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Author |
Thread Statistics | Show CCP posts - 5 post(s) |

Infinion
Awesome Corp
30
|
Posted - 2012.01.17 17:44:00 -
[271] - Quote
I wonder if AOE logistic frigates would be a good idea as a counter-tactic against DoT |

Nova Fox
Novafox Shipyards
2846
|
Posted - 2012.01.17 17:47:00 -
[272] - Quote
DoTs and HoTs are easily explainable in a science fiction setting unfourutnately I am a bit more worried about applications and what fors then verses the traditional means of doing business.
One set of things I already suggested was more of a damage it now and watch it die later if it tries or does escape.
|

Clementina
The Scope
49
|
Posted - 2012.01.17 17:54:00 -
[273] - Quote
Some additions
* Script for a Cloaking Device 'Ansible Silence'.
When placed into a cloaking device and when the cloaking device is activated, the person using the cloaking device disappears from local.
* A Firearm that targets missiles 'Chaff Dispenser' (Alternately a small crystal, bullet, and or charge that can fit into an existing gun)
Does what it says on the tin, except requires a turret slot. Also this new module and defender missiles should target any missile coming towards the gang, not just the ship. and the modules on every ship in the gang should cooperate to avoid overkill.
* Drone Boxes
Add more drone space to starships. High slot, takes as much CPU and grid as a missile launcher (standard missile launcher for the frigate sized one, Heavy missile launcher for the cruiser sized one, and cruise missile launcher for the battleship sized one) Gives 5,10,and 25 extra drone space.
* Modules that decrease signature radius.
Some changes.
Faction guns should be able to use Tech 2 Ammo. Remote Repair drones should be able to be set to assist someone else. ECCM modules should have some other benefit. Fix Tech 2 Armor Plates.
Ships (I know you didn't specifically ask, but since some people are talking about them)
A Sensor Dampening Gallente Battleship (To complement the ECM Caldari Battleship) Tech 3 Destroyers, which modules similar to the Tech 3 cruisers, including the warfare processor one. |

Moonaura
The Dead Rabbits Society
113
|
Posted - 2012.01.17 17:59:00 -
[274] - Quote
Noise module, that black ops ships can use to cause local to appear scrambled for two minutes, with ten minute cool down. 0.0 only module. |

Strata Maslav
Born-2-Kill 0ccupational Hazzard
13
|
Posted - 2012.01.17 18:12:00 -
[275] - Quote
Moonaura wrote:But the point of DoT's is they can be applied to many ships at once, typically instantly, with a small cool down... it's not a single target mechanic in other MMO's, so this is a massive difference from say, fast firing guns.
In my view the DOT is a DPS ability on a cooldown. If can manage you cooldown effectively you will output more damage. If you panic in a fight and don't think straight you will find that you are doing less effective dps.
By adding cooldowns you give the great chance for a pilot to use his skill to win a battle.
If you are worried about spamming DOTs on all enemies all you need to is affect the cooldown (cycle time) of the module. If the module puts a 10 second DOT on the target and has a 5 second cycle time you can only have 2 DOTs running at a time. If you are less skilled or by accident leave your module running on the target you will drain you cap twice as fast for the same amount of DPS. If you forget to reactive the module after 10 seconds has passed then you will lose dps.
|

Fracture Antollare
Wall Street Tax Rate
7
|
Posted - 2012.01.17 18:14:00 -
[276] - Quote
Since drones need work, I'll start there:
-Ability to overheat Drones
-Drone hardwiring options
-Drone lowslot module to increase damage (gyro/magstab/heatsink equivalent).
-Drone rig damage increases (other than sentries)
-Drone active midslot module for speed increase (% MWD speed increase)
-Drone midslot/lowslot module to share your ship's shield/armor resists.
-Lowslot Drone repair bay that regenerates drone armor/hull while in the drone bay. |

Mars Theran
EVE Rogues EVE Rogues Alliance
62
|
Posted - 2012.01.17 18:30:00 -
[277] - Quote
Did Nova Fox finally run out of ideas; or did he just get banned. My guess: He's asleep.
Some of those ideas were good, as were some others from others; most I thought were random, and somewhat lacking in detail and thought, while being either over-powered or just plain wierd. Some other ideas fall into that category too. Mostly, I felt like I was being spammed.
To the point:
Ideas I've seen on the forums and think were potentially good if modified to suit EVEs mechanics and balanced to fit within the game: (I've taken the liberty of restricting them to what I think would be appropriate)
New Probe: Detects the presense of cloaked vessels within a max. radius of 0.5 AU. Does not have the ability to decloak, but can provide a bookmark on grid of that cloaked vessel. Bookmark range is 0.1 AU, while BM creation requires a min. of 5 probes and max SP in probing skills. Even redundant ones.
New Electronics Module: Masks the ship type from long range sensors. Ship will show up on Directional scan as a different ship type. Combat probes will reveal the true nature of the ship with good skills. Could be script based, with new scripts for various ship types.
New Weapon Upgrades Module: Functions like the Dreadnought Siege module, but for Battle Ships. Usable in Highsec. Intended for POS warfare. This module gives <100% bonus to damage, while having similar, but reduced, penalties of a Siege Warfare module. Stacking penalties should probably apply normally.
New EWAR Module: Requires fuel in the form of Liquid Oxygen, Isotopes, or Heavy Water. Can be used to combat Warp disruption effects to allow ships to escape gatecamps, blockades, and the like. One cycle lasts maybe ~3 seconds, so ship must be aligned to warp at velocity, before activating. Cycle time may be dependent on skills, with 1 second per Skill level being an example. |

Mars Theran
EVE Rogues EVE Rogues Alliance
62
|
Posted - 2012.01.17 19:08:00 -
[278] - Quote
New ECM Module: Decreases effectiveness of scanning probes used to find the ship. Currently ECCM is being used for this, but that is really a broken feature imo. ECCM being Counter-Counter Measures; where probes are not a counter measure; but rather a direct method of detecting ships.
Effectively the same function, but remove this effect from ECCM modules, and repurpose them back to countering ECM as they were originally intended. ECM should be fixed too.
New Ammo: Possible variant damage types on missiles and hybrids. Missiles could have combined damage types, and hybrids could have a variant damage type. i.e: Kinetic/Thermal missiles and Thermal/Explosive Hybrids.
Tech 3 Turrets and Launchers: New skills required above the requirements for Tech 2. Gives more skills to train in these areas. Modular in nature, with the primary turret or laucher being modified based on the subsystems applied. Subs could exist for ROF, Cycle Duration, Explosion Radius or Velocity, Tracking, etc...
Basically, a breakdown of the current turret and launcher systems that allows players to make more specialized versions without necessarily an increase in average DPS.
New Electronics Module: Signature radius reduction. Skill dependent decrease in signature radius on ships to which it is fit. Mid or Low Slot Low-Slot module, (Like Tracking Enhancers and Tracking Computers), to benefit both Armor and Shield set-ups without significantly benefiting one over the other.
Armor set-ups will benefit from reducing their already low Signature radius, and reducing the Sig Bloom of Target painters and MWDs; where shield set-ups will benefit from a reduction to the Signature penalty of Shield Extenders for buffer, and the effect of MWDs and Target Painters.
Added edit:
Tech 3 Drones: More training and skills in drones. One for each faction and modular like other Tech 3. Optional Subs include Damage, Speed, Mass and Durability, EWAR, etc...
Add's some complication and cost to high-end drones, but could be cool. Maybe 3 Sub slots, with 2 Subs per slot available. |

Winterorb
The Littlest Hobos
0
|
Posted - 2012.01.17 19:15:00 -
[279] - Quote
Fracture Antollare wrote:Since drones need work, I'll start there:
-Ability to overheat Drones
-Drone hardwiring options
-Drone lowslot module to increase damage (gyro/magstab/heatsink equivalent).
-Drone rig damage increases (other than sentries)
-Drone active midslot module for speed increase (% MWD speed increase)
-Drone midslot/lowslot module to share your ship's shield/armor resists.
-Lowslot Drone repair bay that regenerates drone armor/hull while in the drone bay.
Drone damage mod should be mid slot, like like the omni tracking
Medium and small sentry drones would be nice
Medium and small web drones
Remove drone control range from sentries
make passive armor resists modules a bit better so gallente can work around the PG and CPU issues
add utility slot on dominix and myrmidon to while you are at it ;) |

Mars Theran
EVE Rogues EVE Rogues Alliance
62
|
Posted - 2012.01.17 19:31:00 -
[280] - Quote
New Module: Super-Tank Module. This is just a fun idea I came up with. Can be used on Exhumer's and Orcas. Maybe Rorquals and standard mining barges. Low Slot item.
When activated: Applies a penalty to Max. Capacitor, and reduces Max. Velocity and Agility; while increasing all resistances, and Max. Shields.
You can still mine with this thing on. Warp, Tractoring, Mining and other activities are perfectly feasible, provided you still have enough capacitor and capacitor regeneration to do so; given the module will use a certain amount of capacitor per cycle it remains active, in addition to reducing your max. Capacitor available.
Obviously, you can still be Neuted.
Side note: Seems to be me that's popping in post after post now. Not that it's a bad thing. Actually isn't so much the content, as seeing the same face pop up every second, third, or fourth post. |

Mars Theran
EVE Rogues EVE Rogues Alliance
62
|
Posted - 2012.01.17 19:41:00 -
[281] - Quote
This idea: https://forums.eveonline.com/default.aspx?g=posts&t=58639&find=unread
..but make it damaging so it still triggers agression. Cycle time of ~20 seconds at base skill; very low EM damage ~9 points; AOE limited to 15km radius and skill based. High slot item. |

Asuka Solo
Stark Fujikawa Stark Enterprises
1102
|
Posted - 2012.01.17 19:46:00 -
[282] - Quote
I'm a firm believer in the notion that we have to give some attention to expanding capitals. If we expand them enough and separate the blurry lines between supers and sub-caps, give them enough variation as has been done over the last decade with sub caps, then we could start seeing more caps and supers committed to the field. If we fail to do this, "Sub-caps Online" will stagnate and all the big ships will be mothballed for life.
First and foremost, t2 cap modules: 1) Capital Hull Reppers IIs
2) Capital Armor repper IIs
3) Capital Remote Armor/hull reppers IIs
4) Capital shield booster IIs
5) Capital Shield transfer IIs
And some new offensive toys that should only be made effective against capitals and supers: 1) Capital neuts + cap neut IIs
2) Capital NOS + IIs
3) Capital Sensor Dampeners IIs
4) Capital Sensor Boosters + IIs
5) Capital Warp scramblers (Can tackle super carriers and Titans) - Should have massive range + make supers immune to sub cap bubbles. Would force hobo gangs to field caps with these babies to lock down supers.
6) Capital ECMs + IIs
7) Super Capital Solo Jump modules (Allows jumping without a cyno for SCs and Titans, requires a significant spin up (in minutes) and uses twice the fuel as the current jump mechanic. Only allows to jump to celestials like planets, suns, asteroid belts, gates or stations, not a POS)
8) Capital Gravity Well generators (ideally for new t2 dreads) - creates a Bubble that prevents cyno activation (range in AU based on skill level) and a AU / LY sized invisible bubble, that serves as a plain bubble / drag bubble for jump drives. Caps & Supers cannot jump out of this bubble while the module is active and get pulled into the bubble radius if they jump over or through the system the module is activated in. Interdictors and Heavy Interdictors should be nerfed to effect sub caps and caps only. Supers should not be effected by the "small stuff"
9) Anti-Sub Capital AoE flak weapons (ala Homeworld flak frigates) - that can only be fitted on Caps and not supers. Allows Dreads to engage gangs or blobs at close to medium range, with a damage modifier that works on ship size. Smaller ships taking more damage. Should be effectively useless against battle-cruisers/battleships and up if you are the only one shooting. If 3 or more dreads focus fire on the small ship gangs, these things should be able to eat through BCs/BSs.
10) Capital Capacitor Recharger IIs
11) Capital Rigs
12) Capital MWDS
13) Capital Afterburners
14) Doomsday IIs (Scripted module, give us the old doomsdays, with a reduced range)
New fighter drone variants for carriers: 1) Scrambler fighter drone - to tackle sub caps
2) Webbifier fighter drone - slow down stupid transversals on small ships that should know better
3) EAF fighter drones - ewar fighters baby. Falcons, only smaller.
4) Covert Ops recon Fighters - (For new t2 carriers). Cov ops cloak unless within 2km range of something, allows carrier pilot to "look at" drone anywhere on any grid in system. Can assign these fighters to celestials (belts, planets, suns, stations, gates) for local intel. (fearing the dreaded local nerf)
5) Superiority fighter drones - interceptors, only fighters. These chew through standard fighters + frigates and destroyers, faster, more bite, non existent sig radius (nigh impossible to target fast enough in small engagements) & less tank. Useless against cruisers or bigger ships. |

Jack bubu
GK inc. Pandemic Legion
278
|
Posted - 2012.01.17 19:52:00 -
[283] - Quote
I'd like some more moduls to act as counters to supers!
How about EW that only works against supers, uses multiple highslots and can only be used by a specific ship?
obviously the EW platform has to be voulnerable to the other sides support fleet, so why not take the new squishy tier 3 BCs ?
something like this:
Naga : Fighter control link jammer 4 highslots can be used to completly jam the control link to all fighter and fighterbombers of one Supercarrier (making them into a inactive state till the jammer is shut down)
Tornado: Capital Webifier 4 Highslots Webifies a supercapital
Talos: Capital Sensor dampener 4 Highslots Dampenes a supercapital (usefull to shut down RR from other supercarriers)
Oracle: Capital Tracking disruptor 4 Highslots *kinda obvious what it does*
Given the low tank on those ships, it absolutly discourages dropping supers everywhere without support and could bring some interesting situations. |

Nova Fox
Novafox Shipyards
2848
|
Posted - 2012.01.17 21:36:00 -
[284] - Quote
'Bleed off repair modules'
Nanomist Funnel.
High Slot. Chain Effect. Logistics
Any armor overrepairs recieve by this ship by self or remotes are then transfered else where.
Ossolation Dissultioner
High Slot. Chain Effect. Logistics
Any overcharge shields recieved by this ship by self or remotes are then transfered else where.
Venting Capacitor. High Slot. Chain Effect. Logistics
Any overcharge to the capacitor recieved by this ship by self or remotes are then transfered else where.
|

Nova Fox
Novafox Shipyards
2848
|
Posted - 2012.01.17 21:41:00 -
[285] - Quote
'Revenge' modules.
(Instert Electronic Warfare Name here) Reflector / Avenger / Vengance / Pay back module. High Slot Reactive Module Counter Electronic Warfare
These specific modules will amplify the received electronic warfare back at the assailant at a stronger rate than being received.
Modules are specific and are not fit all situation or scripted.
Module Host ship is still effected by the electronic warfare being transmitted back.
Does not require lock to work.
|

Nestara Aldent
EVE University Ivy League
39
|
Posted - 2012.01.17 22:51:00 -
[286] - Quote
Drone boats aren't really viable for sniping, consider either:
1. Better deadspace/officer omnidirectional tracking links, though that's PVE-only solution. 2. New sentry type with higher optimal and maybe adjusted DPS to offset for it 3. Allow omnidirectional tracking links to be scriptable for tracking or optimal or 4. Increasing optimal on Wardens II and Bouncers II.
So that optimal of more than 150km can be achieved. |

Nyssa Litari
Pator Tech School Minmatar Republic
21
|
Posted - 2012.01.17 23:02:00 -
[287] - Quote
DoTs and HoTs? As in WoW dancing (raids)? Do not want!
Now deployable terrain on the other hand... If Sansha can apply maluses, why can't we?
Mobile Fleet Disruption Fields Causes a disruption of fleet booster effects, and worse (or better), diminishes overall shield HPs and increases armor vulnerability for all ships inside the radius of the disruptor. Could knock fleets apart or disrupt fleet orders (fleet warp). Deployed by Interdictors.
Drone Scrambler Activating this module gives you a chance of disconnecting drones from their controller (must scoop or recall to reacquire), and a smaller chance of acquiring the drones for your own control (must have appropriate drone skills to acquire). New drone skill would determine your chances of neutralizing or acquiring drones. (OMG they stole my drones! Steal them back.)
Neural Disruption Field (Tardo Bomb) Disrupts pilot skills within a certain radius. Would cause modules to off-line or be unavailable for activation as the pilot has temporarily lost the skill to use the item (or reduced the effectiveness of the skills). The field type would determine the affected skills excepting navigation skills (you have to be able to fly out). This could come in both ship module (single-target) and deployable field generator form. |

Mars Theran
EVE Rogues EVE Rogues Alliance
62
|
Posted - 2012.01.17 23:04:00 -
[288] - Quote
Daneel Trevize wrote:Are you all forgetting a major difference between SC and EVE? That one's an RTS and the other has a very slow SkillPoints mechanic + some isk investment. Entire races have spent years being subpar, but to have the unbalanced 'best' setups moving about is going to result in a lot of newer players chasing FOTM training or give up trying. At least up until now you knew you were going for a good/'sub-par' set of ships & fits when you headed down the T2 training routes. It sounds like you'll be randomly nerfing and unbalancing stuff for the sake of it.
Adding new modules has no relation to how fluid your balancing is either, other than you need ever more resources to retest against all the existing combos.
Adding new modules increases options for player involvement and investment in markets and production. It allows for new players to reach up and claim something not done before. It also helps the in-game economy by adding greater variety to the market, and expanding on the production base.
Newer players only chase FOTM training if someone tells them to, for the most part. Any new player is most likely to focus on an aspect of the game that he/she is attracted to, and go from there; something as simple as which ship looks better, or whether they are interested in PvP or PvE.
Also, all training is good training; provided it has at least some focus. I used to play an Uber JoaT, that had a little bit of everything; and managed C6 Sleeper sites, POSs, Mining, Manufacturing, and Research with him, as well as trading. Didn't stop me from doing anything; until somebody voiced their opinion of how my skills were unspecialized and useless.
Maybe I couldn't do 650 DPS with HMs on a Tengu, or ..actually, that was about the only failing of that character. I could fly a Tengu, tank any shield fit-active or passive-and use EWAR; in addition to flying a Hulk, Refining, Cloaking CovOps, and the rest. And only ~30 Million SP. People decide the capability of a toon in this game; not the actual skill and capabilities of the toon itself.
There is no nerfing here. |

Nova Fox
Novafox Shipyards
2848
|
Posted - 2012.01.18 00:08:00 -
[289] - Quote
Havok Surge Projector
Ewar High Slot DoT module
This module hits the target with a surge that destabilizes the target's capactior for a perioud of time until onboard diagnostic systems recover a minute or so later, stacking is penalized.
|

Nova Fox
Novafox Shipyards
2848
|
Posted - 2012.01.18 00:26:00 -
[290] - Quote
Code Breaker
Data Harvest Module High Slot
This module analyzes wrecks for software vunerbilites the ship previously had. Destroys wreck in the process. Leaves loot container if there is stuff in the wreck's cargo bay. Used in construction of scritps and advanced scripts and other possible future software.
Tech 2 Scripts
These advanced scripts begin to barrow form the ship or triats that are nomrally nulled traits beyond tech 1 limits to boost intended effect. For example RoF penalty is incurred for additional tracking.
|

Nova Fox
Novafox Shipyards
2849
|
Posted - 2012.01.18 00:38:00 -
[291] - Quote
Impaler Missiles
"Ewar" Ammunition Missile Charge DoT Ammo
These long range missiles drive themselves into the ship hull then starts to counter reacting the mass of the ship slowing it down partially until thier batteries run out. The effect stacks up to a limit. Effect of each individual stack is independent and does not refresh if a new stack is applied.
|

Kynric
Sky Fighters Talocan United
0
|
Posted - 2012.01.18 00:45:00 -
[292] - Quote
Since you asked,
Decoy Drones - drones that look like ships when viewed on dscan and to probes. On grid they are seen as the decoys that they are. Example: Hulk decoy, Drake decoy.
Q-modules that make a ship appear like a similar sized ship until targeted. Example a broadsword or munnin would appear to be a rupture.
Change dscan to show or not show based on distance and and signature radius. Large/noisy objects are seen from far away, small ones arent seen until comparitvely short distance (still great distances, a pod or frigate perhaps could only be seen within 5 au while a control tower or capital ship from much further out. Add a module to quiet a ships signature radius with respect to dscan/probing.
Warfare link jammer - prevents offgrid warfare link bonuses from being applied. On grid are applied normally.
Warp Core Destabilizer - when activated, drops the equipped ship out of warp, brining it to a skidding halt.
Area of Effect Shells and missles - encourages fleets to spread out and not clump out.
A new kind of hacker for unanchoring abandoned/untended objects such as offline towers and associated modules, bubbles, cans. Will not work on anything associated with an online tower.
Somone else suggested spinal mount guns. This idea sounds very impressive visually, I like it. Perhaps make it so they can only be fired if the ship is stationary.
Comm Scrambler - Pilot is not shown in local and names in local are not shown until they speak (that pilot is treated like he is in wormhole local) |

Nova Fox
Novafox Shipyards
2849
|
Posted - 2012.01.18 00:48:00 -
[293] - Quote
Sentry Cannons.
Fighter Drone Sentry Type
These large self unpacking platforms are deployed by carrier platforms to provide long range sniping support.
Once deployed they exit thier packaged state and unfurl into anchored guns designed for long range attacks and bombardment.
They cannot be returned to the drone bay by normal commands and have to be picked up, reclaimed, repackaged and reserviced before being allowed to be deployed again.
Aside the inability to return they behave as normal sentry drones do and can be repaired, gain bonuses, and destroyed.
|

Wolodymyr
Mando'a Navy Controlled Chaos
22
|
Posted - 2012.01.18 00:57:00 -
[294] - Quote
I'd like to see more capitol scale modules
For example the only way to tank a carrier is with hardeners because 1600 plates don't add nearly as much EHP as another harder
also everyone fits cap recharger because they help your cap more than a cap battery which is nearly unnoticeable on a capitol ship.
Also capitol scale neuts and nos would be awesome. |

Nova Fox
Novafox Shipyards
2849
|
Posted - 2012.01.18 00:59:00 -
[295] - Quote
Isogen Reactor Boiler
Heat Related Low Slot Engineering Reactive
Isogen Reactor Boilers are powered by ship heat and provide an extremly large amount of capacitor for as long as the ship has heat on any rack level. However becuase its a low slot the high rack heat contributes the least amount of energy while middile and low racks are the best contributors.
This boiler helps consumes heat as well but the module is more likely to be victim of heat damage than any other module in its rack.
|

Nova Fox
Novafox Shipyards
2849
|
Posted - 2012.01.18 01:06:00 -
[296] - Quote
Target Scrambler
Electronic Warfare Mid Slot ECM Replacment
Reduces the max number of targets on the victim. Sensor strength of the victim increases for every target removed. Oldest target on the victims list (first locked) is removed once the max number is reduced beyond the number of currently locked targets.
Countered by Autotargeters and Targeting arrays which increase the max number of targets.
Does not replace ECM burst or Projected EMC burst.
Back up Sensors.
Counter-Electronic Warfare Mid SLot ECCM Replacment Reactive Module
Strengthens Sensors to prevent jamming and target loss. If target loss is suffered the amount the sensors go up is increased significantly over normal behavior.
|

Nova Fox
Novafox Shipyards
2849
|
Posted - 2012.01.18 01:14:00 -
[297] - Quote
Flagships
Capitol Remote Support and Ewar Capitol Ship.
Weak offense limited attack options. Stronger defense Provides minature fleet bonus.
Is a regular capitol ship.
Fits and is bonused for many of the mentioned in this thread capitol ewar/remote modules.
|

Nova Fox
Novafox Shipyards
2849
|
Posted - 2012.01.18 01:35:00 -
[298] - Quote
Prism Beam
Multi Module Must be mounted in 8 Highs of any type. Seige Module Battleship Module. Spinal Mount.
Prism Beam Weapon system allows multiple allies to fire with laser weapons into the prisim to output a powerful seige beam. Ship in question must deploy first once the prism beam begisn firing using the ships own capacitor other nearby ships can join in increasing the prism beams performance to beyond the ships invovled.
There is a limit to how many can contribute the ship loses all mobility and massive amount of agility. If the module is offlined or the cycle ends the damage the ship should be taking will then resume as normal so careful attention must be paided or allies may be ganking an allied ship.
Once cycle is complete the prism must cooldown for just as long as it was firing for before its ready for use again.
Magnetic Vortex Hybrid version of the Prism Beam.
Metalstorm Projectile version of the Prism Beam. Animation will be an altered version of the guns firing on the metalstorms targetas its seems less sensible than hybrid or prism beam.
Trail Blazer Missile Version, similar to projectiles animation, the missile animation will be firing on Trail Blazer's target in a modified manner.
|

Vaerah Vahrokha
Vahrokh Consulting
132
|
Posted - 2012.01.18 01:41:00 -
[299] - Quote
A possible idea: random rigs for modules.
I could be given a BPO that would create a module rig with random +stats and -stats but that also uses random +CPU / PG.
The possible number of variations you can get by fitting multiple rigged modules is huge and therefore we could have our own "personal" ship.
Or we could have each module accept 1 rig (frigate) to 3 rigs (BS) to 5 (capitals)... with bonuses and maluses like the regular rigs. |

Nova Fox
Novafox Shipyards
2849
|
Posted - 2012.01.18 01:44:00 -
[300] - Quote
Junker Modules.
Heavily Modified version of various modules for additional perofrmance over similar cousins. Has much less HP than regular modules and are not suited for overheating or being heated from other sources.
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