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Thor Xian
Vertigo One E.A.R.T.H. Federation
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Posted - 2006.11.05 07:31:00 -
[1]
I've recently been working on ideas that involve stengthening each race's uniqueness with a useful ability or advantage, while not being overpowering.
The original version of this I posted involved a complex reworking of ships and their bonuses.
This new idea is far simpler.
The skill is named Racial Advantage (rank 1) [Willpower/Charisma] probably under the Leadership tree.
What it does is as a single skill it will give bonuses to each race you happen to be flying according to that race's strengthes.
For example, it could give you +5% velocity and 5% less mass per level when flying Minmatar ships, 5% less laser cap use and 5% faster cap recharge per level when flying Amarr ships, 5% less cap use on blasters and mwds per level when flying Gallente ships, and 5% targeting range and 5% shield hp when flying Caldari ships.
It would be one skill with many different bonuses depending on what you are currently flying. And being rank 1 means it wouldnt take anyone long to train it to a useful level.
~Thor Xian, Material Defender
What is your opinion? |

Zarch AlDain
Friends of Everyone
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Posted - 2006.11.05 09:36:00 -
[2]
Actually, that might be a way to sort out that 'amarr lasers' problem.
Call it Ammarr weapon specialisation - require spaceship command 4 and amarr cruiser 4 or something as a pre-requesit.
Lasers fitted to Amarr ships require 10% less cap to fire per level.
You could then lose (or be less reliant on) that ****able 10% less cap use thing and put in more useful boni.
For the other races you might have:
Caldari Weapon Specialisation: 3% per level reduced powergrid requirement for launchers and hybrid turrets on caldari ships
Gallente Weapon Specialisation: 5% per level reduced powergrid requirements for hybrid turrets on gallente ships
Minmatar Weapon Specialisation: 3% per level reduced powergrid requirement for launchers and projectile turrets on minmatar ships
It's another incentive to fit the right weapon on the right ship.
Zarch AlDain
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Thor Xian
Vertigo One E.A.R.T.H. Federation
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Posted - 2006.11.05 10:19:00 -
[3]
I originally had it based on the ship skill (ie Minmatar Frigate), but I figure a general skill is best.
All it really does is stress the differences between the ships and gives another skill to help you visualize the progression.
~Thor Xian, Material Defender
What is your opinion? |

Ruze
No Applicable Corporation
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Posted - 2006.11.05 13:07:00 -
[4]
The true fix for Amarr ships.
- Lower the dps on the turrets. Stay with me, there's a reason.
- Increase the cap recharge rate on ALL ships by 25%. Simply put, an Amarrian should never run out of cap OR ammo.
- Increase the tank on all ships by 10 to 20 points. Lowest stat should be 60.
In short, Amarrians don't have the highest DPS. They don't have the best alpha strike. Far from it. But they can tank better than any other ship, hands down, and their lasers can fire indefinitely.
Amarrians invented blob warfare, not alpha strike tactics. Might as well make 10 Amarrian ships something to really fear, for no other reason than you know you don't have a chance to face them down outright.
Genesis Project |

Thor Xian
Vertigo One E.A.R.T.H. Federation
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Posted - 2006.11.06 07:08:00 -
[5]
Well this isn't exactly an Amarr driven idea...since I fly Minmatar ships mainly.
~Thor Xian, Material Defender
What is your opinion? |

Imechal Ravpeim
Amarr International Multi-Player Consortium Interstellar Alcohol Conglomerate
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Posted - 2006.11.06 08:25:00 -
[6]
I'm all for unbreakable tanks. 
The idea the OP had is good too. It wouldn't force you to fly your race's ships. But it would encourage it.
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Tarron Sarek
Gallente
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Posted - 2006.11.06 15:23:00 -
[7]
Help Amarr by reducing the transferred energy amount of Nos (to 1/3 or 1/4 of the natural recharge, because it should be a supporting and not a deciding module) and increase all ships' natural cap recharge rate. Less important Nos, less severe laser problem, probably more varied fittings also.
________________________ -Don't try to enforce your opinion by usage of multiple exclamation marks, question marks, CAPS or swear words. It doesn't work- |

Thor Xian
Vertigo One E.A.R.T.H. Federation
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Posted - 2006.11.07 02:42:00 -
[8]
Originally by: Tarron Sarek Help Amarr by reducing the transferred energy amount of Nos (to 1/3 or 1/4 of the natural recharge, because it should be a supporting and not a deciding module) and increase all ships' natural cap recharge rate. Less important Nos, less severe laser problem, probably more varied fittings also.
That doesn't have the same effect as my idea.
~Thor Xian, Material Defender
What is your opinion? |
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