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Sankaru Abu
Minmatar Ad Astra Vexillum Brutally Clever Empire
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Posted - 2007.12.02 13:54:00 -
[1]
I have now played this game for 5 months...spent the first 4 months being a "carebear", but in reality just learning the ins and outs of normal, everyday play...earning a living...and trying to avoid anything to risky so as to set me back ISK-wise. After running countless mind-numbing missions in high sec, I decided that I was ready to try some PvP, joined a PvP Corp in 0.0 and have settled down to now learning the intricacies of "pew pew" and other violent ways.
During this time, I think I have come up with several ways to bring some humor and uniqueness to a game that, although already having a decent amount of flavor to it, could really use some game mechanics that would add levity and panache to an otherwise dark, gloomy, and very colorless part of the Universe. Those ideas?
1. Spotlight Module - high slot -----this module could be fitted on ships and used with great effectiveness by pirates and do-gooders alike. Pirates would use it when they web/scram a ship, shining this bright light(s) upon an innocent passerby and demanding oodles of ISK's from him as bounty....before letting him go. Being "spotlighted" would be a great embarassment and make for great picts as pirates post there "I caught you!" post on Crime and Punishment forums (with the appropriate "suck-up" amount of ISK's in a banner on the bottom of said picture). Do-gooders could use the spotlight to question spies/pirates that they have caught invading their system before they pod them into little traces of matter spread out over the dark recesses of space.
A nice side benefit of the Spotlight mod? The spotlight could detect cloaked ships....but this function will only work if fitted on Cov Ops ships. And can only be activated for 15 seconds...and has a cooldown of 60 seconds before use again. The "Spotlight Skillbook" will be introduced and decrease cooldown time by 10% per level of skill.
2. "All these damn Militants/Marines I get in missions" problem.... -----Anyone who has done missions....lots and lots of missions...can tell you that some Habitation Modules, Bunkers, Lookout Posts, Casinos, Hubs, and other equally non-essential structures to the actual gameplay of the missions, drop some of the most worthless items that have ever graced the database of a game. I have come up with two ideas that might be able to add a bit of gameplay fun to the equation for all to have.....
a) Tribbles - stolen from the Star Trek series, this lifeform (or something similar to it) would be part of the loot table and used for various unscrupulous things like...take it to an enemies POS/Starbase and be allowed to "drop" it into the market at that station along with "Wheat" (another worthless loot we get from some missions) and watch this lifeform multiply...where it starts to fill up all Market Buy/Sell screens at said POS/Starbase with "Tribbles have filled this part of your POS/Starbase storage and items are no longer available for sale." This would make the "Antibiotics" that drops from Habitatiion Modules at times in missions now very valuable...as it would be the only way to get rid of the "tribbles"
b) Militants/Marines - after a person has collected 1000 of these (you always find extra of these in missions, trust me), let this player "attempt" to use them to take over an NPC station....Militants for high sec/Marines for low sec...and give them a 1% chance of taking it over for 4 hours. During those 4 hours, that player will recieve 1% of all business (contracts, buy/sell orders, etc) conducted during that 4 hours. Let the player name this station during the 4 hours of time it is "his".... (example: Sankaru Abu's Bar and Grill...or whatever)
(cont.)
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Sankaru Abu
Minmatar Ad Astra Vexillum Brutally Clever Empire
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Posted - 2007.12.02 13:54:00 -
[2]
3. Paintball Module - high slot -----Can you imagine coming up to a gate...that is camped....and instead of being shot at/podded....your ship is pelted with paint? Now I know this idea sounds ludicrous on its face....but if you add a penalty to being "painted"...like having a larger signature radius for 15 minutes (on a timer on your HUD) while space eats at the paint particles that has been smacked on your ship...and can only be taken off at a station by an "Environmental Engineer" who you have to pay to "get it off" (another ISK sink idea) before the timer runs out, then it might be worth it. Better yet, any ship that has been "painted" has an "x" percent chance of not being able to cloak..or a chance to actually be probed out/seen on scanner due to "Hull Irregularities".
4. Power Fluctuations -----Okay, most of us all agree something has to be done with cloaked ships that go afk in systems for hours...or at the very least, do something about ships that shouldn't be using cloaks that do use them... like seeing a cloak being used by a real stealthy ship...like a Carrier....yea, go team. Now, in fairness and full disclosure, I use cloaks myself on everything from Haulers to Battleships to Interceptors and I think they are great...but in fairness, we really shouldn't be able to use them as well as we do. According to CCP's own description, Cov Ops modules use "spatial distortion fields"....and I would think these would be...well...somewhat unstable if used on anything other than a Cov Ops ship. (I know I am using logic here...silly me. I will try not to do that in the future.)
So lets ask for random power fluctuations on certain modules....like Cloaking Devices, etc...when not fitted on a ship designed for these modules. The module will still work, but at times will "fail" briefly and stop working due to these power fluctuations. This will cause modules to shut down and need to be restarted back up. The device can have a failure rate based on how long the module has been running continously...i.e the longer it runs, the greater the chance of failure.
You could (I can hear the screams now) even extend this to gun turrets being used on ships that do not have that racial bonus for that kind of turret. Watching hybrid turrets "misfire" on a Minmatar Cruiser...or laser turrets shut down briefly if used on Gallente ships would add a whole new dimension to the game..and to pvp. And you could add modules/skills to compensate for this and thus create a whole new ISK sink...thereby further providing balance to the universal economy. (rolls eyes)
I have more ideas but I will start you out with these and let you flame away at how good or bad they are. Realize I never said they were good ideas....just "crazy" ideas.
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Shurikane
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Posted - 2007.12.02 14:07:00 -
[3]
I actually would love the spotlight module in the interest of art. Then you could set up a small studio in space, spotlight your subjet, maybe even jettison "mobile spotlight modules", and once your lighting is all set up and colored the way you want, you take your screenshot. 
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Snowcrash Winterheart2
Gallente The Scope
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Posted - 2007.12.02 15:37:00 -
[4]
I love the idea of the paintball gun. Something utterly stupid and pointless; like the sort of thing you'd dump in the game for a week around holiday season.....
Kinda like Snowballs. :)
----- Four paws... four sets of claws. |

Maximada
Minmatar FM Corp Insomnia.
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Posted - 2007.12.02 16:42:00 -
[5]
1.Jihad Module (High Slot)
Better not go into detail, ever make it into the game? no.
2.Focused Energy Grappling Hook (High Slot)
A ship equipped with this Module can hook onto an enemies ship and as long as your ship is heavier than the target ship it can pull it off stations and gates. It can also pull an enemy ship through warp either bringing them to an ambush or taking them out of the fight.
3.Rebound Field (Medium Slot).
Converts some of the ships shield to cause a field around the ship that can have thye chance to cause enemies weapons to be proppelled back towards the aggressor.
4.Mobile brothel/exotic dancer bay. Cap ships only.
Why not ccp? why?
5. Italian Module (High Slot)
Your ship has the increased chance of going backwards to retreat from Battle.
6. French Module (High Slot)
Gives an increased chance that you will change sides if your gang is taking heavy losses.
7. Glue/Webification Field Sphere (High slot)
Like the interdiction sphere but causes a ship to be webbed if its within the field.
8. USA Module (High Slot)
Increases damage by 200% but causes your ship to lose shield/armour and also move erattically. (also known as all the gear but no idea Module)
9. High Energy Focused Manipulating Ballistic Regenerating Auxilliary Nano Power Rolled Tungsten 'Hypnos' 100000mn Diagnostic System II (Slot Unknown)
Nobody knows what it does yet but it sounds really cool. Faction Drop?.
10. Ghostbuster Module (Medium Slot)
Used with lasers. If you cross the streams something may or may not happen.
I think that if ccp get their act together we could at least see these on sisi by 2012.
Max.
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Jonny JoJo
Amarr Imperial Academy
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Posted - 2007.12.02 16:45:00 -
[6]
Here is a crazy one. Have Amarr rebalanced to be on the same level as other races! /CCP fix for Amarr is in EVE Trinity - The Trinity of training either Caldari, Gallente or Minmatar! |

Error404
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Posted - 2007.12.02 17:05:00 -
[7]
Remodel the crow
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Bish Ounen
Gallente Omni-Core Freedom Fighters Combined Planetary Union
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Posted - 2007.12.02 17:46:00 -
[8]
Originally by: Maximada
5. Italian Module (High Slot)
Your ship has the increased chance of going backwards to retreat from Battle.
6. French Module (High Slot)
Gives an increased chance that you will change sides if your gang is taking heavy losses.
You got these backwards. The French run away, the Italians change sides (and drive around in Camaros.)
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Danton Marcellus
Nebula Rasa Holdings
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Posted - 2007.12.02 18:29:00 -
[9]
Docking crews for stations. Signaling you using semafore in docking and undocking sequences. Constant docking/undocking will eventually cause the crew to come out only to give you the dual finger.
Should/would/could have, HAVE you chav!
Also Known As |

watermelon420
Amarr Dragons United Pure.
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Posted - 2007.12.02 18:39:00 -
[10]
Originally by: Jonny JoJo Here is a crazy one. Have Amarr rebalanced to be on the same level as other races!
That's the craziest thing I've ever heard.
We all know that will never happen
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Buyerr
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Posted - 2007.12.02 19:35:00 -
[11]
Originally by: Snowcrash Winterheart2 I love the idea of the paintball gun. Something utterly stupid and pointless; like the sort of thing you'd dump in the game for a week around holiday season.....
Kinda like Snowballs. :)
snowballs was really exploited in high sec sense they didn't give agro;):P
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Ja'kar
MAFIA
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Posted - 2007.12.02 19:37:00 -
[12]
A player led game
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Horza Otho
Minmatar Infortunatus Eventus HUZZAH FEDERATION
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Posted - 2007.12.02 19:44:00 -
[13]
Balance
No Lag
Tekka getting a life
Let drones use overheat too! |

Daelorn
State War Academy
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Posted - 2007.12.02 19:46:00 -
[14]
Originally by: Horza Otho Balance
No Lag
Tekka getting a life
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Viper ShizzIe
Applied Eugenics Cruel Intentions
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Posted - 2007.12.02 19:47:00 -
[15]
Originally by: Maximada
1.Jihad Module (High Slot)
Better not go into detail, ever make it into the game? no.
Right-click, self destruct.
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Suze'Rain
Caldari
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Posted - 2007.12.02 21:36:00 -
[16]
some silly, some slightly serious.
1: Amarrian Roulette. 1 Apoc. 6 lasers... only one has a crystal in it. you sit in your pod and select which turret opens up on you.
2: Drinking games in Ambulation.... and the inebriation afterward.
3: Warp Targetted Flux Overcharged Muon Gyroscope. just for the name.
4: Beacons. launched from a missile/beacon launcher, and attuned to a corp wavelength. can be set to navigational use (marks on the map), or local (only comes up in-system) waypoint.
5: minmatar Direct Use Combat Trauma repair-tape.
6: needing to feed all the exotic dancers/marines/homeless, or they riot and ransom your equipment till you feed 'em...
7: Amarr 'Bronze-o' polish... for extra EM reflectivity.
8: Gallentean 'ohmygodinwhere?' holoreel projector (highslot).... project the reels into space, in full 3-d... 100 km across... and when the lead actress say "oh, you're so big!" at the lead 'talent' the first three waves of enemies crash out of control as they try to evade the sight looming towards them.
9: More PC and NPC Civillian hulls (for posing... Opux luxury frigate?) Gallente cruise liner? and racing hulls with no weapons. (speeeeeed!)
10: Booby-trapped Ore. The miner's last laugh, as an ore theif sucks this innocent-looking peice of veldspar into their cargo bay, only to discover it is in fact a large thermonuclear device, and that Badger Mk 2 has the remote detonator in the highslot. Can also be retro-fitted into other module casings, for leaving in wrecks at gates, for sh*ts and giggles when some poor sap nicks it.....
11: Auxilliary drone bay S/M/L (highslot) adds 5, 10 or 25m3 of drone bay to any ship with a suitable highslot.
12: Minmatar Fleet optical radiation filters. Adds a pair of nice 80's aviator shades to any other race's portrait, for that perfect Sad Goth look.
13: Chaff Flare Launcher. fires thousands of tiny streamers of metal foil out in a 5 Km radius from point of detonation. Does absolutely nothing, except shutdown cloaking devices
14: 'Bela Lugosi' Nosferatu II. only vorks vhen cloaked.
15: Black Box recorder. records up to 5 mins of footage which can be replayed layer in-station to review battles.
16: Telemetry link: Allows a pilot to remotely view another player's ship from "in-pod", switching their view for the selected ship. perfect for fleet commanders to swap to wing leader A,B or C and physically see the battle unfolding from his point of view.
17: fix the well-known "Suze'Rain has no T2 BPOs" bug. 
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F'nog
Amarr Celestial Horizon Corp. Valainaloce
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Posted - 2007.12.02 22:23:00 -
[17]
Horn - high slot module. When activated it plays one of your favorite mp3s while passing or attacking a victim. This way you can charge into combat blaring Ride of the Valkyries at your opponent, who can hear you coming.
Originally by: Karen Serasia Because some idiot decided to sell an internet connection to me and didn't think of the consequences.
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Ryuu Katsu
High4Life SMASH Alliance
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Posted - 2007.12.02 22:32:00 -
[18]
Edited by: Ryuu Katsu on 02/12/2007 22:32:27
Originally by: Sankaru Abu
b) Militants/Marines - after a person has collected 1000 of these (you always find extra of these in missions, trust me), let this player "attempt" to use them to take over an NPC station....Militants for high sec/Marines for low sec...and give them a 1% chance of taking it over for 4 hours. During those 4 hours, that player will recieve 1% of all business (contracts, buy/sell orders, etc) conducted during that 4 hours. Let the player name this station during the 4 hours of time it is "his".... (example: Sankaru Abu's Bar and Grill...or whatever)
4. Power Fluctuations -----Okay, most of us all agree something has to be done with cloaked ships that go afk in systems for hours...or at the very least, do something about ships that shouldn't be using cloaks that do use them... like seeing a cloak being used by a real stealthy ship...like a Carrier....yea, go team. Now, in fairness and full disclosure, I use cloaks myself on everything from Haulers to Battleships to Interceptors and I think they are great...but in fairness, we really shouldn't be able to use them as well as we do. According to CCP's own description, Cov Ops modules use "spatial distortion fields"....and I would think these would be...well...somewhat unstable if used on anything other than a Cov Ops ship. (I know I am using logic here...silly me. I will try not to do that in the future.)
So lets ask for random power fluctuations on certain modules....like Cloaking Devices, etc...when not fitted on a ship designed for these modules. The module will still work, but at times will "fail" briefly and stop working due to these power fluctuations. This will cause modules to shut down and need to be restarted back up. The device can have a failure rate based on how long the module has been running continously...i.e the longer it runs, the greater the chance of failure.
You could (I can hear the screams now) even extend this to gun turrets being used on ships that do not have that racial bonus for that kind of turret. Watching hybrid turrets "misfire" on a Minmatar Cruiser...or laser turrets shut down briefly if used on Gallente ships would add a whole new dimension to the game..and to pvp. And you could add modules/skills to compensate for this and thus create a whole new ISK sink...thereby further providing balance to the universal economy. (rolls eyes)
These two propositions you bring I really like.
/signed
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Commodore Andrews
Golden Goose Inc
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Posted - 2007.12.02 23:32:00 -
[19]
Edited by: Commodore Andrews on 02/12/2007 23:34:35 1. Boarding Parties!
Each ship has a "crew" and a "crew quarters" in your crew quarters you can have a limited amount of crew based on ship class. You can have a mix of different crew types which you can acquire in npc missions or from the market. For example, Elite marine would be better then standard marines.
Once a target ship looses its shields or armor and is into hull you can send over a hull breaching shuttle to attach to their ship, insert your boarding party, and to try and take over their ship (Instead of blowing it up). A progress indictor would show the progress of the battle. Your crew will then fight with his crew and the better mix/ quality crew wins. If your crew kills his the captain (of the target ship) is forced into their pod LOL and you can bring in a m8 or alt (another captain) to take the ship :)
"Discussing moderation is a violation of the forum rules." <--- Ummmm I thought forums were BUILT for discussing?
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