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Thread Statistics | Show CCP posts - 2 post(s) |

Darius Shakor
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Posted - 2004.02.24 11:12:00 -
[31]
Yeah but I was speaking in terms of effective combat. after all, when you think of an indy you don't think about combat first. ------
Analysis[Ceasefire]....Complete - 'Term given to the act of firing, causing the ceasation of the life it is directed at |

Kazu'ul
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Posted - 2004.02.24 11:44:00 -
[32]
Nice to know I won't come to an agent in a frig and get a kill mission for 2 cruisers and 5 frigs again... 8*)
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Cirle
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Posted - 2004.02.24 13:21:00 -
[33]
Quote: Yeah but I was speaking in terms of effective combat. after all, when you think of an indy you don't think about combat first.
True... but imagine the reaction if you managed to kill someone using your fleet of industrial hunting ships... there might even be a huge outcry for them to be reduced in deadly killing power ;)
Cirle |

Harisdrop
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Posted - 2004.02.24 13:36:00 -
[34]
I say let agents get original bp. The npc corps should not sell any more bp. Make our small iron hybrid ammo bp worth something.
On division, you should make all important missions the longest most dangerous ones out there. Make the combat ones with rats that warp disrupt and web the agent. Have 10 frigates with drones coming after the BS. Level three agents are hard. These should coem with great rewards. Prep us for level 4 agents.
When the npc agent asks for mineral or ore make it not cost effective to buy off the market, have the agent give out items not cash.
When the agent gives out rewards have him give a random item for thier supply list.
--------------------------
Garsh ma it soo cool killing people in there space thingies |

Papa Smurf
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Posted - 2004.02.24 13:52:00 -
[35]
Quote: Edited by: Rinji on 23/02/2004 15:53:12 Any word on research project managment Popa? 
EDIT: Yea, what Muaddid said.
Pong said it should be in. Try on Chaos please before the update ships, so I can bash him about if need be 
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Papa Smurf
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Posted - 2004.02.24 13:52:00 -
[36]
Quote: I would like to know when Criminal connections and diplomacy and media social skills will be in.
They should also be in. I'd suggest checking it on Chaos for safety.
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Papa Smurf
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Posted - 2004.02.24 14:02:00 -
[37]
Quote: Let me just ask a quick question Papa Smurf (something inside me shivers irrationally when I write your name ). No thats not the question. I think you half answered this to someone else but I want to ask it again for a clear answer.
Quote: There's also a ship-type bias, so if you come to your agent in a battleship, you're more likely to get a kill mission than if you come in an industrial.
Is this bias bassed on if you are actually "active" in that ship type when asking for a mission, or just if that ship happens to be in the hangar at that agent's station even when you are not in it?
For example, If I am active in my probe and talk to my agent, is there a higher chance of me getting a cargo run mission even if I have an inactive rupture sitting in the same stations hangar, or will it take that ship into account too?
I ask because nearly all my ships of various type are sitting in the same station as my favourite agent.
It'll just check your currently active ship.
Quote:
Also, will it take the ships fitted modules into account in this selection of mission? Some people do not always have their ships bunched together in their agents station like me and if they go several jumps in a cruiser that is mainly fitted with mining gear to do a mission (though I cannot imagine why, but you never know, some strange folk out there in the galaxy) would that person get a kill mission due to the fact that they are in a combat cruiser and have to go re-fit their ship.
After all, every ship in eve (except indy) can be used for combat to some extent so what criteria does it concider each ship to be in when selecting a mission? I would not like to be sitting in my probe and end up getting a kill mission against cruiser rats. (though as I said I have all my ships in that station anyway)
It won't take modules into account, and you won't get a more difficult kill mission because you're in a battleship rather than a frigate, assuming that you get a kill mission in the first place. The agent's level dictates the difficulty of the kill mission.
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Papa Smurf
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Posted - 2004.02.24 14:04:00 -
[38]
Quote:
Quote: I just came to think of something that concerns me a bit... with the way mission NPCs respawn after docking, and missions lasting for 24 hours, I can imagine how players could use mission spawns in secure space for "farming" security status without having to go hunting for pirates in low sec space. If nothing is changed to the respawns, I guess that will mean that those who want can have their own personal cruiser spawn for a day.
A valid point, but in the end, they will still run the same risk as if they went to another spawn or trawled the low sec belts, except for the possibility of other player intervention in low sec space.
Still, I agree that maybe people should only get the bonus once from the mission, or get the set bonus ammount once the mission is completed, rather than when they kill the rats, like as if it was part of the reward.
Still, I also think that once a pirate is killed on a mission they stay dead even when you have to leave and come back for more. Ok some may see that as being a bit lame or me being a carebear or something, but think about it for a second. What person would do that on purpous? It only makes the mission longer anyway and you don't get a larger reward for it, so only a fool would exploit such a system anyway.
But I for one, and I am sure many others, hate it in the rare moments when I have to bug out before death, and go to a station to repair, knowing that I will have to deal with the full force again when I warp back. Something seem wrong there, as once a pirate in a group is dead, they should not beable to get reenfocements to them almost instantly. (except for roid rats)
Maybe this needs expanding a little? Like for example, in the kill mission description, the agent tells you how easy it is for the pirates to get more people in. Like "We estimate that their strength in the system would enable them to replace people in their group within xx-xx minutes/hours" and this can apply to when you are fighting them. So if you kill one of several pirates and it takes you longer to kill the remaining ones than their reenfocement quote, that pirate will respawn while you are fighting as if backup just warped in. So the key would be to kill them quickly. But if you have to warp out and repair, you have some time (not rediculously short either) to get back and finish the job. Once all pirates are dead, they cannot call for backup and they do not respawn.
Combine that with my idea on sec status gain being a set amount in the mission as part of the reward and you have a system that can be exploited, but for no reason other than to tempt fate.
A valid point, but implemented such that the sec status is gained per kill rather than per mission. Maybe subject to change later.
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Papa Smurf
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Posted - 2004.02.24 14:05:00 -
[39]
Quote: Well, I am not so sure how good or bad all this will be. I imagien it will work out fine. One thig I would like to see worked out is the rewards of ship bpcs being Mineral Efficience of ZERO. These are supposedly GOOD rewards but a cruiser ME 0 bpc is not at all cost effective. People do not want to buy em and they are not cost effective to build.
HEY Papa SMurf how about making single run bpc rewards me 5 or me 10???
Thanks
Zrakor's Problem. Btw. I've forwarded this idea to him.
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Johnson McCrae
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Posted - 2004.02.24 15:36:00 -
[40]
I hope the Ship Bias works. Lvl 3 Security/Internal Security agents shouldn't be handing out non-security (ie. courier) missions is such large quantities to start with, let alone to me in my Rupture. 
It ain't over till the fat lady falls on ya!
[ 2004.10.09 02:50:23 ] (combat) Your 425mm Compressed Coil Gun I perfectly strikes Guardian Sentry, wrecking for 747.3 damage.
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Harisdrop
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Posted - 2004.02.24 16:03:00 -
[41]
With Project management can you have the same agent doing more than one research project? --------------------------
Garsh ma it soo cool killing people in there space thingies |

Muaddid
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Posted - 2004.02.24 16:17:00 -
[42]
Research Project Management, Criminal Connections and Media skills are all totaly absent from Chaos like TQ (not avaible or showing up on inactif).
Diplomacy and ScrapMetal Processing still only show as inactif item on chaos like on TQ, but still totaly unavaible.
And for thoses wondering, Flight Commander and Defense Coordinator skills got renamed to Guerrilla Tactics and Escort Tactics
On vacations (need a new sig too) |

Rinji
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Posted - 2004.02.24 18:00:00 -
[43]
Quote: Research Project Management, Criminal Connections and Media skills are all totaly absent from Chaos like TQ (not avaible or showing up on inactif).
Diplomacy and ScrapMetal Processing still only show as inactif item on chaos like on TQ, but still totaly unavaible.
And for thoses wondering, Flight Commander and Defense Coordinator skills got renamed to Guerrilla Tactics and Escort Tactics
You heard the man Papa, go bash on Pong! 
Vice Admiral Rinji Morisato Logistics Division Commanding Officer of Logistics Division |

Papa Smurf
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Posted - 2004.02.24 18:41:00 -
[44]
Pong-bashing completed. He's bounced the responsibility to Kjartan, who expects to get to updating it on our content server tonight so that it can be pushed out to Chaos tomorrow.
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Arthur Guinness
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Posted - 2004.02.24 21:29:00 -
[45]
Do you need a larger stick to poke Zrakor about the BPCs? :) I could give you one :)
If i had the formula for the ME i could do the math now so he would have the proof that me0 bpc's are worthless :( But i am trying to find them atm, and just can't find them. |

Elad Baan
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Posted - 2004.02.25 06:56:00 -
[46]
Edited by: Elad Baan on 25/02/2004 06:57:48 Papa, how about an agent checking if the player is currently in a gang and, if that's the case, and if he's about to create a kill mission, adjust the difficulty of the mission according to the number of people in the gang ?
This rule can be modified but, basically, this would allow less powerful players to get hard missions they can do in groups, without having to work hard and get a high level agent (which gives harder missions, but to get there, it's likely that the player evolved too and is still powerful enough to do it by himsel). I'm always a little saddened to see that mission is always about solo gameplay, whereas we should favour newbies to get together and progress in groups (which what a corp is about, I agree, but a mission's giving you a goal - in a corp, you have to create your own goals, which is completely different).
Cool ideas for the game - New mission types - Group missions - Planets and the market |

Peppermint Patty
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Posted - 2004.02.25 11:44:00 -
[47]
Quote:
Papa, how about an agent checking if the player is currently in a gang and, if that's the case, and if he's about to create a kill mission, adjust the difficulty of the mission according to the number of people in the gang ?
ugh this becomes more complicated every minute in here ;)
why not just implement a slider so everyone can set the mission difficulty level that suits him/her best? 
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Cremytos
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Posted - 2004.02.25 11:54:00 -
[48]
I think gangmissions would be exploited heavily and hope not CCP will implement them. Gather your 30 friends and make a gang, generate a couple of BS-kill missions and let your 7 mil SP Friend in his boosted Tempest take em out. Easy money, money that players venture down in 0.0 and risk their ships to get otherwise.
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Hellek
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Posted - 2004.02.25 13:11:00 -
[49]
Is the announced patch in effect?
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Harisdrop
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Posted - 2004.02.25 13:44:00 -
[50]
Quote: why not just implement a slider so everyone can set the mission difficulty level that suits him/her best?
No I would say the npc corp have a bio. It would read like a quarterly report. It would show its advances and declines in products. It would show the concerns of the corp.
So players can read what the corp is about what items will be need as courier and what kinda kill missions are needed. --------------------------
Garsh ma it soo cool killing people in there space thingies |

VoxDei
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Posted - 2004.02.25 14:07:00 -
[51]
Quote: But I for one, and I am sure many others, hate it in the rare moments when I have to bug out before death, and go to a station to repair, knowing that I will have to deal with the full force again when I warp back. Something seem wrong there, as once a pirate in a group is dead, they should not beable to get reenfocements to them almost instantly. (except for roid rats)
I agree, because it's also very annoying if you CTD. I recently lost a Blackbird on a routine kill mission (2x35k, 1x8k), because having killed the 8k and one 35k rat, and taken out the shield on the other rat (who was also safely jammed and about 30km away) and with most of my shield left (I took a couple of EM heavies, and had a MWD on so I didn't have a huge shield to start with), and then I CTD'd. The rats evidently immediately respawned right on top of me, because by the time I got back I was down to something like 15% structure, with three rats at about 3km, and didn't quite manage to get out before they killed me. It was very annoying.
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Peppermint Patty
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Posted - 2004.02.25 15:37:00 -
[52]
Quote:
No I would say the npc corp have a bio. It would read like a quarterly report. It would show its advances and declines in products. It would show the concerns of the corp.
So players can read what the corp is about what items will be need as courier and what kinda kill missions are needed.
hm, I think this is related but not the same issue I had in mind. Corp bias is already in, and corp division bias is on its way to tranq. Information about it in the way you describe is a good idea though.
What I talked about was the agents bias towards the player that is mentioned in patch news, i.e. adjusting mission type by active ship (or the proposed adjustment of mission difficulty by joining/leaving gang). With this you can adjust things without the need to start from scratch with a new corp when you just want more challenging missions due to having grown in skills and experience.
But instead of the very complicated way of switching ships (or joining/leaving gang) it would be much easier to just set some sort of value similar to setting standing towards another player or corp. You could even use the standing 'player towards agent' as it is already implemented, but serves no purpose as far as I know.
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Harisdrop
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Posted - 2004.02.25 16:06:00 -
[53]
I think for setting a standing towards a agent would imply that you would do special missions for them.
I would like to see eve-mail from agents I have worked in the past and set a positive standing to. The amount and time would be based on my standing toward them. Make the mission unique where its time based at the time the eve mail is sent. Soo If I set a 10.0 on agent A he sends a random mission to me. It would be active at the eve-mail. I have no choice, I have accepted the mission because I set his standing high. Now if I dont get the mission done by the timer I failed. This only works if the mission is worth it. Make my standing towards an agent based on a grade level. So if its 5.0 its a 24 hour mission, a 10 would be a 12 hour mission. Give the agent runners responsibility. --------------------------
Garsh ma it soo cool killing people in there space thingies |

Wraeththu
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Posted - 2004.02.25 17:45:00 -
[54]
Quote: I would like to see eve-mail from agents I have worked in the past and set a positive standing to. The amount and time would be based on my standing toward them. Make the mission unique where its time based at the time the eve mail is sent.
Phear the DB hits this would cause  -- TomB: End the speed-race. 1 propulsion mod allowed, make turrets affect ship attributes like +speed/+ab speed +agil for progressivly smaller/lighter turrets, -speed/-ab speed -agil for long-range. |

Celt Eireson
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Posted - 2004.02.25 19:54:00 -
[55]
Must admit I would like to see standing with the corp have a bit more of an effect than it currently does. Once you get past about 7 or so its a waste of time in that additional standing has no beneficial effects.
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Papa Smurf
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Posted - 2004.02.26 09:58:00 -
[56]
Quote: Edited by: Elad Baan on 25/02/2004 06:57:48 Papa, how about an agent checking if the player is currently in a gang and, if that's the case, and if he's about to create a kill mission, adjust the difficulty of the mission according to the number of people in the gang ?
This rule can be modified but, basically, this would allow less powerful players to get hard missions they can do in groups, without having to work hard and get a high level agent (which gives harder missions, but to get there, it's likely that the player evolved too and is still powerful enough to do it by himsel). I'm always a little saddened to see that mission is always about solo gameplay, whereas we should favour newbies to get together and progress in groups (which what a corp is about, I agree, but a mission's giving you a goal - in a corp, you have to create your own goals, which is completely different).
Level 4 + 5 agents were originally supposed to be aimed more towards gangs and corps. The current level 4 implementation is a premature hack. gang/corp missions would have to be done more properly.
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Viduus
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Posted - 2004.02.26 15:12:00 -
[57]
Papa Smurf, is this the patch that will convert Imp missions to IM? And if so, what kind of frequency can we expect in comparison to the current system? (which is to say, absolutely none for some and several a day for others) I've noticed that yourself and Zrakor carefully sidestep this issue... some kind of answer would be appreciated, even if it's "sorry about your luck, pal"....
* Public Channel: NEA * |

Loknar I
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Posted - 2004.02.26 15:16:00 -
[58]
agent rewards can mining corp ones give out miner 2s or deep core miners or eve rare minerals advanced mining drones
navy ones rail guns ammo drone bpc or missile bpcs
Industrial ones Armour repaires hull upgrades 15%-27% Courier missions
Scientific more tech 2 component stuff skill books
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Lucre
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Posted - 2004.02.26 15:36:00 -
[59]
Quote: Some bugfixes to the agent-sends-char-to-hell sanity check. Agents should generally avoid sending you to locations with sec rating differing very much from their own system.
Question - nice (welcome!) that it'll avoid sending you *to* lower sec rating systems (relative to your start). But will it also avoid sending you *through* such systems?
e.g. some missions from Luminaire go through Orvolle (0.4 and well-camped) but finish in 0.5 or above. Will those be caught by this change as well?
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Harisdrop
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Posted - 2004.02.26 15:43:00 -
[60]
try changing your autopilot. Safe or avoid that system. --------------------------
Garsh ma it soo cool killing people in there space thingies |
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