
comrade christopher
Minmatar Quantar Swords
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Posted - 2007.01.30 11:04:00 -
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1) FIX DRONES PLEASE - especially repair drones, they never use MWD when ordered to return to ship, this bug is present sice introduction of mainteneance drones, how come it's still here ?
2) NOS vs Interceptors - atm NOS is real ceptor killer, every ceptorpilot knows the pain. And i'm writing it from BS pilot perspective, my NOS just disable any small ship that try to aproach me.
proposition - make NOS cap transfer based on sig radius of the ship. So more or less at signature of 300 (BS) - NOS would drain 100%, at signature of 150 (Cruisers/MWD frigate) - NOS would drain 75%, at signature of 50 (frigate) - NOS would drain 50% Why ? - Cause u dont nerf NOS in BS vs BS fights - Cause u give HAC pilots more chance to sustain cap longer, when fighting BS. - Cause ceptors still are disabled from tackling in most cases due to cap drainage, but they still have chance to regain to use MWD last one cycle and move out of NOS range to recharge.
3) Primary Targets - problem (if we can name it as a problem) as old, as fleetfights in eve. Usually ppl say that nerfing damage would not be OK. Lets take a situation of full pimped faction BS engaging a 5 ppl gang - for sake of example just assume that this 5 ppl are in ship/fits that currently could outgun by just a bit this faction ship and kill it, with introduction of "damage per ships engaging target" nerf, they would lose. You can Put here also BS vs 5 frigates, will be good example too. But hey, we would like to do something with 15 Snipers instapoping BS , right ? So maybe introducing module that would sink focused damage ? Why such idea? - This module would spread damage from multiple targets. - It could be used like damage control: only one fitted and active. - Fitting requirements high enought (1000 PG , 100 CPU) so it wouldn't be able to make it possible to fit it along with full 'traditional' tank. - Up to 3 targets , would be low, maybe around 10%, but above that it could decrease damage from each every target by about 10%, but with stacking penalty, so it wouldn be able to get 100% resist - just like with Hardeners.
In 1v1 or 2v1 or 3v1 it would be useless due to no real damage sinking, and with taking 1 slot, and 100PG and CPU it would also lower abilities to fit other modules for tanking. But in fleet engagements, with 10 ships firing at, it could sink 50% of damage.
4) System Defences & Small gangs in 0.0
I hope that with introduction of new structures allainces will gain option to guard systems with some kind of sentry guns. Those sentrys would be tought to kill and they should deal heavy damage to BS-size ships, when having problems to hit smaller ships. Also their range should be no more than 150km
Those same sentrys should also be supplied with power generator within 1 AU from to work, but also no closer than 250km from any sentry. Such power generator should be easy to be sncanned with probes, and be voulnerable enought t be destroyed by few cruisers or a bunch of frigates.
We have system defence and we have a task for smaller gangs. Good direction imho.
5) Improve NPC bounty in lowsec - I'm not ratting, but i'm evil and want to see more targets to lowsec ;)
6) Add more interactable environment with tactical value in space.
7) Add some random space events, like storms disabling warpdrives and scanners :)
8) Add some insignias for players - I want every little cocrach to see that i'm uber 5 star general !
9) Icrase value of alcochol in game somehow, I have a load of this on stock. 
10) Burn Eden now fly with dampeners - NERF IT !
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