid blobs and large meta hoo haw. (me definition of small gang is less than 20 - not less than 100)
It seems there is an influx of prior null guys (which is great !- more guys are better), but with it there is also an increased desire to make WH space more nullish. I would hope we can resist changes that will over time creep WH space from it's roots.
Sometimes small changes have large results - please be careful. I completely agree and tbh one of the issues is the people from bigger groups tend to be more vocal as well. but i'm be looking everything when i sort this thread in to a short list and little people won't get **** on if i can help it. one of my main reasons to run was to help them. and get more people moving in. OK, so I'll say this. Auto spawning of a closed static is a small gourp killer. This is a great thing for large groups and a deal breaker for smaller corps.
It's only a killer if you activate the new static. If you don't activate it, and remember ALL statics are outgoing, no one can use it. |
T0SHI KONI
Merchants Trade Consortium Disavowed.
3
|
Posted - 2014.07.06 12:51:00 -
[145] - Quote
Phoenix Jones wrote:Chitsa Jason wrote: List (sorry I would have copied it but out of space/characters) 6) The Rorqual/Pod Clone Swap idea has been out there for a while, but why not just make a clone swap a new pos module. Heck even make killmails for it to see just how many pods you killed and the amount of implants that went boom. Its probably a easier concept to implement than a log on/log offable ship. .
I agree with the idea of the POS mod. It should not allow to jump between systems or even between two different POSes, only to swap heads in the same in the same POS. |
Mick Straih
Wormhole Engineers Greater Realms
5
|
Posted - 2014.07.06 13:46:00 -
[146] - Quote
- Increase size of Personal Hangar Arrays or add a large version, 500k-1M would be more sensible than the bad joke we have now. - Personal SMA, or if that's too complicated - increase size of PHA even more, so people can store assembled ships in it, 10M-15M m3 would work. (it's a bad hack but i imagine changing a number is easier than adding a new structure) |
Trinkets friend
Sudden Buggery
1493
|
Posted - 2014.07.06 14:21:00 -
[147] - Quote
thetwilitehour wrote: And if they could refit on the fly, you could be fighting gang that swaps from "zealot mode" to "curse mode" and caps you out instead of trying to kite you. They'd be like transformers, but with less Michael Bay and more pew pew.
Its called a Mobile Depot and a safe spot, basically.
To the guy who said there should be a module or deployable which drops people out of warp at random ranges from the wormhole, I say "DICtor or HICtor" basically.
My Little Things
* bring back bumping of wormholes. YES I SAID IT.
* C1 should be purple so everyone can see the rainbow carebear holes.
* +1 for splitting d-scan and probe scan
* +1 for delay of WH sigs turning up in Discarebeary Probe Scaredycat
* +1 for d-scan inhibitors not turning up on d-scan. Its....odd.
* Warp Core Stabs make your ship turn pink and/or align slower or nerf cargo by 90% per module. However, i will say, cloaked alpha panther is an appropriate counter to a PI corp who abuse WCS.
* Black Holes should provide a nerf to explosion velocity, tracking and agility and a boost to MWD and AB speed multiplier (yes, this will be even worse than currently, but it will result in everyone clamouring for the current modifiers to be reinstated, ending the whining instantly) and a reduction in MJD reload
* WR should increase mass penalty for armour plates.
J's before K's. ::brofist:: http://www.localectomy.blogspot.com.au
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Uncle Gagarin
Caldari Provisions Caldari State
44
|
Posted - 2014.07.06 19:20:00 -
[148] - Quote
Hi,
Wouldn't it be good/comfortable/helpfull if some logic will be hidden in WH signature. I.e.:
Letter - WH type: S - Static W - Wandering (bonus) X - exit (for K162 replacement)
1st and 2nd digit - class of source/target system: 0 - null, 1-6 C1...C6 7 LS 8 HS
3rd digit - maximum lifetime of WH in 4 hour increment (0 means 10x)
4rth digit - maximum allowed mass per jump
5th digit - maximum allowed total mass
So for example actual N110 definition is:
Name Type Departs from Region Constellations Total Count Lifetime mass/Jump max mass Sig Str N110 static Class 1 2 & 3 all 215 24 hrs 20 Gg 1000 Gg 10.0%
That WH will be named:
S-18611and related K162 will became X-81611 .
This will make navigation in WH a lot easier to memorize.
Similar change could be done to J names of w-systems.
BR, Uncle |
Winthorp
1826
|
Posted - 2014.07.06 19:44:00 -
[149] - Quote
Uncle Gagarin wrote:Hi,
Wouldn't it be good/comfortable/helpfull if some logic will be hidden in WH signature. I.e.:
Letter - WH type: S - Static W - Wandering (bonus) X - exit (for K162 replacement)
1st and 2nd digit - class of source/target system: 0 - null, 1-6 C1...C6 7 LS 8 HS
3rd digit - maximum lifetime of WH in 4 hour increment (0 means 10x)
4rth digit - maximum allowed mass per jump
5th digit - maximum allowed total mass
So for example actual N110 definition is:
Name Type Departs from Region Constellations Total Count Lifetime mass/Jump max mass Sig Str N110 static Class 1 2 & 3 all 215 24 hrs 20 Gg 1000 Gg 10.0%
That WH will be named:
S-18611and related K162 will became X-81611 .
This will make navigation in WH a lot easier to memorize.
Similar change could be done to J names of w-systems.
BR, Uncle
No. *Snip* Please refrain from discussing forum moderation. ISD Ezwal. |
Winthorp
1826
|
Posted - 2014.07.06 19:49:00 -
[150] - Quote
Undermine Dahl wrote: 5) Downtime sig IDs I dont personally play too much around this time but its just annoying for people that already have a half hour in their playtime that the server is down it. it will just make it easier for them and wont affect really anyone else that I can think of. Its just making it hard for one tz while not affecting any other people. I just believe that this makes no sense. as most wormholes have life less then 24 hours it does not effect late eu and early us but effect right in the middle. if there is a reason for this please im all ears.
^ This
It is bad enough that every night in my prime time you turn the game off and force me to converse with my wife for 30-50 mins but then when the game is back i have to drop probes and fix all the sig ID's up is lame.
Often what ends up happening if you don't have a lot of time after DT to play you just don't come back due to the hassle. *Snip* Please refrain from discussing forum moderation. ISD Ezwal. |
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