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Heinrich Klaus
Arcana Imperii Ltd.
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Posted - 2006.09.07 19:35:00 -
[1]
Edited by: Heinrich Klaus on 07/09/2006 19:39:58 I'm sure I'm not alone when I say that I think the way warpcore stabs work needs to be changed, but that's not what this post is about. What I'd propose for stabs is to have an effect on the ship that has them fitted. I know it's only active modules that have effects when equipped and activated, but I think it would be helpful for a lot of people to be able to differentiate a stabbed ship from one without. There's so much smacktalk about who fits stabs, and who doesn't, and most of it is bull****; why not put it out in the open with an effect on the ship when the capsuleer fits this sort of module.
This way pirates could ransom more easily (as opposed to blowing up ships because they're afraid its about to warp off because they only have a few points of scram on it), and players as a whole could better plan out fights. Yet again, I understand there IS a ship scanning module ingame, but there are a lot of things you can figure out without a ship scanner already (turret types and number, shield hardening, sensorboosting, etc.), and I think this is something that ought to be added to that category.
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Weirda
Minmatar Queens of the Stone Age Chimaera Pact
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Posted - 2006.09.07 20:22:00 -
[2]
that would be a nice addition. would think it would be something like the armor repair effect... subtle, but noticable if you are looking for it.
wouldn't mind seeing some other things with effect too... but will not derail you thread.
you should probably post this in idea forum with a title that mention 'visual effect' for WCS. would imagine that the DEV would probably like this idea. __ Weirda Join QOTSA Now |
Ithildin
Gallente The Corporation
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Posted - 2006.09.07 20:27:00 -
[3]
I'm against it simply because it'll suck unnecessary resources. As a counter-proposal, working with your line of reasoning, a timer when a ship is successfully warp scrambled similar to ECM. Not a timer for when the module hits, but a timer if the target actually can't warp. - Base insurance payout: 40% of ship base price Platinum cost: 33% of ship base price Platinum payout: 100% of ship base price Ship base prices can be found in CCP's Item Database. |
Tasty Burger
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Posted - 2006.09.07 22:47:00 -
[4]
Originally by: Ithildin I'm against it simply because it'll suck unnecessary resources. As a counter-proposal, working with your line of reasoning, a timer when a ship is successfully warp scrambled similar to ECM. Not a timer for when the module hits, but a timer if the target actually can't warp.
That'd be great.
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Vasiliyan
PAX Interstellar Services Veritas Immortalis
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Posted - 2006.09.07 23:47:00 -
[5]
Originally by: Ithildin I'm against it simply because it'll suck unnecessary resources. As a counter-proposal, working with your line of reasoning, a timer when a ship is successfully warp scrambled similar to ECM. Not a timer for when the module hits, but a timer if the target actually can't warp.
Signed, especially if that includes bar telling me when I'm warp scrambled or not. More useful with the NPCs who you're not expecting to scramble, but also when flying a ship that can nip out of scram range.
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Heinrich Klaus
Arcana Imperii Ltd.
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Posted - 2006.09.09 03:42:00 -
[6]
Originally by: Ithildin As a counter-proposal, working with your line of reasoning, a timer when a ship is successfully warp scrambled similar to ECM. Not a timer for when the module hits, but a timer if the target actually can't warp.
I like this even better.
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Acerus Malum
Encina Technologies Namtz'aar k'in
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Posted - 2006.09.09 03:51:00 -
[7]
I'll throw out another idea, though the ones posted already are pretty good. What about a ship-scanning functionality built into each ship (like the built-in scanner). It wouldn't report a ship's exect fitting as the "Ship Scanner" module does, but just any active effects that fitted modules have, so crafty ship-scanners could make a decent (if somewhat unsure) guess at a ship's loadout.
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Kulmid
Dummies
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Posted - 2006.09.09 03:59:00 -
[8]
Originally by: Heinrich Klaus Edited by: Heinrich Klaus on 07/09/2006 19:39:58 I'm sure I'm not alone when I say that I think the way warpcore stabs work needs to be changed, but that's not what this post is about. What I'd propose for stabs is to have an effect on the ship that has them fitted. I know it's only active modules that have effects when equipped and activated, but I think it would be helpful for a lot of people to be able to differentiate a stabbed ship from one without. There's so much smacktalk about who fits stabs, and who doesn't, and most of it is bull****; why not put it out in the open with an effect on the ship when the capsuleer fits this sort of module.
This way pirates could ransom more easily (as opposed to blowing up ships because they're afraid its about to warp off because they only have a few points of scram on it), and players as a whole could better plan out fights. Yet again, I understand there IS a ship scanning module ingame, but there are a lot of things you can figure out without a ship scanner already (turret types and number, shield hardening, sensorboosting, etc.), and I think this is something that ought to be added to that category.
I think there should just be a little red exponent above any ship that has stabs fitted and the number displays how many stabs
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Foulis
Minmatar Chosen Path Lotka Volterra
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Posted - 2006.09.09 05:42:00 -
[9]
Originally by: Kulmid
Originally by: Heinrich Klaus Edited by: Heinrich Klaus on 07/09/2006 19:39:58 I'm sure I'm not alone when I say that I think the way warpcore stabs work needs to be changed, but that's not what this post is about. What I'd propose for stabs is to have an effect on the ship that has them fitted. I know it's only active modules that have effects when equipped and activated, but I think it would be helpful for a lot of people to be able to differentiate a stabbed ship from one without. There's so much smacktalk about who fits stabs, and who doesn't, and most of it is bull****; why not put it out in the open with an effect on the ship when the capsuleer fits this sort of module.
This way pirates could ransom more easily (as opposed to blowing up ships because they're afraid its about to warp off because they only have a few points of scram on it), and players as a whole could better plan out fights. Yet again, I understand there IS a ship scanning module ingame, but there are a lot of things you can figure out without a ship scanner already (turret types and number, shield hardening, sensorboosting, etc.), and I think this is something that ought to be added to that category.
I think there should just be a little red exponent above any ship that has stabs fitted and the number displays how many stabs
And if the ship has guns on aswell, the exponent turns pink =D. ----
Cake > Pie - Imaran Cathath > Imaran - Cathath
Originally by: CCP Hammer Boobies
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