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Thread Statistics | Show CCP posts - 3 post(s) |
Oliask
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Posted - 2007.11.11 21:36:00 -
[241]
Having drone damage dealt in my log window would be really nice.
Occasionally I like to open up my log window and see what's going on to see if my turrets are doing damage or not. I know my Caldari friends make plentiful use of the log window. It's absolutely impossible for me to see how much damage my drones are dealing to a particular enemy in real time. I can test them out on someone in my gang, but that's not of much use to someone in my gang with different resists than my actual opponent.
Let's not stop there. Why not have a tab in the log dedicated to damage dealt and one dedicated to damage taken. You can make the columns such: Who dealt/took the damage; thermal HP; Explosive HP; Kinetic HP; EM HP; Total HP.
You could also have an aggregate tab for the past 5 minutes or so. It would have the same columns, but instead of have a row for each log entry, have a row for each opponent who has done damage to you in the past 5 minutes.
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Jason Edwards
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Posted - 2007.11.12 12:17:00 -
[242]
Well I haven't tested out anything really that's new on sisi. However.. today i was in a mission and my hammerheads were orbitting me. I clicked return to drone bay. I then activated the gate. I warp off and my 5 hammerheads get left behind. I then had to warp back to the first stage of the mission... problem than is that I have to refly 40km to the gate. That was pretty lame and boring.
Now a couple days before armageddon day on sisi I was screwing around and warped off from some drones. It seemed that they get put into the whole drones in distant space group thing. Now this wouldn't be too bad as than I simply have to than get back to within 85km away or something similar.
If I'm delusional or they've changed it or something. It really should be changed back :) I really hate having to get super close just to capture them back up. The same thing for the whole abandon drone thing. You should be able to abandon drones and than connect them back up so you can control them once more should be pretty easy.
My next thing. You really need to fix the whole wandering drone issue. I believe it was infiltrated outpost. Essentially my drone flew off to attack some rogue drones like 70km away who hadn't aggroed or anything. He basically went pop because of that.
Something that I've also thought of was sentry drones. It would be pretty neat if it were possible to say drop your sentry drones. Start flying say 15km away. Sit there. Than when your drones are shooting at guys near you tracking speed isn't nearly as bad... however the problem is that you have to go fly back to that spot to pick them up. How about sentry drones fly something like 250m/s but can't fight while they are flying. Essentially you can give them the command engage target and they immediately stop all movement and will start shooting. Or return to drone bay and they won't shoot but slowly fly back to the ship?
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Eleana Tomelac
Gallente Through the Looking Glass
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Posted - 2007.11.12 13:27:00 -
[243]
Why wouldn't we just remove dronebays? (continue reading, stop shouting)
The drones are the only weapon you can't reload from a can (people trying to rat in 0.0 with drones should understand). Now that we have bandwidth, ou can no more have super firepower for cruisers, it is perfectly controlled. So, Drones should be in the cargohold as all other ammo. With the upcoming patch, it seems like droneships are realigned in terms of damage (at least for the cruisers and BCs) with the non drone ships, so, drones is really ammo like any other.
Wait, are we loosing space on those ships? We should not, dronebay size should be added to the cargohold size. Will it create overpowered cap booster tankers? Yes, but at the expense of firepower, a dominix without drones is nothing. So, the tank would be great, not the damage output after you pop his few heavies.
What happens to carriers? Maybe moving fighters to ship maintenance? And standard drones in cargo? We don't want to see huge cargohold making carriers bigger than jumpfreighters.
What happens to ships with dronebay size bonus? Something... Need to figure out what it should be, maybe a speed+tracking (or stupid drones overtrack themselves) bonus to drones or another drone range bonus or a remote repairer/shield booster range bonus for efficient drone support. Well, this little something that will make them loose less drones in combat, making them cost effective at using drones. Or a bonus to logistic drones (as it seems only comat drones gets a bonus).
Is it a gameplay improvement for drones users? Yes, no more 'I lost a drone, I must dock!'.
Will droneships be very versatile in terms of choosing damage? Yes, but having 12 sets of all drone size and damage type is still an enormous amount while when you use missiles, you can have many different missiles for different ennemies, including all damage types and their T2 versions if you like. Same for projectile turrets. And remember switching drones takes time, you have to recall/abandon drones (poor drones) and aunch new ones and send them to attack. Amarr still gots the supposed instant crystal change (because many clicks involved it is still not instant, but full rack ammo change seems to be planned for after trinity). And blasters still gots the highest damage around while rails are a fine range/damage compromise.
So, there should be no looser in this change, I hope, only annoyance of using drones reduced.
Maybe there's some bandwidth tweaking to do as ships not intended as drone ships with many spares could sustain heavy drones firepower while loosing some for a long time. -- Pocket drone carriers (tm) enthousiast !
Say hello to my tiny friends ! |
Alexei Morgenstern
Minmatar Darkdust Industries Empire Black Scope Project
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Posted - 2007.11.14 13:10:00 -
[244]
New Drone Setting / Option: Survival Mode
Simple, once the drone reaches 25% shields, it attempts to return to the drone bay. When launching new drones, highest total HP drones launch first.
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dust monkey
Minmatar Dark Tornado Synchr0nicity
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Posted - 2007.11.15 13:41:00 -
[245]
please please please please add dornes subfolders :)
this is my carrier drones UI currently
Picture
now thats taking up basicly all my screen, with the new movable drone window it'll help, but not as much as sub folders would :)
currently im having trouble locating my drones o.0 --- the cake is a lie.. |
Natalie Jax
Indecision Industries
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Posted - 2007.11.16 18:27:00 -
[246]
Originally by: Alexei Morgenstern New Drone Setting / Option: Survival Mode
Simple, once the drone reaches 25% shields, it attempts to return to the drone bay. When launching new drones, highest total HP drones launch first.
I second this suggestion. It wouldn't overpower drones in PvP, as the drones wouldn't recharge and it would be wicked easy to keep sending drones back to 'mommy' thereby taking damage off of you. It would make drones a bit easier to use in PvE, allowing you to deploy drones earlier in a mission without having to babysit them.
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TimMc
Skiddies of Doom
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Posted - 2007.11.18 23:33:00 -
[247]
Originally by: Natalie Jax
Originally by: Alexei Morgenstern New Drone Setting / Option: Survival Mode
Simple, once the drone reaches 25% shields, it attempts to return to the drone bay. When launching new drones, highest total HP drones launch first.
I second this suggestion. It wouldn't overpower drones in PvP, as the drones wouldn't recharge and it would be wicked easy to keep sending drones back to 'mommy' thereby taking damage off of you. It would make drones a bit easier to use in PvE, allowing you to deploy drones earlier in a mission without having to babysit them.
Yes... either CCP should make them do this or just not nerf the scoop recharge.
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Jason Edwards
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Posted - 2007.11.19 07:03:00 -
[248]
Well I formatted my comp and lost most of my bookmarks so I don't have links to the new stuff. Frankly... I don't like the new drones at all. Mixed dmg types really don't help me in my missions.
The better system would be to make a significant change in tech 2 drones and creation of faction drones.
Currently right now you train heavy drones to lvl 1 and you can use any of the tech 1 heavy drones. Currently right now you train sentry drones to lvl 1 and you can use any of the tech 1 sentry drones. Currently right now you train heavy drones to lvl 5 you can't use any of the tech 2 heavy drones. You still require drone specialization. Currently right now you train sentry drones to lvl 5 and you can use all the tech 2 sentry drones.
Now how about we simply introduce faction drones:
Amarr Navy Praetor shield capacity: 180 max velocity: 1075 damage modifier: 1.25 trackingspeed: .475 orbit velocity: 325
So slightly better than tech 1, not quite as good as tech 2. Maybe you could even put them on par with tech 2. Simply obvious the issue is that they will be expensive.
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TimMc
Skiddies of Doom
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Posted - 2007.11.20 17:13:00 -
[249]
Originally by: Jason Edwards Well I formatted my comp and lost most of my bookmarks so I don't have links to the new stuff. Frankly... I don't like the new drones at all. Mixed dmg types really don't help me in my missions.
The better system would be to make a significant change in tech 2 drones and creation of faction drones.
Currently right now you train heavy drones to lvl 1 and you can use any of the tech 1 heavy drones. Currently right now you train sentry drones to lvl 1 and you can use any of the tech 1 sentry drones. Currently right now you train heavy drones to lvl 5 you can't use any of the tech 2 heavy drones. You still require drone specialization. Currently right now you train sentry drones to lvl 5 and you can use all the tech 2 sentry drones.
Now how about we simply introduce faction drones:
Amarr Navy Praetor shield capacity: 180 max velocity: 1075 damage modifier: 1.25 trackingspeed: .475 orbit velocity: 325
So slightly better than tech 1, not quite as good as tech 2. Maybe you could even put them on par with tech 2. Simply obvious the issue is that they will be expensive.
Most faction stuff has lower fittings and same damage as Tech 2, but cannot use tech 2 specialization skill meaning it does a few % less damage. Since we cannot have lower fittings, possibly identical stats to tech 2 will due.
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Ezekiel Sulastin
Gallente Eve University
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Posted - 2007.11.20 21:55:00 -
[250]
The faction drones would have to be MUCH better than tech 2 in some fashion or I'm simply not going to waste my isk on them, considering the upcoming drone survivability nerfs.
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Qeacka
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Posted - 2007.11.21 03:33:00 -
[251]
I think it would be a good idea to make a skill to control more drones. maybe up to 10 drones. it would take some tweaking but i find that 5 drones isnt fun enough
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Jason Edwards
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Posted - 2007.11.21 07:16:00 -
[252]
Originally by: Ezekiel Sulastin The faction drones would have to be MUCH better than tech 2 in some fashion or I'm simply not going to waste my isk on them, considering the upcoming drone survivability nerfs.
Actually being exactly on par with tech 2 minus the skill requirements but additional cost is essentially what you should expect.
Yes they are going to be sitting ducks of isk ready to blow...
perhaps those officers may come around to modify some drones of their own. Mmmmm 300mil drone pwn.
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DustinTheWind1
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Posted - 2007.11.24 01:55:00 -
[253]
I would like to make a request that it be considered making sentry drones able to stay with a ship when equipping drone navigation computers. You wouldn't be able to send them anywhere just have them orbit or stay with your ship. The reason I ask is because all most other ships can fire while their ship moves but for a sentry drone gunner we have to drop our drones and just sit there. Seems a little unbalanced so this was my way of balancing it. Hope its a useful idea.
The drones wouldn't move very fast was my intention. Definitely not determined by the speed of the ship dropping them but the speed determined by having a drone navigation computer equipped. For that matter a drone navigation computer shouldn't give a sentry much of a boost. just a small one. Maybe 50m/s with a max around 200m/s or 180m/s or something. But just sitting there while your drones fire is not good fighting strategy.
Well it would make sense for sentries to move while firing as much as heavy drones move while firing. However the mass of the sentries is larger and like battle ships would move slower like 200m/s not 0m/s. (Game mechanics) real life space these devices would have no speed limit except the speed of light and depending on the engine move faster than even battle ships likely.
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Cyrus Mierre
Never Say Never
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Posted - 2007.11.24 13:24:00 -
[254]
Something IÆd quite like to see is drone ædisowningÆ. At the moment if drone users want to change damage types they have to recall drones to the ship, then re-deploy. This is actually impossible for a speed-tanking ship because drones must turn off their mwdÆs to dock, which means that at the last second they fall away from the ship.
æDisowningÆ a drone would mean that you give it up entirely û if I want to escape from trouble and have ECM drones in my drone bay for example, I could sacrifice the 5 heavies I have in space at that time (leave them floating) and deploy others. The only way I could then get those drones back would be to move all the way up to them and scoop to dronebay.
In a way this is almost like æheatÆ for drones û sacrificing modules/drones for a better result.
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Archivian Specialatus
Amarr Fairlight Corp FOUNDATI0N
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Posted - 2007.11.24 14:19:00 -
[255]
Just read this bit if you donÆt like the technical stuff. A new type of drone called Comrade Drones, that you can load a module into it, and some ammo if you want as well. Then instead of dropping your usual drones, you can drop these instead. They donÆt chase after your enemy, if they get more than 5km away from your ship then the go offline. But you can set the drones to different Modes, so they can work individually or collectively and be aggressive or defensive.
An example of how it can be use: I have 5 Light Comrade Drones, 4 fitted with Defender Missiles and 1 fitted with a remote rep. I set the first 4 ôAggressiveö and the one with Rep to ôDefensive.ö
A Raven de-cloaks and damps me and sits just outside my range and he opens fire. My 5 Comrade Drones, are set to aggressive and so the second I take a hit, they all open fire, shooting the missiles out of the air. The defensive one begins to rep me the moment I got hit. And I can try and make my way back to the gate before recalling my drones. (and I donÆt think defender Missiles aggro) then I jump through.
For people who want to get into the details of it all, read on. (Including a more detailed description on how they work)
Skills needed:
-Engineering V - Drone Interfacing V -Advanced Drone Interfacing V Scout Drone Operation V (for the small and medium versions) Heavy Done Operation V (for the heavy drones versions)
-Logistics V
-Advanced Weapon Upgrades V -Tactical Reconfiguration V
-Electronics V -Multi Tasking V -Electronics Upgrades V
-Ship Command V -Advanced Ship Command V
(NEW) Comrade Drone I û x3 multiplier (Allows you to use the Small and at level 3, Medium Comrade Drones.) Bonus: +10% Comrade Drone effective per level.
(NEW) Advanced Comrade Drone I û x5 multiplier (Allows you to use the Heavy Comrade Drones) +10% Comrade Drone effective per level.
Comrade Drones: Bonus: 95% reduction in CPU and Power grid of fitted modules.
Penalty: Its effectiveness with a module is based on your skill points û80%. 5% reduction to ship capacitor size.
Basic Stats: Comrade Drones have the same stats as a Heavy Combat Drone except for a few things: Fitting:1 High/ 1Med/ 1Low Speed: 250 Orbit Speed: 100 Signature Radius: Small-100/ Medium-150/ Large-200 Shield HP: Small-250/ Med-350/ Large-500 Armour HP: Small-275/ Medium-450/ Large-600 Capacity Small-300m3/ Medium 500m3/ Large-1000m3 Program Bandwidth: Small- 15/ Medium-20/ Large-30 Power Grid: Small-75/ Medium-100/ Large-200 CPU: Small-20/ Medium-35/ Large-50 (It has no gunnery stats, because it uses modules)
Program Skill Tree:-Science V -Electronics V (NEW) Program I (x3 multiplier) (Allows you to install programs into Small and Medium Comrade Drones) +2 Program Bandwidth per level
(NEW) Advanced Program I (x5 multiplier) Allows install programs into Heavy Drones. Level 2 =2 Programs, Level 5 =3 Programs) +6 Program Bandwidth per level
(To use a program you need the program skill and the Item skill at level V. So your required skill that will show in the Program for that item will be like this. eg: Small Pulse Energy Laser Program: I need - Program 1 and Small Pulse Energy Laser V
Eg: Small Pulse Energy Laser II Program: I need û Program V and Small Pulse Laser Specialization V
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Archivian Specialatus
Amarr Fairlight Corp FOUNDATI0N
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Posted - 2007.11.24 14:22:00 -
[256]
Comrade Drones û (I will talk about them as if I had minimum skills)
In station you can kit your Comrade Drone with a module. But the Module will work without a program uploaded to it, so you have to add the right program for the right module. So when you undock and get into a fight, you can drop out your drones. Comrade Drones, never leave 5km of you. (if they do they go offline and you have to scoop them) They also use up the same Drone Bandwidth as normal drones. But when you drop your drones, and access the drone options, you have two options that you can toggle between. 1: Drones Act individually (would give a lot more micro management, but an expert could really use them to awesome effect.) When you select a program for a Drone (from the drone orders tab), it is only for that single Drone.
2: Drones Act as a collective (Much easier for most people to use, at the loss of intricate versatility and adaptability) When you select a program for a Drone (from the drone orders tab), all Drones with the same Program will change to that program.
And then 3 sub toggles of: 1:Aggressive (Comrade drones never target me by default û unless I specifically tell it to û which will be an option on the menu) 2:Neutral (Comrade Drones wont target anything unless I tell them too) 3:Defensive (Comrade Drones only target me by default, unless I tell them otherwise)
Lets say I have 5 Medium Comrade Drones and that I have kitted: Drone 1: Medium Energy Pulse Laser II Drone 2: Medium Energy Pulse Laser II Drone 3: Large Remote Armour Repairer II Drone 4: Explosive Armour Hardener II Drone 5: Cap Recharger II
The effectiveness of a Comrade Drones module is based on my skill points û80% and not my ships bonuses/ship modules. As I train up my skill I can get rid of the û80% at maximum skills. So when Drone 1 fires, its damage is based on my skills with the Module, but also its cap usage, drains my ships capacitor, and the range of the gun is not as good as the one on my ship, because my ship has a tracking computer which boosts MY guns and not the drones.
This is what they do depending on my settings.
Individual (with individual selected, you can set each drone to different sub toggles) -Aggressive: Drones 1+2: will fire at who ever aggresses me even if they are not in optimal range. If its 2 targets they will shoot different ones and if there is more than 2 they will just stick to the 2 they are already on.
Drones 3: will rep at who ever aggresses me even if they are not in optimal range (if that is possible for the module).
Drone 4: Will do nothing because they do not have a module that can target anyone, other wise they would.
Drone 5: Has a capacitor Recharger onboard so it just recharges.
Collective (Drones will ALL be on the same sub toggle) -Aggressive Drones 1+2: will fire at who ever aggresses me even if they are not in optimal range. If its 2 targets they will shoot the one who did the first act of aggression and stay on that target.
Drones 3: will rep at who ever aggresses me even if they are not in optimal range (if that is possible for the module).
Drone 4: Will do nothing because they do not have a module that can target anyone, other wise they would.
Drone 5: Has a capacitor Recharger onboard so it just recharges.
Individual -Passive Drone 1+2: Will do nothing unless I tell it to.
Drone 3: Will do nothing unless I tell it to.
Drone 4: Will do nothing unless I tell it to.
Drone 5: Has a capacitor Recharger onboard so it just recharges.
Collective -Passive Drone 1+2: Will do nothing unless I tell it to.
Drone 3: Will do nothing unless I tell it to.
Drone 4: Will do nothing unless I tell it to.
Drone 5: Has a capacitor Recharger onboard so it just recharges.
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Archivian Specialatus
Amarr Fairlight Corp FOUNDATI0N
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Posted - 2007.11.24 14:23:00 -
[257]
Individual -Defensive
Drones 1+2: will fire at who ever aggresses me as long as the attack begun within optimal range and they will fire until the target leaves falloff distance. If its 2 targets they will shoot different ones and if there is more than 2 they will just stick to the 2 they are already on.
Drone 3: Will activate and rep me as soon as I am aggressed.
Drone 4: Will activate and boost me as soon as I am aggressed.
Drone 5: Has a capacitor Recharger onboard so it just recharges.
Collective -Defensive
Drones 1+2: will fire at who ever aggresses me as long as the attack begun within optimal range and they will fire until the target leaves falloff distance. If its 2 targets they will shoot the one who did the first act of aggression and stay on that target.
Drone 3: Will activate and rep me as soon as I am aggressed.
Drone 4: Will activate and boost me as soon as I am aggressed.
Drone 5: Has a capacitor Recharger onboard so it just recharges.
Because you are interfaced with your drones when you are jammed, you do not lose control of them (like with normal drones)
I think itÆs a good idea, but obviously needs some fleshing out.
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DustinTheWind1
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Posted - 2007.11.25 08:08:00 -
[258]
Here is another thought. Drones should recharge their shields and be protected by your ship's shields when with in about 5K but of course at the expense of your ships shields. When they venture out and attack another ship then they are relying on their own shields as a capacitor. The drone shields can be refilled and protected when they get back. Then allow them the option when they re-dock to repair their armor at the expenditure of you capacitor. Makes it more realistic as well because you are expending resources for these repairs. Makes sense also that in the drone bay they can get armor repairs. This would also eliminate the annoyance of trying to lock down a drone and repair it which is almost impossible in combat when you need to be locking enemy targets not to mention trying to find which drone is damaged.
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Dr Cedric
Caldari The Nietzian Way Hydra Alliance
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Posted - 2007.11.27 15:04:00 -
[259]
So, I'm not sure if this has been said or not, so here goes:
I read in a different post by one of the Dev's (can't remember where or who, but I know its there) that the reason behind changing the Myrmidon's Bandwidth from what would be considered 125mbits/s to 75mbits/s was because, combined with 6 heavy blasters, the DPS of the Myrm was a bit too much. I agree, being able to field 5 heavy drones AND 6 blasters is a bit over the top.
Here is my argument, though. The description of the Myrm says (in a few different words) that it has a big drone bay because it wants its pilots to not run in guns blazing, all up close and personal, instead it wants them to be a bit more tactical and use drones to deal the damage, while it focuses (clearly, because of its 7.5% armor rep bonus) on keeping itself alive.
SO...here is my suggestion.
Instead of dropping it from 5 heavy drones to 5 med drones, drop it from 6 turret points to 3-4. This will limit its turret damage, while allowing it to continue its role as a heavy drone boat. I think this is the best change. Lots of Myrm pilots (myself included) take advantage of the drone damage bonus and let them do the dirty work while I stay 40-60 km away and loot, or salvage or repair. I hardly fit guns to my myrm at all anyway. Mostly Nos and stuff for PvP, and a few small rails for ratting the little frigs that get away from me.
So, Dev's..since we have a little time, can we please try this out, to see if it will still work? Keep the heavy drones, but drop some turret points. That should do the trick : ) Dr Cedric
Dipolmatic Liason; Industrial Logistics Technician - The Nietzian Way
-My opinions and ideas do not necessarily represent those of my corporation or alliance- |
Natalie Jax
Battlestars
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Posted - 2007.11.27 16:59:00 -
[260]
Ugh, enough with the Myrmidon already.
On to business. I've heard they are mucking about with Drone ROF and such. What's the story with that?
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Khald
Gallente Swordbruden Mining and Security Service Inc. Te-Ka
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Posted - 2007.11.29 19:28:00 -
[261]
Can scripts be added to drones:
Some Ideas:
Offensive 25% bonus to DPS -25% to shields/armor Defensive -25% bonus to DPS 25% to shield/armor
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Joshua Foiritain
Gallente Reikoku Band of Brothers
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Posted - 2007.11.29 23:34:00 -
[262]
Heres a simple request; Can drone groups please be sorted alphabetically, it would make it much easier to found which group in looking for when flying a carrier with two hundred and fifty diffrent groups -----
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Cleric Hammond
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Posted - 2007.12.02 16:23:00 -
[263]
I have a few suggestions for drones.
An ability to assign multiple targets to drones, example: There are three frigates and I tell the drones to go for the first frigate then the second and then the third in that order, then they fly off and attack target one until its destroyed then two and then three. It would save a lot of useless clicking.
Also I'd like to be able to set my drones to attack certain things i.e. There are two battleships and two frigates, I set my Light drones to only attack frigates, so when I lauch them they dont go for the battleship where they'll be completely useless.
Meh.
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Richard Masterson
Stupid People Always Need Killing Insurgency
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Posted - 2007.12.04 05:43:00 -
[264]
Thanks for finally addressing this issue!
May I suggest some other AI improvements?
1. Drone attack queue. (I've suggested this before.) Easy as an "Attack Next" option, that keeps your drones from hauling ass in 5 separate directions after they kill the target you've given them. Obviously could be abused by AFK mission runners if the queue is longer than 1 or 2 targets.
2. Prioritize target type. After the cluster**** described above, and I have 5 drones on 5 different targets, I find that many of them end up on larger targets that they cannot kill by themselves. How about telling my light drones (when I field them) to only attack frigate sized targets? Or my heavies to kill BSes or cruisers?
3. While on the Aggressiveness note, why not an "Evasiveness" option? Drones as they are now approach a target directly, which can get them pew pewed very quickly with no transversal. A high evasiveness level would tell the drone to always approach tangentially. The drone would take longer to get to the target, but would survive longer; hopefully long enough for you to notice it being shot and recall it. Additionally, this would increase the orbit velocity, which may cause it to not hit the target as much, but could possibly mean a longer-lived drone.
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Thera Romana
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Posted - 2007.12.07 14:52:00 -
[265]
Add the drones to the high mids and lows in F9-F12 for none carrier, you could display damage just like heat is displayed on weapons
Allow the rows to be grouped for tactics.
Allow logistics drones, and others to aid a group. Example
I put out 4 heavy drones and then assign a heavy shield bot to your group. The shield drone could only repair one at a time, but it would rotate through them in support.
Get rid of the insta shield charge, But add rigs or modules for Drone repair modules. Hull repair, Armor repair, Shield recharge(this might be where you get the insta shield recharge back at)
Add drone recall to part of warping, but you wont warp till all drones are in, you would also have to ad the abandon function then.
Add function that will launch only drones that are healthy, I cant see the health of a drone in my bay, so nothing is more annoying than launching a drone and finding out it only has shields no armor or hull left.
Add a drone tractor system for sentries when activated it pulls the sentries along with the ship, but the ship will be heavily hit for velocity
Off of drones but possibly simular mechanics would love to see alliance or corps based Rats. Anchorable modules to anchors at gates, near stations or POS's, that you would have to stock with ships, ammo, modules(you dont choose what gets put on them, it does it automatically) but works just like rats, depending on the size of module make a difference on what it can deploy, so a large would deploy at any one time 3 BS, 4 cruisers. small would be 2 cruisers 3 frigates. You have to stock it though. so when it runs out, it runs out. Also make it have a 150k radius where only one can be deployed in 150k, so if you go out from your pos 150 you could put 6 total around, but each would be min 150k from each other.
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Thera Romana
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Posted - 2007.12.07 15:33:00 -
[266]
Another thing to look at is my Myr has 7 slots for weapons, how about adding a High slot module that can be used on non-capital ships to add drones, one drone per module(module would add bandwidth and max number of drones), so a myr could control 12 drones total(do the bandwidth to equal say 2 heavies and 10 mediums) but you loose all turrets. A domi would be able to do 13(band width would be say 7 heavies, 6 mediums)
Would love to see covert ops(recon) drones, drones that can cloak, no attack, it just scans and warps to items, then you can click view drone and you see what it sees allowing you to scout locations. The other option would be drones you could place and then go to other sites and watch from a far, one recon ship could place drones on several gates or in multiple belts to watch for enemies or to help track them down. Could see you getting messages from drone like BS from corp x detected.
Survey drones, you launch them to survey for exploration sites, they may take a while. This would be for advanced surveyiors.
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Al tura
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Posted - 2007.12.12 17:19:00 -
[267]
anything! skills-fitting to boost my BW
pleas
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