Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 [20] 30 40 50 .. 51 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 2 post(s) |
Menkaure
Amarr Vanitas Corp.
|
Posted - 2007.03.03 17:20:00 -
[571]
Fix Amarr
|
Revan Ano
Terra Rosa Militia
|
Posted - 2007.03.03 17:29:00 -
[572]
Give a slight bonus tied to the Race for that Races specialty.
Makes sense that they would be at using equipment designed for thier use than any other race.
|
Sigos
ORIGIN SYSTEMS Curse Alliance
|
Posted - 2007.03.03 17:36:00 -
[573]
Full disclosure of new and current GMs (including any information on past influential characters) and of any misconduct (so as to prevent any more witch hunts).
|
Inspiration
|
Posted - 2007.03.03 17:54:00 -
[574]
Edited by: Inspiration on 03/03/2007 18:00:15 Given I can post just 1 Ieas, I gona make it count and tackle various issues in one fell sweep!
THE IDEA:
Make NPC groups behave smarter and stronger at the same time, so they become a challenge to fight again (regardless of level). I know a full fledged AI is out of the question given the drain that would give even with "less, but bigger/stronger NPC". But there are ways around that!
The current situation:
Currenly NPC's have one set of hardcoded heuristics that define how to react with the player. These include agro activation range, optimal 'orbit' range and rules like target the closest ship! This makes NPC very predictable and thus easy to counter. The past CCP solution was to blob the player with NPC, but given the lag it generates it is not sustainable anymore.
New solution:
Have multiple sets of heuristics to let NPC behave differently to different player ships and even use different random 'strategies' at times. When NPC do not behave the same way every time, any encounter will be kind of new and the mission will remain challenging far longer.
Things that could be done:
* NPC probe your weakness. In the case of caldari, let them try different missile types and once they find a weakspot, they switch over to exploit it and hurt you the most.
* Like with missiles, let NPC switch ammo types like a user would do. This means that when the strategy of a player is to go far out of range, they switch to long range ammo and/or change their currently predetermined orbit range!
* If a player uses smartbombs, tacklers should try to stay out of that range even if that means they dont't tackle you all of the time. Alternativly they should go in one at a time, do their job for as long as they can and then have another tackler take over while they repair.
* Let non-aggro'ed long range capable NPC be able to assist their buddies in combat from their current non-aggro position. Basily they behave as protecting their own sector but since they got that covered and are not in any action they can assist their buddies at range. So no swarming with of a zillion tacklers, but vastly increased DPS non the less.
This is by no means all CCP can do. Higher level 'changing' of an NPC fleet's objectives is another.
This basicly repositions NPC groups as priorities change. Take a situation where in an encounter there are three structures defended by three different NPC groups. One group is engaged and is loosing the battle. An heuristic can then decide based on structure importance (mission objective for example) that the other groups have to close in and engage too. Effectvly a player has to make sound tactical choices in order to minimize the DPS trown at him. This goes furter then what we have now, namely hardcoded chains of group aggroing (shoot group A, triggers group B).
This won't turn NPC into smart opposition instantly, but it will greatly increase difficulty. Any mission today has been analyzed and optimised for in a matter of days and everyone will use more or less the same tactic and fitting. Hell even across missions tactics vary very little as it is now.
More and more flexible heuristics paired with adaptive NPC ammo and missile choices will make missions more fun. If CCP decides this idea has merrit, I suggest opening a seperate threat for it as many more people can contribute to this idea!
It might even solve your Inflation and mission level issues! And BTW, grats for asking US!
|
Thrak Jaqari
Caldari
|
Posted - 2007.03.03 17:56:00 -
[575]
Fix the Chimera's size
|
Cornchips
|
Posted - 2007.03.03 18:01:00 -
[576]
Non-human Player choice....and allow us to change to new race and keep skill points
|
Pony Ryoko
|
Posted - 2007.03.03 18:05:00 -
[577]
Allow a one time rebuilding of characters with earned SP to reflect that skills in the game have been added or changed since the beginning. |
SHC Derek
We Know Derek
|
Posted - 2007.03.03 18:11:00 -
[578]
I'd change the game name to Derek Online and then I'd bring in Khanid MkII.
Also I'd add ginger moustaches in the character creation options --
|
Tzu Zan
|
Posted - 2007.03.03 18:14:00 -
[579]
Make reputations stick by expanding history to resume so that it includes, corps worked for (complete with brief Director comments, bounties, highest and lowest sec rating. |
Slash Harnet
Minmatar Industrial Services INC
|
Posted - 2007.03.03 18:19:00 -
[580]
Mini Dreads/Carriers to bridge the gap (both isk and SP) from battleships to capitals.
signature removed ... Pirlouit I finally got my sig nerfed once, I feel like a forum warrior! |
|
Krandar Beorn
Quintessential Continuum.
|
Posted - 2007.03.03 18:21:00 -
[581]
Create a sub-deadspace generator probe/launcher/ship that creates a sphere of deadspace (no microwarpdrive) and reduces speed by 50% to help combat nanoBS.
|
Crazy Mary
|
Posted - 2007.03.03 18:32:00 -
[582]
Break gate camping. My idea for this is the Micro Jump Drive.
I would define that as a module or rig that fits to any ship, allows a jump of max distance 2-5 systems, no cyno requirement, no fuel requirements but needs to spend say 5 minutes building up a charge or callibrating during which time no warping or jumping can be done (without losing the charge/callibration and thus having to start again) and then cannot be reused for say an hour afterwards.
Likely benefits:
- Provides a means of limited amount of tactical manouvering that is not possible through the use of gates alone, but without destroying the general topography and landscape of the map as we know it: routes remain the same, general "terrain" effects remain the same etc.
- Provides a limited way of avoiding gatecamps, which is one of the main things keeping Empire dwellers out of lo/no-sec. Hopefully fulfilling CCPs fantasy of a general movement of pod pilots toward the frontiers.
- Makes piracy more about stealth and guile than ambush either by stalking a target and catching them unaware or doing lightning sweeps and raids as opposed to just sitting waiting for somebody to fall in to a near unavoidable trap. If there are more people in lo/no-sec the absolute number of pirate attacks could remain constant (or rise)whilst the rate of piracy against an individual would drop to acceptable risk levels.
- Forces alliances/groups trying to hold areas to focus on what they are trying to hold and not a vast area dictated by the location of a few key chokepoints. This should result in claimed areas of no-sec contracting to enclaves that can be held. But enclaves which can still be penetrated and attacked. The claiming group would have to maintain a strong patrol/reaction force in a fairly confined area in order to maintain their control. Smaller enclaves of claimed space also means more room for pilots in hi/lo-sec to move outward.
- Fleet actions become about manouver, about being aware of movement in an area, about reconnaisance and scouting, about attacking or defending real points of interest (POS/Outposts/systems/constellations) and not about blobbing gates and waiting each other out at the border of a multi-region area of unoccupied and otherwise indefensible space
|
MinRray
Minmatar PaxLuce AbjectioNati Curse Alliance
|
Posted - 2007.03.03 18:35:00 -
[583]
guys , do a decent poll or a "market" survey to see what people want :)(lust and desire actually ) wishlists , top 10's , common .
"war ... war never changes" |
Nadun'Hagar
N00bs With Guns
|
Posted - 2007.03.03 18:36:00 -
[584]
Fix the Amarr
|
Gigo
Minmatar Matari BackBone
|
Posted - 2007.03.03 18:48:00 -
[585]
Add a grammar checker to the forums and ingame chat that knows the difference between lose and loose and just censors out those that do not know the difference.
Sorry, a pet peeve of mine. --- It's not just a game! |
NiXnAx
|
Posted - 2007.03.03 18:49:00 -
[586]
Let the insurance payout/cost reflect on the money spent to get the ship.
|
Snake Doctor
Guardians of Hell's Gate Tactical Narcotics Team
|
Posted - 2007.03.03 18:51:00 -
[587]
Put the RATSS back into WNM-V0, duh. Either that or update your system database! I've been stewing about this for MONTHS :P
|
Prodigal
Caldari New Genesis Project
|
Posted - 2007.03.03 18:55:00 -
[588]
FLEET COMBAT BEYOND!!
A) -Turret tracking should only be needed for Cruiser size and lower ships...... Battleships and larger size ships should have either NON EXISTANT tracking or VERY STATIC firing arcs to bring more STRATEGY to large ship combat.
B) -GET RID OF sniper Combat!! Sniper Combat is BOOOO! Battleships and Capitals should need to be up close and personal (relative to each other) to have ANY combat effectiveness.
C) -COLLISION PHYSICS implemented would breath more IMMERSION into combat than pretty graphics and sounds........ Battleships & Capital ships should be able to "shelter" smaller scale ships that can "hide" behind them!!
These 3 (albeit extensive) fixes to combat would step up Eve pvp WAY BEYOND any other space combat simulator EVER!!!
|
Flux Faraday
|
Posted - 2007.03.03 19:01:00 -
[589]
Big change: Make the effects of security change gradually as we move from 1.0 to 0.1; 0.4 would only be a little less safe than 0.5, but 0.5 would be a lot less safe than it is now. :)
|
Pralay
Gallente
|
Posted - 2007.03.03 19:05:00 -
[590]
Easier(meaning programatic aka an API) possibly delayed(by a day or so) market/contract data export. There's all sort of data mining/munging I and I hope others would like to do with that. Pralay |
|
Evil Thug
Rage and Terror Against ALL Authorities
|
Posted - 2007.03.03 19:11:00 -
[591]
Ctrl + Alt + Shift + G = Low graphic mode All ship models replaced with pictogram. Thus, less graphic related lags in fleetfights.
|
Paddlefoot Aeon
Neogen Industries Serenity Fallen
|
Posted - 2007.03.03 19:22:00 -
[592]
Because no battleship should tackle better than an interceptor, I believe that the Nerf Bat should restrict and limit "Nano" ships. -----------------------------------------------
|
Pac SubCom
A.W.M Ka-Tet
|
Posted - 2007.03.03 19:22:00 -
[593]
Edited by: Pac SubCom on 03/03/2007 19:21:30 Rethink AB/MWD balance in order to make it possible for Minmatar to truly speed tank with AB, artillery, and minmatar EW, without getting automatically caught and webbed by mwd users.
|
Nightbird
|
Posted - 2007.03.03 19:24:00 -
[594]
For each active corp member within a POS bubble while that POS is under siege, one gun should be able to be directed and controled by each member.
|
Serendipity007
Caldari GoonFleet GoonSwarm
|
Posted - 2007.03.03 19:38:00 -
[595]
Drone Overhaul. AI. GUI. Coding. The works. Things like fighters having an option to "Follow target into warp". P.S. Some Bomber Fighters would be nice too. ___________________________________________________ "I'm an engineer, not a miracle worker!" - Scotty, Star Trek: TOS
|
Creepin
|
Posted - 2007.03.03 19:47:00 -
[596]
Add omitted items (ships, implants, etc) to the market already!
|
Lady Syrinx
|
Posted - 2007.03.03 19:49:00 -
[597]
Edited by: Lady Syrinx on 03/03/2007 19:46:10 Edited by: Lady Syrinx on 03/03/2007 19:45:30 Khanid Mk II with Royal Khanid Navy ships as agent rewards.
|
Torze
The Arrow Project The ARR0W Project
|
Posted - 2007.03.03 20:01:00 -
[598]
I'd like to see more improvements in the gang/fleet area. More specifically, I'd like to see the ability to merge gangs. Where, one fleet commander sends the other fleet commander a gang invitation. Upon accepting, the 2nd fleet commander's fleet becomes a wing of the 1st commanders. This would make forming and running fleets much easier.
|
Lazarus Stone
Amarr Fade to Black Inc Curse Alliance
|
Posted - 2007.03.03 20:03:00 -
[599]
Rewrite server load balancing code to allow for large fleet combat stressed nodes to re-prioritize data usage among server cluster, thus allowing nodes with no or little traffic to help manage nodes with massive usage, thereby reducing or removing (player forced) node crashing during fleet combats and virtually eliminating forum whining of alliance login cheating. Fade to Black's Official Website |
Random Caldari
|
Posted - 2007.03.03 20:05:00 -
[600]
An acknoledgement in your hearts and minds that not ever player belongs to a big corp. I want to see more opportunity for solo players & small corps to exploit low sec and 0.0 This would mean an end to the "whooops I went through the wrong gate and got wtfpwned mentallity of game design"
Kill bubbles , kill scramblers badly nerf webbies ( 30% max )
Give us the ability to run away when we are massivelly outnumbered - give pirates the ability to chase.
Fleet battles become about protecting teritory , pos assets & outpost. Pirate camps and small fleets would become more deadly in deep 0.0 ( more oppertunity to wear an opponent down before he can get to safety ), rather than the first system next to empire being the death gate.
|
|
|
|
|
Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 [20] 30 40 50 .. 51 :: one page |
First page | Previous page | Next page | Last page |