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

Novo DuPont
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Posted - 2003.12.04 07:49:00 -
[151]
Ohh and about Afterburners and Micro Warp Drives:
Requiring them to only activate when the ship has hit almost at full speed would be a very bad change. Afterburners on jets dont need ANY speed to get activated. I don't see why that has to be added. If campers to lazy to deploy a bunch of frigate to get fast locks on ships they don't need all this hand holding.
The pirate yelling at the carebares yet if they THOUGHT about these changes they would see it is balancing out for all.
Chandra:
Ok btw as far as jumping goes since jumping will now be gate to gate does the warp range selection also work for that as well?
Thanks in advance for your response :)
"To succeed greatly one must sacrifice greatly"
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Novo DuPont
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Posted - 2003.12.04 07:51:00 -
[152]
BOY that was FAST 
But what would be the delay time at activation of the cloak?? Would it be for a split second, seconds, minutes???
"To succeed greatly one must sacrifice greatly"
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LeKjart
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Posted - 2003.12.04 08:15:00 -
[153]
Quote: Ohh and about Afterburners and Micro Warp Drives:
Requiring them to only activate when the ship has hit almost at full speed would be a very bad change. Afterburners on jets dont need ANY speed to get activated. I don't see why that has to be added. If campers to lazy to deploy a bunch of frigate to get fast locks on ships they don't need all this hand holding.
Yes, on the other hand, MWD drives are far too powerful modules right now, especially considering that ship mass doesn't affect them and how stacking works for them. They basically allow you to get out of nearly every situation, as long as nobody acquires a target on you.
Quote:
Ok btw as far as jumping goes since jumping will now be gate to gate does the warp range selection also work for that as well?
Not sure I understand. Selectable warp ranges work for all manual warps.
LeKjart
PS: Chaos is back running newest.
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Mid Slots
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Posted - 2003.12.04 09:16:00 -
[154]
Edited by: Mid Slots on 04/12/2003 09:19:41 Good catch Zyrla. Scratch item 2 from my list. |

j0sephine
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Posted - 2003.12.04 09:24:00 -
[155]
"Activating cloaking modules brings you out of cloak before cloaking again."
Sweet; 'twas prety annoying the way both cloak 'layers' were confusing each other before. ;s
... Could be worth considering if there shouldn't be some slight delay before the cloak module gets in full effect, though... from what was tested, there's simply not enough time to lock on and intercept a ship which activates the cloak on the jump in/warp in spot, even for the frigate with fastest lock time. :/
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j0sephine
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Posted - 2003.12.04 09:27:00 -
[156]
"- This completely forces any gate or JIP pirating to 0.0 space because sentry guns are now at the JIP. Pirates will hate this. AFK traders and haulings will love it."
"- We are considering the possibility of removing sentry guns in lower sec systems."
might be not that bad -.^
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xeno calligan
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Posted - 2003.12.04 10:30:00 -
[157]
Edited by: xeno calligan on 04/12/2003 10:34:31
I hope the changes to the speed mods will make e.g. an indy accelerate much slower than they do now on chaos.
Right now, you can freely clear a jip without fearing getting locked. Equip a cloak, a cap injector and some ABs. Cloak after jumping in. Set course slightly off the destination vector (so you don't attempt to warp), wait for the speed bar to dive and come up again (meaning you're almost alligned correctly). Deactivate cloak and immidiately activate cap injector and ABs. After getting boosted enough, warp to target. This way you are only vunerable a few fractions of a second, providied you don't mess up/lag. 
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Lifewire
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Posted - 2003.12.04 10:41:00 -
[158]
Imagine this:
- gate to gate jump - warping with a selectable drop distance of 30-150k. - no bookmarks near jumpgates - the lock time fix like described above - sentry guns removed from 0.4-0.1
This will cause, that it¦s a player decision - a risky warp to gate at 30 k distance or warp to a gate to a safe distance to check whats going on there. For pvp this seems to be bad - but: it makes blockades 100% possible and with this pvp comes back: better and fair! People that want to get Bistot have to fight for it. People that want to travel in dangerous space will be forced to turn back or fight! Also it makes long distance combats possible or nessesairy.
Compare with STAR TREK: u are a klingon bird of prey commander. U want to jump to a wormhole but u know there are severall enemys near. Do u warp to the wormhole or do u try to get in range for sensor (visual) contact?
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Vel Kyri
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Posted - 2003.12.04 12:45:00 -
[159]
except for the bookmark bit - you have it.
the bookmarks i consider good as it gives advantages to players who have scouted out paths before. the bookmarks will be directional based - so a barticular bookmark will only give you "instajump" if going in the proper direction.
sounds fair to me.
and the system sound great overall. -----
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j0sephine
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Posted - 2003.12.04 12:58:00 -
[160]
"the bookmarks will be directional based - so a barticular bookmark will only give you "instajump" if going in the proper direction."
... 'Tis not a real obstacle even if it might seem as one, though -- the person interested in making bookmarks will simply warp to some other object first (e.g. the sun) and use it as the base for all bookmarks for the given system. That way they can have a single insta-bookmark for every object of interest, at the price of one additional warp per system.
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Babar
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Posted - 2003.12.04 13:08:00 -
[161]
Quote: Secondly, I added the option to specify at which range you emerge out of warp (20, 30, 40 or 50 km). This goes both for warp to objects as well as bookmarks. Default (e.g. used in auto-pilot) is 20 km.
How about a couple of long-range options too?
Say 100km and 200km?
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Valeria
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Posted - 2003.12.04 13:28:00 -
[162]
I just love these changes, but:
Don't know if this is intentional or not, but the "must cruise at a fraction of your maximum speed to enter warp" thingy goes by what is shown if you do a show info on your own ship. So with three afterburners my topspeed is 660 m/s something, it won't engage warp until it's reached around 500+ m/s. While if I had not activated my afterburners it would have warped at around 140 m/s.
As I said, don't know if this is intentional or not and I don't really mind it. But it does strike me as kind of odd so I thought i'd bring it up.
Your 425mm Prototype I Gauss Gun perfectly strikes some nublar, wrecking for 1155.0 damage. |

j0sephine
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Posted - 2003.12.04 13:38:00 -
[163]
... Probably intentional, otherwise if it was always some percentage of 'native' speed of the ship... one could just fire the AFB, reach the required warp speed within couple of seconds and warp away. o.o
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Babar
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Posted - 2003.12.04 13:40:00 -
[164]
Also, i'd very much like the option to orbit at a custom range.
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Valeria
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Posted - 2003.12.04 13:48:00 -
[165]
It does come with a side-effect though. Activating your ABs will keep them active while warping aswell as when leaving warp, allowing you to pop out att full speed, as it once were.
Not sure if there's time to activate a MWD before you go into warp, but if it is... *shivers*
Your 425mm Prototype I Gauss Gun perfectly strikes some nublar, wrecking for 1155.0 damage. |

j0sephine
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Posted - 2003.12.04 13:50:00 -
[166]
Edited by: j0sephine on 04/12/2003 13:51:11
"It does come with a side-effect though. Activating your ABs will keep them active while warping aswell as when leaving warp, allowing you to pop out att full speed, as it once were."
Hmm i thought it was fixed, and all modules are automatically disabled once the 'real' warp kicks in.... you mean it's no longer the case?
If so then it's probably just overlook and will be fixed -.o
(can't check myself, stuck at work for another hour or so --;;
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Juan Andalusian
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Posted - 2003.12.04 13:57:00 -
[167]
Edited by: Juan Andalusian on 04/12/2003 14:02:03 So with new targetting during warp alignment stage change and speed needed to go from alignment stage to actual warp, webifier becomes the end all be all warp jammer?
Not complaining, haven't tested anything on chaos yet, just want to make sure i understand.
Edit: What about missile blowback that affects alignment AND speed? has that been adressed or mentioned.
Sorry too many threads with suggestions/changes/infos lately and too much work.
**Pain is meant to be felt** |

Valeria
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Posted - 2003.12.04 13:57:00 -
[168]
They disable when you get "Warp drive active", which is when you start aligning. It's possible to activate them again before you enter actual warp.
But as you say, an easy thing to fix.
Your 425mm Prototype I Gauss Gun perfectly strikes some nublar, wrecking for 1155.0 damage. |

Valeria
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Posted - 2003.12.04 14:00:00 -
[169]
Quote: So with new targetting during warp alignment stage change and speed needed to go from alignment stage to actual warp, webifier becomes the end all be all warp jammer?
Not complaining, haven't tested anything on chaos yet, just want to make sure i understand.
No, webifiers modify the max-speed of the targetted entity. And to warp you'll need to fly at like 70-80% of your max speed, so you will just warp faster if you're webified.
Your 425mm Prototype I Gauss Gun perfectly strikes some nublar, wrecking for 1155.0 damage. |

Jash Illian
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Posted - 2003.12.04 14:07:00 -
[170]
Quote:
Quote: So with new targetting during warp alignment stage change and speed needed to go from alignment stage to actual warp, webifier becomes the end all be all warp jammer?
Not complaining, haven't tested anything on chaos yet, just want to make sure i understand.
No, webifiers modify the max-speed of the targetted entity. And to warp you'll need to fly at like 70-80% of your max speed, so you will just warp faster if you're webified.
Now that's going to lead to some interesting TS conversations.
"Webify him?!?" "No!" "Yes!" "No!" "Maybe?" "Is he scrambled?!?" "Where'd he go?!?" 
I mean its like you want corporations to oblige each other like its sex or something. Pffft I would rather **** my enemy.- Rohann
Be careful out there. That other guy waiting in the queue for the gate MIGHT be a baby-munching frock-burner, YOU JUST DON'T KNOW!- Lallante |
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Juan Andalusian
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Posted - 2003.12.04 14:08:00 -
[171]
Edited by: Juan Andalusian on 04/12/2003 14:11:30 Edited by: Juan Andalusian on 04/12/2003 14:10:42
Quote:
Quote: So with new targetting during warp alignment stage change and speed needed to go from alignment stage to actual warp, webifier becomes the end all be all warp jammer?
Not complaining, haven't tested anything on chaos yet, just want to make sure i understand.
No, webifiers modify the max-speed of the targetted entity. And to warp you'll need to fly at like 70-80% of your max speed, so you will just warp faster if you're webified.
Good thing my Space Ship Command and Evasive Maneuvring are 5 and 4+ :P
Considering what you said, Valeria, and knowing that Webs don't affect agility: acceleration is relative to agility / max speed. Time should be roughly the same then wether webbed or not.
Edit: Still need to go test damnit... Shipping Industry pays well but it eats your Real Life (Gaming) away like heavy drones eat frigates.
**Pain is meant to be felt** |

Valeria
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Posted - 2003.12.04 14:14:00 -
[172]
Quote: Considering what you said, Valeria, and knowing that Webs don't affect agility: acceleration is relative to agility / max speed. Time should be roughly the same then wether webbed or not.
Ah, that makes sense. Been so long since I succesfully webified someone.
Your 425mm Prototype I Gauss Gun perfectly strikes some nublar, wrecking for 1155.0 damage. |

Lifewire
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Posted - 2003.12.04 15:02:00 -
[173]
Bookmark destroy pvp! If a blockade can be broken with a BM there is no reason to call reeinforcements, no need to fight, no fun, no action, only a lot of mining...zzz...zzz...zzz.
Traders, miners and pirate-hunters must understand that its also impossible for themselves to kill a pirate...he will use a BM! So, no pvp will destroy this game. We have 3k players left each day. It is time to fix combat, encounter and pvp!!! I recruited 5-6 players to play EVE. They start asking: where is the action??? 4 weeks playing and they are getting bored. This game needs more pvp instead of nerving pirates!
200 km distance? Why not? Or 500? Why not? If possible with the grid problem i think chosing the appraoch distance when warping is good for pvp.
The jumpin-problem could be solved best in this way: undocking from stargate on command like undocking a station. So there will be no lag and if...the player has a chance to evade the situation and its a player decision to undock. He can check local. Same to jump: dock at the jumpgate, see players docked like in stations. Press jump button or undock button. Its so easy.
The most important thing is to make blockades possible. Imagine the boarderlines and frontlines that will appear in this game. If s1 wants to break throught a pirate blockade he has a fair chance to do so. Warping with the anti-pirate-fleet to 200k distance to the gate and appraoching the pirate fleet manually. This will be cool seeing all this ships ammasing and making descissions in both teams, grouping, surrounding, hold ground, loose ground,... PVP
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Albar Gray
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Posted - 2003.12.04 15:32:00 -
[174]
If you are right, and acceleration is based on agility and max speed, then the higher your navigation skill, the more penalised you will become. 
As your skill increases, so too will your max speed, and the speed required to warp, but your ships agility won't change.
If the ships current max (rather than base) speed is to be used, then the navigation skill should increase ship agility as well to maintain a constant warp rate. ----------------------------------------------- IÆm not schizophrenic... ThatÆs my alt
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Jash Illian
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Posted - 2003.12.04 15:41:00 -
[175]
Quote: If you are right, and acceleration is based on agility and max speed, then the higher your navigation skill, the more penalised you will become. 
As your skill increases, so too will your max speed, and the speed required to warp, but your ships agility won't change.
If the ships current max (rather than base) speed is to be used, then the navigation skill should increase ship agility as well to maintain a constant warp rate.
There are two skills to increase ship agility: Starship Command and Evasive Maneuvering. There are modules to increase agility. Increasing ship agility is not an issue.
I mean its like you want corporations to oblige each other like its sex or something. Pffft I would rather **** my enemy.- Rohann
Be careful out there. That other guy waiting in the queue for the gate MIGHT be a baby-munching frock-burner, YOU JUST DON'T KNOW!- Lallante |

5Rings
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Posted - 2003.12.04 15:52:00 -
[176]
Chandra/LeKjart,
As you review this thread for any kudos or criticisms of your changes, please keep in mind the playing style of the players making them. Everyone would like you to maximize their style of play at the expense of other styles. |

Muaddid
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Posted - 2003.12.04 16:04:00 -
[177]
Quote: Thirdly, you might have noticed a change in how warp-in points behave. Essentially they are now in the line-of-sight from origin to destination (except for celestials). This means that anyone that wants to have an insta-jump bookmark needs to create one for each incoming direction (e.g. from some stations, other stargates, etc..). Trying to cover all options will be quite a task. For those that have a pretty established route, it certainly might be worth it, and they can be rewarded for that effort, but somehow I doubt that everyone will do that.
Well LeKjart, all this is a great step into the right direction, but now that you end up at the gate you came from, your instant-jump bookmark will always work. For example, if im going from fountain to empire space, and want an instant-jump bookmark in FD-MLJ, i dont need to make one for every planet, or warp to a planet before then warping to the bookmark, as i know ill always end up at the FD-MLJ -> X-M2LR gate, more or less 20km...
This new jumping change that makes instant bookmarks MUCH more easier to use AND added with the new targeting times, means its now impossible to guard an area from other people, be it to pirate them or to defend from pirates...
Personnaly i think you should have stayed with the idea said a month or more ago, where large objects such as gates or stations would have an "anti-warp bubble" around them of like 20km, so if you try to warp to a bookmark that would end you up 2km from the gate, you cant use that bookmark.
Of course that would be harder to code, so theres the easy and imo, even better solution (especially if you re-read how ships travel faster than light speed (warp))
Quote: The only problem is that these capacitors can only efficiently pick up signals from gravity wells of certain size or above, with the minimum being a small moon or a cluster of asteroids.
Meaning every bookmark that is not an "official" bookmark (bookmark of a station, ssytem, moon.. anything bigger than a roid basicaly) shoud lbe deleted... so no instant-jump bookmark, no "middle of nowhere" bookmark... alot more PVP and no more of the passive hiding where you just warp somewhere 20AU from everything else, if you want to hide you need to warp from moon to moon and keep moving...
This would make it both more realistic AND add more PVP into the game atm, while people not interested into PVP can still run away from campnig gates with 3 MWDs mounted, but not hide in the middle of nowhere to bug everyone else 
On vacations (need a new sig too) |

Juan Andalusian
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Posted - 2003.12.04 16:28:00 -
[178]
Edited by: Juan Andalusian on 04/12/2003 16:34:33
Quote: If you are right, and acceleration is based on agility and max speed, then the higher your navigation skill, the more penalised you will become. 
As your skill increases, so too will your max speed, and the speed required to warp, but your ships agility won't change.
If the ships current max (rather than base) speed is to be used, then the navigation skill should increase ship agility as well to maintain a constant warp rate.
Doesn't work that way. Agility works in relation to the percentage of speed not the numerical max value. It is like Capacitor recharge to help you understand:
The lower the Current speed the faster the acceleration. As you get nearer to 100% speed acceleration decreases. This is quite sound, works same as RL.
Agility will determine how fast a ship goes from 10% max speed to 20% and then to 30% and so on. Max speed is almost irrelevant. Wether your max speed is 150 or 1200 your ship will go from 10% to 50% max speed in Y secs in both cases unless Agility is altered. Acceleration of course as a numerical value will increase but in relative terms to Max speed it will remain the same.
**Pain is meant to be felt** |

Albar Gray
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Posted - 2003.12.04 16:34:00 -
[179]
Edited by: Albar Gray on 04/12/2003 16:41:39 Edited by: Albar Gray on 04/12/2003 16:40:24 Jash, you are right about skills and modules that improve agility, I commonly use many nano fibres for just that reason.
My point was that you should not be penalised for improving a skill as it is counter intuitive.
I stand informed by Juan Andalusian that the accreleration period if going in a straight line in constant. But this is rarely the case, so the skill increases max speed, the ship accelerates faster, and will then have greater problems turning.
Unless the 0 m/s arrival speed means that all the turning is done before acceleration plays any significant part, in which case I appologise for wasting everyones time  ----------------------------------------------- IÆm not schizophrenic... ThatÆs my alt
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j0sephine
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Posted - 2003.12.04 16:35:00 -
[180]
... While on the subject of fixing the warp-oriented stuff... any chance for removal of whatever is responsible for the most annoying game message?
"Your ship is realigning its magnetic field, please wait a moment" "Your ship is realigning its magnetic field, please wait a moment" "Your ship is realigning its magnetic field, please wait a moment" ...
:s
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