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Thread Statistics | Show CCP posts - 0 post(s) |

Maya Rkell
Forsaken Empire
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Posted - 2006.08.25 13:41:00 -
[1]
'cos that makes things too easy.
But, but he says... if we are to make people more vulnrable, is not actively adding interdiction methods just as viable as making peopel more inherently vulnrable.
Ah yes! So, yes, 0/1km warp *and* a selection of new warp bubbles, warp coils etc... some of which work in Empire (especially against war enemies).
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Maya Rkell
Forsaken Empire
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Posted - 2006.08.26 15:16:00 -
[2]
CCP are interested in their being vulnrability to PvPers. My above idea fills this and allows manual 0km warping.
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Maya Rkell
Forsaken Empire
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Posted - 2006.08.26 15:47:00 -
[3]
Good enough to change the gameplay to Shadowbane style and kill off most of the playerbase, sure.
I'd rather have a proper soloution rather than "good enough to be terrible".
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Maya Rkell
Forsaken Empire
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Posted - 2006.08.26 15:56:00 -
[4]
"Why do industrials even have a lower speed than interceptors?"
Because they're slower. And they're less agile to. And guess what's important for warping? Ah, agility. The RATIOS of travel time are *not* grossly distorted by instas (except freighters).
Cargo expanders have the opportunity cost of NOT fitting WCS (safety) or nanos (agility). That's why it's fine.
If you want to go slow everywhere with BS, fine. Frigates are still going to dance rings arround your fleet.
"Bigger and bigger blobs because even if your fleet is out of position, thanks to instas/warping to 0 you can be in any place in Eve in just a bit of time."
*yawns* And this is different from the fleet scouts with full instaBM's for Eve how? Oh wait, it's not. Except it's less laggy, and there are more tools to catch the fleet. That sounds suspiciously like "win" to me!
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Maya Rkell
Forsaken Empire
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Posted - 2006.08.26 19:41:00 -
[5]
2 1/2 years ago, yea. Now they're core gameplay.
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Maya Rkell
Forsaken Empire
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Posted - 2006.08.27 00:33:00 -
[6]
Noveron, what's wrong with a minimum AFK warp distance of 15km, period?
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Maya Rkell
Forsaken Empire
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Posted - 2006.08.28 21:29:00 -
[7]
Originally by: Aralt Aran Edited by: Aralt Aran on 27/08/2006 17:15:53
Make travel moduls ,like every modul brings you 3km closer to a jump gate ,you fit them in low slots . Simple isn`t it.
No, removing 5 lowslots from most ships is NOT nice. Yes, *5*. If you don't insta in many situations, you are *dead*. Snipers will eat you alive at 3km in even slight lag.
It dosn't WORK.
Xaranath,
"Rationale is that it is dangerous" What danger? Fluff text is dictated by gameplay, not the other way round.
You just require training the skill high and 1 named module, period.
"Maybe that's all you need if you're flying a ship with a good tank - it's up to you"
NO speed is sufficient in lag. Period.
"will certainly affect the combat capabilities of your ship, which I view as a good thing. Instas should not allow a ship to be immune to danger,
No, nerfing your ship for a basic game function is not a good thing. The module is required for function (anyone without one won't be admitted to any deacent corp's game), and gives NO benefit beyond enabling normal gameplay.
Further, the immune thing is comolete and utter fictional rubbish, you can be caught the other side. At BEST, they provide partial protection.
"I think a good compromise to rid us of insta BMs"
That is not what is being asked for. A soloution for their *effects* are. "compromise" means "nerf them all", in Avon-language, and has ensured that no compromise is ever avaliable.
"cancel a warp in-flight"
NO! This means you can NEVER catch a ship which gets into warp. Sigh. That is far more of a protection than instas have ever been.
Noveron, what I said was if the distance is set to less than 15km, then it should just be 15km for AP. No need to force people to set it.
//Maya |
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