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Pudnucker
Boennerup Banden
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Posted - 2007.10.23 05:36:00 -
[1]
As fun as fights are they don't last long enough.
1) Cap Booster charges should be halved in m3.
Yes/No?
2) All ships should have another 10% HP added.
Yes/No?
3) Overloading should last 33%-50% longer.
Yes/No?
4) Combat Boosters should be removed from the hands of the players and seeded on the NPC Market.
Yes/No?
5) Skill hardwiring implant costs should be halved.
Yes/No?
6) Capacitor amounts should be increased by 10%, without an increase in module cap use.
Yes/No?
I just want Yes/No. Elaborating is fine. And no, I have no veiled interests here 
Originally by: Copine Callmeknau PROJECTILE WEAPONS ARE CORPSE LAUNCHERS! LASERS ARE SOUL CANNONS!
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Das Lol
Gallente Internet Space Fighters
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Posted - 2007.10.23 05:40:00 -
[2]
Edited by: Das Lol on 23/10/2007 05:40:52
Originally by: Pudnucker As fun as fights are they don't last long enough.
1) Cap Booster charges should be halved in m3.
Yes. It's also a nice easy way to boost amarr.
2) All ships should have another 10% HP added.
Meh. I reserve comment.
3) Overloading should last 33%-50% longer.
People use that? Boggle.
4) Combat Boosters should be removed from the hands of the players and seeded on the NPC Market.
Goes against the RP background, and NPC buy/sell orders are lame.
5) Skill hardwiring implant costs should be halved.
Yeah, and maybe cybernetics 4 instead of 5 on the highest end ones?
6) Capacitor amounts should be increased by 10%, without an increase in module cap use.
Yes. Again, another easy Amarr boost that nobody can complain about.
I just want Yes/No. Elaborating is fine. And no, I have no veiled interests here 

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shinsushi
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Posted - 2007.10.23 05:47:00 -
[3]
Originally by: Pudnucker As fun as fights are they don't last long enough.
1) Cap Booster charges should be halved in m3.
Yes/No?
No, cap boosters have hurt amarr enough as is. Cap recharge/capacity don't mean anything on a sub-capital lvl anymore.
Originally by: Pudnucker
2) All ships should have another 10% HP added.
Yes/No?
No, more HPs hurt amarr and blaster ship immensely before, it will do it again.
Originally by: Pudnucker
3) Overloading should last 33%-50% longer.
Yes/No?
No, I think its fine as-is now. (actually removing heat would be fine by me too)
Originally by: Pudnucker
4) Combat Boosters should be removed from the hands of the players and seeded on the NPC Market.
Yes/No?
No, player driven is better imho. But higher availability would be nice.
Originally by: Pudnucker
5) Skill hardwiring implant costs should be halved.
Yes/No?
Sure, price of implants has always made the carebears worried about chances.
Originally by: Pudnucker
6) Capacitor amounts should be increased by 10%, without an increase in module cap use.
Yes/No?
Not on all ships. Amarr, the cap race, already gets equal or like 5% more cap recharge than racial counterparts.
Originally by: Pudnucker
I just want Yes/No. Elaborating is fine. And no, I have no veiled interests here 
=)
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Neth'Rae
Gallente The Scope
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Posted - 2007.10.23 06:08:00 -
[4]
Edited by: Neth''Rae on 23/10/2007 06:08:26 I agree with the part about Cap booster charges :P Maybe introduce Tech2 Cap booster charges that costs twice as much but only take half of the space :P
"th-ere.. w-as... re..ally.. a caa-ke.." |

Unified
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Posted - 2007.10.23 06:10:00 -
[5]
1. No 2. No 2. No 2. No 2. No 2. No
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Akita T
Caldari Navy Volunteer Task Force
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Posted - 2007.10.23 06:12:00 -
[6]
1. No. Quite the opposite. Double or even triple them in size, make them twice or three times as easy to fit. They should be a "last ditch" effort not a semi-permanent way of fighting.
2. We just had a huge HP boost. Do you really think it "helped" ? I really doubt it. Why even bother with another one ?
3. Wait for Kali3. Then I'll maybe comment on it.
4. No. That's totally absurd what you seem to be implying. They're just how they should be. Rare and expensive.
5. No. Most hardwirings are damage-related anyway. For what you imply you want to acheive, you'd be spitting into the wind with this one.
6. Err, a definitive no on the flat increase. But on the other side, uniformize cap recharge time on ALL ships of same class/tier, and have varying cap recharge levels via maxcap variation. Double whammy.
7. Ha ! _
1|2|3 |

Vajak
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Posted - 2007.10.23 06:18:00 -
[7]
1. No. The only drawback cap boosters have is their size. Pretty much every pvp'er is fitting them which tells you if anything they are overpowered as it is. 2. No. 3. For some mods yes. MWD already gets enough bonus though for example to make overheating it a very useful ability. 4. No. 5. No. 6. No. |

Pudnucker
Boennerup Banden
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Posted - 2007.10.23 06:21:00 -
[8]
I forgot to add: Akita T need not respond. Your ideas are horrible and you think EVE belongs to you.
The rest of you: Keep it coming!
Originally by: Copine Callmeknau PROJECTILE WEAPONS ARE CORPSE LAUNCHERS! LASERS ARE SOUL CANNONS!
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Grapez
Advanced Security And Asset Protection
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Posted - 2007.10.23 06:29:00 -
[9]
1) Cap Booster charges should be halved in m3.
No. Booster charges essentially make a 1v1 a stalement anyway.
2) All ships should have another 10% HP added.
No. You can already have another 10% HP. Fit an extender or plate.
3) Overloading should last 33%-50% longer.
N/A I've never used it, so I don't really care.
4) Combat Boosters should be removed from the hands of the players and seeded on the NPC Market.
N/A Another thing I never use.
5) Skill hardwiring implant costs should be halved.
Yes. I like impants, because they offer more fitting options, is 3% PG and CPU impants. Anything that makes ships more versitile (and less pigeon-holed into a 'role') is good.
6) Capacitor amounts should be increased by 10%, without an increase in module cap use.
No. I fly Gallente, and even though it's not as bad as Amarr, good cap skills have done away with all my cap problems. I might argue for more cap on Amarr only, but that's it. I can't imagine what Minmatar or Caldari pilots would do with more extra cap than they already have.
Combat already takes too long.
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Kaileen Starsong
Amarr Down In Flames
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Posted - 2007.10.23 06:32:00 -
[10]
1. No, there's already too much reliance on cap boosters as it is. 2. No. 3. Sort of, some modules could've used an extension in their overload timers. 4. Hell, no. 5. No. These are something you pay a lot for, in order to get some edge over ppl not having them. They're fine as it is. 6. Nope, could tinker with some ships' capacitors, but nothing that global.
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Reem Fairchild
Minmatar Republic University
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Posted - 2007.10.23 06:36:00 -
[11]
The only ones I can say yes to are 2 and 6. And 6 is only if recharge times are also increased at the same time so that peak recharge remains the same.
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Adunh Slavy
Ammatar Trade Syndicate
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Posted - 2007.10.23 06:48:00 -
[12]
Edited by: Adunh Slavy on 23/10/2007 06:50:52
Originally by: Pudnucker
1) Cap Booster charges should be halved in m3. 2) All ships should have another 10% HP added. 3) Overloading should last 33%-50% longer. 4) Combat Boosters should be removed from the hands of the players and seeded on the NPC Market. 5) Skill hardwiring implant costs should be halved. 6) Capacitor amounts should be increased by 10%, without an increase in module cap use.
1 - Only for Amarr ships. Let cap boost mods hold double capacity on ammar ships, or get a 100% cap charge bonus from cap boosters, something along those lines.
2 - Might hurt some races more than others
3 - Not tried it yet, maybe once the skill is common place. I don't think we know enough yet, I sure don't.
4 - No, if anything more goods should be in the hands of players, even those ever so NPCish trade goods. Plus, let players list contraband, of any kind, on the market, maybe a black market, something. That'll take care of availability.
5 - Let players make them from salvage and corpses (let us POD rats or something and salvage thier dead little bodies) the prices will set them selves.
6 - Only for Amarr and maybe some ships that are lacking, as primarly Caldari, I can only vouche for the Ferox and Rokh, both need some cap love. -AS |

Sha4d13
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Posted - 2007.10.23 07:44:00 -
[13]
To rephrase the OP-
Buff everything, and make sure that anyone being ganked can last for 10 minutes whilst a blob is formed to rescue him.
No thanks.
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Deacon Ix
Ascendant Strategies Inc.
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Posted - 2007.10.23 07:49:00 -
[14]
1) Yes 2) Not bothered 3) Yes - might make it a bit more use 4) Not Bothered 5) Not Bothered 6) Not Bothered - tho as an Amarr Buff I wouldn't complain
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Cpt Branko
The Bloody Red
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Posted - 2007.10.23 10:20:00 -
[15]
Originally by: Pudnucker As fun as fights are they don't last long enough.
1) Cap Booster charges should be halved in m3.
Yes/No?
Yes. Definitely. They take far, far too much m3 as it is now. It's not like it'd significantly prolong combat except in the rare case you're fully tanking someone, but it'd decrease the need to restock on cap charges for ships that run on them.
2) All ships should have another 10% HP added.
Yes/No? No. Ships having lots of HP is already a detterent to solo combat - giving people more time to call for backup isn't a good idea, anyway.
3) Overloading should last 33%-50% longer.
Yes/No? Yes, that would be nice - gives more options in combat.
4) Combat Boosters should be removed from the hands of the players and seeded on the NPC Market.
Yes/No? No - NPC markets are lame. I'd sooner see some low-end boosters which are much easier to produce and therefore cheaper.
5) Skill hardwiring implant costs should be halved.
Yes/No? Yes, that would be nice, at least for the +3% variants, although I don't see combat really prolonged by this. Alternatively, make them salvageable from corpses, it'd increase supply and provide pirates with more income.
6) Capacitor amounts should be increased by 10%, without an increase in module cap use.
Yes/No? Yes - it may marginally prolong combat, which isn't so good, but it'd also give you more options while you're at it, what is good.
I just want Yes/No. Elaborating is fine. And no, I have no veiled interests here 
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Irob Urore
Amarr Viziam
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Posted - 2007.10.23 10:37:00 -
[16]
Listen to what hes saying you freekin noobs, yes ofc we want combat to last longer its the only fun part of the game.
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Sokratesz
Paradox v2.0
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Posted - 2007.10.23 10:38:00 -
[17]
Lets give them even more time to call in friends to gank you.
Errr, no.
Paradox V2.0 is recruiting! |

Pudnucker
Boennerup Banden
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Posted - 2007.10.24 05:53:00 -
[18]
Great stuff folks, keep it coming!
As an aside I would like to point out two things:
1. The reasoning behind halving (or just reducing) skill hardwiring costs is to promote their use to everyone. Not all skill hardwirings deal in damage - many offer benefits to one's tank.
2. I did not think to assume that these ideas would extend combat for the sole purpose of delay until a gang arrives to proceed with a gank. I honestly think this would promote smaller scale PvP, which rocks.
Originally by: Copine Callmeknau PROJECTILE WEAPONS ARE CORPSE LAUNCHERS! LASERS ARE SOUL CANNONS!
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Niffetin
Gallente CONsordium Infinate
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Posted - 2007.10.24 05:57:00 -
[19]
Originally by: Pudnucker As fun as fights are they don't last long enough.
1) Cap Booster charges should be halved in m3.
Yes
2) All ships should have another 10% HP added.
No
3) Overloading should last 33%-50% longer.
Yes
4) Combat Boosters should be removed from the hands of the players and seeded on the NPC Market.
No
5) Skill hardwiring implant costs should be halved.
No
6) Capacitor amounts should be increased by 10%, without an increase in module cap use.
Yes
I just want Yes/No. Elaborating is fine. And no, I have no veiled interests here 
WTS: Armageddon / Void L / Mobile Large Warp Disruptor |

Myra2007
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Posted - 2007.10.24 06:35:00 -
[20]
Edited by: Myra2007 on 24/10/2007 06:38:25
Originally by: Pudnucker
1) Cap Booster charges should be halved in m3.
No, i have charges for fights lasting up to like 6-8 minutes. Thats plenty and more than that would be just too much. Endurance battles are soso.
Originally by: Pudnucker
2) All ships should have another 10% HP added.
No, hurts the high dps ships which already got hit pretty hard with the rep rigs vs. dmg rigs imbalance.
Originally by: Pudnucker
3) Overloading should last 33%-50% longer.
No, its the last line of defense. I don't want people to use it as a tactical tool too much. Imo it should the thing you use when you have really no other means to safe your ship.
Originally by: Pudnucker
4) Combat Boosters should be removed from the hands of the players and seeded on the NPC Market.
No, that doesn't make sense as they're contraband imo. Would turn nice player made content into some very dull feature. Also boosters aren't balanced very good among each other atm just like rigs. Some pwn, some are total hellcrap. So, i don't want them to become popular in this stage.
Originally by: Pudnucker
5) Skill hardwiring implant costs should be halved.
Never. Hardwiring avaibility just went through the roof. Its good but its enough.
Originally by: Pudnucker
6) Capacitor amounts should be increased by 10%, without an increase in module cap use.
No, useless. People always overestimate cap reacharge/ cap amounts. It won't make any difference in pvp.
Originally by: Pudnucker
I just want Yes/No. Elaborating is fine. And no, I have no veiled interests here 
So, do you want just no/yes or are we allowed to elaborate? I honestly don't get it and frankly i don't really think it matters(as i already decided to give details).
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Gaia Thorn
Mentally Unstable Enterprises
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Posted - 2007.10.24 06:55:00 -
[21]
Originally by: Pudnucker As fun as fights are they don't last long enough.
1) Cap Booster charges should be halved in m3.
No. Plain and simple it's a balanced feature
2) All ships should have another 10% HP added.
No. And tbh they should remove the 50% HP boost and remove the nerf to t2 ammo since faction ammo is better.
3) Overloading should last 33%-50% longer. Combat Boosters should be removed from the hands of the players and seeded on the NPC Market.
No
5) Skill hardwiring implant costs should be halved.
No. If you want an edge you gotta pay for it.
6) Capacitor amounts should be increased by 10%, without an increase in module cap use.
No. where is the skill required to balance it
I just want Yes/No. Elaborating is fine. And no, I have no veiled interests here 
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Whoa Bundy
hirr Morsus Mihi
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Posted - 2007.10.24 07:11:00 -
[22]
No to anything that makes fights longer. Survivabiliy means you'll have to focus more firepower to kill a single ship. That means larger blobs. Blobs create lag. Blobs are bad. Also 1vs1 fights take too long as it is... .................... Speed tank works very well... That's because your target can't hit you as your sorry butt tucks your tail between your legs while you wail out into the distance, sissy boy |

Mica Swanhaven
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Posted - 2007.10.24 08:55:00 -
[23]
Originally by: Whoa Bundy No to anything that makes fights longer. Survivabiliy means you'll have to focus more firepower to kill a single ship. That means larger blobs. Blobs create lag. Blobs are bad. Also 1vs1 fights take too long as it is...
sadly the op seems to be a new player with a bought account. so don't blame him, he doesn't know.
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Brujo Loco
Amarr Brujeria Teologica
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Posted - 2007.10.24 09:09:00 -
[24]
1)NO, NO , NO!!! As OBVIOUSLY STATED before, Cap Boosters are already an overpowering "ability". To be honest they need to INCREASE IN SIZE
2) <sigh> ... NO . It didn't help before, won't do it now either
3) HEAT is a "like it or hate it" ability. I have seen some wicked uses of it in small scale pvp to the detriment of the receiving end, but then again, pretty small and narrow use. So I'm ambivalent on it
4)Nope, they SHOULD be rare and expensive, perhaps increase potential availability overall, but they should still be rare AND expensive
5) I decline to comment on it
6) It would be a mixed blessing, It wouldnt affect certain ships much while making other ships extremely more useful ... I say nay
Viva VENEZUELA!!! Archipelago Theory
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Unvisibility
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Posted - 2007.10.24 09:18:00 -
[25]
1) Cap Booster charges should be halved in m3. No
2) All ships should have another 10% HP added. No
3) Overloading should last 33%-50% longer. No
4) Combat Boosters should be removed from the hands of the players and seeded on the NPC Market. No
5) Skill hardwiring implant costs should be halved. No
6) Capacitor amounts should be increased by 10%, without an increase in module cap use. No
The problem with all of those suggestions is that every single one of them would have effects on game/ship balance that extended further than just prolonging combat.
IMO the only combat that really needs addressing is fleet combat. Instapopping due to blob coordinated targeting is the problem. Small gang and solo fights are fine, yeah some are short but that's mostly due to imbalances in ship sizes (frigate vs 4 HACs *should* be a fast fight for instance).
Well-balanced fights (increasingly rare though this is) are a good duration - fast enough to test you and generate adrenaline but not so fast that good pilots can't affect the outcome.
Blob fights however are stupid and very poor gameplay, pilot skill is often irrelevant when lag and desyncs rule the outcomes. What is needed is a PROPER solution to blobbing not tinkering with little stuff.
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