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Savatar Mei
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Posted - 2010.01.20 10:01:00 -
[1]
Edited by: Savatar Mei on 20/01/2010 10:09:45 toying with an idea (going to leave it on a high level because new ships go through a lot of testing + UA iterations before they come out the far side)
t2 capitals
1 ship, 2 pods
t3 1 ship, 3 pods
t2 variant each pod controls various functions of the ship high, mid, or low, drones/fighters Ship power that can be transfered to higher ship functions (offensive) making them more effective, whilest reducing the effectiveness of the lower ships fuctions. controlled in tandem with the 2 pods. implants stack
t3 same as above, with 3rd pod controling functions that address the typical 'holes' found in with the ship role. e.g. small ship defense, energy management, each pod fits their own subsections, implants also stack.
this may or may not work as it stands above, the idea is very rough, and if there are any glaring mistakes just stick to the concept, multiple pods per cap ship.
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omgdutch2005
Gallente Advanced Planetary Exports Intergalactic Exports Group
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Posted - 2010.01.20 10:23:00 -
[2]
Edited by: omgdutch2005 on 20/01/2010 10:23:46 never gonna happen.
as a pod resembled a player/capsuleer, more then 1 pod in a ship kinda blows the part that 1 capsuleer can control a whole spaceship......
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Jint Hikaru
OffWorld Exploration Inc
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Posted - 2010.01.20 10:31:00 -
[3]
If my ship gets sploded, how do I control 3 pods?
------------------------ Jint Hikaru - Miner / Salvager / Explorer "I've got a couple of Strippers on my ship... and they just love to dance!" ------------------------ |
Serge Bastana
Gallente GWA Corp
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Posted - 2010.01.20 10:55:00 -
[4]
If you do some research you will find that CCP attempted to have pilots docked in capitals and the server threw a wobbler having more than one pilot per ship, so this multi pod ship is currently not possible with the existing server code.
Besides, any pilot that can fly a capital should be able to handle it on his own. If he needs someone else to help him fly it he should give it to someone who can fly it properly. ------------------------------------------------ You either need a punch up the throat or a good shag.
Nobody round here is offering the second one therefore your choices are limited! |
Scatim Helicon
GoonFleet GoonSwarm
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Posted - 2010.01.20 11:08:00 -
[5]
Why is this needed or desired? One pilot is perfectly capable of clicking all the buttons that need to be clicked. You're going to have a pilot dedicated solely to turning on the damage control module and watching it cycle?
Seems like a huge amount of coding effort to introduce what would become a short lived gimmick
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T'Challa Wanakanda
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Posted - 2010.01.20 11:53:00 -
[6]
I have a better Idea. How about you can carry Decoy pods in your cargo hold that enter space at the same time as your pod when you get blown up and similarly set a random course and attempt to warp off.
They could cost as much as a small frigate => maybe take up 100-200m3 of space and would self destruct after 30 seconds in space.
Small investment could save you the cost of your clone (& implants) if it lets you get away.
You could tie it to a skill "decoy management" that allows the use of one additional decoy pod per lvl or something. This could prevent transports from spamming them.
I admit that the extra "debris" may cause a little lag, but only for a brief time. But if you want more than 1 pod per ship this would be an interesting addition to gameplay.
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De'Veldrin
Minmatar Special Projects Executive The Obsidian Legion
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Posted - 2010.01.20 16:03:00 -
[7]
Originally by: T'Challa Wanakanda I have a better Idea. How about you can carry Decoy pods in your cargo hold that enter space at the same time as your pod when you get blown up and similarly set a random course and attempt to warp off.
They could cost as much as a small frigate => maybe take up 100-200m3 of space and would self destruct after 30 seconds in space.
Small investment could save you the cost of your clone (& implants) if it lets you get away.
You could tie it to a skill "decoy management" that allows the use of one additional decoy pod per lvl or something. This could prevent transports from spamming them.
I admit that the extra "debris" may cause a little lag, but only for a brief time. But if you want more than 1 pod per ship this would be an interesting addition to gameplay.
I actually like this idea.
On the idea of the OP, no thanks. I don't want to be arguing with another player about which ship functions we should be using at the moment.
--Vel
Brand new year, same old attitude. |
Savatar Mei
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Posted - 2010.01.20 16:34:00 -
[8]
Originally by: De'Veldrin
Originally by: T'Challa Wanakanda I have a better Idea. How about you can carry Decoy pods in your cargo hold that enter space at the same time as your pod when you get blown up and similarly set a random course and attempt to warp off.
They could cost as much as a small frigate => maybe take up 100-200m3 of space and would self destruct after 30 seconds in space.
Small investment could save you the cost of your clone (& implants) if it lets you get away.
You could tie it to a skill "decoy management" that allows the use of one additional decoy pod per lvl or something. This could prevent transports from spamming them.
I admit that the extra "debris" may cause a little lag, but only for a brief time. But if you want more than 1 pod per ship this would be an interesting addition to gameplay.
I actually like this idea.
On the idea of the OP, no thanks. I don't want to be arguing with another player about which ship functions we should be using at the moment.
np not everyone's cup of tea. but whatever benefit 2 or 3 in the same ship would give should outweigh negative with having to work in a closer than normal team.
the decoys is good
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Nika Dekaia
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Posted - 2010.01.20 18:02:00 -
[9]
Originally by: Serge Bastana If you do some research you will find that CCP attempted to have pilots docked in capitals and the server threw a wobbler having more than one pilot per ship, so this multi pod ship is currently not possible with the existing server code.
Quotin' since you seem to have missed it. More than one pod per ship: no functiona.
The decoy: No. Making dying less likely is not good. It's a core piont of Eve and watering it up is bad.
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