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Kirkwood Ross
Golden Profession
142
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Posted - 2016.12.15 06:00:27 -
[1] - Quote
Reserved incoming wall of Text. |
Kirkwood Ross
Golden Profession
142
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Posted - 2016.12.15 06:00:41 -
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Reserved incoming wall of Text. |
Kirkwood Ross
Golden Profession
142
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Posted - 2016.12.15 06:02:10 -
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Kirkwood Ross
Golden Profession
142
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Posted - 2016.12.15 06:03:00 -
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Reserved Incoming Numbers |
Kirkwood Ross
Golden Profession
142
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Posted - 2016.12.15 06:09:50 -
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Reserved |
Kirkwood Ross
Golden Profession
142
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Posted - 2016.12.15 06:16:39 -
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Reserved numbers |
Kirkwood Ross
Golden Profession
142
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Posted - 2016.12.15 06:17:50 -
[7] - Quote
New modules, rigs, and their numbers soon to follow.
Citadel Services Module (1 NEW)
Agent Services Module I
Mission Rigs Medium (18 NEW)
Standard M-Set Security Mission Accelerator I Standard M-Set Security Mission Accelerator II Standard M-Set Security Mission ISK Payout I Standard M-Set Security Mission ISK Payout II Standard M-Set Security Mission LP Payout I Standard M-Set Security Mission LP Payout II Standard M-Set Mining Mission Accelerator I Standard M-Set Mining Mission Accelerator II Standard M-Set Mining Mission ISK Payout I Standard M-Set Mining Mission ISK Payout II Standard M-Set Mining Mission LP Payout I Standard M-Set Mining Mission LP Payout II Standard M-Set Distribution Mission Accelerator I Standard M-Set Distribution Mission Accelerator II Standard M-Set Distribution Mission ISK Payout I Standard M-Set Distribution Mission ISK Payout II Standard M-Set Distribution Mission LP Payout I Standard M-Set Distribution Mission LP Payout II
Mission Rigs Large (6 NEW)
Standard L-Set Security Mission Optimizer I Standard L-Set Security Mission Optimizer II Standard L-Set Mining Mission Optimizer I Standard L-Set Mining Mission Optimizer I Standard L-Set Distribution Mission Optimizer I Standard L-Set Distribution Mission Optimizer II
Mission Rigs XLarge (2 NEW)
Standard XL-Set Mission Optimizer I Standard XL-Set Mission Optimizer II |
Kirkwood Ross
Golden Profession
142
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Posted - 2016.12.15 06:18:35 -
[8] - Quote
Reserved |
Kirkwood Ross
Golden Profession
142
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Posted - 2016.12.15 06:21:09 -
[9] - Quote
Should be last reserve for numbers |
Ralph King-Griffin
Devils Rejects 666 The Devil's Warrior Alliance
19596
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Posted - 2016.12.15 06:44:21 -
[10] - Quote
but will it blend?
We're Back in Business ,
Murderers of Negotiable Motivations
=]|[=
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Iain Cariaba
3381
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Posted - 2016.12.15 09:32:32 -
[11] - Quote
Needs a tl:dr, because tl;dr.
EvE is hard. It's harder if you're stupid.
EvE is a PvP game. Stop pretending it isn't.
Hello, Mr Carebear. Would you like some cheese with that whine?
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Rivr Luzade
Kenshin. DARKNESS.
2868
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Posted - 2016.12.15 10:11:31 -
[12] - Quote
Quote:This will benefit corporations willing to take the risk of putting up a citadel and defending it. I laughed.
UI Improvement Collective
My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.
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marVLs
759
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Posted - 2016.12.15 10:22:38 -
[13] - Quote
I love the idea of citadels being useful for HS PVE players |
Tabyll Altol
Breaking.Bad Circle-Of-Two
179
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Posted - 2016.12.15 10:34:00 -
[14] - Quote
So you basically say it-¦s better for eve that Lv 4 Farmer in highsec would get more ISK/LP for each mission in return the can decline in the half time.
And because there are no limitations to citadels, one system will be seeded with 100+ astrahauses and Lv4 will be able to farm without limits.
Can-¦t see a upside in that. To remove those astrahauses you have to declare a war at least 2 weeks long. In this time the next 20 Astrahauses are placed.
No more income buffs for highsec.
-1 |
Lugh Crow-Slave
3407
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Posted - 2016.12.15 11:09:19 -
[15] - Quote
i see one hell of an lp and isk faucet...
BLOPS Hauler
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Kirkwood Ross
Golden Profession
143
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Posted - 2016.12.15 14:28:18 -
[16] - Quote
Tabyll Altol wrote:So you basically say it-¦s better for eve that Lv 4 Farmer in highsec would get more ISK/LP for each mission in return the can decline in the half time.
And because there are no limitations to citadels, one system will be seeded with 100+ astrahauses and Lv4 will be able to farm without limits.
Can-¦t see a upside in that. To remove those astrahauses you have to declare a war at least 2 weeks long. In this time the next 20 Astrahauses are placed.
No more income buffs for highsec.
-1
I considered that the bare minimum might have to be a Fotizar due to cost of an Astrahauses. There are also redesigns to the missions themselves so they are not so clunky. Keep in mind that these service modules can be used in low and null sec to allow players to run missions for pirates in null-sec throughout that pirate's region. The player would still have to fly to the pirate station to cash in the LP. |
Kirkwood Ross
Golden Profession
143
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Posted - 2016.12.15 14:30:43 -
[17] - Quote
Iain Cariaba wrote:Needs a tl:dr, because tl;dr.
Players control more of the missions via citadels and can tax other players tat run them in their citadels. Possibility of creating pvp and turf as a corp can dec each other if a citadel goes up in their space. These modules work in all areas of space except WH. |
Kirkwood Ross
Golden Profession
143
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Posted - 2016.12.15 14:35:09 -
[18] - Quote
Lugh Crow-Slave wrote:i see one hell of an lp and isk faucet...
It's possible. Raw isk from mission bounties would go down while reward isk would go up (taxable by citadel owners). LP would stay the same except the rig bonus. |
Kirkwood Ross
Golden Profession
143
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Posted - 2016.12.15 14:36:29 -
[19] - Quote
marVLs wrote:I love the idea of citadels being useful for HS PVE players
The module would be useable in all areas of space except worm holes. |
Daichi Yamato
Xero Security and Technologies
3643
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Posted - 2016.12.15 15:57:42 -
[20] - Quote
The devs have mentioned agents in citadels before and they should pay out better than agents in npc missions. I don't know if that means current missions will take a bit of a nerf though like trading at npc stations and jump cloning did. I'm hoping missions are getting an overhaul soon and thats why we haven't heard anymore about agents in citadels. A lot of the stuff here may become irrelevant if they are.
About missions though: - Accel gates aren't good in missions. They are a tedious bore and i think i remember ccp mentioned they want to do away with them because they protect pve runners too much. Surely there must be a way to either do away with pockets or make it possible to warp to separate pockets without an accel gate (clearing the room gives you a new mission book mark). If you leave the mission or someone wants to join you in the mission, you shouldn't have to go through all the accel gates again.
The other benefits of no accel gates is doing any mission in any ship you like and warping in at any distance you like and warping to an ally should warp you TO the ally. Invaders can probe you down and warp in at any distance they like in any ship type they like. Yup, Sandbox.
- levels have room to be expanded. Some level 2 missions can be run in a low level dessie. Some will rip you a new one if you try to run them in a dessie. Likewise for level 4's. Some are just not worth running they are so weak. We probably have room for a 1-10 level system kinda like ded sites with 1-5 being available in high sec npc stations and level 6 in citadels in hi sec, 6-8 in low sec and so on or something like that. Agents can hand out a pool of missions of various levels and you pick your favourites and recycle ones you don't want.
- accept/complete missions remotely and make rats tougher.
EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"
Daichi Yamato's version of structure based decs
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Deckel
Black Thorne Corporation Black Thorne Alliance
19
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Posted - 2016.12.16 06:23:00 -
[21] - Quote
Wow, I think you may have put way too much thought into that.
Also we touched on this in my previous suggestion
The gist of the idea was to purchase service 'Office' modules through the LP store. These would be tailored to a specific faction and by default allow the hiring of a single agent of that faction, of the agent types that the faction is capable of. Rigs could then increase the number of agents, the level possible for the agent, add an LP store, or increase LP of the missions. Larger player structures would allow higher starting default levels of the agents, and enemy factions of the area would be either be restricted from being used or receive detrimental lvls of their agents and maybe restriction from security missions and have a agent level.
One concern about this is giving easy access to lvl 5 missions, but there would be some sort of controls against this. |
Dior Ambraelle
University of Caille Gallente Federation
19
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Posted - 2016.12.16 22:54:28 -
[22] - Quote
Daichi Yamato wrote:About missions though: - Accel gates aren't good in missions. They are a tedious bore and i think i remember ccp mentioned they want to do away with them because they protect pve runners too much. Surely there must be a way to either do away with pockets or make it possible to warp to separate pockets without an accel gate (clearing the room gives you a new mission book mark). If you leave the mission or someone wants to join you in the mission, you shouldn't have to go through all the accel gates again.
The other benefits of no accel gates is doing any mission in any ship you like and warping in at any distance you like and warping to an ally should warp you TO the ally. Invaders can probe you down and warp in at any distance they like in any ship type they like. Yup, Sandbox.
Removing accel gates would help the PVP players (most of the time*), but I don't see any benefit for PVE players. Being able to run any mission or exploration site in any ship removes the challenge as you can rampage through everything in a smartbombing BS without any problem. * PVP problems: If you have to probe the sites (missions and exploration sites), the lack of gates doesn't make it harder to find the player between the pockets? You have to probe every single pocket? What about event sites that are currently gate locked, like the blood raider sites were 2 months ago? If clearing the pocket gives you a bookmark, what about anyone who warps in after you left the pocket? Will they get the bookmark too? Or they have to find the next pocket with probes? Personally I don't think gates protect the PVE players too much, some l4 mission systems are constantly being probed by PVP players to find easy kills. I also was caught a few times while doing missions.
If you want an intelligent argument, please do, I'm up for it!
But if you want a trolling contest, I will win it by simply not participating.
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Daichi Yamato
Xero Security and Technologies
3643
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Posted - 2016.12.17 01:17:45 -
[23] - Quote
Removes the challenge? What are anoms then? The most difficult pve in the game has no accel gates. Why aren't we using smartbombing battleships, no carriers, to blitz pve? If you want to spam level 1 missions and try to complete them with smartbombs i don't see why you shouldn't be allowed. Won't make you much isk though.
The events being gate locked wasn't interesting. The big serp research station event was better and that wasn't gate locked. What's the problem with someone using probes to find you again if you've moved? That's NORMAL because you are MOVING. Its a million times better than someone probing you down only to land in the first of four rooms. Meanwhile you are apparent on local and d-scan. If you were caught in a gated mission you did something very wrong. In fact any mission, because if they try to warp to zero on you they warp to zero on the mission beacon instead!!!
EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"
Daichi Yamato's version of structure based decs
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Dior Ambraelle
University of Caille Gallente Federation
19
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Posted - 2016.12.17 11:24:40 -
[24] - Quote
Daichi Yamato wrote:Removes the challenge? What are anoms then? The most difficult pve in the game has no accel gates. Aren't the most difficult PVE sites the incursions? Also, the combat anomalies you have to find with probes are gate locked, and even those that are limited to frigates used to drop faction modules or even ship BPCs. But the number of enemies and the damage they deal wouldn't be challenging for anything that's bigger than a frigate. Some of the pockets are locked with a consumable key, so if you have to leave the site even you won't be able to get there back. Removing the gates would allow anyone and everyone to go in and out of these pockets. And if you can probe down the individual pockets, you can start in the last one and kill only the overseer. How would that make any site a challenge?
I know I'm doing the PVP wrong, that's why I stay in hi-sec as much as possible.
If you want an intelligent argument, please do, I'm up for it!
But if you want a trolling contest, I will win it by simply not participating.
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Daichi Yamato
Xero Security and Technologies
3643
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Posted - 2016.12.17 12:48:38 -
[25] - Quote
Dior Ambraelle wrote: Aren't the most difficult PVE sites the incursions?
no. C6 wh sites. Though the new drifter hive sites may be tougher and do have accel gates. Never dealt with them.
Dior Ambraelle wrote: Also, the combat anomalies you have to find with probes are gate locked, and even those that are limited to frigates used to drop faction modules or even ship BPCs. But the number of enemies and the damage they deal wouldn't be challenging for anything that's bigger than a frigate. Some of the pockets are locked with a consumable key, so if you have to leave the site even you won't be able to get there back. Removing the gates would allow anyone and everyone to go in and out of these pockets. And if you can probe down the individual pockets, you can start in the last one and kill only the overseer. How would that make any site a challenge?
I know I'm doing the PVP wrong, that's why I stay in hi-sec as much as possible.
They don't have to be gated. You could make the first room probable, then get book marks for the rest. You don't have to make every room probable. If you want people to do it on their first try then have the site despawn if they warp out (or the overseer leave/not spawn) Right now you can probably buy access keys if you want in again anyways. Alternatively overseers can be given the AI to bail if things aren't going well. Belt rats do it. Overseers don't even need their own room. They can spawn after a room is cleared or they can even exist without anoms entirely and we could have roaming overseers that you have to chase across a system, or multiple systems.
I don't mind pve that is not recommended for battleships (maybe there are torpedo turrets or stealth bombers or chasing an overseer around in a battleship is foolhardy) but locking out ships entirely isn't the way to go. Every decent frigate site is just like 'bring an assault frig or gtfo' and with cruiser sites its hacs and t3's. May as well just let me up-ship and be slow.
EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"
Daichi Yamato's version of structure based decs
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