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Author |
Thread Statistics | Show CCP posts - 27 post(s) |

Delt0r Garsk
Shits N Giggles
459
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Posted - 2015.10.26 09:00:09 -
[331] - Quote
afkalt wrote:Delt0r Garsk wrote:Fishymonster wrote:CCP Masterplan wrote:Fishymonster wrote:...You are also removing fighter-bombers from the game, im sure the people that trained fighters up to level 5 just for the ability to use fighter-bombers will greatly appreciate that. No, Fighter bombers aren't going away. They'll probably come under the Heavy Fighter category. We're actually adding new types of fighter, rather than removing any. So now if a carrier pilot wants to do DPS to anything other than frigates/drones/other fighter squadrons they will have to train a 3million SP skill up to 5 before they're allowed. Great design. Or train for a fraction of the time to level 4 for only a 10% or is it 20% damage output hit. Yea lvl 5 skills are really overrated. I think he was moaning about fighter bombers potentially becoming needed for carrier pilots...at least that is the best I can make of it. And if that were the case that is a bit of a PITA for a lot of people. What? Supers should have them trained anyway. And carrier pilots? well i am not sure they will get heavies/bombers, at least it is not clear that they will get them to me.
AKA the scientist.
Death and Glory!
Well fun is also good.
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Engelheim
SnaiLs aNd FroGs Drama Sutra
0
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Posted - 2015.10.26 09:07:42 -
[332] - Quote
These changes are very exciting and I'm very enthusiast about them.
However I have some concerns not regarding the changes in themselves but regarding the transition phase between the day prior and the day after.
I'm thinking specifically about the logistic capital role being transfered to a brand new ship. Quoting from the devblog:
Quote:They will be the only class able to fit the Triage module and the only capital class with bonuses to remote repair modules. This transfer means that all current "doctrines" using carrier as remote repair platform will become obsolete over night. And it could take months before some players are able to adapt to the change.
We're talking about capital ship production here. It takes a lot longer to produce from scratch than subcaps. Add to that the skilling for this new class and it could potentially mean several weeks even months without any capital remote repair option.
That is quite scary if you have assets to protect...
On top of that, it offers a potential lever for the bigger organisations as they will be the first ones to obtain these ships and potentially they would be able to delay the acquisition by applying some form of market pressure for the smaller groups. In this kind of scenario, even if this would only mean a 1 or 2 weeeks delay for the smaller group, it would still be enough for the big fish to swipe assets easily.
So the question is: how does CCP plan to work on this transition phase? Will the new ship be released while actual carrier will still be able to remote rep or is there some other idea behind the transition period? |

afkalt
Republic Military School Minmatar Republic
2304
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Posted - 2015.10.26 09:15:38 -
[333] - Quote
Delt0r Garsk wrote: What? Supers should have them trained anyway. And carrier pilots? well i am not sure they will get heavies/bombers, at least it is not clear that they will get them to me.
I don't disagree, was just the best I could make of that guys post (not yours). In retrospect, I probably shouldn't have bothered but my shitposting detector runs on caffeine and I'm short this morning. |

afkalt
Republic Military School Minmatar Republic
2306
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Posted - 2015.10.26 09:17:01 -
[334] - Quote
Engelheim wrote:These changes are very exciting and I'm very enthusiast about them. However I have some concerns not regarding the changes in themselves but regarding the transition phase between the day prior and the day after. I'm thinking specifically about the logistic capital role being transfered to a brand new ship. Quoting from the devblog: Quote:They will be the only class able to fit the Triage module and the only capital class with bonuses to remote repair modules. This transfer means that all current "doctrines" using carrier as remote repair platform will become obsolete over night. And it could take months before some players are able to adapt to the change.
We're talking about capital ship production here. It takes a lot longer to produce from scratch than subcaps. Add to that the skilling for this new class and it could potentially mean several weeks even months without any capital remote repair option. That is quite scary if you have assets to protect... On top of that, it offers a potential lever for the bigger organisations as they will be the first ones to obtain these ships and potentially they would be able to delay the acquisition by applying some form of market pressure for the smaller groups. In this kind of scenario, even if this would only mean a 1 or 2 weeeks delay for the smaller group, it would still be enough for the big fish to swipe assets easily. So the question is: how does CCP plan to work on this transition phase? Will the new ship be released while actual carrier will still be able to remote rep or is there some other idea behind the transition period?
If only they'd said in the presentation they were well aware of this and would be discussing options......
Or even in the damned blog
Quote:We understand that a lot of capsulers purchased their carrier as a logistics platform. We don't have defined plans for a transition between existing Carriers to the new Force Auxiliaries, but I can assure you it is on our radar, and we'll be announcing the transition plan with plenty of time for everyone to get ready.
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Engelheim
SnaiLs aNd FroGs Drama Sutra
0
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Posted - 2015.10.26 09:23:47 -
[335] - Quote
afkalt wrote:Engelheim wrote:These changes are very exciting and I'm very enthusiast about them. However I have some concerns not regarding the changes in themselves but regarding the transition phase between the day prior and the day after. I'm thinking specifically about the logistic capital role being transfered to a brand new ship. Quoting from the devblog: Quote:They will be the only class able to fit the Triage module and the only capital class with bonuses to remote repair modules. This transfer means that all current "doctrines" using carrier as remote repair platform will become obsolete over night. And it could take months before some players are able to adapt to the change.
We're talking about capital ship production here. It takes a lot longer to produce from scratch than subcaps. Add to that the skilling for this new class and it could potentially mean several weeks even months without any capital remote repair option. That is quite scary if you have assets to protect... On top of that, it offers a potential lever for the bigger organisations as they will be the first ones to obtain these ships and potentially they would be able to delay the acquisition by applying some form of market pressure for the smaller groups. In this kind of scenario, even if this would only mean a 1 or 2 weeeks delay for the smaller group, it would still be enough for the big fish to swipe assets easily. So the question is: how does CCP plan to work on this transition phase? Will the new ship be released while actual carrier will still be able to remote rep or is there some other idea behind the transition period? If only they'd said in the presentation they were well aware of this and would be discussing options...... Or even in the damned blog Quote:We understand that a lot of capsulers purchased their carrier as a logistics platform. We don't have defined plans for a transition between existing Carriers to the new Force Auxiliaries, but I can assure you it is on our radar, and we'll be announcing the transition plan with plenty of time for everyone to get ready.
It's not just about the fact capsuleers as individuals trained for the remote carrier. It's about he fact it could bring a huge unbalance in powers of only for a few weeks in Sov/pos/moon warfare |

Chirality Tisteloin
Zervas Aeronautics The Bastion
62
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Posted - 2015.10.26 09:36:23 -
[336] - Quote
Moe Lesture wrote: --- TACTICAL OVERLAY ---
Considering the tactical implications of the doomsdays and squadrons, i would add bearing and elevation indicators to the tactical overlay. Obviously everyones overlay will have an identical North, regardless of system so people can relay coordinates.
I like this idea! It would necessitate, however, that the origin of the coordinate system can be anchored to different points in space. Bearing, elevation and distance are only uniquely specifying a location if the two tactical overlays have the same North (rotation) AND the same origin (translation).
See you at my blog: http://spindensity.wordpress.com/
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Royal Methodd
Project Valhalla. The Initiative.
0
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Posted - 2015.10.26 09:39:48 -
[337] - Quote
I just read the "REWORKING CAPITAL SHIPS: AND THUS IT BEGINS!" arcticle and I have to say very nice rework to begin with!
Would just like to add this to the rework of capital ships:
- Capital ships should spawn (after jumping) 10-15km away from each other. - Capital ships (titans and supers) should be unbumpable. (exp. to industrials/transport/carriers) - Refitting range should be set towards 15-20km range (since it will not be as viable at it used to be)
These changes only make the game look more cleaner and a bigger apple for the eye.
Royal. |

Chirality Tisteloin
Zervas Aeronautics The Bastion
62
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Posted - 2015.10.26 09:50:54 -
[338] - Quote
Darkwalker Star wrote:I have a suggestion. A doomsday deflector module that can link to a friendly doomsday weapon, but only 1 at a time. By reflecting the energy back onto itself can reduce or prevent damage from that doomsday. This allows friendlies to stay on field and tackle hostiles. By taking up a module slot, causes some loss to offense but gains an offensive advantage being on field.
I would rather have something that warns friendlies in advance what is going to happen. So they can reposition and tackle from outside ground zero. Extend warmup time First half: show danger zone to friendlies only, second half: show everybody.
In addition, make the tactical overview coordinate system unique for the whole fleet (FC chooses anchorin point of coordinate system) and add bearing / elevation and distance rulers so that people can communicate locations.
See you at my blog: http://spindensity.wordpress.com/
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Rek Seven
Hidden Agenda Deep Space Engineering
2077
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Posted - 2015.10.26 09:58:25 -
[339] - Quote
CCP Masterplan wrote:Ilany wrote:Great ideas - it will be interesting to see how this develops and whether it can actually cause a change in null sec.
- Won't multiple squadrons of drones significantly increase lag?
- Hopefully not. A squadron behaves as a single item in space - it has one position, one target, one set of stats etc. Much like a grouped missile represents up to 8 missiles as one. No ship will be able to launch more than 5 squadrons (though a carrier squadron might represent 4 fighters compared to a supercarrier squadron might represent 8) and so the number of objects in space that we have to track will actually go down as a result of these changes, even if your effective deployed ehp/dps might be higher.
As a squadron takes damage and its 'effective fighter count' goes down, then its damage output will also be stepped down accordingly.
I suggested this a while back for all all drones (i.e. the server views a group of drones launched from a single ship as one item). My reasoning is that i assumed it would reduce lag. Are normal drones going to be grouped rather than individual, in the future?
Also, would it be possible to add new ship based drone upgrades that gives a fighter/bomber wing the ability to local repair?
Dear eve players, please try and use the word "content" less and instead, be specific. Thanks
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Rek Seven
Hidden Agenda Deep Space Engineering
2077
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Posted - 2015.10.26 10:06:54 -
[340] - Quote
"It is not impossible to refit...but you will have to wait out your weapons timer and, effectively, be out of the battle while you do so. We're considering adding a weapons timer to triage & siege modes...but we'd like your feedback on that."
I think it's enough that you have to sit there, under fire for 60 seconds, before you can equip yourself to fight back.
Will the cargo hold on dreads be increased enough to allow them to carry a full rack of extra large guns?
Dear eve players, please try and use the word "content" less and instead, be specific. Thanks
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Chirality Tisteloin
Zervas Aeronautics The Bastion
64
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Posted - 2015.10.26 10:09:31 -
[341] - Quote
Expanding on the fleet-wide tactical overview idea:
Make the coodinate system unique for all fleet members on grid. Origin of the tactical overlay coordinate system is anchored by the FC. Give fleet members the possibility to opt out and reanchor the tactical overlay on their own ship again.
Give the FC the ability to broadcast basic markers in the tactical overview. This would allow them to command things like: "Light tackle, burn me a perch here" (a blue marker appears at a point on the overview). "Logi, position in this area." (a green arrow appears). "Firewall ships, put up firewall on this plane" (two red lines, spanning a plane in space appear).... Maybe markers could even be shared between FCs by dragging them to a chat (but, then... spais! :) ).
If markers seem OP, maybe using coordinates are more challenging. "Dictors, burn towards 60-¦ (bearing) / -40-¦ (elevation) in 60clicks distance and cloak up." For this the tactical overview could get a simple ruler tool.
See you at my blog: http://spindensity.wordpress.com/
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Tau Phoenix
Eternal Darkness. Blades of Grass
47
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Posted - 2015.10.26 10:56:46 -
[342] - Quote
Some intersting ideas in this dev blog and it is good that CCP realise that curretnly the Capital ship has little value to game play in the current climate. Whilst most ideas seem to have a valid point and i can see advantages i am concerned that the bread and butter capital, the Carrier, will be reduced to an oversized burden on a ship, especially given the potential new logistacal capitals.
Owning a capital is and planning its movements within the game is a task that on its own needs planning in order to work out the requirements to have the ship in place without to much Jump Fatigue. Whilst having a new logistics capital is exciting i do not think that the logistical attribute of a carrier fitted for the task should be removed....in fact this is an oportunity to have the new logistis capital but also keep carrier able to fit logistics modules...just ensure that are not as effective as the dedicated capital calass logistcs.
This also gives the game more choice in logistic planning. I think you need to keep the carriers ability to rep in battle, just to a lesser extent of the dedicated carrier.
Maybe of topic but whilst we are talking about capitals, will CCP give bonus to Jump Fatigue reduction for jumping capitals in the sov that you own? That would also stimulate more local capital movements. |

Zduhac Aldent
ROC Academy ROC.
1
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Posted - 2015.10.26 11:09:25 -
[343] - Quote
Everyone is whining,but i think ccp will listen to your whining and make dread do at least 5000dps to sub capitals in siege. I personaly like changes because i always thought that heaving a capital is bad thing because you will only use it in specific situations and it will be more like jump in,fire ,get out ,repeat but now carriers get new gameplay as do dreads as do titans so now you can have specific fun with every capital and about lowering EHP on capitals i think its a good thing since if it lowers their base EHP it will also lower their price so we will see more capitals in fights,only thing im consirned with is being able to ECM capitals,and titan DD might be gamebreaking if they dont make it right |

Skia Aumer
Planetary Harvesting and Processing LLC Desman Alliance
192
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Posted - 2015.10.26 11:10:06 -
[344] - Quote
ccplease! NO CAPITAL SCRAMS! Seriously, are you insane? Who has even came up with this idea? Do you understand why HICs cannot receive reps, and dictors have like 10k EHP? This design is done on purpose - do you understand this purpose? Because to me it seems that you dont. You suggest a ~capital hic~ that thas millions of EHP, can be repped, has a huge sensor strength and a jump-drive on top of that. Freaking genius!
Alright, I'll give you a clue about that old design purpose. Fielding a super-capital fleet is a big risk. Especially for an underdog. That risk becomes manageable if you have a support fleet that can clear tackle if something goes wrong. So people take that risk and then something goes wrong, and than it goes hugely wrong - and titans die.
With ~capital hics~ 1. The risk becomes overwhelming, unless you're in PL/NCdot or CFC. Means less groups will use their capships. Means more rifter gangs! (I guess it was your design goal, right?) 2. Support fleets become mostly irrelevant in capital fight. Oh wait, those fights will not happen anyway. |

Sgt Ocker
Kenshin. DARKNESS.
751
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Posted - 2015.10.26 11:20:32 -
[345] - Quote
Quote:Under the Citadel expansionGÇÖs capital changes, the bar to killing capitals is limited to what a single Force Auxiliary in Triage can tank. If you can kill that, eventually you can kill the entire capital fleet...assuming you can stay alive and keep them tackled (smile) So does this mean, only 1 Force Auxiliary can be active in a capital fleet at a time? How many capitals is it expected 1 force auxiliary capital in triage can rep? What is to stop the largest groups from having multiple Force Auxiliary ships on standby to jump in as each one dies? Or more likely, stop them fielding multiple small fleets each with its own.
Or is the wording in the blog just very vague and meaningless?
Quote:Force Auxiliary Capitals will also have Fleet hangars Ship hangars, and refitting abilities to all their fleet mates like any other capital. Isn't this a little pointless if your adding no refitting during aggression timers?
My opinions are mine.
If you don't like them or disagree with me that's OK.- - - - - -
Just don't bother Hating - I don't care
ISD Dorrim Barstorlode -
Vice Admiral, Forum Dictator, Arrogant Nobody
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afkalt
Republic Military School Minmatar Republic
2307
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Posted - 2015.10.26 11:30:17 -
[346] - Quote
Sgt Ocker wrote:Quote:Under the Citadel expansionGÇÖs capital changes, the bar to killing capitals is limited to what a single Force Auxiliary in Triage can tank. If you can kill that, eventually you can kill the entire capital fleet...assuming you can stay alive and keep them tackled (smile) So does this mean, only 1 Force Auxiliary can be active in a capital fleet at a time? How many capitals is it expected 1 force auxiliary capital in triage can rep? What is to stop the largest groups from having multiple Force Auxiliary ships on standby to jump in as each one dies? Or more likely, stop them fielding multiple small fleets each with its own.
It's fairly obvious.
Provided you can hold tackle, it doesn't matter if they have 1, or 100 FAX ships, if you can kill one, you can ~eventually~ kill all the capital reps and thus the entire enemy fleet.
Because they can only rep in triage and in triage they are limited to local tank only - overwhelm that and they will all die, one at a time.
As opposed to today, where 300 archons can all spider as one unit and you'd need to either a) alpha the caps or b) out DPS 300 archons worth of non-triaged reps. |

Grey one
EU Borg Collective
0
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Posted - 2015.10.26 11:39:55 -
[347] - Quote
I suggest that High Angle Weapon Batteries damage should not depend on being in siege (or have a very small dependence). They role shoud be the defence against supcaps not only when you are in siege but during the travel (through the gates) too. |

Luscius Uta
175
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Posted - 2015.10.26 11:46:24 -
[348] - Quote
I don't like most of the changes.
While I agree that Carriers are the swiss army knife of EVE, since they can be ultimate drone boats (with potentially near-endless supply of them), provide good repairs even when not in triage, can be used for refitting in the heat of battle, store other ships and can even be used to move your ships and assets around, splitting Combat Carriers and Logistics Carriers is about the only good thing that will come from these changes (I also think that more thought should be put into naming the new Force Auxilliary ships - my suggestion is "Capital Projection Ships").
Removal of EWAR immunity is really bad. I loathe at the idea of Dreads and Titans being tracking disrupted, sensor dampened or jammed since they already have terrible tracking and scan resolution (goodbye blap dreads). The only problem of EWAR immunity in its current form is that you need a special class of ship to point a super. Giving them a warp strength of 20-50 as proposed in the blog is one way to fix it. Another way would be to make officer scrams, points and webs affect supers. This would be balanced not only due to their high cost but also due to their high powergrid requirements, making the choice of ships that can fit them very limited. Also in one of the posts, a dev mentioned 40% webs, yet the weakest webs have a strength of 50%. Even in a hypothetical situation, I expect to see valid, realistic numbers and not something that dev pulled out of his ass, showing his lack of knowledge of the game he is in charge of changing.
Being unable to refit with a weapons timer will also limit much of Marauder usage in PvE (since Bastion also gives you a weapons timer and I tend to have a depot next to my Vargur), something that I'm sure nobody in the dev team thought of.
T2 capital modules will negatively affect market for metalevel modules - those who can be built exclusively with blueprints purchased in Concord LP stores. But I guess that's one way to give Incursions much needed nerf.
Also, does intorduction of anti-subcap guns for Dreads means that we shall finally see Rapid Cruise Launchers for The Phoenix (something that some of us desire so much)?
New doomsdays: I would keep them a single module, but make them use ammunition, just like you can put all kind of bombs in a single bomb launcher. This ammunition should have large volume (1000 m^3/unit at least)to prevent putting too many of it in a single Titan.
That's all I can think of for now, though I haven't read much posts in this thread (except for the dev ones).
Drifters have arrived - The End is nigh!
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Senjiu Kanuba
Indentionally Tense Bad Intention
3
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Posted - 2015.10.26 11:54:07 -
[349] - Quote
I like most, if not all, of these changes. I'm definitely looking forward to it.
There's one thing I'm a bit worried about though. By limiting the dps that can be applied to citadels you might discourage the use of capital ships. If the dps is limited to, let's say, 30k for mediums then it would make no sense for a 50man fleet to bring capitals, they might as well bring a fleet of battlecruisers and shoot it with T1 ammo. So basically, it comes down to getting the right numbers for all that stuff.
Senjiu |

Malou Hashur
Ministry of War Amarr Empire
81
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Posted - 2015.10.26 12:00:30 -
[350] - Quote
Why are you removing the facility of fighters/squadrons to warp after their host carrier ?
I would have thought that would be of more use after this expansion, seeing as you have stated that fights can happen a very long way from the host carrier.
CCP Philosophy ==>>
If it works, break it. If itGÇÖs broken, leave it and break something else.
Ignore all Forum comments that raise issues and concerns about our "features", and bring said "features" in anyway.
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Skia Aumer
Planetary Harvesting and Processing LLC Desman Alliance
192
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Posted - 2015.10.26 12:00:57 -
[351] - Quote
Luscius Uta wrote:Another way would be to make officer scrams, points and webs affect supers. This would be balanced not only due to their high cost but also due to their high powergrid requirements, making the choice of ships that can fit them very limited... Limited to capships. Chessur freaking rice! How can you people be so short-sighted? If only you allow capships to tackle other supers - everything goes nuts. Support fleets will mean nothing. The biggest blob will dominate without a single chance for a little guy. Eve will become even more polarized. Capital fights will not happen. Do you want to be a part of that game? I dont. |

Sexy Cakes
Have A Seat
1055
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Posted - 2015.10.26 12:01:18 -
[352] - Quote
Instead of fixing the system that has worked for 10+ years their throwing it all out and making changes for the sake of changes.
Seagull is bound and determined to think outside of the box which is commendable but I'm not sure you can pull this off.
Not a chance in hell these changes make into a spring release.
Not today spaghetti.
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Skia Aumer
Planetary Harvesting and Processing LLC Desman Alliance
192
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Posted - 2015.10.26 12:08:30 -
[353] - Quote
Sexy Cakes wrote:Not a chance in hell these changes make into a spring release. You forget: this is Team Fozzie. These changes go live no matter what. |

Luscius Uta
175
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Posted - 2015.10.26 12:19:58 -
[354] - Quote
Skia Aumer wrote:Luscius Uta wrote:Another way would be to make officer scrams, points and webs affect supers. This would be balanced not only due to their high cost but also due to their high powergrid requirements, making the choice of ships that can fit them very limited... Limited to capships. Chessur freaking rice! How can you people be so short-sighted? If only you allow capships to tackle other supers - everything goes nuts. Support fleets will mean nothing. The biggest blob will dominate without a single chance for a little guy. Eve will become even more polarized. Capital fights will not happen. Do you want to be a part of that game? I dont.
Wrong, Battleships have enough PG to fit officer scrams/points/webs easily, I've seen several Bhaalgorns with officer webs, and even a Loki with one.
Drifters have arrived - The End is nigh!
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Faren Shalni
Future Corps Sleeper Social Club
154
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Posted - 2015.10.26 12:35:54 -
[355] - Quote
Skia Aumer wrote:Sexy Cakes wrote:Not a chance in hell these changes make into a spring release. You forget: this is Team Fozzie. These changes go live no matter what.
only if it screws wspace :P
So Much Space
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fenistil
Space-Brewery-Association Habitual Chaos
110
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Posted - 2015.10.26 12:49:41 -
[356] - Quote
Dear CCP,
these changes seem exciting, escpecially the Titan related changes and how you handle fighters.
There is ONE BIG THING, that was not addressed:
- Jump portal generators
One of the major differences between the small and the big guys is the ability of being able to bridge your forces. Or being able to help your logistics efforts by bridge-ing. The reason is simple: a Titan is a good 100+fit+character. Let's say, to get your hands on a Titan, one needs ~200bill ISK. You can see how that could be problematic to small entities.
With the changes of SOV and power projection, we can see the rise of small empires, eg. in Fountain, but really all over the map.
Request:
Please make use of Jump Portal Generators available for those who has no access to hundreds of billions, either on a dedicated platform or maybe on the proposed new Force Aux capitals.
I can imagine simple limitations to it so that Titan bridges also have a place: eg. limiting the amount of fuel it's platform can store, the size of force it can project can easily be limited. This Titan bridge for bigger, more established entities has a place.
Thanks!
.
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Monasucks
BLACK SQUADRON. RAZOR Alliance
158
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Posted - 2015.10.26 12:52:05 -
[357] - Quote
fenistil wrote:Dear CCP, these changes seem exciting, escpecially the Titan related changes and how you handle fighters. There is ONE BIG THING, that was not addressed:
- Jump portal generators
One of the major differences between the small and the big guys is the ability of being able to bridge your forces. Or being able to help your logistics efforts by bridge-ing. The reason is simple: a Titan is a good 100+fit+character. Let's say, to get your hands on a Titan, one needs ~200bill ISK. You can see how that could be problematic to small entities. With the changes of SOV and power projection, we can see the rise of small empires, eg. in Fountain, but really all over the map. Request:Please make use of Jump Portal Generators available for those who has no access to hundreds of billions, either on a dedicated platform or maybe on the proposed new Force Aux capitals. I can imagine simple limitations to it so that Titan bridges also have a place: eg. limiting the amount of fuel it's platform can store, the size of force it can project can easily be limited. This Titan bridge for bigger, more established entities has a place. Thanks!
oh Dear.. If you all are willing to put it together you will get your titan, with char etc. f++r 140-160bil.. And a single person can easily farm 1-2bil a day.. do a few weeks a corp / alliance op and here you got your titan.. EVE is about the teamplay...
Can I haz you're stuff?
[i][b]A good worker is a live worker. Free to live - and work! A bad worker is a dead worker; and vice versa. Don't be a bad worker; bad workers are slaves, and dead. Payday for good workers has been postponed indefinitely. Pa
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Tappits
North Eastern Swat Pandemic Legion
189
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Posted - 2015.10.26 13:12:38 -
[358] - Quote
fenistil wrote:Dear CCP, these changes seem exciting, escpecially the Titan related changes and how you handle fighters. There is ONE BIG THING, that was not addressed:
- Jump portal generators
One of the major differences between the small and the big guys is the ability of being able to bridge your forces. Or being able to help your logistics efforts by bridge-ing. The reason is simple: a Titan is a good 100+fit+character. Let's say, to get your hands on a Titan, one needs ~200bill ISK. You can see how that could be problematic to small entities. With the changes of SOV and power projection, we can see the rise of small empires, eg. in Fountain, but really all over the map. Request:Please make use of Jump Portal Generators available for those who has no access to hundreds of billions, either on a dedicated platform or maybe on the proposed new Force Aux capitals. I can imagine simple limitations to it so that Titan bridges also have a place: eg. limiting the amount of fuel it's platform can store, the size of force it can project can easily be limited. This Titan bridge for bigger, more established entities has a place. Thanks!
Do you know how the first alliance made the first titan? They worked hard. they did not beg CCP to change the game to let them do something others can do without all the hard work. |

Aves Asio
1
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Posted - 2015.10.26 13:15:35 -
[359] - Quote
All the changes look too much gimmicky. I'm not a capital pilot but it was something i was looking forward to, i guess ill just stick to subcaps... |

Prt Scr
569th Freelancers
161
|
Posted - 2015.10.26 13:31:02 -
[360] - Quote
So will T2 Cap ship module BPO's be inventable, or will we need to run drifter incursions to get the concord LP as they the only supplier of BPC? 
u+É-¦ssn+¦ p+ɦ¥+¦ -ç,u+É+ö -¦ -çnq -Ä+¦+¦os +»,-¦
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