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

Amaroq Dricaldari
Total Annihilation. Pandorum Invictus
13
|
Posted - 2012.01.27 00:22:00 -
[511] - Quote
Axe Coldon wrote:Passive Invulneribility Don't forget Adaptive Armor Hardeners
Please change the names of the Afterburners and Microwarpdives back. I like my Catalyzed Cold-Gas Arcjet Thrusters. It sounds way better than '1MN Limited Microwarpdrive'. Not only that, but the Meta items are nowhere near as limited as the standard non-meta Tech I versions.
Also, I am not sure how people would react to this, but I need to say it anyway:
Remove Rig Sizes
You once said it yourself, CCP. All they do is limit which rigs you can put on which ships (say you have a stockpile of rigs, and then one day you learn that you can't put that ultra-expensive rig on your interceptor because suddenly it is the wrong size) and it also increases the cost of certain rigs.
Without rig sizes, rigs would be cheaper and more people could put them on more ships.
In addition, has anyone ever considered the possibility of Faction rigs? This is my signature. There are many like it, but this one is mine. |

Flamespar
Woof Club
234
|
Posted - 2012.01.27 02:03:00 -
[512] - Quote
Some module ideas. There is a bit of a covert ops/smuggler theme going on here.You could create a new subgroup of skills to go with these.
- A module that allows you to detect contraband (skills effect accuracy) - A module that allows you to hide contraband (decreases the chance that you will be detected). - One shot module that 'tags' another ship and notifies you of their position for a certain period - A module to counter the above (makes information less accurate) - A one shot module that removes you from local for a certain period (cancelled by docking or jumping) - A one shot module that creates a fake signature of your ship to confuse players using probes. - A one shot module that makes your ship stationary and puts you into a reinforced mode (could be a fun way to respond to being caught in a gate camp as it would give you 5 minutes to desperately spam your corp channel for help, or indulge in desperate begging. - A module that allows you to use an enemies cyno to jump to their staging area.
I can post on a forum, therefore I represent everyone. |

Amaroq Dricaldari
Total Annihilation. Pandorum Invictus
13
|
Posted - 2012.01.27 02:16:00 -
[513] - Quote
Flamespar wrote:Some module ideas. There is a bit of a covert ops/smuggler theme going on here.You could create a new subgroup of skills to go with these.
- A module that allows you to detect contraband (skills effect accuracy) - A module that allows you to hide contraband (decreases the chance that you will be detected). - One shot module that 'tags' another ship and notifies you of their position for a certain period - A module to counter the above (makes information less accurate) - A one shot module that removes you from local for a certain period (cancelled by docking or jumping) - A one shot module that creates a fake signature of your ship to confuse players using probes. - A one shot module that makes your ship stationary and puts you into a reinforced mode (could be a fun way to respond to being caught in a gate camp as it would give you 5 minutes to desperately spam your corp channel for help, or indulge in desperate begging. - A module that allows you to use an enemies cyno to jump to their staging area.
Allow me to share my thoughts on your ideas.
Commander Charles Tucker wrote:What's the most important part of a ship? The Weapons? The Engines? It's the CREW. And the LAST thing you want your Captain to be thinking in an emergency situation is 'Damn, I wish this chair wasn't such a Pain in the Ass' Translation: I agree. This is my signature. There are many like it, but this one is mine. |

Pidgeon Saissore
Black Dagger Corp EDEN Alliance
10
|
Posted - 2012.01.27 05:40:00 -
[514] - Quote
Bubble shield module
Extends your shield to surround about 5x your ship's signature radius and protects all fleeted allies within the area.
All damage within goes to your shields instead of the targeted ally.
Must have a drawback like 25% penalty to all resists.
Drops when your shields go below 25%
To prevent stacks of these all damage goes in full to all active bubbles.
Area effect hits from smartbombs would hit the shield once for each ship they would normally hit.
The problem of a fleet burying their bubble in web tank can be solved by simply bumping. |

Pidgeon Saissore
Black Dagger Corp EDEN Alliance
10
|
Posted - 2012.01.27 05:56:00 -
[515] - Quote
Kamikaze ships
Every class of ship
After a countdown does heavy damage to everything in a radius
Each class of kamikaze would deal about enough damage to destroy a ship of the same class with a fairly weak tank, frigates might be about a thousand while the supercapital would be more like 10 million. The countdown would be about 10 sec for a frig to 10 min for a supercapital. Once started it can't be stopped. Radius is approximately 5km to 50km frig to supercapital.
A pilot still inside the ship is immediately podded, ejecting and warping is highly recommended in the final few seconds of the countdown |

Herzog Wolfhammer
Sigma Special Tactics Group
1167
|
Posted - 2012.01.27 06:51:00 -
[516] - Quote
My .02 ISK:
- Chaff and Flare Modules. Ships that do not have a lot of turret slots do not have much chance against missiles - especially small gallente and amarr ships. Chaff and flare would work as much as a counter-missile system like defender missiles would. Speaking of defender missiles... - Since you can put a probe launcher into any high slot, why not a a slot specialized launcher for defender missiles only?
- Decoy drones: such a drone intended to mimic a ship so that on D-scanner and perhaps even combat probe scan they appear as other ships. Small decoys come up as frigates, medium as cruisers, and large as battleships. - Anti-missile drones that orbit the ship and do pretty much what defender missiles already do, only drone style.
- A "one-up" module that creates a new slot in the next higher rack. For example, you put one in a low slot, that slot is used, but there will be one more mid slot. Put on in mid slot, that slot is used, but there will be one more high slot. Of course I would not expect there to be a way to exceed 8 slots in any case. A "one down" module might also be useful.
- A radar module that works like a D-Scanner except it gives you direction and range, but not a warp able hit. Basically this would tell you where to drop the combat probes.
- Special probes that can detect and pinpoint abandoned wrecks (great for salvagers)
- Since there are modules that can boost other ships' sensor strength and ECCM, why not a module that can be used to boost another ships probing strength?
- A special high-speed anti-drone turret.
- There are cloaks, and there are armor plates, but how about "stealth plating" to reduce the ships sig. With such modules, a larger ship can be as hard to probe out as a smaller one, making it harder to probe down.
Finally:
- Puppy launchers. |

Pidgeon Saissore
Black Dagger Corp EDEN Alliance
10
|
Posted - 2012.01.27 07:09:00 -
[517] - Quote
Probe dampening Any attempt to warp to you from a probe scan is moved up to 100km in a random direction. This puts the enemy at something other then their optimal range and they may be unable to ensnare you before you can escape. |

Gizznitt Malikite
Agony Unleashed Agony Empire
158
|
Posted - 2012.01.27 07:14:00 -
[518] - Quote
Player Created Incursions
An anchorable Player Incursion Device (PID) that, when successfully onlined, alters the entire system in a manner similar to incursions (Reduced bounties, reduced ship resistances, reduced damage output, etc).
This device would be used to drive conflict, by forcing the locals to respond to an onlining PID or face system-wide penalties for several hours. To balance it, when onlining it creates a warpable beacon for anyone to warp to, it has limited HP, is moderately priced, but requires a quick response before it starts altering the system. |

Frosi
the united Negative Ten.
0
|
Posted - 2012.01.27 12:13:00 -
[519] - Quote
Praerian wrote:Structure repair drones, let's finish the set.
Portable cyno jammer only fits e-war, with some sort of global cool down help stop caps dropping gate camps.
Or a specially designed ship with a mod so it has to be a role specific place in the fleet like the hvy interdicter mod with bubble in 0.0 and a script for usage on a bait ship to stop it from launching a cyno or smt. |

Spugg Galdon
Mak Mining Corp
31
|
Posted - 2012.01.27 12:55:00 -
[520] - Quote
Instead of adding new modules, which I am not against. I would prefer a whole review, in stages, -áof the balance of the current modules. Especially the faction/deadspace/storyline/officer modules
I find it frustrating that one module completely out performs all the other modules in its class in almost every aspect making all the other modules fairly redundant and worthless
Example is the faction warp disruptors. The top one has the best range and is by far the easiest to fit. This shouldn't be. It should either be the easiest to fit or have the best range. Not everything!
Next issue with current modules is that storyline stuff is way too expensive for what you get. I propose that storyline modules give you a double feature. For example. A story line hardener would work for two different resistances. Or a storyline torpedo launcher would also target paint what it was shooting at.-á
Faction guns should be able to use T2 ammo and be effected by weapon specialization skills but not require them to be used.-á
More stuff like this. What do you think? |
|

Dark Rawen
The 1st Regiment HUN Reloaded
0
|
Posted - 2012.01.27 15:58:00 -
[521] - Quote
Hi I have an idea for tech 3 modules. You can make a t3 module from almost any t2 one by using a GÇ£type bpcGÇ¥, (medium armor (this is good for any medium sized armor modules)) modifiers (manufacturing materials) and of course a t2 module. Modifiers these items are required in t3 production every type bpc tells how many modifier need to finish the job. Like their name says they can modify the original attributes of the t2 module. So t3 modules basically modified t2 ones. But modifiers have many types with different bonuses and drawbacks for example: you have a modifier what decrees the power usage whit 1% but increase cpu 1% or gibe 2% falloff -0.1% tracking. Every modifier works in % because you can use 50 modifier max in a module (of course you can combines freely modifiers to make the perfect module for you ship.) So in that way every capsuleer can plan and make the perfect module. T3 modules are not something godlike stuffs o cheat but make the huge variations of in game fitting to endless with t3 modules you can make fitts work you newer imagine at.
|

Hadez411
ceaps is Gay Minning Corp ITTY-BITTY TITTTY COMMITTY
37
|
Posted - 2012.01.27 18:00:00 -
[522] - Quote
Flamespar wrote:Some module ideas. There is a bit of a covert ops/smuggler theme going on here.You could create a new subgroup of skills to go with these.
- A module that allows you to detect contraband (skills effect accuracy) - A module that allows you to hide contraband (decreases the chance that you will be detected). - One shot module that 'tags' another ship and notifies you of their position for a certain period - A module to counter the above (makes information less accurate) - A one shot module that removes you from local for a certain period (cancelled by docking or jumping) - A one shot module that creates a fake signature of your ship to confuse players using probes. - A one shot module that makes your ship stationary and puts you into a reinforced mode (could be a fun way to respond to being caught in a gate camp as it would give you 5 minutes to desperately spam your corp channel for help, or indulge in desperate begging. - A module that allows you to use an enemies cyno to jump to their staging area.
+1 for fake signature module. |

Lucjan
R-E-D
11
|
Posted - 2012.01.27 19:06:00 -
[523] - Quote
Hull-repair Drone
Repairs Hull damage |

Lucjan
R-E-D
11
|
Posted - 2012.01.27 19:08:00 -
[524] - Quote
Wormhole Destabilization Bomb
Causes [x] kg passed through to wormhole when detonated.
Wormhole Stabilization Bomb
Reduces [x] kg passed through to wormhole when detonated.
Time wormhole can stay alive unchanged for both |

Dark Rawen
The 1st Regiment HUN Reloaded
0
|
Posted - 2012.01.27 19:56:00 -
[525] - Quote
Active omni armor hardener like invu field in shield |

Nova Fox
Novafox Shipyards
2984
|
Posted - 2012.01.27 20:05:00 -
[526] - Quote
False Signature Drones.
Sensors Drones Electronic Warfare
These drones once deployed mimic ship signals over long range scanners. Ships that picked are random but in the same class as the host ship so the chance of somone seeing though the ruse is posisble. These drones are unable to attack or defend.
|

Lucjan
R-E-D
11
|
Posted - 2012.01.27 20:13:00 -
[527] - Quote
Close Proximity Defense Drone
Small Sentry drone 5m3 each. Range about 5km-10km Damage : Scout Drone Damage Tracking : Scout Drone Tracking
Automatically attack hostiles when they get within range.
|

Lucjan
R-E-D
11
|
Posted - 2012.01.27 20:21:00 -
[528] - Quote
Cloaked Drone Controller
Module Gives ability to control drones while cloaked.
Drones still decloak you if they get too close. |

Lucjan
R-E-D
11
|
Posted - 2012.01.27 20:33:00 -
[529] - Quote
Projected Warp Stabilizer
Projects Warp Stabilization T1 = +1 T2 = +2 |

Lucjan
R-E-D
11
|
Posted - 2012.01.27 20:48:00 -
[530] - Quote
Bomb Drones
Can come in all sizes
When ordered to engage it will orbit target
New drone order available 'detonate' Does 'mini' bomb damage * drone size factor
Drones have same resistance as bombs to to each other limiting the number that can explode without taking the rest with them.
Can be used as mines if you can get them to stay still in an area
Possible to blow yourself up if not paying attention
|
|

Lucjan
R-E-D
11
|
Posted - 2012.01.27 20:54:00 -
[531] - Quote
Drone Deploy Bomb
Bomb contains 5 drones put inside by the player before hand
When bomb detonates those 5 drones 'hatch' and are controllable by pilot even though drone bay too small to hold all.
Bandwidth still applies. So right now if bombers still only able to fire bombs, 25 bandwidth is all you'd get to play with.
|

Lucjan
R-E-D
11
|
Posted - 2012.01.27 20:55:00 -
[532] - Quote
T2 Bombs
Given the ability to change the detonation time : 5s <-> 15s == 15km <-> 45km |

Merritoff
Zod's Minions
5
|
Posted - 2012.01.28 01:27:00 -
[533] - Quote
Sentry Mining Drones.
10km 25 bandwidth eph between a heavy and medium drones (suggesting an Ice version, but the cycle time would have to ... discouraging)
Logi module projected resistance. three versions each for structure, armor and shield. omni without scripts for specific resists. |

Clementina
The Scope
54
|
Posted - 2012.01.28 01:36:00 -
[534] - Quote
More additions
There should be a high-slot warp disruptor. Make it disrupt with strength 2 without effecting microwarpdrive at up to 10kms away and take up as much CPU/Grid room as a Small Nosferatu II.
There should be a damage control that will give 10% resists to shields, 7.5% resists to armor and 50% resists to structure.
There should be an afterburner that uses fuel of some kind in addition to cap, and goes faster. Perhaps even a biofuels version for slightly faster and a rocket fuel version for really faster.
Extra Ships
Sansha's Nation needs a Destroyer and a Battlecruser model of some sort (Really for missions but if you are going to create one you may as well release it to the players since they will no-doubt look awesome.) |

Lucjan
R-E-D
12
|
Posted - 2012.01.28 04:55:00 -
[535] - Quote
Consumable Microwarp fuel additive
Fuel that gives microwarps and/or afterburners additional boost. +10% +25% +50%?
Made out of materials like Rocket Fuel[x] and Quafe[y] on a planet.
Consumes 10[x]m3 / sec, so 100m3 would give that boost for 10s.
Works in conjunction with heat system.
Used like nanite paste.
If module is disabled due to heat damage, engine explode causing catastrophic damage to the craft possibly destroying it.
Using it is suppose to feel like a gamble and less skill.
Random Damage type explosion if you have enough resists on that damage type you may survive.
Rough numbers : 1mn - 1000 damage 10mn - 5000 damage 100mn - 10000 damage |

Khrage
91
|
Posted - 2012.01.28 18:32:00 -
[536] - Quote
Lucjan wrote:Wormhole Destabilization Bomb
Causes [x] kg passed through to wormhole when detonated.
Wormhole Stabilization Bomb
Reduces [x] kg passed through to wormhole when detonated.
Time wormhole can stay alive unchanged for both
no. this screws with so many WH mechanics it's not even funny. esspecially the 'stabilization' concept. a WH's definite size is the saving grace to any smaller WHing corp. this would kill off so many POSs in WH space since bigger fleets would just be able to keep WHs open to bring in everyone they wanted. |

Maenth
The Thirteen Provinces
1
|
Posted - 2012.01.28 22:00:00 -
[537] - Quote
Idea#1: A high-yield self-destruct-bomb module that, once activated, asks "are you sure you want to do this?" and you get 3 options: NO, YES, and YES+EJECT ... the last option being to eject your capsule immediately and the ship autopilot-approaches the target, and when within X range of the target, your ship explodes (if you only select YES then you have to eject manually or else go in and explode with your ship) .... while the ship is on its way, it still counts as your property and your attack. and everything about it continues as it was, but having ejected the capsuleer has relinquished any further control of the vessel. The ship has (for example) 20 seconds to reach the target; it detonates either after 20 seconds or once it gets within [blast range] of the target, which ever comes first. There would be 3 size categories (S/M/L) and each has a different blast radius and damage amount appropriate for its size class. There may be 'ammo' options so as to affect the damage amount and types... examples: standard destruct compound: explosion does X explosive damage slow-burn destruct compound: explosion does X explosive damage and Y thermic damage fast-burn destruct compound: explosion does X explosive damage and Z kinetic damage
Other ideas, which I think/hope have not been often brought up: - rigs that 'convert' a fitting slot from one type to another (maybe limited to one per ship) - rig that adds a launcher/turret hardpoint (probably limited to one per ship) - rigs to convert between turret/launcher hardpoints - mining rigs - scripts for drone tracking computers - rigs to give damage bonuses to drones other than just sentry drones (maybe just less of a bonus to the mobile drones, if that's an issue) - ability to target self with drones ("What do you mean I can't tell my repair drones to repair me?") - drone self-destruct/suicide-crash to go out in a blaze of glory 8) - smartbomb drones; the drone effectively carries and fires a smartbomb module
These ones I'm sure will be shot down immediately, but seeing guns getting up nice big DPS numbers that drones can't hope to reach, and that's before logistic computers support... - [Drone Control Unit I] becomes [Drone Crontrol Unit II] and there is a new [Drone Control Unit I] which does give +1 max drones controlled, but only 1 can be fitted to a ship and the effect does not stack with any [Drone Control Unit II] - Drone Control Rig (probably limited to one per ship, and/or high calibration cost, whatever!) |

Revii Lagoon
The Foreign Legion Test Alliance Please Ignore
19
|
Posted - 2012.01.29 11:13:00 -
[538] - Quote
Signature Radius Reducer module, would take up a mid slot and come at the expense of locking range.
EWar Optimal Range / Falloff increase, would be a mid slot, and increase point, web, target painter, ect. range by a certain amount.
|

Traidir
Hedion University Amarr Empire
7
|
Posted - 2012.01.29 23:48:00 -
[539] - Quote
A long time ago, I use to trade NPC commodities across and within high and low sec. The trade system had a few problems, especially in regard to the price reset mechanic, and the profit margin was abysmally low considering the risk, especially by today's standards.
What I propose is to setup a new dynamic economy of NPC goods, and, with it, a cluster of new modules that enable ships to handle these cargoes.
These special cargoes would be comprised of "perishable commodities" which would carry with them both increased risk and reward. Their associated modules, then, would dynamically compete with cargo expanders and other modules used in trading (like shield expanders) to improve the longevity of the cargo. Each cargo would be available in only one part of space and in high demand elsewhere, encouraging traders to travel far and fast (especially if the the demand scales dynamically, with higher and higher payouts for increasingly long periods without a successful trade run).
Different cargoes would be handled differently, but several dynamics can be set up. For example, suppose there is an exotic, ceremonial Amarrian fruit that only grows on one planet and is believed to "purify" those who consume it before it changes color (normally within 2 hours of it being picked), after which the whole batch is ruined. Ships then, that can go farther and faster will see drastically higher profits per unit, though such ships typically will (and do) have significantly smaller cargo holds and higher skill requirements. Though it is possible for this fruit to stay good for quite some time on its own, use of special refrigeration or environmental control units in your low slots can preserve its value for a limited period (with multiple units giving diminishing returns, if any at all).
Meanwhile, Radioactive Byproducts (for, say, medical use; like barium) will have a half-life, thus as the material sits in your cargo bay it is constantly devaluing (and, perhaps, even getting smaller). Thus, faster pilots are rewarded by being able to sell more of their load before it decays. Materials with a short half-life also tend to put out a lot of heat and radiation though, so low slots are needed to augment the internal hulls to dissipate heat and shield the ship's systems from damage and interference. A dynamic may even be made where unshielded or poorly shielded ships slowly lose structure/armor/shields and have modules overheat as they fly, but are able to carry greater amounts (which of course worsens the radiation problem). Perhaps these ships would even require active hull repair mods in order to keep from exploding on the fly.
Another possibility is wildcard type commodities. A viral agent may require a CPU intensive mid slot to monitor and adapt to changes in the virus, which simply has a random chance of mutating and becoming suddenly worthless (with the module reducing the chance along a Poisson distribution).
Many other possibilities exist for this type of trade: Emergency medical transport, that requires a triage bay to keep the patient alive and requires that the ship not be shaken (i.e. shot at) or the patient may die (perhaps he even has hit points). Livestock requiring environmental controls or sedation. Unstable material, which might explode if the ship is exposed to certain types of radiation (possibly preventing the ship from safely entering systems with highly energetic blue stars unless their EM resistance on shield or armor is above some ridiculous threshold like 95-97%). And many more such scenarios which encourage people to play with their ship fittings or deal with threats from other players.
All the while this system will encourage people to move though dangerous areas of low and null sec . This will make pirates happy as people move through their space in an attempt to claim the reward, while simultaneously folks are encouraged to leave secure space and pass through all areas of the galaxy with NPC stations (and perhaps even outposts?).
It would even encourage people to explore wormholes which can act as extremely profitable shortcuts. Generally speaking this would encourage people to touch, examine, and interact with every aspect of the game. A win, win. |

Amaroq Dricaldari
Total Annihilation. Pandorum Invictus
17
|
Posted - 2012.01.30 02:34:00 -
[540] - Quote
Traidir wrote:A long time ago, I use to trade NPC commodities across and within high and low sec. The trade system had a few problems, especially in regard to the price reset mechanic, and the profit margin was abysmally low considering the risk, especially by today's standards.
What I propose is to setup a new dynamic economy of NPC goods, and, with it, a cluster of new modules that enable ships to handle these cargoes.
These special cargoes would be comprised of "perishable commodities" which would carry with them both increased risk and reward. Their associated modules, then, would dynamically compete with cargo expanders and other modules used in trading (like shield expanders) to improve the longevity of the cargo. Each cargo would be available in only one part of space and in high demand elsewhere, encouraging traders to travel far and fast (especially if the the demand scales dynamically, with higher and higher payouts for increasingly long periods without a successful trade run).
Different cargoes would be handled differently, but several dynamics can be set up. For example, suppose there is an exotic, ceremonial Amarrian fruit that only grows on one planet and is believed to "purify" those who consume it before it changes color (normally within 2 hours of it being picked), after which the whole batch is ruined. Ships then, that can go farther and faster will see drastically higher profits per unit, though such ships typically will (and do) have significantly smaller cargo holds and higher skill requirements. Though it is possible for this fruit to stay good for quite some time on its own, use of special refrigeration or environmental control units in your low slots can preserve its value for a limited period (with multiple units giving diminishing returns, if any at all).
Meanwhile, Radioactive Byproducts (for, say, medical use; like barium) will have a half-life, thus as the material sits in your cargo bay it is constantly devaluing (and, perhaps, even getting smaller). Thus, faster pilots are rewarded by being able to sell more of their load before it decays. Materials with a short half-life also tend to put out a lot of heat and radiation though, so low slots are needed to augment the internal hulls to dissipate heat and shield the ship's systems from damage and interference. A dynamic may even be made where unshielded or poorly shielded ships slowly lose structure/armor/shields and have modules overheat as they fly, but are able to carry greater amounts (which of course worsens the radiation problem). Perhaps these ships would even require active hull repair mods in order to keep from exploding on the fly.
Another possibility is wildcard type commodities. A viral agent may require a CPU intensive mid slot to monitor and adapt to changes in the virus, which simply has a random chance of mutating and becoming suddenly worthless (with the module reducing the chance along a Poisson distribution).
Many other possibilities exist for this type of trade: Emergency medical transport, that requires a triage bay to keep the patient alive and requires that the ship not be shaken (i.e. shot at) or the patient may die (perhaps he even has hit points). Livestock requiring environmental controls or sedation. Unstable material, which might explode if the ship is exposed to certain types of radiation (possibly preventing the ship from safely entering systems with highly energetic blue stars unless their EM resistance on shield or armor is above some ridiculous threshold like 95-97%). And many more such scenarios which encourage people to play with their ship fittings or deal with threats from other players.
All the while this system will encourage people to move though dangerous areas of low and null sec . This will make pirates happy as people move through their space in an attempt to claim the reward, while simultaneously folks are encouraged to leave secure space and pass through all areas of the galaxy with NPC stations (and perhaps even outposts?).
It would even encourage people to explore wormholes which can act as extremely profitable shortcuts. Generally speaking this would encourage people to touch, examine, and interact with every aspect of the game. A win, win. *starts clapping* *crowd gradually joins in*
Kamuria wrote:1. There's a huge gap in powergrid between 400mm plates and 800mm plates. What about 600mm plates at 135 powergrid ?
2. Let's think about useless modules and make them better. The rigs giving optimal bonus to projectile guns per example, if it was a fixed amount it would be way better than a percentage.
Example : +2000 range for small, +5000 for medium and +10k for large.
Look at the market and check out those items that nobody buys, check out their weakness and make them better. This will add more diversity to modules without inventing anything. *repeats clapping* This is my signature. There are many like it, but this one is mine. |
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