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Cornette
Gallente Black Screen of Death HUZZAH FEDERATION
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Posted - 2008.05.11 13:58:00 -
[1]
We have tech 2 and named ammunition, so why not the same when it comes to charges for your cap injector?
They could have the same size as the tech 1 vanilla ones but give a bit more energy when popped:
Tech 1 Cap booster 800 Volume 32.0 m3 Used with Capacitor booster Bonus 800 units of energy
Tech 2 Cap booster 1000 Volume 32.0 m3 Used with tech 2 Capacitor booster Bonus 1000 units of energy
Tech 2 Cap booster 1200 Volume 32.0 m3 Used with tech 2 Capacitor booster Bonus 1200 units of energy
It would need science skills to invent and manufacture and the cost of it would be more then the old ones.
Then we could have faction charges from the lp store:
Gallente Navy cap booster 1000 Volume 32.0 m3 Used with Capacitor booster Bonus 1000 units of energy
Gallente Navy cap booster 1200 Volume 32.0 m3 Used with Capacitor booster Bonus 1200 units of energy
Cost some iskies, LP + whatever crap the agent you work for wants.
So why these? You don't want to cap out in a longer fight, and if you get neuted every unit of cap you inject will count if you hope to run a active tank. Double so if you have cap hungry weapons. So hopefully it would get the fights going a little longer.
So what you say, yay or nay?
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Draahkness
Interstellar eXodus R0ADKILL
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Posted - 2008.05.11 14:38:00 -
[2]
That was a VERY good idea. Many signs from me.
The t2 ones could have some drawbacks too, like t2 ammo does. Like.. I dunno, agility?
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Lance Fighter
Amarr
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Posted - 2008.05.11 21:07:00 -
[3]
Originally by: Draahkness That was a VERY good idea. Many signs from me.
The t2 ones could have some drawbacks too, like t2 ammo does. Like.. I dunno, agility?
Well... Make a t2 cap booster 800 take up all the space in a medium injector II. In a large booster, it will only be able to fit 4 (iirc), but it means more cap/s. As per real drawbacks... Umm i dunno... Cap recharge? :P
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DMF KingBob
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Posted - 2008.05.12 02:57:00 -
[4]
gallente navy ???? only amarr can be meaned if u talk about cap
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Allaria Kriss
Minmatar Elipse Inc.
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Posted - 2008.05.12 03:06:00 -
[5]
Opposed here. Couple reasons.
First is simply personal. Capboosters are already used as crutches by too many people, and have gradually become required on the vast majority of PvP setups for larger ships. I don't like this at all, as it makes Yet Another Required Midslot Module if you want to PvP effectively. I understand why they're there (Neutralizers would be overpowered otherwise) but I don't want to encourage it.
Second is logical. Most fights do not end because one party runs out of capacitor. Most fights end because the other guy has broken the first guy's tank, called in backup, or otherwise piled on so much damage that the first guy is dead cap or no cap. This means that increasing the effectiveness of capboosters when they don't need it will make the first point more relevent, as it will effectively nerf neutralizers even more and more people will fit T2 capboosters - More benefits, same costs.
Third is practical. Invention has never been a good way to invent items that are expended rapidly, like ammunition and missiles - Invention is too expensive and produces too few blueprints for any mass production of the invented item. LP store boosters will be far more popular as they are exactly the same but cost less.
Fourth is simple. Why would you use 1000s at all when 1200s are the same but better? If 1200s are available, why use 800s? Even T2 stuff has drawbacks, generally higher fitting requirements, or in T2 ammo's case various penalties.
I've completely lost my train of thought, so I'll stop here. Simply, no.
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Zeph Solaris
Legitimate Corporation
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Posted - 2008.05.12 04:59:00 -
[6]
Originally by: Allaria Kriss Opposed here. Couple reasons.
First is simply personal. Capboosters are already used as crutches by too many people, and have gradually become required on the vast majority of PvP setups for larger ships. I don't like this at all, as it makes Yet Another Required Midslot Module if you want to PvP effectively. I understand why they're there (Neutralizers would be overpowered otherwise) but I don't want to encourage it.
Second is logical. Most fights do not end because one party runs out of capacitor. Most fights end because the other guy has broken the first guy's tank, called in backup, or otherwise piled on so much damage that the first guy is dead cap or no cap. This means that increasing the effectiveness of capboosters when they don't need it will make the first point more relevent, as it will effectively nerf neutralizers even more and more people will fit T2 capboosters - More benefits, same costs.
Third is practical. Invention has never been a good way to invent items that are expended rapidly, like ammunition and missiles - Invention is too expensive and produces too few blueprints for any mass production of the invented item. LP store boosters will be far more popular as they are exactly the same but cost less.
Fourth is simple. Why would you use 1000s at all when 1200s are the same but better? If 1200s are available, why use 800s? Even T2 stuff has drawbacks, generally higher fitting requirements, or in T2 ammo's case various penalties.
I've completely lost my train of thought, so I'll stop here. Simply, no.
Breaking someone's tank typically involves draining their capacitor.
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CCP Atropos
C C P

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Posted - 2008.05.12 14:10:00 -
[7]
This is a pretty good idea, I'll throw it at some in Game Design.
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Azuse
The Brotherhood Of The Blade Pure.
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Posted - 2008.05.12 14:16:00 -
[8]
Edited by: Azuse on 12/05/2008 14:16:38 If this extended down over the other booster sizes them mabey we'd finally have a reason to fit tii injectors on smaller ships, e.g. a med injector holds 1 800 or 2 400s so you'd think logically a tii injector could hold 1 800 or 3 400s, but it doesn't  -------------------------
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Paddlefoot Aeon
Neogen Industries Daisho Syndicate
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Posted - 2008.05.12 16:05:00 -
[9]
Originally by: Zeph Solaris
Breaking someone's tank typically involves draining their capacitor.
No... breaking someone's tank happens when damage dealt is greater than damage repaired (either armour or sheild).
For example, many capital ships have died running their capital reps (9600 armour repaired per cycle) and having 80% left in their capacitor, simply because they were being shot for more damage than the repper can replace.
Now Recruiting. Join "Neogen" channel for details
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Goumindong
Amarr Merch Industrial GoonSwarm
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Posted - 2008.05.12 16:14:00 -
[10]
Originally by: CCP Atropos This is a pretty good idea, I'll throw it at some in Game Design.
I think most people would much rather have smaller cap boosters be more space efficient than larger cap boosters.
Vote Goumindong for CSM |
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