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TheMailman
GreenSwarm Atlas Alliance
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Posted - 2008.06.22 12:59:00 -
[1]
Edited by: TheMailman on 22/06/2008 13:00:20 Instead of having 1 charge in your gun, like they have now, projectiles would require two different types, one would dictate range, other one damage.
It'd be minmatar atleast.
crappy idea to work on ?
edit: no idea if game mechanics support this, how the intented change would take place(ie change everyones items) and a lot of problems, just thinking |

Admiral Steiner
KINGS OF EDEN
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Posted - 2008.06.22 13:21:00 -
[2]
you mean like 1 type being projectile and the other being the propellant?
not sure how it would change the game mechanics tbh could let ya fire rocket propelled stuff tho i suppose XD
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Corp Caretaker
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Posted - 2008.06.22 13:27:00 -
[3]
Edited by: Corp Caretaker on 22/06/2008 13:27:26 thats what im having in mind, it'd atleast back up the "choose your damage type" minmatar are supposed to have, and im not suggesting "only em damage charges" and "only kinetic" and so on, they can keep the current "damages", also the propellant would have damage mod too... to keep all damages equal at same ranges.
edit: fix forums settings-saving feature, posting with alt sucks
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SickSeven
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Posted - 2008.06.22 13:29:00 -
[4]
well considering that's how real artillery works. It could be a good idea. But not sure if the game can support it. 1- is your warhead, wich determines damage, and could be nearly the same as some of the proj ammo we have now just without the range modifiers. however, EMP would have to be changed.
2- is your 'charge' which determines range of the shot.
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Lamonadetomare
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Posted - 2008.06.22 13:42:00 -
[5]
you askin for missiles with no delay?
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Jalif
Deviance Inc Nocturnal Legion
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Posted - 2008.06.22 13:45:00 -
[6]
Why don't you suggest it in the following topic? We are already brainstorming in that treath. Don't make more topics just for 1 idea or we would have 20 diffrent of those. Ones again, please suggest it in the following topic: http://myeve.eve-online.com/ingameboard.asp?a=topic&threadID=801402 ************ BOOST MINMATAR!!! ************ |

Malcanis
We are Legend
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Posted - 2008.06.22 13:55:00 -
[7]
Originally by: Lamonadetomare you askin for missiles with no delay?
That often miss.
CONCORD provide consequences, not safety; only you can do that. |

TheMailman
GreenSwarm Atlas Alliance
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Posted - 2008.06.22 15:28:00 -
[8]
Originally by: Lamonadetomare you askin for missiles with no delay?
nope, im asking to choose my damage type (within reasonable limits) AND range, as they should be, atm i can choose damage type to some extent(which is fine) but if i decide to change damage type, i must also change range.
just trying to figure out something to boost up the projectiles(arties), without making them rails |

Gryphius
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Posted - 2008.06.22 16:06:00 -
[9]
It might be worth seeing how the prices of these two things work out. If I was using artillery and was forced to buy two separate types of ammunition (charge and projectile), I'd hope that one of each would cost about the same as any other type of ammunition. Otherwise, I'd be paying essentially double for better damage/range options.
Also- what would stop people from just getting the highest-ranged charge and the most damaging projectile? That would be like combining the range of a Lead Hybrid Charge and the damage of an Antimatter one :/
[11:47am] Ulviirala: my damn balls are bigger than these veldspar roids |

AstroPhobic
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Posted - 2008.06.22 16:11:00 -
[10]
Originally by: Gryphius It might be worth seeing how the prices of these two things work out. If I was using artillery and was forced to buy two separate types of ammunition (charge and projectile), I'd hope that one of each would cost about the same as any other type of ammunition. Otherwise, I'd be paying essentially double for better damage/range options.
Also- what would stop people from just getting the highest-ranged charge and the most damaging projectile? That would be like combining the range of a Lead Hybrid Charge and the damage of an Antimatter one :/
Sounds like he would have propellants that have a damage modifier and range, and then a bunch of different damage type ammos that all do the same damage. Kind of a neat idea, but I think you're restricted by the code and it could get a little messy.
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TheMailman
GreenSwarm Atlas Alliance
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Posted - 2008.06.22 16:13:00 -
[11]
Edited by: TheMailman on 22/06/2008 16:15:02 Edited by: TheMailman on 22/06/2008 16:14:22 double edit for clarification
Originally by: Gryphius It might be worth seeing how the prices of these two things work out. If I was using artillery and was forced to buy two separate types of ammunition (charge and projectile), I'd hope that one of each would cost about the same as any other type of ammunition. Otherwise, I'd be paying essentially double for better damage/range options.
edit: needs some working, but obviously damagecharges would cost quite the same for all, and the range dictating would be more of a player in the price, shortest range costs more than charge, longest less, details to be worked on
Originally by: Gryphius
Also- what would stop people from just getting the highest-ranged charge and the most damaging projectile? That would be like combining the range of a Lead Hybrid Charge and the damage of an Antimatter one :/
the range dictating charge would have damage modifier to it, longest would have like 0.35x (or whatever the ratio for longest/shortest is atm, no real numbers here) so it would have still same damage as the longest has now, and shortest would have 1.0x so it'd do the same as it does now
hope that makes some sorta sense, or ill have to start doing some real math... more critique welcome |

arbalesttom
Glauxian Brothers
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Posted - 2008.06.22 17:57:00 -
[12]
If it means you can actually shoot volkswagens with artillery, then yes, /signed. ***Sig***
Originally by: Cpt Branko That is a JoJo, a forum troll used by Amarr whiners.
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