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

Phoenix Jones
Isogen 5
689
|
Posted - 2014.09.15 16:47:00 -
[1] - Quote
I hate theorycrafting new stuff for wormhole space, but since were here....
Deployable for wormholes. This one is sketchy. Personally I'd rather it be a pilot than a piece of equipment (can be part of the heavy interdictor class changes). You could also make the frigate hole more viable by allowing the heavy interdictor the ability to expand the wormhole mass amount by using a focused script up to a cruiser amount. That same dictor could also reduce the max size of a wormhole by targetting it with a focused script to shrink the mass accepted into it. For instance.
1) C2 wormhole to C2. Heavy Dictor targets hole, focuses it with its bubble script (or another), shrinks the types of ships that can exit it from a orca down to a cruiser. A T2 focused script reduces it down to a frigate. Its a oneway change though. Meaning the shrinkage only reduces the side the interdictor is on. So if you are on the otherside with a orca, you can come in, but if the interdictor is there doing its thing already, you can't leave through the same exit until the interdictor is dead/neuted/stopped focusing the hole.
A similar concept could be done with a deployable, but I think a pilot would be better. You could set it up that a deployable will notify the person on the otherside of the wormhole looking at the hole that the wormhole is under an "adverse effect". A person with a heavy interdictor using a focused script would not have any notification on the wormhole. Now if you are not insane, you'll have a scout and see it. Even if you do, possible fight ensues.
Now this does not reduce its "MASS". It reduces the maximum mass it can accept.
Something like that would give some corps the ability to manipulate wormhole mechanics. Its odd, its funky, its new and its scary. This is a hardly hashed out idea though.
2) Keeping a EOL hole open. I would probably do that also on a heavy interdictor (same idea as above) to keep a wormhole from timing out.
These are just nutty concepts and hardly a small change (these are on par with the wormhole jump range changes).
Yaay!!!! |

Phoenix Jones
Isogen 5
689
|
Posted - 2014.09.15 19:33:00 -
[2] - Quote
Just make a game out of the hacking game for hacking tower sticks to unanchor an offline tower. If you fail, the tower broadcasts your location in local a warp disruption bubble blows up and you can't re hack it for 5 minutes.
If you succeed, it unanchors.
This is solely for offline towers btw.
Might bring some content to wh space and/or null. Yaay!!!! |

Phoenix Jones
Isogen 5
690
|
Posted - 2014.09.23 04:51:00 -
[3] - Quote
Kyle Meshuggah wrote:We have lived in a C2 w/ C2/LS statics for years. Did a quick survey of my corpmates via mail, here's our Top 5 "Little Things"
1) Increased Profitability of lower class systems (more blue loot, more nano ribbons, Sleeper faction modules, escalations, whatever.) 2) Personal tabs for SMAs 3) DScan hot key OR seperate window for DScan 4) Corp/Alliance MTU 5) Roll back scan changes so ore anoms must be scanned down like the gas sites are
o7
Pretty much this. I would add new ore anoms vs pushing the old ones back. Might as well have both scannable ore sites and no scanning needed ore sites. We all need a place to put the bait procurer. Yaay!!!! |

Phoenix Jones
Isogen 5
762
|
Posted - 2014.10.10 15:01:00 -
[4] - Quote
1) instead of just asking to revert ore sites to anomalies, do both. Have both ore sites and ore anomalies 2) ... The whole Sma stuff. Yaay!!!! |

Phoenix Jones
Isogen 5
805
|
Posted - 2014.10.10 15:01:35 -
[5] - Quote
1) instead of just asking to revert ore sites to anomalies, do both. Have both ore sites and ore anomalies 2) ... The whole Sma stuff.
Yaay!!!!
|

Phoenix Jones
Isogen 5
907
|
Posted - 2014.11.21 14:21:55 -
[6] - Quote
Suggestion: make all wormhole effects (black holes, pulsars, wolf rayets, red giant, magnetars and cataclysmic) a warpable object in space. Shows up on overview as a celestial, has a info tab denoting the effects in that space.
Purpose: we don't intuitively always pay attention to effects, which in comical terms is great, but we do spend a lot of time looking at outside resources to determine what the effect is. Let's put it in game in a interesting way. Put the relevant wormhole info into the info tAb of the new select isk object (which would be the wormhole effect itself). Create a new signature that is targetable and warpable to by the player).
So when a player jumps into an effect wormhole, they see the effect on overview, can select it, get the specific info, and even warp to it.
Yaay!!!!
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