
Trading Unknown
Republic University Minmatar Republic
12
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Posted - 2012.04.21 22:33:00 -
[1] - Quote
===================================================================== Travel & Ship Movement Changes
Remove warp to 0 Add some sort of invisible bubble to all celestials preventing them to be landed on @ 0. (and watch the game change)
(and watch the game change)
I can only guess this change is motivated for the sake of change, which is bad game design.
Re-Add & Increase Station Timers - undocking/docking/ship change/etc No more of this undock, instance re-dock crap. Why did you take away ship change timers?
Sure, if you give us something that lets us view the station grid. In our time, we call them windows.
Increase aggression timers to 120seconds[/b] Make us Commit more. Raise your hand if you've gotten countless ships to a sliver of structure only to see them jump a gate or dock. 0/
Next time bring moar damage.
Add spool up timers to jump drives | capitals[/b] Once we click "jump to" that timer needs to kick in.
If you add a small delay, it will be of no real consequence for most of us.
If you add a long delay, it will make jump drives too tedious for all of us.
Add warp drive heat/cooldowns to all ships *Add Warp Core to all ships, over-use = damage = increased warp cooldown *After warping there should be a small cooldown period, and a heat cycle, after the cooldown period the ship can warp again, but if within heat cycle will create more heat and possible damage to the warp core, thus increasing future cooldown periods.
Instead of adding more delay (you seem to love adding delay to any and everything), make it easier to probe ships down who've warped around a lot.
Add cost to dock @ NPC Stations Adjustable based on standings / Corp creation HQ / etc
No solid reasoning for this. Isk sinks can be developed elsewhere.
Add cloaking device fuels / heat
Always bothered me that cloaking was basically 'free', but you should still be able to carry enough cloaky fuel to cloak for long periods (8-12 hours or something)
Add Ship Undock range to start @ 500meters * When we undock, we should immediately be out of re-docking range * or as stated above re-increase dock timers
A little redundant with the previous change, don't you think?
Add fuel bays to all ships to traverse stargates *Increase consumption in Low, even more in Null. (1 bay of fuel could = 35 High-Sec jumps, 15 Low, 10 Null -- Put those "NAPS/BLUES" to work)
lolwat. Just serves to make things tedious for the rest of us.
===================================================================== Resource Changes
Add depletion/rotation to moon/ore/ice/planet resources You want those resources? Go find them. If it takes hours/days, that's the point.
Everything except moons already depletes. Why is your change different?
===================================================================== Player Structure Changes
Make player stations destructible & Increase costs to build
Make POS's easier to destroy for sub-cap groups / Limit anchorable structures in high-low-null-wh
No, train dreadnoughts. That's what they're for. No reason to limit structure placement (it already is in high sec)
===================================================================== Spacial Changes
Add spacial anomalies like within Wormholes to All space (Random)
Add heat from Suns * Sun Grids produce extra heat to ships
Do you mean adding sleeper sites to normal space?
Sun grid change is cute, but not much reason for it.
===================================================================== Generic Changes
Increase Clone Insurance Make it hurt more.
Add an Arena *Accessible from Captains Quarters *Accessible in High-Sec || Ship must be docked in Arena area *Allow Isk Betting *Leaderboard =====================================================================
Upper level clones should cost more to follow with inflation.
Arenas? http://www.youtube.com/watch?v=5yP1RTTuW9w
p.s., quote block limits suck. |