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Author |
Thread Statistics | Show CCP posts - 5 post(s) |
Acac Sunflyier
Burning Star L.L.C.
204
|
Posted - 2012.09.23 19:17:00 -
[1351] - Quote
Amelya Laurann wrote:Hell yeah!
My cousin just started playing EVE and the 1st thing he said after doing his first lvl 1 missions, getting chased by frigates:
"I WANT SPACE MINES!!!!!!!"
where are they?
Edit: proximity bombs that only stick to where you put them? small medium and heavy variants?
Mins were a real problem. Everybody put them everywhere and so many sips were killed by just jumping into a system There just isn't anything intresting on the front page of the GD anymore. Yawn! |
Bienator II
madmen of the skies
901
|
Posted - 2012.09.23 20:24:00 -
[1352] - Quote
ability to place traps in form of containers or wrecks. Opening them will cause an AOE explosion similar to a bomb.
only lowsec and below. You have to stay on grid to keep the trap activated but may be cloaked. a eve-style bounty system https://forums.eveonline.com/default.aspx?g=posts&m=359105 You fail you fail you fail you fail you fail you fail you fail to jump because you are cloaked |
Muestereate
Two Geezers in Space
54
|
Posted - 2012.09.24 04:05:00 -
[1353] - Quote
Time dilation module to give new guys time to figure out what they are doing. Yes, let it slow down a few systems. |
Sui'Djin
Black Rise Guerilla Forces Caldari Protectorate Forces
8
|
Posted - 2012.09.24 08:21:00 -
[1354] - Quote
MotherMoon wrote:Ima add one.
Sig radius reduction module.
It starts off at 10% but increases to 30% the more ships that target you.
I proposed such thingy as a target painter script. https://forums.eveonline.com/default.aspx?g=posts&m=1821528#post1821528
I hope it will be considered in upcoming the E-War-Overhaul. |
Bubanni
ElitistOps Pandemic Legion
443
|
Posted - 2012.09.24 12:04:00 -
[1355] - Quote
Bumping bomb :) a bomb that basicly bumps anything within 5-10km of the blast radius, (the more mass, the faster the target accelerates away from the blast? (if a target is hugging a gate or station, they would potentially be launched 10-20km away from the gate if they were at the center of the blast, the further away from the blaster center, the less you get knocked away.... (basicly it would just create a bumping bubble for a few sec)
The launched bomb should probaly be launched by bombers only? or it could be a high slot module that more ships can fit, the bomb itself should do no damage, it could be launched to fly right infront of the ship and explode after 5-10 sec (going only 5-10km infront of your own ship) which would basicly land yourself inside the radius if you move even 1m forward
? what do you think ? Christmas wish list https://forums.eveonline.com/default.aspx?g=posts&t=134275 Module activation delay! https://forums.eveonline.com/default.aspx?g=posts&m=1180934 |
Ilja Muromez
201st
2
|
Posted - 2012.09.24 15:13:00 -
[1356] - Quote
Afterburner & Microwarpdrive update
Change: Shorten cycle duration Raise Cap consumption per sec (e.g.: Shadow Serp. 10MN AB, Duration 4, Activation 40)
No new Modules needed. Just change one of the equal modules. (Federation Navy & Shadow Serpentis Module ; Domination & Republic Fleet Module)
Reason: More flexibility. Partial solution for the problem of Afterburner V Skill which cause long AB cycles.
(dont now if suggested before)
|
Warde Guildencrantz
TunDraGon
69
|
Posted - 2012.09.24 15:51:00 -
[1357] - Quote
Bienator II wrote:ability to place traps in form of containers or wrecks. Opening them will cause an AOE explosion similar to a bomb.
only lowsec and below. You have to stay on grid to keep the trap activated but may be cloaked.
ahahahaha this would be amazing |
Andy Landen
Born Crazy Tribal Band
63
|
Posted - 2012.09.24 16:33:00 -
[1358] - Quote
Remote Sensor Dampener base stats: -3 remote sensor strength (all types/races) -15% remote target range -15% remote target scan res 10s duration 36 GJ activation 30 Optimal 60 Falloff 42 CPU 1 PG Each script multiplies their stat by x2 and the others by x0.
Sensor Booster: +30% target range +30% scan res +100% sensor strength (all types/races). Again, each script multiplies their stat by x2 and the others by x0.
These are intended to combine ECM and Sensor technologies together, thus replacing the existing separate technologies into a simplified and unified system to make their use simpler. The first is the RSD with ECM added. This adds versatility and simplification of the existing system. The second is SB with sensor strength boost added. This allows pilots to cover their sensor strength against ECM without feeling like a slot is wasted when ECM is not present.
As the sensor dampeners reduce the sensor strength (after sensor boosts are calculated) by x points for each module, the target ship loses its ability to lock as its sensor strength passes 0.
It may be possible to combine the similar effects of scan resolution and sensor strength stats into a single sensor strength stat so that as the sensor strength approaches 0, the lock times become longer until at 0 locks are no longer possible. I know that frigs tend to have high scan res and low sensor strengths and BS, etc. have low scan res and high sensor strength, but to be honest, it seems like larger ships have stronger sensors and ought to lock faster and frigates slow, so the current sensor strength values for the various ships ought to prevail. But it is still possible to combine the stats and simply compare the sensor strength against the ship's class value for the lock time. |
Marwolaeth Arglwydd
The Crabbit Ethereal Dawn
21
|
Posted - 2012.09.24 16:38:00 -
[1359] - Quote
If missiles are to be affected by TC/TE/TD as the "Cane nerf" thread says. Create new mods that effect only missiles and leave the current ones to only affect turrets. This will make players have to choose which weapon system to boost if they have both turrets and missiles on a ship. Other wise those mods will become op, especially the TD. |
MotherMoon
Blue Republic RvB - BLUE Republic
1133
|
Posted - 2012.09.24 18:35:00 -
[1360] - Quote
Marwolaeth Arglwydd wrote:If missiles are to be affected by TC/TE/TD as the "Cane nerf" thread says. Create new mods that effect only missiles and leave the current ones to only affect turrets. This will make players have to choose which weapon system to boost if they have both turrets and missiles on a ship. Other wise those mods will become op, especially the TD. I don't think this is the ise. The issue is a ship being targeted by a TD can use a tracking computer to counter the effects.
But these don't work on missles :/ http://dl.eve-files.com/media/1206/scimi.jpg |
|
HazeInADaze
L'Avant Garde Happy Endings
3
|
Posted - 2012.09.24 19:41:00 -
[1361] - Quote
Drone Command Overide module.
High slot mod. Activate module on targeted drone to take control of it. Stolen drone assumes all the bonuses of new ship/pilot. Can only assume control of drones pilot has skill to use. Each module handles the bandwidth of the drone it controls.
The cost of this module is used weapons slots and targeting slots.
Might even work on own drones, allowing the pilot to deploy more of his own drones.
Getting jammed, damped, lock broken will lose control of these drones. If it uses capacitor, nuets could turn off the module.
The plus side is total drone boats in the sub cap realm. And some interesting hybrids. A vexor could use it utility high to control a heavy, use its native stats to control 3 more heavies. All fit in the 100m3 bay. Getting jammed will stop the damage of the guns and 1 drone. |
Serge SC
The Valhalla Project
38
|
Posted - 2012.09.25 04:09:00 -
[1362] - Quote
I might've skipped a few posts, but here are some ideas perhaps:
Offensive / E-War Modules
1. Slowness Bubble - Pretty much like a warp disruption bubble, affects AB and MWD effectiveness, reducing maximum speed of ships while inside said bubble. Can only be deployed in systems below 0.4 security, requires same or similar skill set and levels for warp disruption bubbles. Specialized ships like Interdictors and Heavy Interdictors can further increase the base range of the bubble. Bubble cannot be deployed in close proximity of a warp bubble, to avoid complete overlapping and abuse.
2. To-be-named - High slot AoE active module which uses charges to function. Randomly affects effectiveness of electronic systems on a vessel reducing the weaponry effectiveness, making turrets and launchers cycle slower and/or take longer to reload. Limited range (5km base range + 5km falloff at highly reduced effectiveness) with small charge cargo and long reload times. Charges have big m3 and can't be carried massively. Skills affect range of AoE, effects do not stack with other ships using the same module. Restricted to 1 per ship.
3. Modified Webifier II - High slot E-War module which affects maximum speed of target vessel. Requires a free high-slot. Skill set and level equal to that of the Webifier II. Effectiveness can be modified by skills. Module can only be equipeed on attack frigate and cruisers with their specialized variants. Battlecruisers, Battleships and Capital ships may not use these.
4. Web-scrammer. Directed midslots that requires activation on a target. Module disrupts the warp drive capabilities of the target while also reducing the maximum speed. Module is less effective than a dedicated warp disruptor and a dedicated webifier. Same range as warp scrambler, same strength as warp disruptor, 40% reduction of target's top speed. Capacitor usage is greater than the modules it replaces. Ship Modification / Fitting Modules
1. Drone bandwidth amplifier - Passive low slot which increases the bandwidth of the ship by 5mbps pero level up to 25 extra mbps at level 5 for the user. Module may or may not increase drone capacity by a fixed modifier.
2. Calibration expander - Passive low slot which increases calibration points of the ship by 150 points. This extensive modification greatly reduces the structural integrity by a fixed value. Module is practically fitting-free, using only 1 unit of powergrid. Modules is affected by stacking penalties.
3. Slot increment +1 - Rig that increases the amount of mid or low slots available for fitting on the ship (1 of each can be specified). This module can only be used until the maximum numbers of slots is filled (ex. a nigthmare can fit for an extra med slot, but no more, as the maximum 8 are in place). This rig reduces the ship's maximum capacitor charge and decreases recharge rate. Alternatively, rig can increase signature and reduced speed of the ship. Mechanics 5, hull upgrades 5 and Jury Rigging 5 are needed for T2 version, which has lesser penalties compared to T1. Module cannot be used on T3 hulls or capitals.
4. Light structure - Low slot that reduces the ship's signature radius at the expense of armour integrity. Module suffers from stacking penalties with other modules that affect the same attributes. Hull Upgrades skills reduces the penalties to the reduced armour amount.
Defensive Modules
1. Adaptive Invulnerabilty Amplifier - Passive midslot that increases the ship's shield resistances by a base amount. This skills is affected by the resistance compensation skills, increasing the effectiveness of said module. Module is affected by stacking penalties of other modules affecting the same attributes.
2. Republic Fleet/Imperial Navy/Caldari Navy/Federation Navy Damage Control - Faction DCUs! Each faction gets an improvement over the others based on their main method of tanking. Example: Caldari Navy Damage Control has increased shield resistances while lowering both armour and structure resistances. Imperial Navy Damage Control greatly reduces the shield bonuses and focuses mainly in armour resistances. Federation Navy increases both armour and structure by giving away the shield resistances. Republic fleet gives away the structure resistances to further edge on shield and armour. Same as Damage Control use, consumption and limitations.
3. Extra large Shield Extender - Passive midslot. Greatly boosts the shield amount of the ship by a percentage by also increasing its signature radius significantly. Module is affected by the Shield Management skill, increasing 5% to the given capacity per level, to a maximum of 30%. Module suffers from stacking penalties of other modules affecting the same attributes. Module requires CPU to work.
4. Heavy plating - Passive low slot that greatly increases armour amount of the ship by a percentage by greatly reducing the ship's agility. Module is affected by the Mechanics skills, increasing 5% to the given amount per level, to a maximum of 30%. Module suffers from stacking penalties of other modules affecting the same attributes. Requires available powergrid to work.
5. Collision deflector. "Passive" midslot that reacts using the ship's energy to reduce the incoming damage. Module does not reqModule consumes the ship's capacitor in order to absorb a percentage of the incoming damage, equal to an X amount of damage received. New skill required, that improves the effectiveness of the module, by reducing the capacitor consumption per level. Module works on a chance factor base to reduce damage.
I think those are all the ones I can think of right now. Any thoughts? I can detail each one more, and some extra balancing would be required to make it feasible, but the main effects would be those as described on the post. Serge SC Le Frenchman Friendly FC |
Aethlyn
EVE University Ivy League
139
|
Posted - 2012.09.25 09:08:00 -
[1363] - Quote
Just had an interesting idea pirates and gankers might not approve, but how about this (assuming it hasn't been suggested already):
Cargohold Rigging I After repeated losses of industrial ships hauling valueable assets to the Minmatar militia forces, Amarrian tacticians called for a scorched earth approach for potentially endangered shipments, denying the enemy further material gains. Based on common cargohold expanders, these rigged storage structures are armed with significant amounts of high-explosives, increasing the chance of the carried cargo to get destroyed together with the ship.
Module Stats Cargohold Capacity: -10% Destruction Chance: +10% Slot Type: Low (or Rig?) Looking for more thoughts? Read http://aethlyn.blogspot.com/ or follow me on http://twitter.com/Aethlyn. |
Bloodpetal
Mimidae Risk Solutions
882
|
Posted - 2012.09.25 13:46:00 -
[1364] - Quote
A DNA Transponder Signature Doppleganger Doo-Hicky
This module allows you to impersonate another character in space. In order for this to work, you have to have the corpse of the person you want to impersonate.
This could allow you to get past gate camps, or fool a person into thinking they should trust you in a exploration site, etc.
The corpse is consumed by this module.
The effect should only last up to 5 minutes or so.
Lets CCP let corpses get consumed, and gives them an actual value besides trophy status.
Do it! ;) Mimidae Risk Solutions Recruiting |
Atata Kaiko
Odyssey Inc SpaceMonkey's Alliance
4
|
Posted - 2012.09.25 16:42:00 -
[1365] - Quote
Here's a meta idea, instead of having this, the general chaos of the Features & Ideas forum and the clearly ignored list of frequently proposed ideas, how about making this easier for everyone and build a web page that users can submit an idea and then with drop downs actually show how it would be IMPLEMENTED. This could be done via code, or for those who are bad at coding, have a sort of drag-and-drop where you can combine elements from existing modules, etc.
The OP need not necessarily do the "code" if someone else is eager to do it for them if they think it's a great idea. So Player Xyz proposes a great idea, Player Abc reads it, thinks it's cool and updates the "how it works" part of the idea to actually show it in code. A CCP Dev might say "hey, nifty idea, but you can't do ____ in SQL" and updates the code.
THEN, have the ability to vote up or down an idea (like a stack exchange), and the ideas that get "enough" up votes should get implemented as a matter of course on the test server(s). Those that do not immediately break game balance and get positive feedback on the test server are automatically put into a queue to be reviewed by CCP and possibly added during the next "big release".
It would make the test servers more of a sandbox game than EVE has ever been before, and could change the evolution of EVE in very long term and profound ways... |
Yun Kuai
Justified Chaos
14
|
Posted - 2012.09.25 17:38:00 -
[1366] - Quote
The principle idea here is that currently there is a module shared by both cruisers and battlecruisers, that being the 800mm reinforced steel plate. However, most BCs fit the battleship sized module, the 1600mm reinforced steel plate, due to the fact that they can GÇ£easilyGÇ¥ be fit on most Armor BCs due their significantly larger PG over cruisers. The problem that arises from this decision to fit the 1600mm plate, means that armor cruisers also feel the need to fit the same BS sized 1600mm plate just to be remotely similar in EHP to go up against a BC.
So my proposal is to create a specific armor plate designed for BC hulls that still allow them to be viable when fighting against BS hulls, but not so overwhelming when fighting against cruiser hulls. In the end, it would allow cruisers to feel comfortable fitting the 800mm plate, BC fitting their new module, and BS still owning the 1600mm plate. For this to work accordingly, the 1600mm plate would need its PG requirements raised up to 700 MW or more (balancing would be required here), as the new BC plate would borrow the 1600mm plateGÇÖs PG requirements of 500 MW.
This is done so that cruisers can use the new armor BC's plate, but at a gimped fit like it is currently when using the 1600mm plate. On top of that, cruisers will lose their ability to fit the BS sized 1600mm plate. On the other hand, BC hulls still maintain the relative ease of fitting their new dedicated armor plate and also have the ability to fit the 1600mm plate like before, but again at a similar gimped fit.
The idea is to shoot for a 75% balancing on bonuses and penalties between the current 800mm and 1600mm plates when I created this new module. This 75% balancing on stats would continue through the 7 meta levels. Without further ado, I give you the 1200mm reinforced steel plate I...
Module name: 1200mm reinforced steel plate (meta 1) Volume: 75 m3 Mass: 0 kg Capacity: 0 m3 Radius: 0 m
Increases the maximum strength of armor Penalty: Adds to your shipGÇÖs mass, making it less agile and maneuverable in addition to decreasing the factor of thrust gained from speed modules like Afterburners and MicroWarpdrives.
Fitting Requirements Powergrid usage: 500 MW CPU usage: 27 tf
Armor bonus: 2250 HP Mass Addition: 2,812,500 kg
Variants: 1200mm reinforced nanofiber plate (meta 1) 1200mm reinforced titanium plate (meta 2) 1200mm reinforced crystalline carbonide plate (meta 3) 1200mm reinforced rolled tungsten plate (meta 4) 1200mm reinforced steel plate II (meta 5) Storyline 1200mm reinforced steel plate (meta 6) Faction Navy 1200mm reinforced steel plate (meta 7)
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Bienator II
madmen of the skies
916
|
Posted - 2012.09.25 18:22:00 -
[1367] - Quote
MD. same as TD just for missiles. *hinthint* a eve-style bounty system https://forums.eveonline.com/default.aspx?g=posts&m=359105 You fail you fail you fail you fail you fail you fail you fail to jump because you are cloaked |
Amaroq Dricaldari
Malicious Mission Murderers
134
|
Posted - 2012.09.26 15:18:00 -
[1368] - Quote
I want the old module and missile names back, and the old Carthum Conglomerate ships (the ones that were Red and Gold, not Tech I Frigate-colored This is my signature. There are many like it, but this one is mine. |
Nyancat Audeles
Center for Advanced Studies Gallente Federation
9
|
Posted - 2012.09.26 15:33:00 -
[1369] - Quote
Yun Kuai wrote:The principle idea here is that currently there is a module shared by both cruisers and battlecruisers, that being the 800mm reinforced steel plate. However, most BCs fit the battleship sized module, the 1600mm reinforced steel plate, due to the fact that they can GÇ£easilyGÇ¥ be fit on most Armor BCs due their significantly larger PG over cruisers. The problem that arises from this decision to fit the 1600mm plate, means that armor cruisers also feel the need to fit the same BS sized 1600mm plate just to be remotely similar in EHP to go up against a BC.
So my proposal is to create a specific armor plate designed for BC hulls that still allow them to be viable when fighting against BS hulls, but not so overwhelming when fighting against cruiser hulls. In the end, it would allow cruisers to feel comfortable fitting the 800mm plate, BC fitting their new module, and BS still owning the 1600mm plate. For this to work accordingly, the 1600mm plate would need its PG requirements raised up to 700 MW or more (balancing would be required here), as the new BC plate would borrow the 1600mm plateGÇÖs PG requirements of 500 MW.
This is done so that cruisers can use the new armor BC's plate, but at a gimped fit like it is currently when using the 1600mm plate. On top of that, cruisers will lose their ability to fit the BS sized 1600mm plate. On the other hand, BC hulls still maintain the relative ease of fitting their new dedicated armor plate and also have the ability to fit the 1600mm plate like before, but again at a similar gimped fit.
The idea is to shoot for a 75% balancing on bonuses and penalties between the current 800mm and 1600mm plates when I created this new module. This 75% balancing on stats would continue through the 7 meta levels. Without further ado, I give you the 1200mm reinforced steel plate I...
Module name: 1200mm reinforced steel plate (meta 0) Volume: 75 m3 Mass: 0 kg Capacity: 0 m3 Radius: 0 m
Increases the maximum strength of armor Penalty: Adds to your shipGÇÖs mass, making it less agile and maneuverable in addition to decreasing the factor of thrust gained from speed modules like Afterburners and MicroWarpdrives.
Fitting Requirements Powergrid usage: 500 MW CPU usage: 27 tf
Armor bonus: 2250 HP Mass Addition: 2,812,500 kg
Variants: 1200mm reinforced nanofiber plate (meta 1) 1200mm reinforced titanium plate (meta 2) 1200mm reinforced crystalline carbonide plate (meta 3) 1200mm reinforced rolled tungsten plate (meta 4) 1200mm reinforced steel plate II (meta 5) Storyline 1200mm reinforced steel plate (meta 6) Faction Navy 1200mm reinforced steel plate (meta 7)
I completely agree with this. +1
|
Amaroq Dricaldari
Malicious Mission Murderers
134
|
Posted - 2012.09.26 15:36:00 -
[1370] - Quote
But then Battleships would need another Powergrid increase. This is my signature. There are many like it, but this one is mine. |
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Bubanni
ElitistOps Pandemic Legion
444
|
Posted - 2012.09.26 22:17:00 -
[1371] - Quote
Remote overloading assisting module or a fitted module that would cool the highs, mediums and lows on the ship
In theory the module would allow you to overload for twice as long as normal. (roughly) as a remote module, it should have a limited range of 5-10km and should have fitting requirements that made it impractical to fit on frigs, but not impossible Christmas wish list https://forums.eveonline.com/default.aspx?g=posts&t=134275 Module activation delay! https://forums.eveonline.com/default.aspx?g=posts&m=1180934 |
Skydell
Space Mermaids Somethin Awfull Forums
293
|
Posted - 2012.09.26 22:36:00 -
[1372] - Quote
Rigs to improve stasis webifier range and strength. |
Trillian Zaphod
Golden Clover Inc.
0
|
Posted - 2012.09.27 04:48:00 -
[1373] - Quote
* Player modified modules *
Here is an idea i have. Think of faction or officer mods, but created by players. It would work like this: - Start with a standard blueprint for a T1 module - Perform a new "R&D" operation that would allow the player to generate a limited run BPC with slightly better attributes. - The R&D operation takes a lot of time and consume a lot of resources and incrementally improves a given attribute.
For instance if you perform this R&D operation on a standard warp scrambler BPC, you would be able to improve its optimal range by 2% each time. For each attribute type it would consume a different set of resources. The cost and the time needed for the R&D would reflect the power being added to the BPC.
This would even work on ship modules and allow additional slots (for example), better resists, better heat dissipation, better velocity , cargohold etc.
This would add a whole new dimension to the game and make it lot more fun for both experienced and new players.
Balancing Concerns:
If we set the time and ISK cost for these R&D jobs, it would be possible to balance the power very similar to faction mods. For instance if I create a cruiser with one extra slot or better resists, it should take me a few weeks and cost 40-50 million - comparable to a faction cruiser. But in this case I get to make my own according to my needs.
Naming Concerns:
Each variant of a BPC should have an unique ID (like Vexor #1007). It would also be reflected in the module. A player who is the first to create a variant should be able to name the variant (Trillian's modified Vexor). Show info on a module (either ship in space, or module in a contract) should highlight the variant attributes.
I would really love to know what others think of this idea.
|
Omnathious Deninard
Extrinsic Operations
126
|
Posted - 2012.09.27 04:52:00 -
[1374] - Quote
Trillian Zaphod wrote:* Player modified modules *
Here is an idea i have. Think of faction or officer mods, but created by players. It would work like this: - Start with a standard blueprint for a T1 module - Perform a new "R&D" operation that would allow the player to generate a limited run BPC with slightly better attributes. - The R&D operation takes a lot of time and consume a lot of resources and incrementally improves a given attribute.
For instance if you perform this R&D operation on a standard warp scrambler BPC, you would be able to improve its optimal range by 2% each time. For each attribute type it would consume a different set of resources. The cost and the time needed for the R&D would reflect the power being added to the BPC.
This would even work on ship modules and allow additional slots (for example), better resists, better heat dissipation, better velocity , cargohold etc.
This would add a whole new dimension to the game and make it lot more fun for both experienced and new players.
Balancing Concerns:
If we set the time and ISK cost for these R&D jobs, it would be possible to balance the power very similar to faction mods. For instance if I create a cruiser with one extra slot or better resists, it should take me a few weeks and cost 40-50 million - comparable to a faction cruiser. But in this case I get to make my own according to my needs.
Naming Concerns:
Each variant of a BPC should have an unique ID (like Vexor #1007). It would also be reflected in the module. A player who is the first to create a variant should be able to name the variant (Trillian's modified Vexor). Show info on a module (either ship in space, or module in a contract) should highlight the variant attributes.
I would really love to know what others think of this idea.
That would be cool on two conditions first the items/ships sould have to be untradeable second they could not be any better than meta 14 quality. Each upgrade adds like +3 to the meta level limiting the number of upgrades. Ideas for Dorne Improvement https://forums.eveonline.com/default.aspx?g=posts&m=1658683#post1658683 Updated 9/21/12 |
Trillian Zaphod
Golden Clover Inc.
0
|
Posted - 2012.09.27 07:43:00 -
[1375] - Quote
Omnathious Deninard wrote: That would be cool on two conditions first the items/ships sould have to be untradeable second they could not be any better than meta 14 quality. Each upgrade adds like +3 to the meta level limiting the number of upgrades.
I agree about not being better than meta 14 quality. Infact each attribute can have a ceiling of how high it could go.
But why untradeable ? By making the BPCs limited run we are limiting the availability. I would anticipate the prices of these modified ships/modules to be comparable to faction, so trading should be okay.
|
Axe Samsanese
Blue Republic RvB - BLUE Republic
0
|
Posted - 2012.09.27 08:14:00 -
[1376] - Quote
Trillian Zaphod wrote:* Player modified modules *
Here is an idea i have. Think of faction or officer mods, but created by players. It would work like this: - Start with a standard blueprint for a T1 module - Perform a new "R&D" operation that would allow the player to generate a limited run BPC with slightly better attributes. - The R&D operation takes a lot of time and consume a lot of resources and incrementally improves a given attribute.
For instance if you perform this R&D operation on a standard warp scrambler BPC, you would be able to improve its optimal range by 2% each time. For each attribute type it would consume a different set of resources. The cost and the time needed for the R&D would reflect the power being added to the BPC.
This would even work on ship modules and allow additional slots (for example), better resists, better heat dissipation, better velocity , cargohold etc.
This would add a whole new dimension to the game and make it lot more fun for both experienced and new players.
Balancing Concerns:
If we set the time and ISK cost for these R&D jobs, it would be possible to balance the power very similar to faction mods. For instance if I create a cruiser with one extra slot or better resists, it should take me a few weeks and cost 40-50 million - comparable to a faction cruiser. But in this case I get to make my own according to my needs.
Naming Concerns:
Each variant of a BPC should have an unique ID (like Vexor #1007). It would also be reflected in the module. A player who is the first to create a variant should be able to name the variant (Trillian's modified Vexor). Show info on a module (either ship in space, or module in a contract) should highlight the variant attributes.
I would really love to know what others think of this idea.
Very interesting idea. Trying to think if we are missing some obvious flaw here. As long as this whole process is "expensive" I am all for it.
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Andy Landen
Born Crazy Tribal Band
63
|
Posted - 2012.09.27 11:47:00 -
[1377] - Quote
Cyno Jammer - fits to a high slot of any ship and jams both regular and covert cyno generators in the current system. CPU and PG, cycle time and cost is similar to a cyno generator. No fuel requirements because as a counter, it needs to be balanced. If a cyno generator only needs one cycle of fuel to be effective then the cyno jammer should need at most one cycle of fuel to be effective, but would have to run potentially up to 138 cycles each day to be effective. The cyno jammer creates a system-wide warpable target on every player's overview. The player operating the cyno jammer can NOT leave the ship, dock, warp away, move, cloak, etc. the same as for a cyno generator. Players would have to defend the player jamming the system with remote repair, etc. Combat recon would get bonuses to using the cyno jammer: half the cycle time, can move, and if it needs fuel, then -80% fuel costs (still can neither warp, nor cloak, nor dock).
It shouldn't require sovereignty to be able to counter a cyno generator, which does not require sovereignty. While players can cyno jam a system, they first have to have sovereignty and second have to control a pos. So currently, the counter to a cheap T1 frig with a cheap and easily trained T1 cloak and cyno generator is a massive investment in control of sovereignty, and in a pos. This is very unbalanced. If a frigate can fit a cyno jammer with the same training as a cyno generator, then balance can be restored. Now the cyno generator has a direct counter and afk cloakies are not OP because alliances can manage the unprobable threat. Invading forces also have a pvp target. |
Omnathious Deninard
Extrinsic Operations
127
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Posted - 2012.09.27 12:40:00 -
[1378] - Quote
Trillian Zaphod wrote:Omnathious Deninard wrote: That would be cool on two conditions first the items/ships sould have to be untradeable second they could not be any better than meta 14 quality. Each upgrade adds like +3 to the meta level limiting the number of upgrades.
I agree about not being better than meta 14 quality. Infact each attribute can have a ceiling of how high it could go. But why untradeable ? By making the BPCs limited run we are limiting the availability. I would anticipate the prices of these modified ships/modules to be comparable to faction, so trading should be okay. If you could buy one of these then why would you want faction gear any more? Ideas for Dorne Improvement https://forums.eveonline.com/default.aspx?g=posts&m=1658683#post1658683 Updated 9/21/12 |
Smelly PirateSaint
Reikoku The Retirement Club
0
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Posted - 2012.09.27 14:22:00 -
[1379] - Quote
I haven't fully read through the blog yet so I apologize if this has already been suggested somewhere before:
How about a Smartbomb i.e. AoE weapon that, rather than inflicting any damage, simply decloaks any cloaked ship within an extended radius, say for example 15km? |
Andy Landen
Born Crazy Tribal Band
63
|
Posted - 2012.09.27 16:17:00 -
[1380] - Quote
Smelly PirateSaint wrote:I haven't fully read through the blog yet so I apologize if this has already been suggested somewhere before:
How about a Smartbomb i.e. AoE weapon that, rather than inflicting any damage, simply decloaks any cloaked ship within an extended radius, say for example 15km? It has been proposed countless times. Imagine a ship with that module at every gate camp. Now imagine a cloaky dying fast with no tank and low dps. Now imagine cloaky technology becoming almost worthless. Bad idea. Now see my proposal 2 posts up to handle afk cloakers. |
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