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Tank CEO
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Posted - 2004.03.25 13:52:00 -
[1]
Lets be real guys, I blow up a raven, he dropes 1 launcher, 4 modules and 60 cruiser missiles.
My guess is that 25% of the ships modules drop (randomly) This in my opinion is WAYYYY to low. How can one pirate if almost everything of valude on the ship is destroyed? This is yet again a nerf to piracy. I know its been like this since well eve began, but I think its time to change this. I beleive the amount of modules that survives should be INCREASED to 75%.
This does go both ways. But this does need looking into. The % of modules surviving after a ship is destroyed is TOO low and theres no reason to not up the percentage. ---
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Hellspawn01
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Posted - 2004.03.25 13:54:00 -
[2]
Might be off topic but do u have twin with the same name ingame? ---------------------------------------------
Eve is not game, it¦s a way of life! |

Tank CEO
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Posted - 2004.03.25 13:58:00 -
[3]
Used too, but the GM's changed his name. ---
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sokkusu
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Posted - 2004.03.25 14:37:00 -
[4]
As manufacturer and trader in ships modules i think that 25% is too much. you can get all rares modules or some expensives modules in the loot but standard modules should be destroy.
it's not because i'm against pirates but you sell modules at uncompetitive price. It's hard to manufacturer to sell something.
I think there is too much NPC pirate loot too.
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Tank CEO
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Posted - 2004.03.25 14:48:00 -
[5]
LOL, there are not that many pirates there m8. Im speaking about PC loot, not NPC loot. ---
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Nightfang
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Posted - 2004.03.25 14:59:00 -
[6]
Quote: LOL, there are not that many pirates there m8. Im speaking about PC loot, not NPC loot.
So is the guy above. BUT I agree with Tank, the drop rate should be considerably raised... it's hard enough to pirate as it is.
One might argue that higher drop rate would mean more "grief" PK instead of tolling, but try tolling in 0.0 space and you will discover it's close to impossible...
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Admiral IceBlock
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Posted - 2004.03.25 15:06:00 -
[7]
i thought it was 50/50
"We brake for nobody"
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Destruct
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Posted - 2004.03.25 16:32:00 -
[8]
seems that it varies to me. i haven't got the highest number of kills in eve but sometimes i have gotten almost all mods from a kill. i dunno...
You can get more of what you want with a kind word and a gun than you can with just a kind word. - Al Capone
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XpoHoc
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Posted - 2004.03.25 16:41:00 -
[9]
It's random. But I think it's pretty bad programmed. Looks like the same random value applies to high/med/low slots, means if you got many high slot items then you prolly get most of the lows and meds aswell. That leaves us sometimes with almost nothing in the can and from time to time you need an indy to get all the loot because almost all modules and even the stuff in the cargo hold drops.
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Mustafa Ken'Yova
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Posted - 2004.03.25 17:17:00 -
[10]
75%?
That's going from one extreme to the other, if indeed 25% of modules drop atm.
While I agree pirates should be able to profit in some way out of blowing another ship up, I do _not_ agree that there should be 75% of the ship modules sitting there in a can, that is just too much. The whole point of a ship being destroyed is that it is exploding, therefore one should be happy that anything survived, let alone 75% survived. |

Tank CEO
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Posted - 2004.03.25 17:38:00 -
[11]
Why does it matter so much to you guys that there should be a limit to what drops? The only reason I can think of is that you want to greif us pirates. IMHO all of the modules should be droped. Heck, you took the time/ammo/money to blow him up whats wrong with a reward. ---
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Joshua Calvert
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Posted - 2004.03.25 18:07:00 -
[12]
How does cargo factor into that percentage?
LEEEEERRRRRRRRRRROOOOOOOOOYYYYYYYYYYYYYYY! |

Blazyon
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Posted - 2004.03.25 20:30:00 -
[13]
When I found out that my stuff dropped when my ship was destroyed I was somewhat happy, but also somewhat perplexed.. I mean my ship was blown to pieces, how are my launchers surviving? I don't see a realistic reason to change this... You should be happy you get something...
Pain is an object of relativity. |

Nafri
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Posted - 2004.03.25 23:07:00 -
[14]
blah, and lets happy mine for the rest of our life 
Wanna fly with me?
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Jake Pliskin
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Posted - 2004.03.25 23:27:00 -
[15]
I launch a missile at your car, i don't expect to walk up to it after the flames have died down, and pick up the in-car cd player and accessories. The **** mags in the glove compartment and the little fluffy dice hanging by the mirror and expect it all to be unharmed
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Knefru Khamen
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Posted - 2004.03.25 23:50:00 -
[16]
Quote: I launch a missile at your car, i don't expect to walk up to it after the flames have died down, and pick up the in-car cd player and accessories. The **** mags in the glove compartment and the little fluffy dice hanging by the mirror and expect it all to be unharmed

This is exactly what I'm thinking. You should be lucky to get scrap metal to recycle, in my opinion. The damn ship blew up and you want working modules...yeah. ---
Ad honorem, Knefru Khamen
Omnia mea mecum porto. |

Imperishable
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Posted - 2004.03.26 00:16:00 -
[17]
How about this:
When you destroy a ship, it leaves a wreck. There would be several qualities of a wreck, like "good" - hull structure mostly intact "average" - broken in 2 pieces "poor" - broken in many pieces
Then there would be character skills that let players attempt module and cargo recovery. Depending on skill level and quality of the wreck, you get certain number of modules. Those modules would have a 75% chance of being "badly damaged" so they can't be repaired normally. You'd need another special skill and perhaps a special kind of repair shop at a station to recover a badly damaged module.
Such a system would let players specialize in the field of module recovery. They could roam systems looking for old wrecks. And other players could trade "badly damaged" stuff to those who can actually repair it.
I assume that everyone will train these skills at least a little, and since there would still be about 25% chance of getting working module, you still get pretty much same reward as you do now, only it will take longer to get the loot.
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Tank CEO
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Posted - 2004.03.26 01:32:00 -
[18]
PLease guys, dont get 'realistic' on me here, this is a game and balance is needed. Ok, lets get realistic, You say when u blow up a ship, nothing should survive, that im lucky i get something instead of just scrap metal, yea ok, well HOW does ur pod survive then. If I might recall blowing ur ship up, i beleive that would incluse ur pod also and no pod could survive that kind of explosion. So wait, lets make it so if you dont EJECT before ur ship explodes, that your pod doesnt survive. PLease guys, enough with the 'realistic' stuff. You have no reason to disagree with me on this, the only reason WHY you disagree is because you just dont want to have ur stuff looted by the enemy. ---
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Cutter John
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Posted - 2004.03.26 02:34:00 -
[19]
Edited by: Cutter John on 26/03/2004 08:27:09 Edited by: Cutter John on 26/03/2004 02:37:54 Bleh.. its an automatic ejection process that ejects your pod when the reactor goes supercritical.
as far as the mods go, i really dont think the game was designed for modules inside the ship to be the payoff for pirating. always figured pirating was more for the cargo that ships were carrying. after all, the npc form of pirating (merchant ships) you kill for the cargo. npc rats are killed primarily for the bounty, although meta mods do add some value.
just as an idea though, how about a module that suppresses the violence of a reactor explosion.. activate it on a ship thats about to be destroyed and it greatly increses the chance of getting more mods.
And perhaps, all ships, as part of there loot, drop a chunk of ship scrap, and yields a portion, 5-20% randomly, of the mins that were required in its construction. picture a piece of floating debris, i.e. megathron debris or bestower debris, that you can scoop to cargo and then refine at a station. or possibly make it so it needs a new type of mining laser, cutting torch or something, to cut up and put in your cargo bay, as a large enough chunk just wouldnt fit.
tbh, i think that if the ship chunks were to work, they should be big enough that an indy is needed. call it 300m3 for small chunks(frig) 1000 for med(cruisers) and 2000 for large(bs).. miners need haulers to profit, lets see pirates need haulers to profit as well 
and i know that pirates hitting indies DO need indies, if they want the cargo as well as the mods... not sure how much that happens tho.. most of the time those frigs jump in, make the kill, grab the expanders, an run. correct me if im wrong
Then you would have a choice.. it can be a quick hit and fade, and you make a couple mils off mods, or you can risk a bit more time, and have an indy ready to pickup and make double that with the mins you'll get
oh and if lag is an issue, just put em in the cans.. although it would be really neat to see a chunk of a destroyed bs floating where a mighty warship once was.
and as long as the value of the debris was less than the cost of full coverage insurance, insurance scammers wouldnt be a problem, as they would just break even.
Quote: You have no reason to disagree with me on this, the only reason WHY you disagree is because you just dont want to have ur stuff looted by the enemy.
thats right. its a battle, and i want you to profit as little as possible. if the only way i can hurt you is in the pocketbook, so be it.
My Idea Thread Give Drones Love! |

Knefru Khamen
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Posted - 2004.03.26 04:25:00 -
[20]
Yeah, like he said above; the pod ejects from the ship before the explosion. The lone container that always survives the blast and *magically* grabs random items of unscratched loot from the destroyed ship is a pretty weak mechanic, come on.
So yeah, I think the fact that we get anything at all from a destroyed ship just by looting the magical can-o-preservation is a bonus. I'd like to see Salvage and Repair skills to loot the wreckage of ships. ---
Ad honorem, Knefru Khamen
Omnia mea mecum porto. |

Tank CEO
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Posted - 2004.03.26 04:31:00 -
[21]
Ok, how about u guys only get 25% of ur refined ore, lets see how u like it. ---
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Joebob McSkittle
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Posted - 2004.03.26 04:48:00 -
[22]
We're sorry, we didn't realize that pirating was supposed to be really easy and highly profitable...
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Tank CEO
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Posted - 2004.03.26 04:54:00 -
[23]
And how do you know pirating is easy and highly profitable? Have you done it, I didnt know killing a ship if ur organized is easy, I didn't know that going into a force of 6 bs not knowing if it was a trap or not and killing battleships, WE Kill battleships, u mine a asteriod, hmm lets see which is easier. ---
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Joebob McSkittle
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Posted - 2004.03.26 05:06:00 -
[24]
I am not saying that it is easy. But a majority of modules shouldn't be dropped.
When we refine stuff, we do lose a good amount of stuff, unless we have excellent standings and skills.
Black Market agents (low sec agents) should give a pay-out to pirates, for killing people in low security (pay is based on higher security levels). That would make pirating a bit more profitable...
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Tank CEO
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Posted - 2004.03.26 05:08:00 -
[25]
I like that idea, that would be awesome, a dream, prolly, dream come true, prolly not.
And when you refine something, they dont take 75% of ur minerals even with a noob character. ---
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Joebob McSkittle
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Posted - 2004.03.26 05:11:00 -
[26]
Quote: I like that idea, that would be awesome, a dream, prolly, dream come true, prolly not.
And when you refine something, they dont take 75% of ur minerals even with a noob character.
True...
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