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Shereza
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Posted - 2009.01.21 23:20:00 -
[1]
When I first started playing I'd heard that CCP was originally looking at having gear and ships up to T5. Considering the game as it is now, and my thoughts now mirror my thoughts then, that's somewhat laughable and highly unlikely.
However, with the advent of T3 ships and CCPs decision to make the modular and give a sort of mix and match construction process to them it occurs to me that that would be a wonderful thing for modules as well.
Here are three examples.
#1 T3 thermal shield hardener that has perhaps only 45 or 50% resistance while active but has an off-line base resistance of 7.5% and can be over-heated for 2.5x longer than a standard T1 or T2 hardener can be.
#2 T3 1400mm artillery gun with a 25% boost to optimal over T1 and a 100% boost in ammo capacity but a 35% reduction in falloff and a 15% reduction in tracking.
#3 T3 tachyon laser, same fitting requirements and stats as T2 in every way except half the cap use per shot so that instead of using a base 95 cap/shot they use 47.5 cap/shot.
Bear in mind that there are not necessarily things I would like to see, what with some stats boosted and some lowered, but are intended to give people thoughts and ideas on what a T3 system could do for ship modules as well as the ships themselves. ____________________
Minmatar in Fantasy or Duct Tape Goes Medieval. |
Fifi LeFume
No Trademark Notoriety Alliance
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Posted - 2009.01.21 23:36:00 -
[2]
Well the way I see it, the modular aspect of T3 ships can constitute 'T3 modules' as well since they determine what the mods on the ship are going to end up being.
Of your 3 examples, the second seems the most decent. Since T3 ships are not stricly 'better' thatn T2 in the sense, but in that it offers more custimizability and tradeoff, a T3 module that focused on tradeoffs as well (one bonus boosted, another one penalized) seems the most logical.
However, if you do add in T3 modules designed around the trade-off concept, and if you allow any ship to use them (from t1 to t3) then it kind of diminishes the uniqueness of t3 ships in the first place which was supposed to be personal indepth customization of a ship.
But if you made it only so T3 ships could use t3 modules then that could add even more depth to T3 ships.
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Shereza
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Posted - 2009.01.21 23:49:00 -
[3]
Originally by: Fifi LeFume However, if you do add in T3 modules designed around the trade-off concept, and if you allow any ship to use them (from t1 to t3) then it kind of diminishes the uniqueness of t3 ships in the first place which was supposed to be personal indepth customization of a ship.
But if you made it only so T3 ships could use t3 modules then that could add even more depth to T3 ships.
The same could be said of T2 modules though, couldn't it? Just an observation, not a point in any direction.
Why should T3 modules be limited to T3 ships when T2 modules aren't limited to T2 ships? By the same token if T1 and T3 ships can use T2 modules why can't T1 and T2 ships use T3 modules?
/shrugs
While it's an important issue I personally don't believe CCP will force T3 modules to only be usable by T3 ships, assuming they ever make and release T3 modules. It would go against the design philosophy that, in general, allows you to put whatever you can fit onto your ship, even if it is a ferox with 3 T2 cruise launchers.
There's another aspect to consider. If T3 ships can only be built via wormhole exploration they're going to have a pretty high price on them unless these wormholes are fairly common. If wormhole exploration also lead to T3 module construction and T3 modules could be used on T1 and T2 ships then there would be much more demand for wormhole exploration which, in turn, could, and probably would, help lower the cost of the T3 ships thereby making them more accessible to the average player. Something which CCP would probably be in favor of as it would validate the work put into making T3 gear. ____________________
Minmatar in Fantasy or Duct Tape Goes Medieval. |
Dr Sheepbringer
Gallente
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Posted - 2009.01.22 08:15:00 -
[4]
Perhaps they won't have modules in the same sense. Perhaps the "modules" are more like inbuilt rigs. Stop whining. |
P'uck
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Posted - 2009.01.22 11:27:00 -
[5]
While we're at it, any news on the prerequisites to FLY those things? (I dont care for building - I know what you need for those; "Advanced IKEA Understanding" IV and an allen wrench)
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Kirtan Loor
Divine Retribution Sons of Tangra
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Posted - 2009.01.22 12:17:00 -
[6]
I'm expecting t3 ships to be ships with NO bonuses except "can fit t3 modules."
T3 modules will be modules which give ships "bonuses".
Module layouts will be for battleships 8/8/8, for battlecruiser 7/7/7 for cruisers 6/6/6 for destroyers 5/5/5 for frigates 4/4/4.
Example t3 modules would be:
T3 Hybrid Damage Augmentor CC: Adds %5 damage to hybrid turrets per Gallente Cruiser level.
T3 Tracking Disruption Augmentor BB: Adds %5 effectiveness to Tracking Disruptors per Amarr Battleship level.
T3 Drone Bay FF: Adds 10m^3 Drone Bay and 10mbit Drone bandwidth.
I'm expecting something along these lines. |
Kain Garion
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Posted - 2009.01.22 12:17:00 -
[7]
Originally by: P'uck While we're at it, any news on the prerequisites to FLY those things? (I dont care for building - I know what you need for those; "Advanced IKEA Understanding" IV and an allen wrench)
Lucky me got IKEA understanding V and Allien wrench use V now where are my T3 ships?
But about modules It would make sence to get soem with a bonus and a downside to them but that is gonna create a hellish amount of work to get that all right. |
Wacktopia
Infinity Miners Union Eych Four Eks Zero Ahr
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Posted - 2009.01.22 12:30:00 -
[8]
Interesting point. Perhaps they will release T3 mods in due course?
The way I understand it (from a video and some breif text) is that T3 is focusing on ships more than fittings. Ships will be modular and - so insead of a T3 version of a Kestrel frigate, for example, there might be simply a range of Caldari "frigate bridges", "frigate propulsions", "frigate weapon systems" etc. Something /like/ that I guess. You just grab the bits you want and stick them together like lego to boost the stat you might want the most: speed, dps, cargo etc.
With so much focus on T3 ships, perhaps CCP are simply leaving the gear for a later release?
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Camilo Cienfuegos
Earned In Blood
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Posted - 2009.01.22 12:40:00 -
[9]
Quote: Module layouts will be for battleships 8/8/8, for battlecruiser 7/7/7 for cruisers 6/6/6 for destroyers 5/5/5 for frigates 4/4/4.
I've understood so far that:
1) All T3 ships are cruiser sized 2) They fit regular modules on them 3) They can be "taken apart" and rebuilt with different components 4) There are 5 components, and the choice affects the slot layout etc of the ship
I don't know of course if this was pure speculation, but that's what I understood.
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Zantei
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Posted - 2009.01.22 12:51:00 -
[10]
Edited by: Zantei on 22/01/2009 12:53:33 I'm hoping that tech III won't be some sort of license to pwn, we already have too many of those. I'm crossing my fingers that the main strengths come with customisation and augmenting the craft to fit your playstyle. That is to say, a tech II cruiser could match a tech III cruiser designed to mimic it.
But if you want an odd combo like an active shield tanked laser boat, that somehow it will also work without eating itself alive.
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Thercon Jair
Minmatar InQuest Ascension Skunk-Works
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Posted - 2009.01.22 13:10:00 -
[11]
Since not everyone is reading E-on and CCP didn't care to write anywhere else about T3 ships (marketing yay! increase ze sales of E-on), what exactly is the thing that's great on them beside being modular? Someone mentioned something about that they are based around Thermodynamics. I'd really like to know more about them. Real men do it the hard way: fly Minmatar! |
Ryuzaki Lawliet
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Posted - 2009.01.22 16:40:00 -
[12]
I was talking to one of my friends and he said that he read somewhere in the magazine that the T3 ships will have something similar to experience points. And that depending on what you do with the ship, it gains so much experience, and that in turn boosts the attributes of the ship. And then when you take the ship apart and rebuild it, it loses some of that "experience." He also mentioned something about the ships having an AI, and that made me make a joke about maybe CCP is going to have Cha finally be an important stat. Like regarding skills that dictate your ability to converse with the AI so it does what you want it to do, or something like that.
And if he was just pulling my leg, whatever, I don't read the mag, so I wouldn't know for sure. *shrug* |
Thercon Jair
Minmatar InQuest Ascension Skunk-Works
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Posted - 2009.01.22 16:44:00 -
[13]
Nice, now we can finally and senselessly grind experience points. Guess you have your corpmates jump into noobfrigs to kill them every few seconds for your ship to become good |
Bravard
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Posted - 2009.01.22 17:16:00 -
[14]
Originally by: Kirtan Loor I'm expecting t3 ships to be ships with NO bonuses except "can fit t3 modules."
T3 modules will be modules which give ships "bonuses".
Module layouts will be for battleships 8/8/8, for battlecruiser 7/7/7 for cruisers 6/6/6 for destroyers 5/5/5 for frigates 4/4/4.
Example t3 modules would be:
T3 Hybrid Damage Augmentor CC: Adds %5 damage to hybrid turrets per Gallente Cruiser level.
T3 Tracking Disruption Augmentor BB: Adds %5 effectiveness to Tracking Disruptors per Amarr Battleship level.
T3 Drone Bay FF: Adds 10m^3 Drone Bay and 10mbit Drone bandwidth.
I'm expecting something along these lines.
I really like that idea :D
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