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Bosie
Caldari Veto.
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Posted - 2007.04.10 23:24:00 -
[1]
What new navigation skills would you like to see?
"There is a forgotten, nay almost forbidden word, which means more to me than any other. That word is ENGLAND." |

Azirapheal
Amarr Ore Mongers R0ADKILL
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Posted - 2007.04.10 23:56:00 -
[2]
one that reduces stackin penalties for propulsion upgrades :)
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Ghostshadow
Templars of Space CORE.
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Posted - 2007.04.11 00:29:00 -
[3]
Reduces MWD/AB powergrid usage by 3% a level. Reduces MWD/AB mass addition by 5% a level Reduces MWD sig penalty by 5% a level.
____________________________________________ A * B = C A = Skill Points B = GPA C = a Constant. Guess what happens to B as A increases.
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Mike Yagon
Minmatar The Nest Interstellar Alcohol Conglomerate
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Posted - 2007.04.11 06:03:00 -
[4]
Warp speed skill would be nice. My carrier is too slow. :(
------ In Carebear We Trust |

Nyana
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Posted - 2007.04.11 09:32:00 -
[5]
What I don't want to see are skills that increase speed/agility or reduce mass; the suggestions above looks good so far though.
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MrRookie
Caldari Dark and Light inc. D-L
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Posted - 2007.04.11 13:51:00 -
[6]
Something that reduce mass penalty on ABs atleast... Sig removed. Please email us at [email protected] if you would like to know why. -Conuion Meow
May I have pink next time plz? |

Castra Noor
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Posted - 2007.04.11 22:50:00 -
[7]
a) Advanced Navigation
b) Faster entering into warp (a skill that has the same effect as increasing inertia, but only that it applys when entering warp, not when orbiting).
c) Autopilot precision (evry lvl reduces the landing point from gate by 3 km, when using the autopilot ) ... err.. nah joke 
d) Faster warping
e) Some hard to train (x5 or x8) skills for inertia and mass reduction.
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Dzil
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Posted - 2007.04.12 18:41:00 -
[8]
Mass reduction doesn't make much sense, that would seem more a mechanic/engineering thing.
Inertia bonus/redux? Absolutely.
Also really cool would be "almost aligned for warp", allowing you to escape to warp if you were pretty close to aligned and curve your way to your destination. Would be nice escape from bumping tactics, for trying to warp after undocking and hitting a station wall, or just for giving you those few extra seconds between an exciting escape and receiving an insurance payout. Plus warping at a curve would just look better.
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Mr Friendly
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Posted - 2007.04.13 08:21:00 -
[9]
*reduction to bumping effect*
every level reduces the bumping effect of incoming potential kinetic energy by 5%. (yah, I'm sure the physics calcs would add lag, but meh)
I hate how little 'tiny' torps (let alone missiles) make my BS rock and roll. Frigates too, etc. It's a BS, for f's sake!.
I'm sure the carrier and Dread pilots would agree, too 
Frankly, 'bumping' seems like an unintended consequence in many cases...
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Ghostshadow
Templars of Space CORE.
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Posted - 2007.04.14 03:28:00 -
[10]
Ever action has an equal and opposite re-action.
So really, in a gravity and friction free enviroment... shouldn't weapons push the ship back as far as it pushes the bullet forward? Before engine thrust is taken into account anyways.
____________________________________________ A * B = C A = Skill Points B = GPA C = a Constant. Guess what happens to B as A increases.
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Aramendel
Amarr Queens of the Stone Age Anarchy Empire
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Posted - 2007.04.14 03:33:00 -
[11]
I reality ships should not stop moving either.
Eve physics != RL physics. Any argument which starts "But realistically.." is doomed from the start I am afraid.
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Hideki Kovacs
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Posted - 2007.04.14 13:19:00 -
[12]
Originally by: Ghostshadow Ever action has an equal and opposite re-action.
So really, in a gravity and friction free enviroment... shouldn't weapons push the ship back as far as it pushes the bullet forward? Before engine thrust is taken into account anyways.
I wouldn't think so. I mean, even in present-day warfare, large guns typically recoil within a carriage, lessening the urge to move for the system as a whole. I'm sure that by the time EVE takes place, there are even higher-tech methods of stabilisation.
For example, you could have gimballed thruster sets embedded in the hull, which fire in appropriate directions/with appropriate force to cancel out recoil forces.
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ToxicFire
Phoenix Knights Dark Nebula Galactic Empire
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Posted - 2007.04.14 14:16:00 -
[13]
Static Warp Field Displacement, Allows ships to move short distances (max 300km) at warp like speed without requirements of entering warp.
Ability inherent in all ships but disabled without skill.
Skill reduces capacitor usage by 5% from an initial 50% cap usage.
Pre Req's Nav 5 Warp Operation 5 MWD 5
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Aramendel
Amarr Queens of the Stone Age Anarchy Empire
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Posted - 2007.04.14 22:40:00 -
[14]
Originally by: Hideki Kovacs I wouldn't think so. I mean, even in present-day warfare, large guns typically recoil within a carriage, lessening the urge to move for the system as a whole.
This isn't exactly correct. The reason they have the recoil carriage is because if they wouldn't and would be instead solidly bolted to the hull the continuous stress from the recoil would eventually result in the gun ripping itself off. The "push back" effect the recoil has on the system - aka gun + vehicle - is not changed at all by this.
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Chia Mulholland
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Posted - 2007.04.15 18:50:00 -
[15]
Edited by: Chia Mulholland on 15/04/2007 18:51:29
Originally by: Ghostshadow Ever action has an equal and opposite re-action.
So really, in a gravity and friction free enviroment... shouldn't weapons push the ship back as far as it pushes the bullet forward? Before engine thrust is taken into account anyways.
Only if the bullet and the ship have the same mass.
You fling out a bullet weighing ... let's say 1 kg at 20000 m/s, then you would accelerate your ship weighing 200 tonnes 0.1 m/s in the opposite direction. 0.1 = (1 * 20000) / 200000
It wouldn't really be that noticable.
Edited because I suck at math
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